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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002481 times)

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2280 on: July 25, 2012, 09:29:32 pm »

Another question: Does negative-weight gear make dwarves faster ? (since so much has been changed that has to do with weight)
A quick arena mode test shows that my findings of <0 weights being set = 0 still holds true, with the negative weight armor neither speeding the dwarf nor canceling any of the weight that he was currently carrying.
Quote
Oh, and how can I take away food from caravans (or limit the amount) without having the civ starv in worldgen ? (and please dont say add nodrink/noeat to the creature ^^)
I don't think there is any way to have traders not bring food while not starving to death that wouldn't require them to have no_eat/no_drink, sadly.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2281 on: July 26, 2012, 12:05:59 pm »

I know there was a way, but I never used it, so no personal experience... but wasnt it possible to restrict certain jobs/skills/reactions to a specific caste ?

As in:
Peasant dwarf, can only do labor
Priest dwarf, can do specific reaction in specific building, but no one else.

Was that castes, or nobles ?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2282 on: July 26, 2012, 01:15:59 pm »

No, there wasn't. The closest is making only that caste have a certain skill.

smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2283 on: July 26, 2012, 01:19:54 pm »

Is succession still broken in-game? What about succession through position instead of by heirs?

I currently have a Noble set to succession-by-position in my mod, so if I get a chance to observe it I will let you know.

The only thing I notice so far is that seemed a bit broken is that Appointed by: Expedition leader seems to override the other wealth, etc. arrival conditions.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2284 on: July 26, 2012, 07:45:20 pm »

I know there was a way, but I never used it, so no personal experience... but wasnt it possible to restrict certain jobs/skills/reactions to a specific caste ?

As in:
Peasant dwarf, can only do labor
Priest dwarf, can do specific reaction in specific building, but no one else.

Was that castes, or nobles ?
The best thing to do is set it so that only the certain caste has the skills, disable the skill from ever gaining skill on the other caste, and then make all of your reactions take extra steps (i.e. wood->blessed wood (10%)->blessed wood (20%) etc.). That can ensure that though it doesn't stop the other castes from doing the reaction, only the specified caste can do it fast enough to be profitable.
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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.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2285 on: July 26, 2012, 07:52:39 pm »

Ok... thanks. I was somehow thinking with permitted_labor and then dropping that line into a nobles position in the entity file.. aynway, if it does not work, it doesnt work.
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Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2286 on: July 26, 2012, 08:26:02 pm »

How do descriptors work? As in, how would I make it say, it's ___ is ___ with ___ highlights. Or in a more unique case that I'm workin g on, how would I have to set it up to make the description say, he wears the kanohi ____. (Please note that this is not something they are actually wearing in game just in case you think I'm being confused about that.)
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It's FEF, not FEOF

zubb2

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2287 on: July 26, 2012, 08:32:39 pm »

Would it be possible to mod plants to have tree like propertys?

Say I wanted to grow a copied and edited version of plump helmets that could be used as "trees".

This doable or am I just thinkin too hard (or not hard enough).

EDIT: Just read the raws it said most likely NO.

So never mind.
« Last Edit: July 26, 2012, 08:38:51 pm by zubb2 »
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2288 on: July 26, 2012, 09:10:08 pm »

Would it be possible to mod plants to have tree like propertys?

Say I wanted to grow a copied and edited version of plump helmets that could be used as "trees".

This doable or am I just thinkin too hard (or not hard enough).

EDIT: Just read the raws it said most likely NO.

So never mind.

Depends on how you want to go this route. You can make a smaller plant and a bigger tree version.

