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Messages - Quailman

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 19, 2019, 04:04:40 pm »
I just gave it a try and it turns out the evaporation trick did the job pretty well.  I just made the HEATDAM point really low for a few common materials and it added a lot of variation as far as how much clothes any given person was wearing.  Sometimes it went... too far.  I found a guy wearing only a loincloth.  But I ought to be able to mitigate that by carefully targeting certain materials and restricting which materials certain types of clothes can be made with.  For example, if most forms of plant fiber cloth immediately evaporate then that will make articles of clothing that can only be made from cloth more rare than articles that can be made from cloth, or silk, or wool, etc. 

So say I wanted to make a civilization based on Rome where people tend to wear long tunics and such without pants, but I still want people to sometimes wear pants. I could make sure that the tunics are based off of materials that won't evaporate, while pants are very likely to be made out of materials that evaporate.

Definitely requires some trickery and only works for adventure mode, but it does help give a certain feel to a culture.

EDIT:  Actually, I was thinking that you could control whether a particular type of clothing could be made from wool, but actually it's lumped together entirely with cloth.  So the only control you have is whether it is leather, cloth, or metal.  So you could still make sure that essential articles are leather and make most forms of cloth evaporate, but it is a much lower degree of control with more of a sacrifice.  You wouldn't notice much if a culture lacked wool, but it could kind of pop out that every person is wearing leather underwear.  It also makes it harder to limit the change to a single entity because you are drawing from a more limited pool of materials.

Plus, different regions will behave quite differently based on what materials you choose to make evaporate.  If you pick rope reed, for example, one town might be entirely unaffected because none grows nearby.  Meanwhile a town across the world with few alternatives to rope reed ends up filled with nudists.  Now this could probably be mitigated by making several versions of each plant that produce fibers that are different only in whether or not they will evaporate when turned into clothes... but things are quickly getting unwieldy and it's probably not worth the effort.

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 19, 2019, 11:26:12 am »
Is there a method to affect the starting clothes an adventurer has, aside from totally deleting clothes from the entity?  All I really want to do is reduce the number of articles of clothing that adventurers and NPCs have.  Every single person having hats, socks, cloaks, etc, etc, just results in an overly cluttered inventory.  I'm perfectly happy to remove socks entirely, but I don't really want to do that for cloaks or robes. I just don't want every person to have every possible clothing slot filled.

 I tried setting every type of armor or clothing to RARE but that didn't seem to have any effect.  In case rarity was relative, I tried setting all of the clothes like robes that fit over regular shirts to be rare, but everybody still had one.  Any other ideas?  I know you guys are good for crafty solutions. 

Maybe I can give the civilization access to some material that instantly evaporates or something?

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DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: October 09, 2017, 05:11:24 pm »
Hey guys, is there a reaction floating around that will allow me to turn small animals or body parts into meat?  It sucks being a hermit on the edge of starvation who just hunted and killed a rabbit only to find that rabbits can't be eaten.  My dorf is literally crying right now.

I'm sure I could write the interaction, but its been a really long time so I'm hoping I'm not the first person to be bothered by this.

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DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 23, 2014, 12:06:35 pm »
Hmm, thanks for the input, Roses.  I'm really hoping somebody knows a way around it, since having individual interactions seems prohibitively inconvenient and messy for the player to navigate.  I've been wrestling with incremental interactions for a while, but I hit a wall like this one every time I think I've got it figured out.

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DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 23, 2014, 11:38:30 am »
I am working on creating an interaction that applies a new effect every time the interaction is applied.  Basically, the goal is to use it in adventure mode to balance certain utilities like magic; cast a spell once, you get a headache, cast another, you begin to get dizzy etc. 

I tried to accomplish this by applying new tags that won't have a noticeable effect on an adventurer, like [NO_FEAR] and [LIKES_FIGHTING].  The interaction is then structured as having multiple targets (though all are SELF_ONLY).  Under each of these targets is [IT_REQUIRES:WHATEVER].  Each time the interaction runs, it will add the tag that fulfills the IT_REQUIRES for the next level of the interaction.

