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Messages - ViolinAnon

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1
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: March 20, 2019, 10:35:08 am »
I fail to see how obsidianizing using magma+water would give a different result from spawning obsidian directly. The problem comes from mining out of a huge block, so spawn only walls (and build floors out of obsidian [blocks]). It's still more work to spawn parts rather than a block that's mined out, of course.
I just assumed, for some reason, that casting obsidian that way would change the tile from air to obsidian.
Since my final goal is to have the entire tower smoothed out, then engraved, I think I'll be able to just create the giant block of obsidian, mine out the inside to create the rooms and whatnot, then use the 'tiletypes' commands to replace the floors, ramps and stairs into obsidian.

2
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: March 19, 2019, 07:37:19 pm »
Ah, damn.
I guess I can try an alternative method, by creating magma then water to cast obsidian. It'll be very time consuming.

Thanks for the confirmation, though!

3
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: March 19, 2019, 06:46:39 pm »
I was using the 'liquids' plugin to create a large tower of obsidian for a special project.
However, when mined out by dwarves, the floors/ramps left behind are made of other material, such as fire clay or random stone.

I was wondering if I was perhaps doing something wrong, or if it's to be expected from creating obsidian that way?

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 16, 2019, 11:00:24 am »
Workshop reaction of Spider X's milk bucket (or five buckets, for difficulty of harvesting ) goes in, silk thread comes out?
Or one bucket of spidermilk(TM) in, one thread-stack out, 80% chance of getting one spidermilk(TM) bucket out. For five threads from one bucket.

*SNIP*

And thread output like
   [PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]  [PRODUCT_DIMENSION:15000]
but code the thread to be one of your mod's silk materials.

Thanks a bunch!
I've ended up making the following reaction:
Code: [Select]
[REACTION:SPIN_SPIDERMILK] Makes thread from spidermilk.
[NAME:spin spidermilk]
[BUILDING:FARMER:CUSTOM_SHIFT_S]
[REAGENT:spidermilk:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN][HAS_MATERIAL_REACTION_PRODUCT:SILK_MAT]
[REAGENT:milk container:1:NONE:NONE:NONE:NONE]
[CONTAINS:spidermilk]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:spidermilk:SILK_MAT] 
[PRODUCT_DIMENSION:15000]
[PRODUCT:80:1:GET_ITEM_DATA_FROM_REAGENT:spidermilk:NONE]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:milk container]
[SKILL:WEAVING]

And it appeared to be working fine after a rudimentary test.
(Except for the part I forgot 'Shift S' was already assigned to something in the farmer's workshop)
I'm quite happy with this solution over the web spray that was a fairly big danger (getting webbed on a trap, in a fight, etc) or the egg-to-silk mod.
It feels more organic to have the dwarves milk the spider for the raw web, then spin it into a thread.
Now I'm wondering if they'll cook with the spidermilk or make cheese out of it.

5
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 14, 2019, 10:39:38 pm »
oh shoot, yeah, anything created by an interaction like that actually counts as a thick web. oops.

Might really have to milk it or make it lay eggs and convert either to silk thread via interaction.

I might be interested in the milking solution actually. Can you give me more details about it?
For now, I've been considering the webbing an additional challenge. I've made a spider 'kennel', which is a pasture with all the spiders in a closed room. The room is near a loom and the only dwarf going in there is the weaver who's collecting the web, and the dwarf who brings spiders to the pasture.

But milking sounds fun and appropriate.

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 14, 2019, 05:22:31 pm »
Yeah a wait period like that would be attrocious for fort mode, id go with 250-300ish.

I cant get the image out of my head though of these little spiders getting so excited to see somebody they spray webs all over them like an excited puppy making pee rings around your feet when they see you.
Seems like a reasonable number, yeah.
The lower range helps a bit, too.

And yeah, that an adorable image. At first I was thinking more about it being about the spider leaving strands of safety line around.
But I like your interpretation better.

