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Messages - AshTheTiefling

Pages: [1] 2 3 ... 5
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 12, 2020, 04:09:23 am »
A little while back, I needed help with defining animals in my dwarf civs, I've been having a little trouble with that lately, ever since I tried to implement this enormous, venomous, but gentle underground snake. No matter how many times I've tweaked it, I can't seem to get them available on embark when I generate a test world. Anyone know why? (I know some stuff is weird, it's mostly placeholders and other modded things, I don't get any errorlog reports btw)

Creature_Domestic:
Spoiler (click to show/hide)

And Entity_Default:
Spoiler (click to show/hide)

Anyone know how to fix it?

2
Hey, I'm modding in cobalt, and one of my old forts had access to cobaltite, so I thought I'd try it out there. Eveything was fine except for the fact that the d -> a automine feature didn't work...

Anyone know how to make it function? I've messed about in the raws, changed a million things and still can't figure it out.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 03, 2020, 02:36:36 am »
Ok. Now another one. How do you get civs to make stone weapons only/make non-metallic weaponry? Again, I'm using HAS_ITEM_REACTION_PRODUCT. I'm inspired by a mod by the name of Tribal Fortress.
Hmm. It seems like you have it almost all sorted out. Add [PERMITTED_REACTION:MAKE_STONE_AXE]... and so forth to your civ, remove Metal_Pref and it should work out. Civs have a tendency to use whatever they can get so make sure your permitted reactions are consistent with the name in the reaction file.
So sorry, but you'll have to get someone else's input on the specifics of reactions. I'm only confident with modding civs, creatures, and the occasional plant, using the [PERMITTED_REACTION] system is what I know works for me.

4
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: June 03, 2020, 02:04:04 am »
Hey, this should be obvious, but do the EXAMPLE files in raw actually do anything, I really wanna make vampires bite-contagious and add a few more curses, but I have no idea what the real interaction files are. (On a side note, anyone know any good .dat and .sav editors?)
No they don't do anything. They're just examples of generated stuff.
If you turn off save compression on your save you can open those files with notepad, not sure of how you can edit them though
Hmm, if not, then where are the actual files located?

5
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 28, 2020, 06:55:58 pm »
How do I restrict entities to producing say bronze or iron weaponry? I'm making a CIV-inspired mod where eras (entries in this case) are limited by weapon-grade metals. modifying inorganic_metal.txt might be enough, but I want specific entities, not all of them. I'm using HAS_ITEM_REACTION_PRODUCT to limit them.

Code: [Select]

[REACTION:MAKE_IRON_DAGGER]
[NAME:make iron dagger]
[BUILDING:METALSMITH:CUSTOM_T]
[REAGENT:A:1:BAR:INORGANIC:NONE:NONE]
[HAS_ITEM_REACTION_PRODUCT:IRON_AGE_WEAPONRY_DAGGER]

In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:A:IRON_AGE_WEAPONRY_DAGGER]
[FUEL]
[SKILL:FORGE_WEAPON]



What you have to do is remove all the [PERMITTED_REACTION:metal_MAKING] tags from the entity. so only [PERMITTED_REACTION:BRONZE_MAKING] remains. that way the civ will be restricted to bronze and copper.

A different, but similar trick I've figured out is to try making specific metals which are that-civ-only (say, maybe something like [ANCIENT_BRONZE] or [IRON_AGE].) Here are the related changes for the elf metal I made for my elf civ using this method.

In entity_default I added:
[PERMITTED_REACTION:ELF_METAL_MAKING] to the elf civ. (Do NOT add it to any other civs.)

In inorganic_metal:
Spoiler (click to show/hide)

In reaction_other:
[REACTION:ELF_METAL_MAKING]
   [NAME:make elfblade]
   [PRODUCT:100:9:BAR:NO_SUBTYPE:ELF_METAL][PRODUCT_DIMENSION:150]
   [SKILL:CARPENTRY]


The only bugs I'm working out is the fact that somehow elfblade appears as a metal in the metalsmith's forge menu, and you can make stuff out of it by melting elf weapons (doesn't happen in worldgen, though.)
Just change the name from [ELF_METAL] to something like [ANCIENT_BRONZE] and it should work, so long as you add everything mentioned here. No need to go too in-depth with the reaction system so long as you know what you're doing!