However, I just can't seem to get the interaction to actually respect the IT_REQUIRES in the arena.  It seems to apply all three levels of the interaction, even if it does not meet the criteria for any of them.  Any ideas why this would happen?  The interaction is posted in the spoiler below.

Spoiler (click to show/hide)

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 14, 2014, 07:33:29 pm »
I've been messing around with it and I've had a good bit of luck.  I'll go into some detail in case anybody is interested.  I made a body part called the face and threw it into [BODY:HUMANOID_NECK].  I gave it nothing but a skin layer, which I may change later.  I then went into b_detail_plan_default and positioned the face on the front of the head.  I then set each of the facial features to cover the face.

In the process, I learned that DF decides which surrounding body part is hit in the order that they are defined as surrounding that part in b_detail_plan_default.  Take this sample configuration:
Code: [Select]
[BP_RELATION:BY_TOKEN:FACE:SURROUNDED_BY:BY_TOKEN:REYE:10]
[BP_RELATION:BY_TOKEN:FACE:SURROUNDED_BY:BY_TOKEN:LEYE:10]
[BP_RELATION:BY_TOKEN:FACE:SURROUNDED_BY:BY_TOKEN:MOUTH:20]
[BP_RELATION:BY_TOKEN:FACE:SURROUNDED_BY:BY_TOKEN:NOSE:20]
[BP_RELATION:BY_TOKEN:FACE:SURROUNDED_BY:BY_TOKEN:R_CHEEK:50]
[BP_RELATION:BY_TOKEN:FACE:SURROUNDED_BY:BY_TOKEN:L_CHEEK:100]

Configured this way, DF will essentially roll a d100 and on a result of 1-10, the right eye will be hit.  If and only if the right eye is not hit, then it will roll another d100. If that result is equal to 1-10, then the left eye will be hit.  It continues this way until either a part is hit, or it runs out of surrounding body parts to check (in which case it will just hit the "face".  But that can't happen with these numbers because it will always hit the L_CHEEK if it misses everything else, since it covers 100% of the face.)  The reason I made the left cheek 50% and the right cheek 100% is because it checks sequentially and stops on a hit. So the chances of hitting either cheek are actually equal... I think. This detail makes figuring out the exact odds of hitting any given part a bit more complicated.

Anyway, it works pretty well.  I also set the face to cover part of the head, so now a stab aimed at the head can gouge out an eye.  Unfortunately, I can't seem to get an attack to damage the brain through the face, even when the face covers the skull or brain.

Edit: rephrased for clarity


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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 14, 2014, 02:50:10 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.

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DF Modding / Re: adding/modifying names in the custom name generator
« on: July 14, 2014, 11:29:30 am »
It is indeed based off of the language files.  First names are just a word from the file and last names are two words put together.   For example, Urist means "dagger" in Dwarven.  I believe there are some more rules, like that first names are always nouns, but I can't say for sure.

To add more names/words, you need to add words to the language_words file, and then to each of the language_DWARF, language_GOBLIN etc files.  Replacing names/words is much simpler: just go into the language_{race} file and change a word.

9
DF Modding / Re: Making some clothing item always available
« on: July 14, 2014, 11:12:02 am »
I discovered something recently that may be of some help.  I was tweaking raws for adventure mode and wanted to get rid of socks to make inventories a bit less cluttered.  I forgot to remove chausses as well and I found that everybody was wearing chausses,  even though they were previously very uncommon.  It seems like the game will always try to put clothing of certain types on units, regardless of their rarity.  While I haven't exactly done a lot of testing, I'm willing to bet that if you deleted every type of underwear except for loincloths for a race, then you could guarentee that an adventurer of that race would be generated with a loincloth.

Disclaimer: This would also mean that every other member of that civilization would be wearing that type of clothing, which may be undesirable.  Also, it may be impractical for some articles of clothing, or even simply not work.

