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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999456 times)

Sutremaine

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6930 on: January 06, 2014, 07:13:02 pm »

Yes. Or to be more precise: Creatures do not use interactions in worldgen, so just add the interactions, and they will use them in fort mode/adv mode when you meet them.
They wouldn't have been able to anyway, since I added the interaction about a decade after embark (it is in the correct folder). Maybe it'll kick in when the next batch of hatchlings come along? Slayrace / fullheal -r doesn't trigger it. (Edit:nope, new hatchlings don't get it.)

It does seem to be working correctly in the arena -- I added a diagnostic interaction in the form of the cleaning interaction, modified to have [IT_REQUIRES:OPPOSED_TO_LIFE:CRAZED]. The dragon can only lick itself if it's done both 'Activate rage' and 'Act on rage'.
« Last Edit: January 06, 2014, 07:53:52 pm by Sutremaine »
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Vozhban

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6931 on: January 08, 2014, 09:37:59 am »

I've got several new questions and i hope somebody could help me again.

1. Is it possible to have playable(in fortress mode) civ with [DEFAULT_SITE_TYPE:CAVE]?
2. Is it possible to make civ members not complain about having no shoes and clothes(they are not supposed to have any)?
3. What could be the reason for civ members appear in the pets/livestock list, but still be fully functional?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6932 on: January 08, 2014, 09:55:44 am »

1) Have you tried it yet?
2) Currently, [NOTHOUGHT] and/or [NOEMOTION] are the only ways to stop that from happening.
3) They probably have a [PET] tag or something somewhere.
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Vozhban

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6933 on: January 08, 2014, 10:08:07 am »

1. Yes, i tried. Before I changed [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY], civ didn't appear on the embark screen. So i am interested, if it is possible to somehow make it playable with [DEFAULT_SITE_TYPE:CAVE].
2. That's not good. And [NOEMOTION] disables (un)happines, doesn't it? Wiki discription is not very certain.
3. Well, only two castes have [INTELLIGENT] tag, others only have [CAN_LEARN]. That shoud be the problem, right?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6934 on: January 08, 2014, 11:23:15 am »

Quote
It does seem to be working correctly in the arena -- I added a diagnostic interaction in the form of the cleaning interaction, modified to have [IT_REQUIRES:OPPOSED_TO_LIFE:CRAZED]. The dragon can only lick itself if it's done both 'Activate rage' and 'Act on rage'.
This is so beautiful, why didnt I think of this before? Abilities that only unlock, when the creature is undead. I can add this to all sapient races, and make their zombies so much more menacing. :)

Are ghosts opposed to life?
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6935 on: January 08, 2014, 12:29:35 pm »

In interactions, there is the following token: IT_CANNOT_HAVE_SYNDROME_CLASS  which causes creatures with that syndrome class to not be affected by the interaction. However, is there a token to make it so only creatures with that syndrome (not creature) class be affected by the interaction? The wiki seems to indicate otherwise, but I thought I'd ask.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6936 on: January 08, 2014, 12:37:12 pm »

In interactions, there is the following token: IT_CANNOT_HAVE_SYNDROME_CLASS  which causes creatures with that syndrome class to not be affected by the interaction. However, is there a token to make it so only creatures with that syndrome (not creature) class be affected by the interaction? The wiki seems to indicate otherwise, but I thought I'd ask.
No, sadly this is missing. You can simulate it by affecting all creatures with an interaction, and adding an interaction that blocks that to the creatures you want to have affected. Its hacky, but works.
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pisskop

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6937 on: January 08, 2014, 08:02:05 pm »

I added itemthief to a civ.  They show up to steal and build towers and all that jazz.  But several forts in, they gave yet to attack.  No ambushes, tho thats due to missing that tag.  but no sieges.  [item_thief] implies an eventual siege, even tho i didnt add skulker?  they have an active season.
« Last Edit: January 08, 2014, 08:19:51 pm by pisskop »
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Sutremaine

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6938 on: January 08, 2014, 09:47:45 pm »

Another option for a 'requires syndrome class' token is [IT_REQUIRES:<combination of tokens found only on valid target>], as shown above.