6
Hey, this should be obvious, but do the EXAMPLE files in raw actually do anything, I really wanna make vampires bite-contagious and add a few more curses, but I have no idea what the real interaction files are. (On a side note, anyone know any good .dat and .sav editors?)

7
How the heck does one make mug/goblet/chalice/flask/jug/kitchenpot out of BONE?
Answer: 1cm by 15cm strips of bone, plus animal-tissues glue. Maybe animal leath...no.

Or the SKULLS OF YOUR ENEMIES,

BLOOD FOR ARMOK!

8
So, I've wanting to make a challenge fortress where the dwarves only use bone for stuff, weapons, doors, beds, everything (In an evil biome for added Fun!) To make this work, I need to essentially make it so bone is a viable material for tools, weapons (you already make bows, so that's something) and furniture, any idea on how to make that possible?

9
DF Modding / Re: Share your fun secrets and interactions
« on: May 20, 2020, 03:33:18 am »
And if you're seeing .dat files, you're in the wrong directory.
raw/objects is where you want to be.
All I can find there are the example files, do those do anything, or are they just notes left by toady?
I'm fairly adept at modding normal raw text files, but I wanna try assessing world.dat at some time.

Edit: I'm gonna move this to the interaction questions thread if it gets any longer.

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 12, 2020, 06:46:17 pm »
  [USE_MATERIAL_TEMPLATE:mynewdye:PLANT_POWDER_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pruiple dye]
       [STATE_COLOR:ALL_SOLID:PURPLE]
      [MATERIAL_VALUE:22]
      [DISPLAY_COLOR:5:0:0]
      [POWDER_DYE:PURPLE]
      [PREFIX:NONE]

and make a new reaction in desired workshop:

[REACTION:MAKE_P_DYE]
   [NAME:make p dye]
   [BUILDING:xxxxxxxxx:NONE]
put reagent egg here, maybe ten of them?
   [REAGENT:B:1:BOX:NONE:NONE:NONE]
      [EMPTY]
      [BAG]
   [PRESERVE_REAGENT]
[PRODUCT:100:1:
put creature's mynewdye here.
      [PRODUCT_DIMENSION:150]
      [PRODUCT_TO_CONTAINER:B]
   --noneedfor FUEL]
   [SKILL:xxxxxxxxxxxxxxxx]


Further help is available here: http://dwarffortresswiki.org/index.php/DF2014:Reaction

So, do I add 
[USE_MATERIAL_TEMPLATE:mynewdye:PLANT_POWDER_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pruiple dye]
      [STATE_COLOR:ALL_SOLID:PURPLE]
      [MATERIAL_VALUE:22]
      [DISPLAY_COLOR:5:0:0]
      [POWDER_DYE:PURPLE]
      [PREFIX:NONE]

Under [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] Or somewhere else?

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 12, 2020, 04:49:29 am »
So, I wanna make a nifty purple dye out of a creature's eggs and have no idea on how to go about that. It's pretty easy to do it with plants, but has anyone here succeed in making dye out of other materials?

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 10, 2020, 05:58:08 pm »

Its a problem with 'Giant' and 'Man' forms of these creatures copying over all the tags (tokens) from the base creature, and then applying a specific creature variation to add/remove/convert some of those tags.  The problem you are having is that the creature variations don't account for your new CREATURE_CLASS token.  We can fix that.