10
Anybody know the best way to track down the location of a site?  I really want to check out one of those new "vault" sites, but I can't find any hints as to the location in Legends and they don't get an icon on the map as far as I can tell.  I've tried to ask for directions, but it is never in the list.  I know there are two and the world is small sized so I would think somebody somewhere would know about them...

EDIT: Found an exploit on another thread

Oh, and by the way, there's an easy trick to find vaults (technically cheating, but who cares): Use Legends mode to export the world's XML data, search for "vault" to find the map tile coordinates of the vault. Then start up Fortress Mode, and on the embark selection screen, move your embark rectangle around on that map tile until you find that single square that causes the "embark!" option to be grayed out. That is where the vault is. Take a screenshot of your embark screen, then abort Fortress Mode (don't ever save your world, your save will always be corrupted), make a backup of the world (in case DF does weird shit), and visit the site in adv mode.

I don't know what underworld spires are, but if they're aboveground, you can obviously find them like that too.

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Personally I haven't had a lot of luck in getting anybody to willingly give up their belongings.  Fortunately, there is a way to rob them when they are unconscious.

First, make sure that one of your hands is empty.  Then, initiate a grapple (shift+a, then select "wrestle").  Select one of your hands as the grappling limb, and then select the item you wish to steal as the target of the grapple.  Press "." and you should see the message pop up that you have grabbed the item.  Then press shift+I and search through the items in the list for the item you are grabbing.  I think it will be highlighted in red or something.  Select that item and you should get a prompt to attempt to gain control over it or something.

This works on conscious people too, by the way.  With some skill in wrestling, you can rip the weapons out of your opponents hands and stab them with it, or, with a bit of imagination, atomic-wedgie people by ripping off their rope reed fiber thong.   

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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 27, 2013, 09:33:37 pm »
Yeah, in retrospect that last post of mine was very poorly formulated.  I guess I was kind of fishing for information on whether there is anything inherent or easily screwed up in the process of adding civilizations that would cause the game to crash.  But I don't really see why I expected that to be true because I already tested the world with the new civilizations removed.

I think I need to get some sleep before I continue looking into this...

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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 27, 2013, 07:36:04 pm »
My game crashes during the history section of world generation.  The errorlog is always totally empty after the game crashes.  I understand that this sort of thing is often an issue with very long histories, but I've only managed to get two worlds past year 200, and it often crashes around year 80, and sometimes as early as year 5.  This occurs regardless of the size of the world.

I know that it isn't an issue of RAM, as the Dwarf Fortress process never even exceeds a third of a gig of physical memory, according to the process manager.  It also occurs in exactly the same way if I cut down the world's population dramatically.

One time I got an "impoverished word selector" error, so I tried allowing every civilization to use any symbol for anything, but this didn't help.  I even disabled all overworld constructions and things like human cities that seem (to me, anyway) to be more complicated and intensive.

I just cant fathom what it is that is causing these crashes.  Any ideas?

EDIT: Forgot to mention that I added two civilizations, though removing either or both does not stop the game from crashing.  I also added a number of very small things like materials and custom weapons.




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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 15, 2013, 04:43:29 am »
Right, I know some (or most) tags are not supported, like [IMMOBILE] and [PET], etc.  But if you control a necromancer in the arena, raise a corpse, and then use the interaction I posted above containing [CE_REMOVE_TAG:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0], it seems as though only the NO_CONNECTIONS_FOR_MOVEMENT was actually removed in practice.  You can destroy the brain of the targeted ex-zombie (and even the entire body via magma) and it will not die.

So if it is indeed true that all tags that can be added through a syndrome can also be removed through a syndrome, then why is it that these undead do not die in the arena?  I'm not saying it isn't true that the tags can be removed, but it seems to me that they do not actually function the way they would if the tag had never been added at all.

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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 14, 2013, 08:19:48 pm »
If you can make one that dies even when it has all of the tags added by the raise dead interaction, even after a few ticks, I would be eternally grateful.

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