You may need some extra work to account for creatures who have enough tokens naturally to overlap a syndrome-afflicted creature, either in the interaction (forbid tokens that no valid target will have) or in the raws for the other creature (apply synclass 'accidental target', or remove tokens until no longer a valid target). Generated creatures have suites of tags.
Spoiler (click to show/hide)

Are ghosts opposed to life?
I think they'd be a lot more violent if they were...

I wonder if [BP_REQUIRED:<upper body>] would be a valid way of separating ghosts from the living?
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Gashcozokon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6939 on: January 08, 2014, 10:54:51 pm »

I have searched through this thread and gleaned several useful bits of information, and combined together to produce the following reaction:
Spoiler (click to show/hide)
To start somewhere with Modding, extra bins are always handy. entity_default.txt has the appropriate [PERMITTED_REACTION:CUSTOM_BIN_GLASS]
tag, and the reaction in the Spoiler above is at the bottom of reaction_other.txt. The Job shows up. in both the workshop and manager, can be ordered and preformed. A Dorf happily runs over to do the job, however takes no item into the shop, and nothing is produced afterwards. I added the [FUEL] tag and reloaded the map so I could check the reaction error.
Spoiler (click to show/hide)
I see the correct product, and it asks for Sand-containing item. But also Rock. If anyone could help me iron out the quirks I'd be most appreciative.
I noticed just before posting that the sand reagent line still ends in (sand) which is as i copied from here. I tried changing it to SOIL_SAND which is a Tag that all the sand types share, but my guess is that is still incorrect, but I am not sure which one to use.
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6940 on: January 09, 2014, 03:33:36 am »

Instead of this:
Code: [Select]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
You want this:
Code: [Select]
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
To make this work, you need [REACTION_CLASS:SAND] in all your sand material definitions.
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Urist McEngraver

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6941 on: January 09, 2014, 01:16:43 pm »

In my quest to make a small mod, I've run across trouble when making a reaction to make a bone item.

I've tried several variations to see if it would work, but this is the basic concept, however the reaction won't show up in the workshop.

[REACTION:BONEDAGGER1]
   [NAME:Craft a bone dagger]
   [BUILDING:WOOD_WEAVER:NONE]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:BONECARVE]
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6942 on: January 09, 2014, 01:20:39 pm »

In my quest to make a small mod, I've run across trouble when making a reaction to make a bone item.

I've tried several variations to see if it would work, but this is the basic concept, however the reaction won't show up in the workshop.

[REACTION:BONEDAGGER1]
   [NAME:Craft a bone dagger]
   [BUILDING:WOOD_WEAVER:NONE]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:BONECARVE]
The reaction looks perfectly fine.

Here is one that I use, as comparison:
Code: [Select]
   
[REACTION:WARLOCK_BONE_AXE]
[NAME:Make bone axe]
[BUILDING:BONE_FORGE_WARLOCK:CUSTOM_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6943 on: January 09, 2014, 01:23:16 pm »

In my quest to make a small mod, I've run across trouble when making a reaction to make a bone item.

I've tried several variations to see if it would work, but this is the basic concept, however the reaction won't show up in the workshop.

Did you add the permissions to the entity? [PERMITTED_REACTION:BONEDAGGER1] should go under the entity you play as.

Did you create a new world when you created the reaction? New reactions cannot be added to an ongoing game, though already existing reactions can be altered.
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Urist McEngraver

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6944 on: January 09, 2014, 01:52:46 pm »

I did add the reaction to entity_default and I did gen a new world, but it won't show up. Is it because I'm playing as elves?
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Also, if you've got wooden furniture in the dining hall, you have some big issues anyways.
This is Dwarf Fortress, not the Fluffy Wambler Express.
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