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Messages - Hugo_The_Dwarf

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631
DF Modding / Re: Having trouble with a reaction
« on: July 22, 2014, 12:28:25 pm »
oh no it won't give color in game, I just used the color features of the forum to highlight related variables. DF handles the colorization on it's own.

And seems like it's going to be an interesting modification I for sure would like to prevent farmed food spam (in about a year or two you can go from 50 to 700 plump helmets) and those like to eat up all the free barrels that I need for brewing.

So if I may i'd like to give suggestions and/or tips that you may like to use or not use.

2. Since seeds will be acquired from brewing only, and seed return on the "shucking" is low, they should give a bit more and maybe renaming the crops to a plural or group "Plump Helmet Cluster/Bushel" so you need a cluster/bushel to brew booze and get some seeds, or take that cluster/bushel and clean/shuck/process for 2-4 edible chunks per cluster/bushel but only have your 25% chance of 1 seed per cluster/bushel.

2b. Changing the milk-able to something to do with by-product of eating seems a tad weird, however you could make a new material in the creature "night soil" and have them LAYS_UNUSAL_EGG to make them lay "night soil <item>" that way females can be milked and cheese made but now they will use nest boxes to produce your fertilizer. You can go further and use syndrome triggers to make it a requirement that they lay eggs or else pain or berserk or death may happen.

2c. Grazer will work, altho the CANSPEAK/BONECARN combo like be a bit problem-matic, makes sense that cats and dogs need to eat meat (bonecarn seems more like a dog item, and carnivore for cats) which means players need to keep a supply of meat as well for their furry friends. But will they be able to eat? lacking GRASP parts (unless make special mouths for carnivorous pets), and in that case will dogs and cats carry meat from the stockpile, goto the dining hall and eat at a table? or will this end up everything starving? Give it a shot tho.

632
DF Modding / Re: Plump helmet edibility tag duplication?
« on: July 22, 2014, 08:53:13 am »
I see it too, it seems to be extra. Perhaps Toady just let it slip? something that he wanted to add but couldn't yet? because:

Code: (PLANT:MUSHROOM_HELMET_PLUMP) [Select]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

Here the material is marked as the structural material (this could be below the edible tags which come next).  In general, you can use LOCAL_PLANT_MAT|<token>, PLANT_MAT|<plant>|<token>, CREATURE_MAT|<creature>|<token> or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants).
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

We also modify it a bit to make the plant edible.  Any token material can be used here to modify the material that was created from the template.
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:MUSHROOM:STRUCTURAL_PLANT_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]

STRUCTURAL is defined as normal, then the [BASIC_MAT:STRUCTURAL] call is made, then the edible tags are tossed in. Wouldn't DF just ignore those since now there is a break in sequence of tags? And then the MUSHROOM material is defined but nothing is done with it, it's just an edible material (which I think may be the only edible part, just going by the structure of the raws so far) that is sitting there doing nothing and cannot be reached.

now other plants that can be eaten as is (which plump helmets are) have:
Code: (PLANT:TUBER_BLOATED) [Select]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
--- I am also looking over the fact that bloated tubers don't have a seed material which makes me overly concerned on how this will work in custom reactions that may call upon SEED_MAT and find nothing.

Snippets taken from "40.04" vanilla (no modifications made on my end)

633
DF Modding / Re: Having trouble with a reaction
« on: July 22, 2014, 08:40:43 am »
also for ease sake all plants that you want this "additional" process to be on I suggest this on your crops/plants:
Code: (Plant) [Select]
      [MATERIAL_REACTION_PRODUCT:[color=orange]DRINK_MAT[/color]:LOCAL_PLANT_MAT:[color=yellow]DRINK[/color]]
      [MATERIAL_REACTION_PRODUCT:[color=orange]SEED_MAT[/color]:LOCAL_PLANT_MAT:[color=yellow]SEED[/color]]
      [MATERIAL_REACTION_PRODUCT:[color=orange]EDIBLE_MAT[/color]:LOCAL_PLANT_MAT:[color=yellow]EDIBLE[/color]]

