Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 220 221 [222] 223 224 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 992658 times)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3315 on: December 08, 2012, 09:36:42 pm »

On species generation. With a popratio of 50 billion to 1, it works great for making sure that there are never 2 instances of the QUEEN caste, but it also makes sure that there can never be even 1 instance, unless the species is somehow forced to birth one through outside means.

That's why you use the ALLOWED_CLASS or ALLOWED_CREATURE token.

laularukyrumo

  • Bay Watcher
  • Needs More Socks
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3316 on: December 08, 2012, 09:45:19 pm »

Because those tokens have implicit requirements that an individual with the specified caste must be alive at all times. Right? That's how it works?

edit for clarity: The question is, does including a position with [ALLOWED_CASTE] in an entity file force the game to birth or promote to the given caste if there are none alive? I ask cause the wiki doesn't actually mention anything, merely says that the given caste is the only one which can be appointed to the position.
« Last Edit: December 08, 2012, 09:55:59 pm by laularukyrumo »
Logged
Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Lycaeon

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3317 on: December 08, 2012, 10:18:01 pm »

For ALLOWED_CASTE, I've generated entities with 1000 to 1 ratios for a particular caste and the position for it was always filled. I'm not sure if this would remain so for a population ratio of 50 million to one, however.
Logged
“I want to calm the storm, but the war is in your eyes.
How can I shield you from the horror and the lies?
When all that once held meaning is shattered, ruined, bleeding
And the whispers in the darkness tell me we won’t survive?”

laularukyrumo

  • Bay Watcher
  • Needs More Socks
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3318 on: December 08, 2012, 10:21:19 pm »

Hmm. Science is necessary, perhaps?
Logged
Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Ogamaga

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3319 on: December 08, 2012, 10:34:39 pm »

No luck, I'm going to take a break and do other stuff for a while, I'm not giving up though.
Logged

laularukyrumo

  • Bay Watcher
  • Needs More Socks
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3320 on: December 08, 2012, 11:54:02 pm »

Another interesting question, which I'm surprised isn't on the wiki (as far as I can tell)

What happens if you add both the [MALE] and [FEMALE] tags to a caste? I would guess that the game just overwrites one of the tokens and only uses the last one in chronological order, but in the event that it actually does the "logical" thing and makes the creature a hermaphrodite, it would come in handy.
Logged
Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3321 on: December 09, 2012, 12:54:07 am »

What happens if you add both the [MALE] and [FEMALE] tags to a caste? I would guess that the game just overwrites one of the tokens and only uses the last one in chronological order
And you'd guess right.
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

MCipher

  • Bay Watcher
  • The worlding of the words is AMARANTH.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3322 on: December 09, 2012, 01:17:13 am »

Do you have an actual interaction with the ID of 'PLACEHOLDER'? Elsewise you are calling on a creature being able to do something that doesn't exist. You could simply put a few lines in an 'interaction_X' file to get rid of the error.
Code: [Select]
interaction_X
[OBJECT:INTERACTION]
[INTERACTION:PLACEHOLDER]
The problem is, I want only that creature to be able to use said interaction, I dont want it to be Learnable. It's a creature-Specific Interaction.
Logged
No longer at critical sig mass!
Quote
OOC: Hans Panda: Everyone's going to die. That's how they usually end.
OOC: Hans Panda: I try not to run them that way.
OOC: Hans Panda: But apparently when I'm the villain, I'm too efficient.
OOC: Hans Panda: Even when I monologue.

ArKFallen

  • Bay Watcher
  • Bohandean Desserter
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3323 on: December 09, 2012, 01:22:17 am »

Do you have an actual interaction with the ID of 'PLACEHOLDER'? Elsewise you are calling on a creature being able to do something that doesn't exist. You could simply put a few lines in an 'interaction_X' file to get rid of the error.
Code: [Select]
interaction_X
[OBJECT:INTERACTION]
[INTERACTION:PLACEHOLDER]
The problem is, I want only that creature to be able to use said interaction, I dont want it to be Learnable. It's a creature-Specific Interaction.
Interactions are only learn-able from syndromes, by making the interaction bestow itself, and if you explicitly make them secrets (there's also attack transmission like werebeasts but that isn't really learned).
Logged
Hm, have you considered murder?  It's either that or letting it go.
SigText
I logged back on ;_;

MCipher

  • Bay Watcher
  • The worlding of the words is AMARANTH.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3324 on: December 09, 2012, 01:56:07 am »

Thanks, but there's a major problem with my creature, It won't stand up. Nor CAN it stand up.
Here is the raw file:
Spoiler (click to show/hide)
Can someone tell me the problem?
Logged
No longer at critical sig mass!
Quote
OOC: Hans Panda: Everyone's going to die. That's how they usually end.
OOC: Hans Panda: I try not to run them that way.
OOC: Hans Panda: But apparently when I'm the villain, I'm too efficient.
OOC: Hans Panda: Even when I monologue.

