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 - Digganob

Pages: 1 ... 3 4 [5] 6
61
DF Modding / Castes, body appearance modifiers, armor and weapons.
« on: July 18, 2023, 04:51:26 pm »
What is the value checked when the game needs to know if a creature may equip a piece of armor or weapon?

I know that it is not the actual size of the creature in question, that is why no dwarves may equip some weapons, even though they may be able to equip them two or even on handed if the minimum size requirements applied to individual creature. I also know that armor is sized to a particular size, and that outside of a small range from that size, other species may not equip it.

However, what I need to know is what value specifically is checked.

For instance, if I have a species of civilized creatures, which are exactly like humans, with the designated creature size being 70,000, but with one of the two castes for each gender being changed to the size of a dwarf using [CHANGE_BODY_SIZE_PERC], what would be the result? Could the smaller caste still equip the "human sized armor"? Could they equip all weapons?

Additionally, may the average size of a creature be made to be smaller than their indicated size should dictate, if [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] is changed to
[BODY_APPEARANCE_MODIFIER:HEIGHT:10:25:50:75:90:105:110]? And would such changes prevent any of the smaller creatures from wearing armor or equipping weapons they rightfully ought to be able to given their [BODY_SIZE]?

This is very important for a mod I am working on, which includes castes ranging from half the size of a human, to three times their size. I would greatly appreciate any help.

62
DF Modding / Siegers with less armor?
« on: July 16, 2023, 11:56:30 pm »
Is there any way to make it less likely that siegers/visitors of any kind will not always have the armor available to their civ? Say so that it's somewhat rarer for any individual human to have a breastplate, but for breastplates to still often be available to human civs?

63
DF Modding / Re: [ALLOWED_CREATURE] for multiple castes?
« on: July 16, 2023, 05:55:02 pm »
I think so, yes. After looking some more at the wiki, it seems like there are also the "opposite" tokens [REJECTED_CLASS] and [REJECTED_CREATURE] that are supposed to block a creature/class of creatures from getting said position.

Ah, I might use those instead. I'll probably have to look at ant men or something to see how it's all used in action. Thanks for the help.

64
DF Modding / Re: [ALLOWED_CREATURE] for multiple castes?
« on: July 16, 2023, 11:31:13 am »
I'm not sure but I think [ALLOWED_CLASS] along with a custom [CREATURE_CLASS] is what you are looking for.

Ah, so I can apply a class token to only some of the castes in one civilized species, and then only allow that class into a position? That is enormously helpful.

65
DF Modding / [ALLOWED_CREATURE] for multiple castes?
« on: July 15, 2023, 09:21:16 pm »
May [ALLOWED_CREATURE] be duplicated to allow multiple castes into a position? If not, is there any way to allow multiple castes into a single position?

66
https://dwarffortresswiki.org/index.php/Position_token

A quick Control F search results in nothing of the sort. Might be something useful somewhere in there, though.

67
DF Modding / Re: [VERMIN_HATEABLE] Token and its Application.
« on: July 14, 2023, 06:10:15 pm »
Yes to both.

CURIOUSBEAST_EATER though might cause some minor problems in fort mode if a citizen has that token; e.g, when they carry something they'll just keep carrying it and not do their jobs until they at some point might drop it -- or something like that (this token can be removed after world gen if you encounter problems). Some animal people actually have this token in vanilla DF (or other curiousbeast tokens).

Interestingly, in testing with a civilization with the CURIOUSBEAST_EATER token on its creatures, they would not carry items to stockpiles, merely pick them up. I suppose that must have been why. Thank you for the info.

68
DF Modding / Re: [VERMIN_HATEABLE] Token and its Application.
« on: July 14, 2023, 06:07:59 pm »
There already exists intelligent creatures in vanilla DF with CURIOUSBEAST_EATER, like Ettins, Giants and a ton of animal people. In civilized or domesticated ones it does nothing.

In older versions of DF adding VERMIN_HATEABLE to intelligent creatures did work to some exent, as this old post shows. Maybe it still functions.

Ah, so, if, say, I had a civilization of cave-goblins, and gave them CURIOUSBEAST_EATER, they would not then randomly come to steal food from my fortress? That is unfortunate. Mayhaps I will also cause the cave-goblins to spawn as animals do, thus allowing them to sometimes come in and try to take food.

That post is very encouraging. That is precisely the sort of thing I want to see.

69
DF Modding / [VERMIN_HATEABLE] Token and its Application.
« on: July 14, 2023, 04:45:02 pm »
Simple question, though I don't think it's too likely anyone would know: Can the [VERMIN_HATEABLE] token be applied to creatures that are not vermin?

Additional, kinda related question: Can [CURIOUSBEAST_EATER] apply to intelligent or even civilized creatures?

70
DF Modding / Re: Trouble making wooden weapons.
« on: July 11, 2023, 12:18:50 pm »
Huh, interestingly, the latter does appear to result in "wooden clubs," whereas the former results in "clubs."

Otherwise, though, it doesn't appear to have any effects on anything, strangely.

71
DF Modding / Re: Trouble making wooden weapons.
« on: July 10, 2023, 12:09:59 am »
Yeah, I thought such a feature was in place, to deal with an entity without any specific allowed materials. I had hoped that my introduction of the wood bars would change that. They do not have [METAL_PREF], though I did try giving it to them once, and I didn't notice a difference with what they had. The wiki indicates it's only used for crafts and that sort of thing, though I wouldn't be surprised that if I looked closer I might find they only have access to specific metals after I added it now. You can see all the tokens they have in the spoilered code I made in the OP.

