Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 162 163 [164] 165 166 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999483 times)

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2445 on: August 20, 2012, 12:52:49 pm »

Thanks for the quick response. What about a workaround like having a certain quality of reagent be required allowing for skill to be factored into the crafting of the reagent? Probably not, but I'm grasping at straws here. Lol
I'd try having a prerequisite reaction, that outputs some item (eg. "little architect set toy") 5% of the time. Then the high-quality crafting would require an input of N units of the some item.

ps. Do you like these dwarven toys?
Spoiler (click to show/hide)
« Last Edit: August 20, 2012, 12:55:14 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2446 on: August 20, 2012, 03:49:31 pm »

They look fine, but i'd be careful naming anything "cup" that way you don't confuse "larch cup" (a goblet) with "larch cup" (a toy).
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.

Joben

  • Bay Watcher
  • Elder Thing
    • View Profile
    • Lazy Lizard Gear
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2447 on: August 20, 2012, 06:47:51 pm »

I've been working on making slings and bullets for them to fire (not a novel addition, but most mods with them have tons of other stuff I don't want)

I've got them working in the arena, but there's a hitch:

In the arena they're being made out of metal and wood, which makes no sense.

Is there any way I can specify that a weapon can only be made out of a specific material or class of materials? Slings should be wool, plant fiber or leather.

On one level this wouldn't be a problem for my dwarves, I think I can write the reactions to specify a reasonable material in the workshops. But I don't want goblins or people in adventure mode showing up with silver lings and such.
Logged
Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2448 on: August 20, 2012, 06:50:50 pm »

No.

(Despite how often I do that, I really do hate doing that--I would like nothing more than if I could answer "yeah, that's possible, here's how" to every question)
« Last Edit: August 20, 2012, 06:52:33 pm by Putnam »
Logged

Joben

  • Bay Watcher
  • Elder Thing
    • View Profile
    • Lazy Lizard Gear
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2449 on: August 20, 2012, 07:05:21 pm »

Damnit.

I hope that gets fixed some day. There are a lot of other weapons that only make sense with certain materials.

Thanks though you saved me a lot of pointless mucking about.
Logged
Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2450 on: August 20, 2012, 11:38:22 pm »

I'm for optimization question.

I'm making syndrome caused to hippies by contact with spilled blood. It turns them into berserker, but causes werecurse also.
Here's dog blood material:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:MALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ELF:B_MALE]
[SYNDROME]
[SYN_NAME:blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ELF:B_FEMALE]
[SYNDROME]
[SYN_NAME:curse of spilled blood]
[SYN_CLASS:WERECURSE_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:MALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:GIANT_DOG:MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[SYNDROME]
[SYN_NAME:curse of spilled blood]
[SYN_CLASS:WERECURSE_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:GIANT_DOG:FEMALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
ELF:B_MALE/FEMALE are castes of berserkers, GIANT_DOG is giant version of dog with CRAZED tag.
Will both transformation syndromes work together?

So, this four syndromes are to be put to any creature's blood, which is a heap of annoying work. Is it possible to shorten this and modify just BLOOD_TEMPLATE? Problem is with linking to creature that applies that template, kind of CE:CREATURE:LOCAL_CREATURE:MALE. Plants have LOCAL_PLANT tag, do creatures?
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2451 on: August 20, 2012, 11:48:09 pm »

You should be able to just modify the blood template. Elsewise if you only want to affect some creatures with blood but not all you could make it into a creature variation, then you would just need to add two lines to each creature instead of all 20 or so of them.
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.

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2452 on: August 21, 2012, 12:09:23 am »

I want tiger's blood to transform imto weretigers, wolf's blood to werewolf and so on. But can't think of how to change templates to make it.
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2453 on: August 21, 2012, 12:11:42 am »

You could use CE_BODY_MAT_INTERACTION.

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2454 on: August 21, 2012, 02:11:04 am »

You could use CE_BODY_MAT_INTERACTION.
you mean making interaction [I_SOURCE:REGION] [IS_REGION:ANY] with a huge list of [I_TARGET:CREATURE][IT_AFFECTED_CREATURE:TIGER], [I_TARGET:CREATURE][IT_AFFECTED_CREATURE:WOLF] etc, each adding a syndrome to it's blood through CE_BODY_MAT_INTERACTION? Well, would work, I think. Thanks!
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2455 on: August 21, 2012, 04:49:20 am »

Made an example of interactions:
Code: [Select]
make everyone's blood cause syndrome on contact
[INTERACTION:CHARGE_BLOOD_WITH_SYNDROME]
[I_SOURCE:REGION]
[IS_REGION:ANY]
[I_TARGET:wolf_m:CREATURE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CREATURE:WOLF:MALE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SPILLEDBLOOD_CURSE] // work only once on creature
// more targets here. wolf_f, tiger_m, tiger_f ...
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:wolf_m]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:SPILLEDBLOOD_CURSE]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0] // why RESERVED_BLOOD? it's BLOOD at creature definition. Copied from DEITY_CURSE_VAMPIRE
[CE:INTERACTION:WEREWOLF_SPILLED_BLOOD_CURSE_M]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE:SYNDROME_TAG:SYN_CONTACT] // mostly need this!
[CE:SYNDROME_TAG:SYN_INHALED]

transform elf who contacted blood into berserker and periodically transform into werewolf
[INTERACTION:WEREWOLF_SPILLED_BLOOD_CURSE_M]
[I_SOURCE:INGESTION] //CONTACT?? I need to trigger it by contact, not eating
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ELF_HIPPIE_MALE] // class added to ELF:MALE
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ELF:B_MALE] // doesn't have ELF_HIPPIE class
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:curse of spilled blood]
[SYN_CLASS:WERECURSE_SPILLEDBLOOD]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:GIANT_WOLF:MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
Still don't understand some pieces of it.
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

pivole

  • Bay Watcher
  • [PREFSTRING:gut-rotting brews]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2456 on: August 21, 2012, 08:39:02 am »

Sorry if this has been covered, but i'll not trawl 164 pages.
1. In Human fortress, how do you make Nobles acknowledged by the game? They're currently just not there, despite me having copied them over from the dwarf raws. Edit: I just needed the expedition leader. Whoops. Edit. Bollocks. it stopped working.
2. I'd like to add a new workshop and reaction, but the wiki has me lost. It's a reaction to make a bin from cave wheat. If someone could please guide me through the reaction part, I'll try and sort the rest myself.
thanks.
« Last Edit: August 21, 2012, 09:46:57 am by pivole »
Logged
For glory, Godde and gold in the Virginia Company!

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2457 on: August 21, 2012, 09:27:59 am »

How to make cave wheat bin:
1) Add material inside cave wheat plant, like it's done with trees and WOOD material
2) Make reaction that takes cave wheat plant as reagent, produce bin of that material you've added at stage 1
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

pivole

  • Bay Watcher
  • [PREFSTRING:gut-rotting brews]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2458 on: August 21, 2012, 09:47:28 am »

ah, thanks for that.
Logged
For glory, Godde and gold in the Virginia Company!

Facekillz058

  • Bay Watcher
  • Personal Text!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2459 on: August 21, 2012, 12:05:25 pm »

If I made a weapon from an imaginary material that melts at the DF equivilent of room temperature, would the weapon itself melt and be destroyed?
Logged
(づ◕◕)づ・。*。✧・゜゜・。✧。*・゜゜・✧。・­¬¬¬¬¬¬¬゜゜・。*。・゜*✧・。*。✧
Pages: 1 ... 162 163 [164] 165 166 ... 544