Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Seriyu

Pages: [1] 2 3 ... 303
1
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: October 04, 2018, 11:37:34 pm »
Yep, that was it, can't believe I forgot that. Guess I'm stuck regenning worlds to test reactions. Thank ya!
When testing, can have like five variants of the same work-in-progress reaction, see which one works. Instead of try, new world, try, new world, try.

ps. edible salt from rock salt boulders:
Spoiler (click to show/hide)

That's an excellent idea and just what I'm looking for, thank ya!

2
DF Modding / Re: Some help with tilesets in general.
« on: October 04, 2018, 11:36:07 pm »
Very helpful everyone, thank ya!

3
Asbestos is resilient to fire, heat, electricity, which I admit is pretty unique for a cloth material.

Slag is primarily used to make concrete these days, though I guess it could be used as a byproduct of the smelting industry to make low value glass, as it is apparently a glassy material.

4
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: October 03, 2018, 06:43:34 pm »
Is there an easier way to test workshops/custom reactions then making a world, embarking, and manually testing everything? Failing that, is there a comprehensive list of stuff that'll make a workshop not show up for construction?

does your civilisation have the correct "Permitted building" ?

it's the only thing I can think of.

Yep, that was it, can't believe I forgot that. Guess I'm stuck regenning worlds to test reactions. Thank ya!

5
DF Modding / Some help with tilesets in general.
« on: October 02, 2018, 08:54:03 pm »
So I'm not quite sure how tileset assignment is decided. I get the basics, the RAWs refer to a part of the tileset via a number, but apparently there are multiple tilesets? I've only ever seen the one (curses600x800 or whatever the dimensions are), and I'm not sure what tileset is being referred to when the RAWs call a tile, it all seems to be using the same tag?

In one case I do understand tile assignments, and that seems to be creatures (where it's just assigning a letter). However this raises another question, which is how are tiles being used for more then one thing. Is there really no tile usage overlap in DF?

I don't really know how tiles are determined beyond the very basics it seems like, and I'd like to figure out more, as I'd like to make a tileset for my mod at some point, and I obviously need to know how all this hooks up to do that!


In short...

1. RAW tile assignments don't seem to make sense to me, outside of letter assignments. I'll grab a tile ID from the tilesets page on the wiki, and it'll reference an entirely different tile then I was aware of.

2. RAW tile assignments make sense when there's a letter assignment ([TILE:'A'] or whatever), but I don't know how those tiles are being used for multiple things (if they are? is there really no creature tile overlap in the game? Regardless I'm pretty sure I've seen it used for multiple things in mods, and this was before dfhack TWBT support IIRC, but I'd be willing to accept that my assumptions are just wrong on this one)

3. There seem to be multiple tilesets? I don't know if these are legitimately multiple tilesets or just a tileset being used in a different way depending on what you're looking at (the biggest example I can think of is the overworld map vs fort mode viewing).

 Thanks in advance.

6
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: October 02, 2018, 03:29:44 pm »
Is there an easier way to test workshops/custom reactions then making a world, embarking, and manually testing everything? Failing that, is there a comprehensive list of stuff that'll make a workshop not show up for construction? I recently did some tests (not for a workshop specifically, but it was on the list) and found the workshop not showing up, despite everything, as far as I'm aware, being fine. It was sharing a hotkey with another workshop which might've been doing it, but I'm unsure, and I'd just like to streamline this in the future if I can!



7
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 30, 2018, 01:43:31 pm »
technically it's the [SPECIAL] tag but both [DEEP_SPECIAL] + [DEEP_SURFACE] both imply [SPECIAL] (much like INTELLIGENT is CAN_LEARN + CAN_SPEAK)

But yes generally if a civ owns land that encompasses a material (ore, creature, wood, etc) they will have access to it and thus be able to trade it. PERMITTED_REACTIONs normally allow free access to BARs thus why if a dwarven civ can't trade IRON aka don't have IRON in their settled and owned lands they still have STEEL because of the reactions that produce BARs of STEEL.

but you can have materials not be tradable AND not be used by RNG if you tack on [SPECIAL]

Very helpful, thank ya!

8
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 29, 2018, 04:00:34 pm »
How do trade goods work? Is it as simple as "if the civ has access to it through permitted reactions/settled location" they'll bring it, or is there some jerry rigging going on behind the scenes? I know they won't bring DEEP_SPECIAL stuff.

9
DF Gameplay Questions / Re: Question about large creatures and butchering
« on: September 27, 2018, 03:56:56 pm »
Thanks for the help, seems like the opinion is that they're in stasis in the workshop!

10
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 25, 2018, 02:48:18 pm »
That did it, thank ya very much! Can't believe I missed the category tag. Thank ya for the clarification on the custom tissue, too! Wasn't sure what to do with the vascular tag for not-bleeding.

11
DF Gameplay Questions / Re: Question on trade caravan and planning mode?
« on: September 24, 2018, 08:39:05 pm »
Just to be safe, you waited outside of the building selection mode, unpaused, for the broker issue right? As long as you're looking at buildings and issuing commands to them (like broker instructions) you're paused and time is frozen. You do need to give them a liiiittle bit of time to get set up, though it usually doesn't take too long.

12
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 24, 2018, 08:36:33 pm »
Getting a "no tissue thickness" error for the "head" and "crystaline growths" BPs on this guy.

Creature:
Spoiler (click to show/hide)

Body parts:
Spoiler (click to show/hide)

Thanks in advance!

13
DF Gameplay Questions / Question about large creatures and butchering
« on: September 24, 2018, 05:59:24 pm »
As I understand it larger creatures take longer to butcher, can a creature rot while it's being butchered? or is it sort've "in stasis"?

Also my understanding is it's one task that "deconstructs" the corpse when it's done, and the dwarf isn't actually butchering individual parts, is that accurate? or will the dwarf butcher the corpse piece by piece?

Thanks in advance!

14
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 23, 2018, 02:14:51 am »
So you know how elves and stuff have their own unique messages they give during diplomacy and invasion messages, is there a way I can set one of those up for a custom entity without overwriting the old ones?

I believe that's hardcoded unfortunately. You can, but it goes beyond standard text file modding and reaches into coding and .exe modification, IIRC, unless something has changed

15
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 22, 2018, 03:52:15 pm »
If they're missing [CASTE_NAME] they'll show up as "nothings".

Ah, that'd be it. Thank ya!

Pages: [1] 2 3 ... 303