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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999361 times)

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6225 on: October 16, 2013, 04:56:23 pm »

Not through the rain itself, no. Syndromes don't affect items, and corpses are items. You'd need to add a secondary [IE_ANIMATE] effect to the rain interaction, and it would still raise those indoors or underground.
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Grim Portent

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6226 on: October 16, 2013, 05:22:20 pm »

So every corpse in a coffin would leap to life and try to kill everyone as well as dead invaders?
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6227 on: October 16, 2013, 05:56:59 pm »

Happens already with regional interactions in evil lands, though I'm not sure if corpses in boxes can escape.
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IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6228 on: October 17, 2013, 09:28:29 am »

You can add a syndrome to the rain that turns every living creature it touches into LINE_OF_SIGHT necromancers with a huge interaction range for a few seconds.  That way if it fell on any living creature standing outside, most outdoor corpses would revive, but it would be unlikely to penetrate into the caverns.

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6229 on: October 17, 2013, 03:22:58 pm »

That's not a bug and no, you can't mod it. That's the intention; they switch uniform when they go on duty.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451

Thanks to this guy for pointing it out

IndigoFenix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6230 on: October 18, 2013, 08:41:09 am »

Just a question: did anyone ever figure out the most reliable way of applying a syndrome from a reaction?  I'm not sure if the community ever discovered anything beyond the vaporizing stone method, but it's a pain to try and make a reaction that only works a tiny fraction of the time, especially when that reaction is supposed to be fairly costly.

MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6231 on: October 18, 2013, 09:00:25 am »

The itemsyndrome DFHack plugin is your friend. If you use that, then vaporizing stone works every time.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6232 on: October 18, 2013, 12:01:19 pm »

He means autosyndrome.
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6233 on: October 18, 2013, 01:54:03 pm »

how can i make elves that can fight with something that's not wood
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6234 on: October 18, 2013, 01:59:25 pm »

He means autosyndrome.

Apparently, the confusion is common.

how can i make elves that can fight with something that's not wood

Give them some reactions and the ability to mine. You could also make your own custom "wood" metal that they have a reaction to make bars of (copy+paste bronze or w/e you want for the material stats).
« Last Edit: October 18, 2013, 02:03:36 pm by Putnam »
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6235 on: October 18, 2013, 02:00:50 pm »

Give them smelters, enable furnace operation, give them [STONE_PREF] (and [METAL_PREF] for good measure). If you want to completely eliminate wood weapons, remove [WOODEN_WEAPONS]. All of this is in the entity file.

Damnit ninja'd.
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6236 on: October 18, 2013, 02:31:25 pm »

right wood metal... suppose i decide i want to play elves pretend that i want to play elves at some point (if i get around to modding them to be playable) i guess i could have them somehow extract metal sort of stuff from wood but how would i make balence so that i can't just get steel rather then iron in a instant
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6237 on: October 18, 2013, 04:28:07 pm »

right wood metal... suppose i decide i want to play elves pretend that i want to play elves at some point (if i get around to modding them to be playable) i guess i could have them somehow extract metal sort of stuff from wood but how would i make balence so that i can't just get steel rather then iron in a instant

If I remember right, the old Elf Retreat mod had a system where you would take several logs (a dozen? I don't remember) to a workshop to turn them into a single "Copper Wood" log. This could be turned into weapons and armour equal to copper in quality. You could also take several copper wood logs to turn them into a single "Iron Wood" log. It's a bit simplistic, but it would have been a slow process.

But the mod is somewhat old, so I'm unsure how much would have to be fixed to make it compatible with the current version of DF.

A "wood" metal would probably be better, since the reactions for making armour and weapons will be added to the forge automatically, so you don't have to make any yourself. Just add a few "treating" processes and make it require several logs to pad out time. Maybe make different quality tiers require several lower tier bars to make.

One problem with playing as elves is that they will still get offended if you try to trade them wood.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6238 on: October 18, 2013, 04:58:57 pm »

Bear in mind that you don't actually have to mod in a bunch of new reactions and materials. Just allow furnace operators as a profession (don't even need the building) and give them [STONE_PREF]. That will give them metal in worldgen. If you want to have metalworking in-game, just give them picks, and access to smelters and furnaces.
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6239 on: October 18, 2013, 05:59:13 pm »

Bear in mind that you don't actually have to mod in a bunch of new reactions and materials. Just allow furnace operators as a profession (don't even need the building) and give them [STONE_PREF]. That will give them metal in worldgen. If you want to have metalworking in-game, just give them picks, and access to smelters and furnaces.

i hate you.  you have just made my lazyness kick in and instead of making elfy wood system i am just going to do what you said
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