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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002476 times)

smjjames

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6165 on: October 05, 2013, 04:17:58 pm »

Would it work to give kestrels the DIVE_HUNTS_VERMIN tag? If so, would it require a regen?

Not sure if the fact that these birds are tiny would be a problem. They aren't much bigger than some of the larger 'vermin' birds.
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6166 on: October 05, 2013, 04:37:27 pm »

The size of a creature shouldn't affect whether or not it can hunt larger vermin, and most creature changes do not require a re-gen.

I once gave stoats the ability to hunt vermin in the middle of an on-going glacier fort after the last of my cats died, and they were able to hunt just fine afterwards, despite being even smaller than a rabbit.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6167 on: October 05, 2013, 05:15:14 pm »

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smjjames

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6168 on: October 06, 2013, 11:49:47 am »

Sorry for all the questions about whether this or that needs a regen, but I have another.

I was planning on making adamantine clothes for my dwarves until I read this in the wiki ', but it is no more resistant to wear than less exotic materials.', so does removing the wear tag (or whichever one it is) require a regen? I had assumed that adamantine clothes would not wear out because the Masterwork mod has metal clothes.

I could be under the mistaken impression that metal clothes don't wear out, I don't know.
« Last Edit: October 06, 2013, 11:58:56 am by smjjames »
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6169 on: October 06, 2013, 12:04:07 pm »

Wear is controlled by the ARMORLEVEL tag. If it's set to zero, it's treated as an ordinary garment that civilians can wear without your input, but also wears into tatters over time. If it's 1 or above, it's designated armor and doesn't wear with ordinary use, but is only usable by your soldiers.

You cannot make Everpants© yet.
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smjjames

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6170 on: October 06, 2013, 12:07:53 pm »

The Modest Mod has a thing in it that keeps clothes from wearing out though? No idea how that was achieved, DFhack thing maybe.

I know Masterwork has metal clothes, but I don't know about the wearing out part.
« Last Edit: October 06, 2013, 12:13:28 pm by smjjames »
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krg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6171 on: October 06, 2013, 12:18:45 pm »

After looking around here and the wiki, i haven't found the answer to this.

if a reaction has multiple product lines like this:

(code from the lfr mod)
[REACTION:ECTO_WISP]
[NAME:conduct will o' wisp heart research]
[BUILDING:ALCHEMY_LAB_LFR:CUSTOM_W]
[REAGENT:A:1:TOY:ITEM_TOY_WISP_HEART:NONE:NONE]
[PRODUCT:80:1:BOULDER:NO_SUBTYPE:INORGANIC:ECTO_LFR]
[PRODUCT:15:10:TOY:ITEM_TOY_ETHER:INORGANIC:ETHER_METAL]
[SKILL:ALCHEMY]

does this mean that there is a 80% chance of getting the boulder and a 15% chance of getting the toy?
so you would potentially have both in that case, or does it mean that it checks chance once and a 1-80 would be boulder, 81-95 is toy, and 96-100 is nothing?
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Knight Otu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6172 on: October 06, 2013, 12:24:12 pm »

Yes, you have a chance to get both, and they are checked separately.
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narhiril

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6173 on: October 07, 2013, 11:44:09 am »


The Modest Mod has a thing in it that keeps clothes from wearing out though? No idea how that was achieved, DFhack thing maybe.

I know Masterwork has metal clothes, but I don't know about the wearing out part.

All clothing, even metal clothing is still subject to wear.  Right now, artifacts are the only exception.  I'll have to look into that claim that Modest Mod has a workaround for that - if so, I'm interested.  Clothing wear is one of the biggest fps obstacles in the game, and I wish I could just turn it off entirely.  Gutting the entity files of all but a single shirt, pants, and shoe item increased my fps dramatically.


After looking around here and the wiki, i haven't found the answer to this.

if a reaction has multiple product lines like this:

(code from the lfr mod)
[REACTION:ECTO_WISP]
[NAME:conduct will o' wisp heart research]
[BUILDING:ALCHEMY_LAB_LFR:CUSTOM_W]
[REAGENT:A:1:TOY:ITEM_TOY_WISP_HEART:NONE:NONE]
[PRODUCT:80:1:BOULDER:NO_SUBTYPE:INORGANIC:ECTO_LFR]
[PRODUCT:15:10:TOY:ITEM_TOY_ETHER:INORGANIC:ETHER_METAL]
[SKILL:ALCHEMY]

does this mean that there is a 80% chance of getting the boulder and a 15% chance of getting the toy?
so you would potentially have both in that case, or does it mean that it checks chance once and a 1-80 would be boulder, 81-95 is toy, and 96-100 is nothing?

