Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 356 357 [358] 359 360 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999438 times)

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5355 on: July 05, 2013, 09:37:17 am »

I would like to create small Animal Person camps on the surface, not just in the caverns, but my initial experiments haven't worked. Is the small-camp kind of civilization hardcoded into [LAYER_LINKED]?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5356 on: July 05, 2013, 10:33:21 am »

Yes. It's a very limited, specific exception and Toady's bothered by it. He's looking to solve it for the next release.
Logged

mattychan

  • Bay Watcher
  • Less than dabbling DF Modder
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5357 on: July 05, 2013, 05:11:41 pm »

am i allowed to add... say LOW_CHEEKBONES to this, and it will show up in game?

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
Logged
If I ask a dumb question, please tell me. So we can bond over it.
Clearly egotistical. Moon Elves Rule!

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5358 on: July 05, 2013, 05:13:14 pm »

No. You can't just add tokens. Besides, the low range of HIGH_CHEEKBONES is low cheekbones.
« Last Edit: July 05, 2013, 05:16:26 pm by Putnam »
Logged

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5359 on: July 05, 2013, 05:14:07 pm »

Yeah, those correspond to hardcoded description sets.
Logged

mattychan

  • Bay Watcher
  • Less than dabbling DF Modder
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5360 on: July 05, 2013, 05:22:01 pm »

Ahh thanx guys, that explains why I couldn't get anything new to show up.
Logged
If I ask a dumb question, please tell me. So we can bond over it.
Clearly egotistical. Moon Elves Rule!

mattychan

  • Bay Watcher
  • Less than dabbling DF Modder
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5361 on: July 06, 2013, 12:09:17 am »

     EDIT: I'm dumb.. I forgot to permit the reaction sorry.
« Last Edit: July 06, 2013, 12:16:10 am by mattychan »
Logged
If I ask a dumb question, please tell me. So we can bond over it.
Clearly egotistical. Moon Elves Rule!

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5362 on: July 06, 2013, 12:44:43 am »

More important is that you didn't ask the question well enough--I couldn't tell is if the reaction wasn't showing up (which was clearly the case) or if the reaction itself had something wrong with it (didn't look like it).

Pickerel

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5363 on: July 06, 2013, 09:18:40 am »

Questions:
I am trying to decide whether it would be worthwhile to update a mod I made long ago, but it depends on whether the modability has reached a certain point...
1. Is it yet possible to mod some of those formerly more hard-coded buildings?  For example, I had long ago (~2 years?) modded glasses and glazes, but it was rather kludgey in the way I did it because the Glass and Magma Glass building's options could not be modded, so I needed to make my own buildings and put all the reactions accordingly within them.
2. Is it yet possible to set up the task options for one's building/buildings so as to have them tiered.  Reason/Example: as I said in question 1, my mod was kludgey, and because we, as modders, couldn't make lists within lists (like in the Glass Shop, you can choose Green Glass, then choose the items to make from it), I had to make a ton of different shops, one for each type of glass.  This was because in my self-made shops, it wasn't possible to use tiering of options, so all the production options of every shop just sat right out on its sleeve, making having more than 1 type of glass at a shop untenable due to the massive lists of items that would be involved.
Logged

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5364 on: July 06, 2013, 09:24:01 am »

Questions:
I am trying to decide whether it would be worthwhile to update a mod I made long ago, but it depends on whether the modability has reached a certain point...
1. Is it yet possible to mod some of those formerly more hard-coded buildings?  For example, I had long ago (~2 years?) modded glasses and glazes, but it was rather kludgey in the way I did it because the Glass and Magma Glass building's options could not be modded, so I needed to make my own buildings and put all the reactions accordingly within them.
2. Is it yet possible to set up the task options for one's building/buildings so as to have them tiered.  Reason/Example: as I said in question 1, my mod was kludgey, and because we, as modders, couldn't make lists within lists (like in the Glass Shop, you can choose Green Glass, then choose the items to make from it), I had to make a ton of different shops, one for each type of glass.  This was because in my self-made shops, it wasn't possible to use tiering of options, so all the production options of every shop just sat right out on its sleeve, making having more than 1 type of glass at a shop untenable due to the massive lists of items that would be involved.
1) Those buildings are still hard-coded and unmoddable.
2) Tiered reactions are still impossible.
Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5365 on: July 06, 2013, 09:39:57 am »

