Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 95 96 [97] 98 99 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002355 times)

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1440 on: May 08, 2012, 08:07:23 am »

Could I get an example?  Is it as simple as adding [YARN] with [SELECT_MATERIAL:X]?

Add:

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:SHELL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:shell:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:100]

to a creature that already has a shell.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Xen0n

  • Bay Watcher
  • Took joy in ‼SCIENCE‼ lately.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1441 on: May 08, 2012, 02:16:51 pm »

Not sure if this is the right place to ask, but in 31.25 I modded all my animals' population tags to be 9001 in an attempt to stop them from going extinct so easily (at least terrestrial animals.  Fish/turtles going extinct seemed an unsolvable problem.)

In actuality though, I'm not really sure if that mod had the intended effect.  With the new version out, though, is animal extinction still an issue?  If so, is there a way to turn animals into an inexhaustable resource, like trees?  I don't like having to worry every time a group of rhinos walks on by that if I kill them, I may never se any more rhinos the whole game.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1442 on: May 08, 2012, 03:14:04 pm »

While it is still possible to farm out all of the animals or fish, doing so is much harder in the current version (though if you run 4-5 fishers you can still probably depopulate the supply). As for the mode you did, it should have the effect of making creatures be harder to farm out. As far as I know it's currently impossible to make them completely inexhaustible other then relying on domesticated ones, but you can make it take a very long time to kill them all.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Xen0n

  • Bay Watcher
  • Took joy in ‼SCIENCE‼ lately.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1443 on: May 08, 2012, 05:44:25 pm »

While it is still possible to farm out all of the animals or fish, doing so is much harder in the current version (though if you run 4-5 fishers you can still probably depopulate the supply). As for the mode you did, it should have the effect of making creatures be harder to farm out. As far as I know it's currently impossible to make them completely inexhaustible other then relying on domesticated ones, but you can make it take a very long time to kill them all.

Thanks!  I asked in a different thread and Sphalerite basically said the same thing, which is very good news for me!  I'm a conservationist; I don't like running out of things to fight :)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1444 on: May 08, 2012, 10:46:01 pm »

Can anyone tell me why this product:

Code: [Select]
[PRODUCT:100:1:LIQUID_MISC:NONE:INORGANIC:SULFURIC_ACID]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bucket]

With this inorganic:

Code: [Select]
[INORGANIC:SULFURIC_ACID] H2SO4
[USE_MATERIAL_TEMPLATE:SOLUTION_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen sulfuric acid]
[STATE_NAME_ADJ:LIQUID:sulfuric acid]
[STATE_NAME_ADJ:GAS:sulfuric acid vapor]
[MELTING_POINT:10018]
[BOILING_POINT:10504] let's not assume it's aqueous
[MATERIAL_VALUE:2]
[SPEC_HEAT:1416]
[SOLID_DENSITY:1803]
[LIQUID_DENSITY:1830]
[MOLAR_MASS:98078]
[SYNDROME]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_PAIN:SEV:50:PROB:100:START:0:END:5]
[CE_BLISTERS:SEV:30:PROB:100:START:0:PEAK:50:END:51]
[CE_OOZING:SEV:40:PROB:70:START:0:PEAK:150:END:200]

Comes up with frozen sulfuric acid?

Paramatter

  • Bay Watcher
  • [POSITION:HERMIT]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1445 on: May 08, 2012, 10:55:13 pm »

Somehow I consistently completely failed to notice the [SHEARABLE_TISSUE_LAYER:x:y] tag whenever I was looking for tags...  Thanks for the help, Putnam, Sphalerite.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1446 on: May 08, 2012, 11:05:37 pm »

What is the buggy issue with having a Civ member count as a [PET]

Im encountering weird issues where my automations like to pick only indoor meeting zones if I embark with 5+  PET civ members, ignoring all outdoor meeting areas, and very rarely accepting the "water drinking zones" and when they do it's because it's on a brook/stream/river

But if I embark with no PET civ members (or just 1?) they accept outdoor meeting areas jsut fine :/
Logged

Talvieno

  • Bay Watcher
  • Hello, Death. How's life?
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1447 on: May 09, 2012, 04:50:04 pm »

I'm trying to make a mod with a lot fewer trees, and adding [FREQUENCY:5] doesn't appear to make any difference at all, though no errorlog. Is there any way to lower the average tree count per map while still allowing the player full reign in the advanced map generator?
Logged
Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1448 on: May 09, 2012, 07:03:58 pm »

I'm trying to make a mod with a lot fewer trees, and adding [FREQUENCY:5] doesn't appear to make any difference at all, though no errorlog. Is there any way to lower the average tree count per map while still allowing the player full reign in the advanced map generator?
I don't think you quite understand how the frequency token works here.

When the game generates a particular section of a world, it looks at the type of area it is making, say a plains area. Then it says "we need trees!" and all of the trees say "I have a [FREQUENCY:X] percent chance of being generated in a plains area. Then they all roll dice and any that roll below the frequency number get to be generated until the game says "I have enough trees now" and stops the rolling. [FREQUENCY:X] controls the percentage chance that a tree will be generated in a  given biome, not the number of tress generated.

As for controlling the actual number of trees generated themselves, no that isn't possible other then by embarking in areas that have less trees such as scrublands, deserts, or badlands.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Talvieno

  • Bay Watcher
  • Hello, Death. How's life?
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1449 on: May 09, 2012, 07:26:10 pm »

Ah, thanks for explaining that. And oh well, at least I tried. I'm sure I could come up with some way to counteract it, might take a bit of thinking though.   But thanks! :)
Logged
Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1450 on: May 09, 2012, 09:11:03 pm »

Can anyone tell me why this product:

...

[MELTING_POINT:10018]

...

Comes up with frozen sulfuric acid?

The temperature underground is 10015, so it should be frozen, unless you make/take it outside in a warm biome.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1451 on: May 09, 2012, 09:57:53 pm »

Can anyone tell me why this product:

...

[MELTING_POINT:10018]

...

Comes up with frozen sulfuric acid?

The temperature underground is 10015, so it should be frozen, unless you make/take it outside in a warm biome.

God damn that is cold

That's like 8 celcius

I hate eschewing realism for purposes of gameplay, but hey, it's necessary

NineFourEightSeven

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1452 on: May 10, 2012, 04:33:23 pm »

How would I give a tail body part a grasping function without it sprouting fingers?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1453 on: May 10, 2012, 04:47:45 pm »

Add the part after the initial BODY call
so:
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY:TAIL_GRASP] ----------------------------------------------<{this
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

assuming that the grasping tail is it's own bodypart

EDIT:
Theory
Logged

NineFourEightSeven

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1454 on: May 10, 2012, 04:55:12 pm »

Thanks.

Another question, How do I give the tail an attack and not have the hands able to do it?
Logged
Pages: 1 ... 95 96 [97] 98 99 ... 544