In the RAW file c_variation_default, we need to slightly modify the following three entries:
  • CREATURE_VARIATION:ANIMAL_PERSON
  • CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS
  • CREATURE_VARIATION:GIANT

It might seem that we could add another CV_REMOVE_TAG entry to these variations, using it to remove the CREATURE_CLASS tag, but that would remove all of the creature classes from the variant forms, and we don't want that (it could screw up some of the interactions and syndromes in the game, such as poisons).  Instead, probably the safest method would be to use a CV_CONVERT_TAG entry to alter the creature class.

All you need to do is add another CV_CONVERT_TAG series to each of those entries using your custom creature class as the argument.  For example, if your creature class is

Code: [Select]
[CREATURE_CLASS:ASHTHETIEFLING]
Then we could add the following to each of those creature variation entries listed above:

Code: [Select]
[CV_CONVERT_TAG]
[CVCT_MASTER:CREATURE_CLASS]
[CVCT_TARGET:ASHTHETIEFLING]
[CVCT_REPLACEMENT:ASHTHETIEFLING_NEW]

Doing this would change the creature class from the one you specified for domestication, to a new creature class of your choosing.  The new coverted creature class could we one that already exists, or a completely new one if you like.

_____

If you don't want to mess with having the variations possessing a converted creature class, and want to remove the custom creature class from the variations entirely, I think this can be done using the conditional remove tag token, CV_REMOVE_CTAG. I've personally never used it but I think I know how it works. I would want to experiment myself first or have someone more experienced weigh in on it before giving you suggestions on how to use first, though.

Thanks! I wasn't sure if there was a way to reference classes in the creature variation doc. I've created multiple classes for domestication (human, dwarf, and elf) specifying all of the classes should work, I'll post here if it doesn't work out.

Can I make people not move into certain civs? I'm tired of [OPPOSED_TO_LIFE] modded civs causing massacres when spawning in them in adventure mode.

Hmm. I dunno, if you're okay with making your [OPPOSED_TO_LIFE] civs item theives, that might work... still, they could recruit kobolds, but adding the [NOT_LIVING] tag to kobolds would negate the massacre. Anyway, you can make slavery UNTHINKABLE in your ethics so when they take over sites they don't kidnap people, and adding [BABYSNATCHER] is a definite no. I'm not experienced enough to give specific advice, though.

13
DF Modding / Re: Share your fun secrets and interactions
« on: May 10, 2020, 04:56:15 am »
Little bit off topic, but here's an interesting story:
Once I sent a couple of my least-favourite dwarves out on a suicide mission to recover a necromancer tome.They came back unharmed. with the tome. AND a few undead friends they met along the way! Yeah, so i had a necromancer and a few intelligent undead at my fortress. I like to think my dwarves just went up and had a nice chat with the undead, maybe a cup of tea with bone biscuits. The necromancer thought my fortress sounded cool so she came with some of her lieutenants.
She went to work and was just a normal dwarf after that. I was able to keep her and the undead sane by setting up a tavern, and nobody else read the slab so I didn't have an abundance of necromancers. Everything went on as normal after that.
Until of course a werebuffalo came to my militia-less fortress. That was Fun.

I really want to edit the interaction files, but I can't get into them, dunno what software to use to open .dat files. I wanna try some different curses and curse combinations, maybe one which turns dwarves into ghost-like beings which wander around evil biomes and emit evil clouds. Or certain dwarves are born with the supernatural ability to curse other creatures, and will do so if they're on bad enough terms or during a fight.

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 09, 2020, 10:42:42 pm »
How do you add a class to a creature variation? Just typing in [CREATURE_CLASS:...] Doesn't apply that class to all creatures with the variation, I just get an error code.

I'm trying to fix an issue caused by using classes to define what animals an entity can domesticate. If I added the class to an animal with giant and sentient forms, say, a fox, the civ ends up 'domesticating' giant foxes and fox men as well.


15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 09, 2020, 03:53:41 am »
I don't know if it's having a weird knock-on effect or anything, but there's a typo in the colour modifiers block for the eyes:
[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:IRIS_EYE_SAFFRON:1:...
Should be:
[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_SAFFRON:1:...

Dammit... Fixed it now!

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