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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002207 times)

ancusohm

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5130 on: May 26, 2013, 02:46:50 pm »

This is probably a stupid question.  But does anyone know where can I find the code for the trueTransformation hack? 
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5131 on: May 26, 2013, 02:58:02 pm »

wrong thread? might want to try down at the DFHack thread
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Tirion

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5132 on: May 27, 2013, 10:11:58 am »

Tower science question: what are the requirements for a creature to be considered a necromancer's minion in worldgen? Is there any way to have towers with no conventional zombies, instead giving the necromancers an interaction that raises a corpse but instantly transforms it into some other creature? If yes, what would that creature have to be? I thried just now with a simple animal, no towers appeared.
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Dbuhos

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5133 on: May 28, 2013, 10:51:41 am »

How would I get around making buildable trophies [In DF mode] from skulls/bones ?
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evictedSaint

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  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5134 on: May 28, 2013, 06:15:08 pm »

How would I get around making buildable trophies [In DF mode] from skulls/bones ?

I'm afraid I don't quite understand; you can already make totems and crafts, do you mean like, and item called "trophy" or...?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5135 on: May 28, 2013, 07:20:38 pm »

Make a reaction that takes skulls and/or bones (there's a couple of tokens for the reagent that I don't have off the top of my head for that, as I've never used them) and make them into a tool called "trophy" that can be used to build a building called "trophy" that is made of the reagent material.

Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5136 on: May 29, 2013, 04:46:27 am »

Perhaps you can directly make a building that takes corpse pieces with "any bone material" and "any skull material" as construction materials.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5137 on: May 29, 2013, 08:26:57 am »

Quote
Perhaps you can directly make a building that takes corpse pieces with "any bone material" and "any skull material" as construction materials.

Yes you can, but they still create miasma, rot, can be animated, and the building deconstructs once they are completely rotted away.

My question still stands: A copy of the vanilla "mill plant" reaction. Accepts any plant, makes the fitting mill product. Putnam, HAS_MATERIAL_REACTION_PRODUCT is truly something I have never, ever used in any reaction...
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Incantatar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5138 on: May 29, 2013, 08:41:34 am »

I'm a total newb to DF modding. I would like to mod in gender differences. Can i cut out
Code: [Select]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
and paste changed values under both caste declarations, i.e. [CASTE:FEMALE] [CASTE:MALE]? Would that work? Could there be any ingame incompatibilities?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5139 on: May 29, 2013, 08:59:38 am »

That would work, you got it right. :) Once you are done, could you post the actual differences you modded in? :)
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5140 on: May 29, 2013, 09:22:03 am »

Thanks. I'll have to try this out a bit. Basically i want to make male dwarves taller, broader, stronger, tougher and analytical and let female dwarves have more patience, empathy and linguistic ability. Atm i'm adding 100 to the percentiles on the one gender and subtracting 100 on the other.
One problem i have is that empathy and linguistic ability are not defined for dwarves. What are the standard values here?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5141 on: May 29, 2013, 09:29:42 am »

The wiki should show the standard values. Keep in mind that there are a lot more then the ones you posted in your example, like recuperation, endurance and many mental skills. The max is 5000, I think for dwarves its around 2500 or so. To see a better difference, dont add total amounts (like 100), but rather percentage, so add/remove 10-20% of the value you see. That would make a lot more sense, because reducing 500 to 400 is a big step, but reducing 2500 to 2400 is a small difference.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5142 on: May 29, 2013, 09:42:07 am »

You're right i thought about that myself a minute ago. Percentages make much more sense.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5143 on: May 29, 2013, 11:23:16 am »

Quote
My question still stands: A copy of the vanilla "mill plant" reaction. Accepts any plant, makes the fitting mill product. Putnam, HAS_MATERIAL_REACTION_PRODUCT is truly something I have never, ever used in any reaction...

Another one that popped up: Is it possible to cure werebeasts? I know its easy with vampirism, because you can simply remove the bloodsucker tag (and the other tags), but how could I do that on a werecreature? They have this syndrome:

Code: [Select]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]

So all I can think of is removing NO_AGING and adding a periodic display name (chained werebeast) and a periodic speed_perc:0, so they cant move. Or move really slowly.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5144 on: May 29, 2013, 12:03:12 pm »

My question still stands: A copy of the vanilla "mill plant" reaction. Accepts any plant, makes the fitting mill product. Putnam, HAS_MATERIAL_REACTION_PRODUCT is truly something I have never, ever used in any reaction...

I was hoping to avoid a long winded example, but here it comes lol:

quick how-to for your "custom" mill reaction

1. find a(some) plant(s) that you wish to be in your reaction and add [MATERIAL_REACTION_PRODUCT:CUSTOM_MILL:LOCAL_PLANT_MAT:MILL] the CUSTOM_MILL is like a reaction class, however the second two points to another material (much like looking at the SKIN_TEMPLATE in "material_templates.txt")

2. create your reaction

Code: (Example from small tree processing in Regen) [Select]
[REACTION:PROCESS_SMALL_TREE]
[NAME:process small tree]
[BUILDING:WOOD_REGEN:CUSTOM_P]
[BUILDING:WOOD_PROCESSOR:CUSTOM_P]
[REAGENT:A:1:PLANT:NONE:NONE:NONE][[b]HAS_MATERIAL_REACTION_PRODUCT:LOG_MAT[/b]] -- much like reaction class only...
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:LOG_MAT] --- this is what differs
[PRODUCT:85:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT] --- as you can see I use a LOG_MAT material but I have a SEE_MAT
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT] --- placed into the same material aswell, allowing me to use two different materials from one.
[SKILL:CARPENTRY]
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