Something like this:
Code: [Select]
[PLANT:MUSHROOM_HELMET_PLUMP]
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PROCESS_WOOD:PLANT_MAT:MUSHROOM_HELMET_PLUMP_TREE:WOOD] --- this lets you turn plump helmets into giant plump helmet logs
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:300][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]
[STATE_NAME_ADJ:LIQUID:dwarven wine]
[STATE_NAME_ADJ:GAS:boiling dwarven wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:rounded tops]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

[PLANT:MUSHROOM_HELMET_PLUMP_TREE]
[NAME:giant plump helmet][NAME_PLURAL:giant plump helmets][ADJ:plump helmet]
[BASIC_MAT:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL] ---- this will be impossible to obtain, and leaves 1 more material out of game.
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:giant plump helmet]
[STATE_ADJ:ALL_SOLID:plump helmet]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:PURPLE]
[SOLID_DENSITY:680]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[PREFSTRING:rounded tops]
[DRY][WET]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SAPLING]

Now you might make a more specialized "giant plump helmet" for this, but I'm being lazy with my example

EDIT:
basically what Meph said below me, What do you mean?
« Last Edit: July 26, 2012, 09:18:19 pm by Hugo_The_Dwarf »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2289 on: July 26, 2012, 09:10:44 pm »

What exactly do you mean by tree-like properties ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Mephansteras

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2290 on: July 26, 2012, 11:08:32 pm »

Ok, strange issue:

I'm trying to use a simple reaction so that all my alchemy stones count as economic. (Got the idea off of CaptainArchmage).

Here is the reaction:
Code: [Select]
-- This makes it so that the various Alchemy stones are counted as Economic
[REACTION:MAKE_ALCHEMY_BLOCKS]
[NAME:make blocks from alchemical stone]
[BUILDING:ALCHEMISTS_WORKSHOP:CUSTOM_SHIFT_B]
[BUILDING:ALCHEMISTS_WORKSHOP_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:ALCHEMY_BLOCK]
[PRODUCT:100:4:BLOCKS:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MASON]

But I get this error: Unrecognized Skill Token: MASON

Any clue why? I'm 99% certain that MASON is a valid skill tag. Changing it to something else, like ALCHEMY, works fine.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2291 on: July 26, 2012, 11:11:46 pm »

Pretty sure the tag is MASONRY

Ok, strange issue:

I'm trying to use a simple reaction so that all my alchemy stones count as economic. (Got the idea off of CaptainArchmage).

Here is the reaction:
Code: [Select]
-- This makes it so that the various Alchemy stones are counted as Economic
[REACTION:MAKE_ALCHEMY_BLOCKS]
[NAME:make blocks from alchemical stone]
[BUILDING:ALCHEMISTS_WORKSHOP:CUSTOM_SHIFT_B]
[BUILDING:ALCHEMISTS_WORKSHOP_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:ALCHEMY_BLOCK]
[PRODUCT:100:4:BLOCKS:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MASON]

But I get this error: Unrecognized Skill Token: MASON

Any clue why? I'm 99% certain that MASON is a valid skill tag. Changing it to something else, like ALCHEMY, works fine.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2292 on: July 26, 2012, 11:19:03 pm »

yup MASONRY check out the Wiki Rip in my Sig, will HELP greatly. It's a modder's resource.

EDIT:
Also question
how can I make a material emisson more lethal at least for Bronze and lower gear?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2293 on: July 27, 2012, 01:50:17 am »

Would it be possible to mod plants to have tree like propertys?

Say I wanted to grow a copied and edited version of plump helmets that could be used as "trees".

This doable or am I just thinkin too hard (or not hard enough).

EDIT: Just read the raws it said most likely NO.

So never mind.
Actually you should be able to get it done fairly easily with a reaction. Simply make a reaction that takes 1 (or however many) plump helmets and puts out the same resource in log form with GET_MATERIAL_FROM_REAGENT. This will then let you use them in just about every way you could normally use logs. Of course if you are looking for some other "tree-like property" then you'll need to say so, I just took a stab at what I think you were talking about.
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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.

ydaraishy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2294 on: July 27, 2012, 04:41:30 pm »

By a training reaction of the type:

Code: [Select]
[REACTION:TRAIN_AXE]
[NAME:practice axe combat]
[BUILDING:TRAINING_SET:CUSTOM_A]
[REAGENT:training weapon:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:NONE:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:GET_MATERIAL_FROM_REAGENT:training weapon:NONE]
[SKILL:AXE]

does any attribute of the item in question change in the reaction, such as item quality?
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