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Messages - Poldon

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1
There are very specific grey values that are used for material coloring.

To see what they are, look in:

Dwarf Fortress\data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png

The very top row of pixels are the greys to be replaced by material colors.

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 30, 2023, 03:35:00 pm »
Thats a clever solution by the way :-)

So as this is the thread for Entity questions:
* If a monarch has [NUMBER:MORE_THAN_ONE], there should be multiple monarchs, I quess. Will they all arive when you become the mountainhome? or only one?
* If you are the mountainhome, can you as the player replace the current duke/count/baron? since they are APOINTED_BY the monarch?
* can the title 'mountainhome'  be changed?
* can a civ-level position be [ELECTED]? What is the effect?
* if a [NUMBER:LESS] position is replaced by a [NUMBER:MORE] position, will the current holders retain their upgraded postion, or will the all be replaced?
* If a postion is APOINTED_BY a diplomat, will the player be able to replace said position, when the diplomat is visiting the fortress? or only when the diplomat becomes a citizen?
* If a monarch arrives at the your fortress, be brings an 'entourage', with consist among other of a 'royal guard' with high level weapon skills. Can this be modded?
* Do other civ-level postion holders also arive as the monarch arives? For example generals and outpost liasons? or my modded ministers?
* what is the effect of adding other [ EXECUTION_SKILL] tokens to non-executioner-positions? Will this skill be preferred for candidates for said postion? like broker and accountant also use appropriate skills?
* Do elections only favor social skills, or do other nescesarry skills play a role? If i have an elected bookkeeper, will he just be chatty and not good at bookkeeping?

I don't know the answers to some of these, but others I believe I do.

Elected positions generally cause historical figures to have skills relevant to the position. In vanilla the only elected position has no required skills besides being social, so that's what causes candidates to win. Elected military roles will likely have good military skills. Civ elected positions do work and should have at least some skill in the position. If you have more than one elected site position, keep in mind that a single figure can be elected to multiple offices simultaneously.

Adding execution skill to non-executioners most likely does nothing, or throws an error.

Diplomats are usually civ-level positions. Civ-level positions cannot be appointed by a player fort, I believe, so a visiting diplomat or even a resident one won't help you.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 27, 2023, 10:24:26 pm »
So...it's not possible?

I know how to do it in the entity, but I need to do it in the creature, because I want to specify it only for a specific caste. Is it possible to define castes in entities? Or is there any other way to style a tissue in the entity for a specific caste?

Looks like you can't specify a caste, no, but I can think of one way to get around that pretty easily. Since it wants the name of a tissue layer, just give males a different token name for the tissue per-caste. Like HAIR_MALE or something, and then use the styling on that.

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 27, 2023, 05:36:46 pm »
Hey Urists! Can you please help a newbie modder? I've just started tinkering in DF's files and wanted to figure out first how to modify dwarf appearance. Let's say I want to make every dwarf clean-shaven, but only one of the castes, how would I do it? Something like this in `creature_standard.txt` has no effect:
Code: [Select]
[CASTE:MALE]
    [MALE]
    [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
    [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
    [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
        [TS_PREFERRED_SHAPING:CLEAN_SHAVEN]

That would be because tissue styling is done in the entity, not the creature. Basically it's a cultural thing, not something inherent to the creature. If you look in the Mountain entity you can find the tissue styling commands, which point to the templates dwarves actually use.

If you're ever modding and unsure if you did something wrong, always check the errorlog! It's actually quite useful and will usually say when commands aren't working for some reason.

5
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 26, 2023, 04:41:31 pm »

Trigger tokens are now 1-9 instead of specific values and the values that correspond to each of those tiers is adjustable in the difficulty settings

Right, they're all per-save now, but that means I can't have them be different per-entity anymore, right? I can't define them in the entity so one civ might have lower or higher requirements than another?

Also am I correct in that there cannot be multiple landholders even of different tiers for the same land?

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 26, 2023, 12:52:10 pm »
I am familiar with it, and it is not far off the kind of thing I want to do... however the problem I'm running into I'm pretty sure they don't run into because they're not landholders. It seems that the game won't allow more than one landholder per holding, even if different tiers. So I cannot, as I would like, have both a T1 AND a T2, or a T1 AND a T3.