   [USE_MATERIAL_TEMPLATE:[color=yellow]EDIBLE[/color]:STRUCTURAL_PLANT_TEMPLATE]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
      [STATE_NAME_ADJ:ALL_SOLID:plump helmet stalk]
      [STATE_NAME_ADJ:LIQUID:molten plump helmet stalk]
      [STATE_NAME_ADJ:GAS:plump helmet stalk vapor]

And

Code: (Reaction) [Select]
   [REAGENT:[color=green]farmGood[/color]:1:NONE:NONE:NONE:NONE] --- you can use lowercase for reagent names
      [HAS_MATERIAL_REACTION_PRODUCT:[color=orange]EDIBLE_MAT[/color]] --- now any plant containing [MATERIAL_REACTION_PRODUCT:[color=orange]EDIBLE_MAT[/color]:LOCAL_PLANT_MAT:[color=yellow]EDIBLE[/color]]

   [PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:[color=green]farmGood[/color]:[color=orange]EDIBLE_MAT[/color]]
   [PRODUCT:25:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:[color=green]farmGood[/color]:[color=orange]SEED_MAT[/color]]

also I would suggest two lines to produce seeds, but instead of 25:25 you should make it 85:10

that way you have 85% chance of getting a seed with a 10% chance of getting another, that way sometimes a plant will not yield a seed at all, but still allow you to attempt to replant.
Of course could leave it as 25% because brewing returns seeds, making you manage do you need more seeds and booze, or do you need more crops to eat. Nice touch.

634
DF Modding / Re: Having trouble with a reaction
« on: July 22, 2014, 12:20:23 am »
looks to me you're getting [MATERIAL_REACTION_PRODUCT:EDIBLE_STALK:LOCAL_PLANT_MAT:MUSHROOM_STALK]
a bit mixed up because when I look at your reaction you have
 [PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:RAWHELMET:MUSHROOM_STALK]

which you want

 [PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:RAWHELMET:EDIBLE_STALK]
   [PRODUCT:25:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:RAWHELMET:SEED_MAT]

I was a tad confused with the RAWHELMET call because I didn't realize you were getting from the reagent
GavJ's method works aswell, but I see you want this for "all" your crops which I'm feeling a single 'generic' reaction would work for all types of farm able goods
SHUCK_MUSHROOMS
PROCESS_GRAINS
PREPARE_BERRIES_FRUITS
etc
etc

635
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 21, 2014, 10:04:21 pm »
if you really wish to tell if that is the case just look it up in "body_default.txt" but im sure it's just lacking the [SMELL] tag on that part.

636
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 21, 2014, 12:55:47 pm »
Well for the starter stuff it looks ok, but you're missing quite a bit like Castes, materials, tissues, attacks, behavior, tissue descriptions (optional, like it's fur is brown), body part descriptions (optional, like it's horns are long and curled), biome support and the stats about it (population_number, cluster_size, etc)

and back to the body as that was your initial Q, you have a NOSE and a SNOUT_NOSMELL. essentially it has two noses (unless the NOSE is attaching to the SNOUT_NOSMELL, but I don't think vanilla NOSE does that, it attaches to HEAD if i'm correct)

637
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 21, 2014, 12:38:05 pm »
I was just going through and updating my offline wiki when I saw NO_GENDER, and it's in my old wiki too. Was there a point in this tag because I thought leaving [MALE][FEMALE] out was enough to make it genderless?

638
DF Modding / Re: Mod out entire civilizations of one ethnicity.
« on: July 17, 2014, 02:43:48 pm »
several castes with CV_Variations that add hair/skin/eye colors is my only guess

can make CVs like "Cool Eyes (all shades of cool colors, blue, green, purple) dark eyes (brown, gold, etc)" same with skin tones. that way all you need to make is:
CASTE:MALE_DARKSKINTONE_COOLEYECOLOR
CASTE:MALE_LIGHTSKINTONE_DARKEYECOLOR

639
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 15, 2014, 08:57:55 pm »
I just realized fingers and toes are defined only once in creature raw, yet they shows in anything which have grasp-token. So... how to let's say have center body part which has multiple torsos attached into it? Or multiple heads, or anything multiple which isn't supposed attached like that!

