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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002361 times)

Raptor_a22

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3480 on: December 27, 2012, 08:55:06 pm »

Totally unrelated question: In order to change a creatre's egshell from a hard egg to a leathery one all I need to do is change [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] to [EGG_MATERIAL:LOCAL_CREATURE_MAT:LEATHERY_EGGSHELL:SOLID] yes?
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3481 on: December 27, 2012, 11:08:21 pm »

I believe so, yes. Check the saltwater crocodile raws if you're unsure.

How would I make a creeping dust interaction appear in every region for certain? I need it for ease of testing.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3482 on: December 28, 2012, 12:50:33 am »

Totally unrelated question: In order to change a creatre's egshell from a hard egg to a leathery one all I need to do is change [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] to [EGG_MATERIAL:LOCAL_CREATURE_MAT:LEATHERY_EGGSHELL:SOLID] yes?

No. You need to change the body detail plan, too, otherwise there will be no LEATHERY_EGGSHELL mat.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3483 on: December 28, 2012, 05:13:22 pm »

Quick one: Can creatures inside cages be targeted by interactions ?

(why I ask: make creature, put in cage, link cage to lever. transform a creature into a creature that insta-dies and releaes toxic gas. It wont die inside the cage, because creatures in cages dont die(?), and as soon as someone pulls the lever, creature is released, dies, gastrap.)
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3484 on: December 29, 2012, 01:38:04 am »

How do you make shearable fur?

I've added [YARN] to the material template, and added this code
Spoiler (click to show/hide)
to the creature. But it doesn't seem to be actually shearable.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3485 on: December 29, 2012, 01:41:03 am »

What is the creature? I'm not sure if citizens are shearable, just in case that's the case.

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3486 on: December 29, 2012, 01:43:43 am »

Not citizen, just a domestic.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3487 on: December 29, 2012, 02:29:56 am »

How would I add syndromes/symptoms to someone using dfhack? Needed for a control patient.

Does [POP_RATIO:0] completely stop a caste from being born?
« Last Edit: December 29, 2012, 02:33:12 am by HugoLuman »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3488 on: December 29, 2012, 02:31:09 am »

How would I add syndromes/symptoms to someone using dfhack? Needed for a control patient.

Ask in the DFHack thread

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3489 on: December 29, 2012, 04:52:38 am »

How would I add syndromes/symptoms to someone using dfhack? Needed for a control patient.

Does [POP_RATIO:0] completely stop a caste from being born?

Apparently not. I've had some negative experience with these when I had a [crazed] caste with [POP_RATIO:0] (for a syndrome) and they came in with a caravan (several times), and... yeah. Was fun.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3490 on: December 29, 2012, 04:58:58 am »

Does it at least severely reduce the rates?
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3491 on: December 29, 2012, 05:15:10 am »

Think so. They only appeared a couple times.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3492 on: December 29, 2012, 11:57:00 am »

POP_RATIO:1 with ridiculously high other pop ratios will do well. POP_RATIO:0 doesn't work the way you'd think.

Zaratustra

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3493 on: December 29, 2012, 04:32:37 pm »

Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?
« Last Edit: December 29, 2012, 04:41:54 pm by Zaratustra »
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Urist Da Vinci

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3494 on: December 29, 2012, 05:04:12 pm »

... It wont die inside the cage, because creatures in cages dont die(?), ...

Creatures in cages can die. For example:
- grazing animals starving in cages
- caged creatures burn/melt/bleed when the cage is heated
- bleeding goblin in cage trap after walking through a serrated disc weapon trap
- berserk dwarf dies of thirst in cage
- cats in a cage dying of old age
etc.

The state of the drowning flag is preserved when a creature is caged, so an aquatic creature would airdrown when released from the cage. That might work for you. Perhaps a time-delayed syndrome that transforms the creatures after enough time has passed so that you can cage-load them?
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