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 26, 2023, 08:40:19 am »
Well yeah, I was going to give them very different functions and responsibilities, the T1s were elected and would be more inward leadership with things like law-making and meeting workers, and the T2/T3s being appointed and more just outward military leaders. The ruler would be succeeded by one of the T1s, as it wasn't a military ruler. But it seems that T2s never show up if the T1s aren't replaced by them... unless I'm just unlucky. And landholders are the only way to ensure leaders scale with the civilization...

So for now I've split the idea in a compromise. The original function of the T1s is now an elected Site noble that requires a major site, and the T1 is a sort of seat filler until replaced by T2.

8
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 25, 2023, 05:29:26 pm »
When creating an Entity's landholder positions, do the trigger tokens still function or are they completely removed?

Also, can a site in worldgen have both a Tier 1 landholder AND a Tier 2, or must they always replace? For instance, I was trying to make a civ that has elected T1s at every site, and then the appointed T2s are replaced by appointed T3s. However I've never actually seen anything above T1 unless I add the replaced_by token. Is that just the way it works or am I unlucky?

9
DF Dwarf Mode Discussion / Is there a reliable way to have water buckets
« on: January 24, 2023, 04:43:52 pm »
Or is there a way to get dwarves to fill water buckets for use in a water bucket reaction? I know usually people are more interested in emptying the buckets, but can water be stockpiled in any way?

10
DF Modding / Re: Custom reactions and item names
« on: January 22, 2023, 10:11:08 pm »
Well... it may be optional, but a quick test of removing it from all vanilla gems results in all gem walls being "You have struck Stone!" and Stone walls, and just Stone. So that doesn't seem to be the answer.

I could try to add state tokens to all of them as well, but man that's a lot of work if I'm not sure it'll work... Maybe I can remove all but one temporarily and see if that one works actually.


Edit: Okay, so keeping the overwrite and giving it a powder name works for the powder! Cool. However, now if I make it back into a solid it's still the same material and goes back to the basic gem name. I'm pretty sure I'm just going to have to add entries for every gem... but at least I think I know what I need now. I think and hope.

11
DF Modding / Re: Item only available through trade with home civ
« on: January 22, 2023, 12:46:05 pm »
I ended up changing my mind on this, making it easier for myself, but I appreciate the suggestion!

12
DF Modding / Custom reactions and item names
« on: January 22, 2023, 12:45:05 pm »
Okay, I've been working with some custom reactions for a custom entity revolving around growing crystals colored with powdered gems. The end goal is to have grown crystals whose color is based on the gem that was ground up and used in its creation.

The problem I'm having right now is that I can grind the gems, but they don't get any kind of name change, it just calls the powder by the gem name. Looking through the various options I have, it looks like I could create a new material for each and every gem with the powder name and use that as the product of the reaction... but surely there's an easier way? It doesn't look like I can add product templates to inorganics like animals or plants. Does anyone more experienced have any ideas?

13
DF Modding / Item only available through trade with home civ
« on: January 20, 2023, 12:00:21 pm »
I am making a custom entity, creature and a number of accompanying things, and I realized that I want a certain kind of crystal they can make to be available for duplication via reactions, but unable to be found naturally. The idea being when starting an outpost, you bring some with you or get some from the caravan, then can duplicate that and grow more and more of it.

However, as far as I can tell the home civ also needs natural access to an item in order to obtain it. The only method I can see around this is 0 frequency plants, but I'm curious if anyone has a better solution before I try wrangling that to give a crystal in a very roundabout fashion.

Is there anything else that can only be available to a home civ?

14
Is it possible to mine the outer gems without instantly activating FUN, or is it just too dangerous?

15
DF Dwarf Mode Discussion / Volcanic wall (Possible Spoiler, Steam version)
« on: December 13, 2022, 11:52:44 am »
Umm... is this something brand new? I've never seen this before and can't find any mention of it on the wiki or Forum here. I'm not using any mods, have done nothing unusual to the game, this is 100% vanilla Steam version. I haven't yet tried to investigate further. I'm kinda concerned what I will find when I do.

Spoiler (click to show/hide)

Edit: Here's another screenshot, showing a z-level up. It's all made of obsidian, all the various gems only appear in the obsidian, and there's another smaller structure to the side that also is obsidian studded with gems.

Spoiler (click to show/hide)

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