EDIT:
Tried it out in Fortress mode, and it appears to cause a lot of job cancellation because dwarves get 'webbed' by walking into the stray webs.
I've checked, and the creature definitely does not have [THICKWEB].

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 14, 2019, 11:26:09 am »
A self targeted GCS web attack ought to work. May or may not need [CDI:USAGE_HINT:CLEAN_SELF].
Spoiler (click to show/hide)
I've just tested it out, but it doesn't appear to work. I've tried without [CDI:USAGE_HINT:CLEAN_SELF], with [CDI:USAGE_HINT:CLEAN_SELF] and with [CDI:USAGE_HINT:GREETING] (And with both at the same time.)
I also tried with a WAIT_PERIOD of 1.
I've tested it out in the object testing arena only, with about twenty spiders that are all on the same team to avoid fighting.
No dice.
Is it possible that the web spawns on them and is instantly destroyed?

I might end up making them egglayers and use Kazoo's Silk Egg mod, but it wouldn't be my preferred solution.

EDIT:
The solution was to make the target not SELF. I've ended up using this:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:2]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
And it works!
I might tweak a few values, like the target_range and wait_period, but for now it seems to work fine in the object testing arena.

8
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 13, 2019, 07:08:16 pm »
I've recently decided to come back to the game after taking a year or two of break from it.
I like making a new creature or two every time I come back for fun, and this time I wanted to make a creature to replace cats in dwarven societies.
They're cat-sized jumping spiders. However, I can't get them to occasionally generate webs. I tried adding [WEBBER], but it seems to not be working that way.
The creature's raw:
Spoiler (click to show/hide)

Is there a way to make them act like the vermin spiders, or is there a way to create an interaction that would make them 'spray web' in a very small amount towards nothing in particular?

9
DF Modding / Re: Snake Fortress: A learning project
« on: August 02, 2014, 12:58:43 pm »
Have you thought about castes? A venomous caste, one that can camouflage, one that is amphibious, one with a rattle-snake tail that creates fear in the opponent...
I briefly thought about it, but it I'd rather just make more type of nagas instead (Maybe with different names), that start in different locations, so that depending on what biome you start in, you'll play a different sort of snake people.
I recommend that polearms be slower than 3:3. (punch, sword are 3:3, vanilla kick is 4:4). Maybe a 4:5 or even 4:6 on long deadly polearms. A spear should be quicker than a sweeping-slash polearm.
Actually, all weapons in vanilla are 3:3, not just swords. So I decided to just leave it like that to keep the balance there.

10
DF Modding / Re: Snake Fortress: A learning project
« on: August 02, 2014, 01:59:56 am »
Thanks Greiger, I made the changes you posted. It would have been pretty awkward to see the nagas just run around with their throat wide open, but not really caring about it.

As of now, I moved to the new items. Making the glaive was pretty easy.
Code: [Select]
[NAME:glaive:glaives]
[SIZE:1200]
[SKILL:SPEAR]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:20000:8000:slash:slashes:NO_SUB:1300]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20000:6000:bash:bashes:shaft:1200]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Although, I'm not 100% sure of what the numbers do exactly, gameplay wise.
I know its the contact area and the penetration area, but how do those numbers affect the combat? Are higher numbers better? I'm assuming they just mean different things, like how wider contact area makes you chop limbs off easier, but makes it harder to penetrate armor.

Next, I got stuck on the armor. I decided that it would make sense for them to use both metal skirts and barding to protect themselves in combat, while civilians would only have cloth/leather skirts. But I'm not quite sure of how I could restrict the use of barding to nagas and prevent other civilizations from using them.

Finally, I thought that splitting up the lower body and tail might make more sense, the lower body would be the area between the waist and somewhere a little down the crotch, while the tail would be everything down from there. I just wanted to have some inputs on the idea before I went for it. Would it cause complications? Or maybe help with the armor situation (by making skirts protect the lower body and barding protect the tail)?

