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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999370 times)

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4620 on: March 28, 2013, 12:24:47 pm »

Can you mod Emu men and woman to have children? lay eggs? get married?

i have trapped some and want to make a emu people population in my fort. So can i mod the save game Raws that they will have children?

Yes, but stuff won't reproduce unless it's part of your fort (pet or citizen). You'd need to hack
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4621 on: March 28, 2013, 12:27:17 pm »

He can just tame them.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4622 on: March 28, 2013, 12:29:21 pm »

P.S. My question with raw skin object type still stands, does nobody know that?

CORPSEPIECE

You may want a glob instead, yeah.

Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4623 on: March 28, 2013, 12:32:00 pm »

Why? Can't I create [PRODUCT:100:1:CORPSEPIECE:NONE:CREATURE_MAT:ANIMAL:SKIN] to replicate butchering for skin?

P.S. I am actually thinking about EBO to make some creatures drop 2 or 3 identical leather.
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4624 on: March 28, 2013, 12:55:23 pm »

Is it possible to add more than one REACTION_CLASS to materials?

I'm just confirming before I waste my time doing experiments. I'm putting together something that might require these.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4625 on: March 28, 2013, 12:59:08 pm »

Yes

rainpeltstar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4626 on: March 28, 2013, 03:20:12 pm »

How could I change the blood color for a certain species? (Trying to make them bleed purple) Would I have to make a new material template?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4627 on: March 28, 2013, 03:22:54 pm »

How could I change the blood color for a certain species? (Trying to make them bleed purple) Would I have to make a new material template?

Nope. All you need is STATE_COLOR:LIQUID:(raw defined color). Those can be found on the "color" page on the wiki.

This is my favorite piece of modding knowledge to give out, btw, because it was the first thing I ever learned about modding. I was making Trolls for Fortbent (that was my first modding project), and I needed new blood colors. So I copy+pasted the already-in-game-but-unrelated troll's blood (which is cyan). Then I learned about material identifiers from that particular incident...

bobsnewaddress

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4628 on: March 28, 2013, 05:03:28 pm »

I've noticed that gremlins modded to be purchasable at embarkation come equipped with their own crossbows thanks to the Natural Skill Ambusher they have, is it possible to mod a species to have natural Mining skill that would come equipped with picks, and would dig in the same way that gremlins mine?

I'm going to guess the answer is a resounding no, but its worth a shot checking in case anyone tried it before.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4629 on: March 28, 2013, 05:06:56 pm »

Nope, only the ambusher skill comes with equipment

bobsnewaddress

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4630 on: March 28, 2013, 06:16:37 pm »

Nope, only the ambusher skill comes with equipment

Ah well, it was just a hope since Migrant miners come equipped with picks already
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4631 on: March 28, 2013, 08:21:09 pm »

I've noticed that gremlins modded to be purchasable at embarkation come equipped with their own crossbows thanks to the Natural Skill Ambusher they have, is it possible to mod a species to have natural Mining skill that would come equipped with picks, and would dig in the same way that gremlins mine?

I'm going to guess the answer is a resounding no, but its worth a shot checking in case anyone tried it before.

You know, we should think of a way to utilize this.
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4632 on: March 29, 2013, 04:10:24 am »

Guys, I keep crashing every time I select a certain variation of a creature, but not when I select a different one.

I don't know what's wrong; it always crashes when I try to select it in arena...

Here's the problematic c_variation:
Spoiler (click to show/hide)

The target creature:
Spoiler (click to show/hide)

The c_variation of the creature in question:
Spoiler (click to show/hide)

And a relevant errorlog:
Spoiler (click to show/hide)

For comparison, this one works perfectly:
Spoiler (click to show/hide)

And a corresponding creature:
Spoiler (click to show/hide)
« Last Edit: March 29, 2013, 04:14:57 am by IamanElfCollaborator »
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4633 on: March 29, 2013, 04:40:39 am »

Are your nekora_crafter/dwarf_crafter/etc. defined above their respective creatures or below them? So does it go:
[CREATURE:nekora_crafter]
[CREATURE:nekora]     (This way is wrong)
or
[CREATURE:nekora]
[CREATURE:nekora_crafter]     (This way is right)

If they are defined above the creatures they are copying from then the game will error out since it is trying to copy tokens from a creature that doesn't exist. This is why in vanilla the animal people are always defined directly underneath their respective normal creatures; it prevents copy errors.

If you absolutely want to put a variation in a different file then it's base creature I would highly suggest giving that file some name like zz_putfilenamehere.txt to ensure that it loads last.
« Last Edit: March 29, 2013, 04:42:38 am by i2amroy »
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4634 on: March 29, 2013, 04:42:29 am »

...damnit.

Thanks for the advice. I didn't know that you had to define c_variations under the target creatures.

EDIT:
Ok. I just did some insanity experiments. Apparently you can spawn a vermin dog with reactions. It's quite buggy and I know a lot of people probably did it, but I'm going to see if it's worth some looking into.
« Last Edit: March 29, 2013, 05:08:10 am by IamanElfCollaborator »
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