Because I broke my mind while trying mod something complete insane...
Multiple upper bodies are impossible last time I tried, and they show on everything that is a GRASP(fingers) or STANCE(toes) because the body parts have [CONTYPE:GRASP/STANCE] making it so there is 1 to many. You can also use [CON_CAT:custom category(UPPER_ARM)] to attach to all parts categorized as UPPER_ARM.

But connecting in this way gives you weird combat text like "you attack the goblin in it's right upper arm's boil!) because the part is connected via CONTYPE or CON_CAT it takes on some of its parent's name

But using CON doesn't have that effect, why when you attack creatures it only says "you attack the creature's lower leg" instead of "you attack the creature's upper leg's lower leg" which just seems weird.

note Attacks can be used in this manner too to make more interesting and easy attacks

Code: [Select]
[ATTACK:ELBOW_BASH:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_CATEGORY:JOINT] ---Elbow Bash
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:bash:bashes]
[ATTACK_CONTACT_PERC:85]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]

640
DF Modding / Re: (WIP) Post-apocalypse overhaul
« on: July 15, 2014, 05:57:12 pm »
I don't mind doing creatures or making the basis for them. If need any help let me know.

641
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 14, 2014, 06:38:10 pm »
I'm looking to add faces to body plans but it has been a very long time since I've got into modding creatures.  Does anybody know of a mod where this or something similar has been done that can help guide me along?

My goal is to be able to punch a character in the face and damage their eyes or nose, much in the way that the heart can be damaged by stabbing the upper body.  As a extra benefit, this would allow me to use the word face instead of head in character descriptions.  "He has a round face" sounds better than the default "his head is very short" or whatever.

might require a heavy rework of the raws, unless you're only affecting civilized creatures (elves, dwarves, humans, goblins) you will need two things:
Body Detail Plan (this is so you can tell the 'face' to be on the front of the head)
and the bodypart (and facial features that will connect to the new 'face')

also when that is done don't forget to layer the face with SKIN, and maybe MUSCLE, debatable on FAT

642
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 13, 2014, 10:28:19 pm »
or can make a custom scale tissue that is made from iron
[TISSUE_MATERIAL:INORGANIC:IRON]

Altho that won't yield scales of iron, instead butchering would yield "creature's name iron[n]" n being a value of the tissue volume.

643
DF Modding / Re: Just when I made my megabeast less pathetic...
« on: July 13, 2014, 05:15:13 pm »
it's the goblins ethics of murdering one another, just change that in their entity

644
DF Modding / Re: How to remove castes?
« on: July 13, 2014, 11:23:27 am »
I have a creature defined with COPY_TAGS_FROM, but I want this creature to come only in female, no males. How can I undefine the male caste?
Also, can I use CV_REMOVE_TAG for something like ALL_ACTIVE ([CV_REMOVE_TAG:ALL_ACTIVE])?

I'll paste here some of the code I have. These are for my Samurai Mod.

Spoiler (click to show/hide)

CV_REMOVE_TAG: only works in a creature variant (or at least use a APPLY_CURRENT_CREATURE_VARIATION to save the CV changes), also it might be easier to make a CV_ that adds pop ratios like:

[CV_NEW_TAG:SELECT_CASTE:MALE]
      [CV_NEW_TAG:POP_RATIO:1]
[CV_NEW_TAG:SELECT_CASTE:FEMALE]
      [CV_NEW_TAG:POP_RATIO:70000]

that way females are vastly more common then males, and they won't show.

645
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 12, 2014, 01:22:00 pm »
-What is the current status of egg-laying for civs? I know there's been discussion here, but I haven't been able to find it, and the wiki's somewhat vague on the subject.

4. The main problem would be with the egg-layer getting hungry or thirsty. If the layer gets off of the eggs for any reason, then the eggs can no longer hatch. There would also be the issue of someone trying to store, cook, or eat the eggs. Disabling that egg type in the stockpiles and the cooking menu would fix this though.

If you look into Syndromes and COUNTER_TRIGGERS you will find EGG_SPENT in which you could have it add NO_EAT, NO_DRINK, and NO_SLEEP for however long it takes an egg to hatch.

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