11
DF Modding / Re: Snake Fortress: A learning project
« on: July 31, 2014, 11:02:06 pm »
Thanks for the tips, I edited my previous post to add the code tags in the spoiler ones.
I also made the changes you describe, as well as altered the set of possible colors for the scales. (Replacing the list that was only composed of various skin colors, this one also has more colors to it; like shades of green, red and blue)

I do believe that I'm done with the main parts of those RAWs, and that I can move on to changing one or two tags in the Rattlesnake entry (To make them pets and vermin hunters) before adding in the new weapon (glaive) and new piece of armor (barding).

12
DF Modding / Re: Snake Fortress: A learning project
« on: July 31, 2014, 08:29:55 pm »
Alright, so I just had some free time to continue working on the mod and started making the Creature RAWs for the nagas. (Which is what I decided to go for, for the name. Not very original, but it's what they are, so... Yeah)
I just copied the code from the Dwarf entry and changed what I thought I needed to change. Here's what it looks like at the moment:
Spoiler: Warning, wall of code (click to show/hide)

Now, there's a few things in there that I'm not quite sure about the way of changing them. First, there's the skin, which I want to change to scales. Next I want to remove all hair from their bodies, and maybe change the hairstyles to ridges if it's not too much work.

13
DF Modding / Re: Snake Fortress: A learning project
« on: July 30, 2014, 01:52:47 am »
No worries there. HUMANOID_SNAKE was the first thing I made, by using HUMANOID_LEGLESS and changing a few things.

14
DF Modding / Re: Snake Fortress: A learning project
« on: July 29, 2014, 08:58:59 pm »
Well, I'm putting the egg laying on the backburner for now. When everything is said and down, I'll mess around with it to see how viable it is. But for now, I'll focus on making the basic stuff down. I've copied the RAWs from the Dwarf entry and going line-by-line to see what I need to change and what I need to keep.
I'm now on this part:
Code: [Select]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
And wondering exactly what I need to do.
I'm guessing it should look like this?
Code: [Select]
[BODY:HUMANOID_SNAKE:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]Basically just removing the toes and changing the body to the one made earlier?
Although, I probably need to change the teeth to add fangs and make it easier for them to inject venom with bite attacks.

EDIT: Gonna be using FORKED_TONGUE and GENERIC_TEETH_WITH_FANGS instead of their counterparts in the above code.

15
DF Modding / Re: Snake Fortress: A learning project
« on: July 29, 2014, 07:29:02 pm »
And here is an altered variant where the lower body is a tail:
Spoiler (click to show/hide)

[BP:ID:singular name:plural name] is the tag used to start a part of a body. The changes I made were mainly to the tail. I changed the upper body's name to torso, and the lower body's to tail. The tail also has [STANCE], which means that it is used by the creature to stand, and [LIMB], which should allow the part to be used in wrestling, like arms can.

Thanks a lot for the tips and details, I'll most likely be using that, and change the size of the tail to make it bigger. (Around 1500, probably)

This looks all quite doable... except for eggs, last I recall.  However, I think something egg-related happened in the latest update, so it might be best to look around or do science on this yourself.  It would be embarrassing for them to not be able to have children, also embarrassing if they had a habit of eating said eggs.

Also, find the tissue layers for reptiles and work from there.  Or maybe just reference them.  Custom tissue-layers for a gecko-like civ I was making was definitely the worse part of body-making.

I look forward to natural weapons of venomous biting and tail-whipping.
Oh, right. Actually forgot about that. Well, I can just say they're ovoviviparous, which means eggs that hatch inside of the mother's body, and be done with it.
As for the tissue-layers, that's pretty much what I'd have went for. I'll look to see what cave crocs are made of and take it from there, or take similar.

I'm also really curious about how the game's AI will make them fight. Tail slams, and hopefully constriction would be really nice.

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