1) Those buildings are still hard-coded and unmoddable.
2) Tiered reactions are still impossible.
Dash!
Thanks!
Logged

Danvern

  • Escaped Lunatic
  • Elf-Sympathiser
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5366 on: July 06, 2013, 04:51:05 pm »

- Caste specific weapons
- "Melee" weapons that can reach farther than one tile
- Weapons that make multiple attacks
- "Guided" weapons; or rather weapons that increase accuracy, both ranged and melee, no matter the skill of the user
- Weapons that make multiple attacks, IE a short sword that that can stab StuckUpTreeHuggingHippieElf 1 in the head and in the heart without increasing the user movement rate (Attack speed, not movement speed)
- Reverse weight? (Increases speed)
- Creature armor, or insuring a caste always spawns with a set of specified armor (Creature armor being natural armor that is treated as such and can have configurable "health" [like undead] or act like regular armor)
- Armor and items that give abilities (IE a staff or wand)
- Suicide attacks (Exploding Carp)
- Environment effecting attacks (DF Creeper)
- Effects upon creature death (Literal Catsplosion while trying to solve a figurative Catsplosion)

Saw this thread and reposted it here.

Trying to make a large mod, so I have the time and resources.
Logged
CREATURE DETECTED
CREATURE ID: 602130213212-URIST
DESIGNATION: DWARVEN MINER
STATUS: INTOXICATED
RECOMMENDED ACTION: ELIMINATE

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5367 on: July 06, 2013, 05:29:39 pm »

1. no
2. no
3. no
4. no
5. no
6. yes, but I'm not sure about its affects on speed (speed increases can be done with DFHack script, itemsyndrome)
7. Yeah, sorta, but it'll be a tissue like the rest
8. With itemsyndrome, yeah, vanilla, no
9. Yeah, undirected dust emissions
10. no
11. DF doesn't actually have "explosions" at all, btw, but yeah, sorta, with itemcorpse.

Danvern

  • Escaped Lunatic
  • Elf-Sympathiser
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5368 on: July 06, 2013, 06:05:19 pm »

1. Saw in the other topic that it can be done with civs, is it that it can be forbiden form civs or is it that it is allowed. (If I make a weapon only for elves, can creatures not associated to a civ use it?)
2. What about a ranged weapon with limited range and infinite ammo? (Possible?)
3. Any DFHack things for allowing only attacks on a turn? And are there any methods for making a bow fire multiple arrows per shot, like fire-imp's fireball attack?
4. What about fireball like projectiles; haven't seen them miss?
5. Duplicate, sorry :/
|
7. So can it deflect damage? (Edged weapons should have virtually no effect.) And can it have "Health"? (6 hits from a steel hammer cause it to fall off.)
8. Any link to tutorials of integrating DFHack with your mod?
|
10. What about the properties of cave-ins?
11. DFHack or vanilla?
12. A way to prevent vampire and other status like that. (Vampire golems? WTF)
Logged
CREATURE DETECTED
CREATURE ID: 602130213212-URIST
DESIGNATION: DWARVEN MINER
STATUS: INTOXICATED
RECOMMENDED ACTION: ELIMINATE

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5369 on: July 06, 2013, 06:19:06 pm »

1. It's allowed, but there really is no difference between having only elves not allowed and having everyone but elves allowed. All civs can use, only certain civs can make.
2. No.
3. "On a turn"? No. Also, no. Weapons can ONLY do what the tokens say, nothing more. If it's not in the wiki's weapon token article, it can't do ANYTHING else.
4. Just have multiple targets for the emission
|
|
7. Yes, no.
8. See my board, the DFHack scripts topic.
|
10. That would be the suicide attacks that I mentioned for 9
11. Vanilla, [ITEMCORPSE]
12. Yeah, vampires can't be NOT_LIVING to begin with.
Pages: 1 ... 356 357 [358] 359 360 ... 544