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Topics - joostheger

Pages: 1 [2] 3 4
16
DF Dwarf Mode Discussion / What TIME OF DAY do werebeasts transform?
« on: September 08, 2023, 03:53:21 am »

The wiki states, that werebeast transformation occurs on the 13th of Limestone, on the 11th of sandstone and on the 8th of Timber.

That means that between the first and second transformation there are 26 days, but between the second and the third where are 25 days.

Does this mean, that the tick-difference varies between transformations? If the transformation occurs on the same TIME OF DAY each moon, then yes.
Otherwise, if the ticks between the transformations are equal, that means that the transformation occurs on differend times of day, each moon.

Who knows this?



17
DF Modding / Trying to get a SYNDROME applied with PLANT GROWTH
« on: September 03, 2023, 02:44:46 pm »
Hi modders!

So this is my plant
Code: [Select]
[PLANT:MY_GRASS]
[NAME:my grass][NAME_PLURAL:my grass][ADJ:my grass]
[FREQUENCY:100]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[SYNDROME]
[SYN_NAME:grass syndrome1]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:gr1:grstr1:grstr1:START:0:ABRUPT]

It affects grazers and works fine.
However now i want to attach a syndrome to one if it growths, and I cant get it working. The grazers dont eat the growth, so I made it boil quickly so it should get inhaled. but with no luck.

Code: [Select]
[USE_MATERIAL_TEMPLATE:STRUCTURAL_BUD:STONE_TEMPLATE]
[MELTING_POINT:NONE]
[BOILING_POINT:10000]
[MAT_FIXED_TEMP:10001]
[MOLAR_MASS:3600]
[BASIC_COLOR:1:0]
[BUILD_COLOR:3:0:0]
[SYNDROME]
[SYN_NAME:grass syndrome3]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_DISPLAY_NAME:NAME:gr3:grstr3:grstr3:START:0:ABRUPT]

[GROWTH:BUDDY]
[GROWTH_NAME:b2:STP]
[GROWTH_ITEM:BOULDER:NONE:LOCAL_PLANT_MAT:STRUCTURAL_BUD]
[GROWTH_DENSITY:5000]
[GROWTH_TIMING:17920:19040] grows at day one after embark (15th of granite) and drops at day 2 or 3
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:2:0:0:240000:249999:1]

Yes I know a let it drop as a stone boulder, but I already tried to let it work with a Plant_growth - fruit.

BTW I also dont get a gas cloud

18
Hi all!

Wiki says:
"Caverns are not affected by alignments"
"The reanimating effect extends all the way underground"


  • So how is it? Do evil/savage/good creatures show up in underground areas? Are surroundings only applied aboveground?
  • If I mod al plant / creature so that it show's up [Underground 1:1] + [Evil], does it ever do show up?
  • Why do the reanimating effect extend underground, if the caverns are nog affected by allignment?
  • Are the underground area's considered a seperate region?

19
DF Modding / How can I let creature A apply a syndrome to creature B?
« on: August 29, 2023, 08:42:45 am »
I want a spawned vermin 'A' to apply a syndrome to my CustomCreature 'B'.

creature A:
- VERMIN_SOIL

creaure B:
- ROOT_AROUND

Its been ages and I'am struggling with this. first I tried the gobbling/ingestion mechanic (as you might have seen). Then I tried as Eric suggested using the VERBIN_BITE mechanic. This works, but also my dwarfs get bitten all the time.

So ive tried:
* gobbling / eating - wont apply
* Continues secretions with gas - no gas is seen, probably because the despawn within 40 ticks. 
* can_do_interactions - they dont interact. I dont get them to do it spontaniously as a greeting, defence or fleeing interaction. Why: I dont know. they quickly despawn.
* verbin_bite: does work. But i get constantly announcements.

Please help

20
DF Modding / does GOBBLE_VERMIN_CLASS work with the SYN_INJESTED-token?
« on: August 26, 2023, 06:51:15 pm »
I have a creature which gobbles some sort of bug.
The bug is made out of material, which has a syndrome both SYN_INGESTED and SYN_CONTACT

it doest seem to be applied.
What can be wrong?
is gobbling even considered a valid way of eating for syn_ingested?

21
DF General Discussion / 67 pages of 'new' bugs...
« on: August 24, 2023, 04:58:47 am »
How are these ever going to be fixed... Even considering there's lots of doubles here..

https://dwarffortress.mantishub.io/view_all_bug_page.php?filter=64e7298f869cc&page_number=1

22
DF Modding / specific clothing for creature
« on: August 22, 2023, 09:38:40 am »
Is it possible to create cloting specific for one type of creature? even in fortress-mode?
What I like to have, is to let dwarfs be able to wear beard-rings, for example. I thought of creating a special type of helm, but it would be available for all citizens to wear, which is what i dont want.
I know I can configure it in a entity, but that wouldnt be enought

23
DF Modding / what does [ ANTLER] do?
« on: August 21, 2023, 05:57:20 am »
It is for example in creature_large_temperate, in the deer.


Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[STATE_NAME:ALL_SOLID:antler]
[STATE_ADJ:ALL_SOLID:antler]
[ANTLER]

24
DF Modding / [SAVAGE_AREA] in Sound-file: what are the other options?
« on: August 21, 2023, 05:19:47 am »
I've seen the tag [SAVAGE_AREA] in the soundfiles. I suppose thats where the sound can be heard. Are there other options available?

25
[CASTE:MALE]
[DESCRIPTION:a male]
[NATURAL_SKILL:SWIMMING:1]

[USE_CASTE:QUICKMALE:MALE]
[DESCRIPTION:a quick male]
[NATURAL_SKILL:SWIMMING:3]

Will Quick male has a swimming skill of 3? and an updated description? and so on?


26
I've seen the tag [SAVAGE_AREA] in the soundfiles. I suppose thats where the sound can be heard. Are there other options available?

27
DF Modding / STRANGE_MOODS for non-intelligent pets.
« on: August 03, 2023, 02:52:57 pm »
If I have livestock or pets with Strange_Moods, will the make artifacts? With a natural_skill in something, but without can_learn?

I plan to create some sort of semi-intelligent beast, which can be part of your population, but without giving the playing real control. They sort of co-exist alongside your dwarfs. But I think it would be nice that they can have strange moods to. For example when making some sort of bone-craft.

follow up question: can I create a custom reaction and workshop for this strange mood? I think not.

28
Do hunting dogs improve in hunting by hunting? and can animals improve their fighting skill?
I suppose not, because they aren't CAN_LEARN

29
DF Modding / Natural_skill and automatic job assignment
« on: August 03, 2023, 09:31:55 am »
The wiki states that trained gremlins will hunt, because of there natural ambusher skill. How is that? Is this because of automatic job assingment? Will this also wor with other skills and labour? If I create a intelligent-pet-mole with natural_skill miner, will he help mining?

30
here can you read about an obsolete feature, known as the 'Demonic Fortress'.
https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress
Its no longer in the game.

However, the article talks about a mechanism, which is used to remove the floor after taking the presented weapon. Do we know which mechanism does that? Maybe a pressure plate? maybe an obsolete feature?

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