For the reaction advice, do you mean to say that for clubs for instance, instead of:

[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB:BAR:NO_SUBTYPE:INORGANIC:WOODBAR]

it should be:

[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLUB:INORGANIC:WOODBAR]

?

Again, I am easily confused by reactions, specifically in regards to their materials tokens.

72
DF Modding / Re: Trouble making wooden weapons.
« on: July 09, 2023, 12:54:14 am »
To Ulfarr:

Yes it does seem to be that way, doesn't it? After all I don't even allow furnace operators or metalsmiths of any kind, and yet they are still able to make steel daggers. Though, as to why specifically they are able to make steel daggers, I am still at a loss.

As to why I made them out of wood bars, it was so that I would find them being made of wood by the world generation, without the use of additional entity tokens. And, indeed, it worked, though they were still being made of metal as well. For fortress mode, the method you recommend is certainly adequate.

To chipathingy:

Yes, I suppose I do want something along the same lines as the cave tribes. I was not aware they were going through such a bug, though it certainly explains the difficulty I have had with entities naturally generating wooden weaponry, despite the same methods being used as for them. I suppose I'll have to wait until that bug is fixed before I can fix this issue definitively.

I'm not too bummed about them using any material, at least. As I said before, I take it as them having stolen those weapons from neighboring civs, so them having the occasional steel dagger is more flavorful than anything. Though certainly, if I could force them to use my modded wood bars for their spears and clubs, that would be ideal.


Oh, yes, does anyone have any idea what the deal is with over a hundred clubs being made in one reaction?

73
DF Modding / Trouble making wooden weapons.
« on: July 07, 2023, 08:13:01 pm »
I'm making a civilization of cave-dwelling goblins, and I wish for them to appropriately be armed with wooden clubs, wooden spears, and daggers and picks which, for the purposes of suspension of disbelief, I deem to be stolen from other races.

So far, pretty much everything is in place. I've made the clubs and spears, sprited them, and they are indeed produced by my new civ.

However, the issue is that they are not made of wood, only of metal. Indeed, often enough, of steel, as were the daggers and picks, strangely (though it fits with the thievery theme).

I tried designating them as [TRAINING] weapons, but this seems to prevent them from being used as actual weapons, as is evidenced by the civ failing to embark with any of them. Though I have not done a test seeing if invaders from the civ use these weapons, I am fairly confident that they wouldn't, and that the [TRAINING] token would be the cause.

Then, I have tried applying the [WOOD_WEAPONS] token to the civ, and while this allowed them to be made of wood, they were still quite often made of metal.

The third method I tried was to use black dwarven magic, and create an entirely new bar, which is made using wood, and has the same exact material properties as generic wood, but, as it is a bar, I theorized, and as I specifically changed the weapon reactions to utilize this new material, the civilization should now utilize it to make their weapons out of the material specifically.

However, this third method, while it did result in them making them out of the new wood bars, they still yet made many of them out of metal as before.

Any ideas on how to have their weapons be made of wood? I would even be fine with all of their weapons being made of wood, and simply cutting out their daggers and maybe picks too, as long as clubs and wooden spears are properly made of wood. It seems to me that weapons which are known by a civ are doomed to be made out of metal. Though I find it strange that they often make these weapons out of steel as well, despite them lacking the permitted reaction.

The code:

For the weapons reaction:

Spoiler (click to show/hide)

For the weapons themselves:

Spoiler (click to show/hide)

For the wood bars reaction:

Spoiler (click to show/hide)

For the wood bars material:

Spoiler (click to show/hide)

Did I use the material tags well when making the weapon reactions? I also used [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SHARPSTICK:BAR:NO_SUBTYPE:INORGANIC:WOODBAR] instead and I was able to complete the reaction with no apparent changes. I am very confused, I admit, as to how the material tags work. It seems the number of individual "arguments" (as I supposed they're called; each of the colon-separated strings) for the item token and material token is variable, depending on what the first token is for each. I honestly have little idea how or why this works, and why nothing changes when I use either of the shown lines for the reaction product interchangeably.

Couple of small things: The improvements I added to the clubs do not seem to take place at all. Have I implemented them correctly? Additionally, every time I order the reaction, over a hundred clubs are made. I have not a clue as to how this occurs.

I would be grateful for any observations and/or advice, thank you.

74
DF Modding / Re: Civilizations Living in Caves
« on: July 04, 2023, 11:43:36 am »
Huh, now that is certainly an idea. I'll try it just to see, though I suspect it'll cause them to not spread so much as I'd like, as animal people tend not to.

75
DF Modding / Re: Civilizations Living in Caves
« on: June 16, 2023, 06:54:09 pm »
Is that so? I should have some time to do some test today, so I'll see how it works with different biomes.

So far as I saw with all my other tests while they had both farming and the ability to build their own settlements, they expanded quite rapidly. They were regularly surpassing the population count of the dwarf civs I had in the same worlds. I suspect this is because I gave them the ability to give birth in litters, and made them mature at age 1... so, despite the fact they only have sharpened sticks and wooden clubs to fight with, they were able to hold their own quite well. Actually, come to think of it, their primary reason for survival was likely the fact they were made to be skulking, same as kobolds, thus preventing direct conflict, though beasts and that sort of thing still went after them. I don't know how their raids and thievery affect other civilizations yet, though, so I'm not sure if their high population is a really bad thing. However, I do want them to be ubiquitous, that is to say, spread all around the world.

Pages: 1 ... 3 4 [5] 6