Let me use a more extreme example:

Code: [Select]
[REACTION:ADAMANTINE_EXWEP_LFR_M]
[NAME:fabricate exotic adamantine weapon]
[BUILDING:EXWEP_LFR_M:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:ADAMANTINE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KHOPESH:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_RAPIER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KATANA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KATANA_2H:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_TALWAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_SCYTHE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_MISERICORDE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_FLAMBERGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_BEARDED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_MACE_SPIKE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_CHAIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_TRIDENT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SPEAR_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_LANCE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_LABRYS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_MACHETE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KHUKURI:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_DADAO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_HOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CLAYMORE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SHAMSHIR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KAMA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_CRESCENT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CLAWS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_BUTTERFLY_KNIVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_TOMAHAWKS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KERIS_TWIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_WHIP_CHAIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_URUMI:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KERIS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_VOID_CUTTER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CUTLASS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_RAKE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_GIANT_FORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_BASTARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KATARA_TWIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CINQUEDEA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CAT_O_NINE_TAILS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CORSEQUE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_JAMBIYA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_FELLING_AXE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_HURLBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:4:1:WEAPON:ITEM_WEAPON_RITUAL_KNIFE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CLAYMORE_WEIGHTED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_EXECUTIONER_AXE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

In this reaction, each check is performed independently.  It's possible for the reaction to produce nothing, and it's also possible for the reaction to produce every single one of those products at once - but this is, to say the least,  incredibly improbable (you're statistically more likely to be bitten by a shark and struck by lightning on the same day).  The way it works out, you have about a 2/3 chance of getting at least one weapon.  My record during testing was 5 at once, which was a nice surprise, but is very rare.

narhiril

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6174 on: October 07, 2013, 11:48:14 am »

On another note, has anyone gotten cavern sieges to work post .16?  I'd be very interested in knowing how.

muad°dib

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6175 on: October 07, 2013, 02:35:00 pm »

i have a few questions about modding that i don't really know how to search for.. so i figure this is as good a spot as i'm going to find
here goes:

1.if i downloaded a mod for DF, is the location i end up putting the files easy enough to dig up and delete the mod should i no longer wish to use it?
2.especially in the event that i don't want to use a modded version when an update comes around.
3.would i be able to update the modded version without difficulty?
3a.or would i just need to keep one vanilla copy and keep copying it before modding?
4.is there an option to turn mods on and off?
 i picked up the newer LNP, so thats what i'll be using

i'm very interested in mods, well... getting back into dwarf fortress all together, as i haven't played in a few years and i felt a need for some good dwarven yarns flowing through me.

also, new to the community so go easy on me if you would be so good  ;D
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6176 on: October 07, 2013, 03:46:21 pm »

1. No, it's mixed in with every other mod. If you want to easily delete a mod, make an entirely new copy of DF for it to live in.
2. You should never, ever overwrite a previous version of DF with a new one, especially with such an update as this. Saves aren't going to be compatible, anyway.
3. Depends on the version. This next version has a total tree overhaul, but everything else has default values, so it shouldn't be too bad.
4. No; again, the easiest way is to have a separate copy of DF for each mod.

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6177 on: October 07, 2013, 03:48:55 pm »

Mods, in most instances, are sets of .txt files that can be altered using various tokens.

New .txt files can be created within the folder, and used by the game, but some mods alter the pre-existing files, which can make reverting them difficult.

It is best to keep a copy of the original raw folder in case you need to "reset" the game, though this may not be necessary, depending on the extent of changes caused by the mod.

Saves are usually in-compatible with newer versions of the game, but newer versions come as full installs, so you won't need to worry about removing mods. Updating them may be tricky, depending on how many things change between releases/updates, and if/how many new tokens are introduced.

Toggling mods isn't possible in most cases. A few mods, such as Masterwork, have their own interfaces that allow you to toggle options on and off though.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6178 on: October 07, 2013, 03:59:28 pm »

Most updates are save compatible, but major updates like the next one won't be. Most mod updates are not save-compatible.

Ravendarksky

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6179 on: October 07, 2013, 06:02:54 pm »

Is there an existing mod which reveals all sites for a given map?

For example if I make an adventurer and talk to loads of people... when I retire I can then create a fortress and see those sites/caves/lairs on the embark selection screen.

I'd like to just be able to see everything by default to make it easier to select interesting embark locations.
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