Ogamaga

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3325 on: December 09, 2012, 07:56:55 am »

Alright, I'm back. Does anyone know why this doesn't result in really expensive eggs?
Code: [Select]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:20]
I've also tried applying it to EGG_WHITE and EGG_YOLK at the same time.

edit:my guess is that egg value is determined by some other material value, or in a more complex manner
« Last Edit: December 09, 2012, 09:52:54 am by Ogamaga »
Logged

Reelya

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3326 on: December 09, 2012, 11:31:12 am »

"EGGSHELL" by itself isn't a "thing". This is how the raws reference the materials:

Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

"LOCAL_CREATURE_MAT:EGGSHELL" is the actual name of the material. Or, to access the material definition from outside the creature you use <CREATURE_NAME>:<MATERIAL_ID>

Try variations based on how the Raws reference the materials.

EDIT: Note, you could also do other things, like create your own custom body detail plan for the eggs which uses your custom material for that creature's "eggshell".
« Last Edit: December 09, 2012, 11:47:14 am by Reelya »
Logged

Ogamaga

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3327 on: December 09, 2012, 01:39:15 pm »

"EGGSHELL" by itself isn't a "thing". This is how the raws reference the materials:

Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

"LOCAL_CREATURE_MAT:EGGSHELL" is the actual name of the material. Or, to access the material definition from outside the creature you use <CREATURE_NAME>:<MATERIAL_ID>

Try variations based on how the Raws reference the materials.

EDIT: Note, you could also do other things, like create your own custom body detail plan for the eggs which uses your custom material for that creature's "eggshell".

I actually tried that already

Is it possible to apply the [MULTIPLY_VALUE:] token only to a creature's eggs? If so, could I have an example or a link to useful info?

Yes, by selecting only the egg materials (which can be seen by looking at the code for the egg) with SELECT_MATERIAL and PLUS_MATERIAL.

I can't seem to make it work, here are my attempts
*snip*
this
Code: [Select]
[SELECT_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL]
[PLUS_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE]
[PLUS_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK]
[MULTIPLY_VALUE:15]
gives this
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_domestic.txt"
BIRD_GOOSE_GOLDEN:Unrecognized Creature Token: MULTIPLY_VALUE

this
Code: [Select]
[SELECT_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL]
[PLUS_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE]
[PLUS_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK]
[MULTIPLY_VALUE:15]
gives
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_domestic.txt"
BIRD_GOOSE_GOLDEN:Unrecognized Creature Token: MULTIPLY_VALUE


Logged

Reelya

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3328 on: December 09, 2012, 02:30:41 pm »

Actually you might have been correct sorry:

http://dwarffortresswiki.org/index.php/v0.31:Modding_guide#Creature_materials_and_tissues

"[SELECT_MATERIAL:SKIN]"

Seems the reference container (the creature) is already calculated by the SELECT_MATERIAL command, since it can only be used inside the creature itself.

What I just did though, was to try upping all the base material values for egg materials in the templates ... that had no effect at all on prices.

Just to confirm ... I did a global replace of all the base material template values from 1 to 10 ... then eggs, and all other animal materials were in fact x 10 in price. So you were correct that some other material affects the value. But i gtg do stuff today, so you might have to narrow it down yourself. I might look at it later when I get home. Try something like skin, bone or muscle.

Don't forget to add that info to the modding wiki's if you get it.

Malt_Hitman

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3329 on: December 09, 2012, 03:37:44 pm »

Thanks, but there's a major problem with my creature, It won't stand up. Nor CAN it stand up.
Here is the raw file:
Spoiler (click to show/hide)
Can someone tell me the problem?

The standard dwarf uses:

[BODY:HUMANOID:...]

You currently have:

[BODY:PLACEHOLDER:...]

However, you didn't post the body that the creature is using.  If there's an issue with your creature not standing I'd guess it would be in the actual body definition and would have something to do with how you're declaring the [STANCE] tags.

More info for [STANCE] is available on the wiki: http://dwarffortresswiki.org/index.php/DF2012:Body_token
Logged
Pages: 1 ... 220 221 [222] 223 224 ... 544