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Author Topic: Hugo's Modding Resource  (Read 17052 times)

Hugo_The_Dwarf

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Hugo's Modding Resource
« on: July 13, 2012, 02:13:57 pm »

Hello all:

A great deal know me already so I'll cut to the chase, I have started a Modding Resource for myself and shared it quite awhile ago here http://dffd.wimbli.com/file.php?id=6588

Now I am going the extra mile and going to include all the important tags. And just tags/tokens from the wiki. But I also want to add in "tutorials" or lets say a more detailed explanation of something.

So anyother modders, if you would like to help. write up some tutorials.
And any new modders ask questions, I will compile a FAQ.

This thread will be similar to the other [MODDING] threads (inwhich I'm going to grab links and post them here)

So what can you post?

-Indepth explainations on things. Like if someone asks "How do reactions work?" start from the very basics and break it down into sections.
-Tutorials, like "How do you make a inoganic creature like a BC, but I want it more of a robot which damaging gears is like broken bones"
-Explaining a tag better then the wiki (in this case it may be good to update the REAL wiki aswell.)

-Questions, currently I've been modding too long to even remember any questions I have asked as a newcomer.
No question is too small, too nooby, or lenghthy. They will be added to a FAQ

"Why does my creature not work?"
-does the header match the filename?
-do you have [OBJECT:CREATURE] under the header?

these might be simple trouble shooting questions, I don't want this to be a full out [MODDING] question thread, just a new and adv. modders reasource. With FAQs and tutorials on how to get started, or maybe delve into something new and complex.

Programs/Utilites{*}Links
*} A very useful program:
*}
*} Blast Raw Compiler and Assembler - By MagmaMcFry
*}
*} Some Programs I made to help with modding:
*}
*} Time to Ticks
*} DF Raw Cloner(dropbox)
{*}
{*}
{*}
{*}
{*}
{*}
{*}
{*}
« Last Edit: March 26, 2014, 10:26:27 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #1 on: July 13, 2012, 02:15:21 pm »

FAQs

Q:How do I make weapons that shoot/attack faster or slower than normal, and how do I make missile weapons do more damage?
A:Missile weapon to do more damage: increase SIZE of ammo > SIZE = more momentum = more damage
Shoot faster: Increase MAXVEL of weapon
Melee weapons hit faster: Decrease solid density of material it is made from
Melee weapons hit slower: Increase solid density of material it is made from
-Meph, Putnam
Q:How do I prevent certain castes from spawning? And do they need to breed to spawn?
A:If you WANT that caste not to spawn, give it a very low POP_RATIO ("1" is the lowest possible) and the more COMMON castes higher POP_RATIOs (like 50,000).
A creature only needs one male and one female caste to breed, although if "one" caste is missing a CHILD/BABY tag the whole creature won't breed. Make sure the entire creature has those tags.
-Putnam, Hugo
Q:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.
Q:Can a creature use a interaction to spawn another creature? Can a creature spawn something on death (another creature)?
A1:
Spoiler (click to show/hide)

A2:On death no.
-Hugo
Q:Can I make a creature that has trailing tiles like spilled guts?
A:No unless you actually spill it's guts, or a body part that has UNDER_PRESSURE but the creature still needs to be attacked to pop it out. And multi-tiled creatures are impossible to make and the only one that is, is Wagons and we have no control over that. Maybe in the future we can.
-Hugo, Igfig
Q:Is it possible make a food that causes a syndrome?
A:Plants, drinks and meat, yes, but prepared meals no. Add a [SYN_INGESTED] syndrome to the target material.
-Putnam
Q:Is it possible to make a interaction/syndrome that makes hostile creature friendly to caster?
A:Kind of, but you'll have to make your creature unable to become undead and make the creature that you kill horribly hostile to all living things.
-Putnam
Q:Also is it possible to make a dwarf friendly creature at all?
A:Yeah, Tame it. Through modding, not really.
-Putnam
Q:Is it possible make custom siege engines?
A:No (But in the future maybe, near future most likely not)
-Putnam
Q:Can weapon reach be customized?
A:No
-Putnam
Q:Can removed custom bodyparts cause symptom or add/remove creature tags?
A:No, not by removing a BP directly. And the only workaround involves a leaking tissue layer, and even then that doesn't work 100%
-Hugo
Q:Can a Body Part have more then one category?
A: ---Looking into it---
« Last Edit: March 06, 2014, 10:02:31 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #2 on: July 13, 2012, 02:15:42 pm »

<reserve>
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Cheesoburgor

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Re: Project: Modder's Resource
« Reply #3 on: July 13, 2012, 03:08:20 pm »

how do i make weapons that shoot/attack faster or slower than normal also how do i make missile weapons do more damage
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Meph

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Re: Project: Modder's Resource
« Reply #4 on: July 13, 2012, 04:37:24 pm »

Missile weapon to do more damage: increase SIZE of ammo
Shoot faster: Increase MAXVEL of weapon
Melee weapons hit faster: Decrease solid density of material it is made from
Melee weapons hit slower: Increase solid density of material it is made from
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Cheesoburgor

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Re: Project: Modder's Resource
« Reply #5 on: July 13, 2012, 04:47:52 pm »

wont the size of the ammo make ammo weight more instead of adding more damage?
also i want the specific type of weapon to attack faster instead of specific material
« Last Edit: July 13, 2012, 04:49:30 pm by Cheesoburgor »
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Putnam

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Re: Project: Modder's Resource
« Reply #6 on: July 13, 2012, 06:14:00 pm »

1. More weight = more momentum = more damage.
2. If you mean faster as in combat speed, then that's impossible. If you mean velocity of the attack itself (E.G whips), then the last number in the attack refers to that, with 1000 being the default. Note that, no matter how fast you make the attack, it will never take less time than any other attack. That's for the next version of Dwarf Fortress.

Replica

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Re: Project: Modder's Resource
« Reply #7 on: July 13, 2012, 06:20:40 pm »

What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?
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Putnam

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Re: Project: Modder's Resource
« Reply #8 on: July 13, 2012, 06:23:32 pm »

What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?

1. There could be quite a few things; if you WANT that caste to not spawn, then you'll want to give it the lowest [POP_RATIO:X] possible--1--while you give the rest of the castes large numbers. There are many things that could cause it, however.
2. See above: [POP_RATIO:X].
3. No.

Replica

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Re: Project: Modder's Resource
« Reply #9 on: July 13, 2012, 07:38:10 pm »

What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?

1. There could be quite a few things; if you WANT that caste to not spawn, then you'll want to give it the lowest [POP_RATIO:X] possible--1--while you give the rest of the castes large numbers. There are many things that could cause it, however.
2. See above: [POP_RATIO:X].
3. No.

Then I simply need to be a little less conservative about my caste pop ratios.
Thank you.
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Quote from: tahujdt
I don't know about unicorns, but back in .95, one of my PA soldiers was diagnosed with power armor. I drew a fairly good picture about it, but my science project (a bunny) pissed all over it.
Fallout: Equestria - Index of Stable Reports x Fallout: Equestria - Orange

Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #10 on: July 13, 2012, 07:51:53 pm »

Updated the FAQ
Thanks Meph and Putnam for answering them.
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Toxicshadow

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Re: Project: Modder's Resource
« Reply #11 on: July 13, 2012, 08:26:33 pm »

:P I'll write a (detailed) entity tutorial for ya
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Hugo_The_Dwarf

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Re: Project: Modder's Resource
« Reply #12 on: July 14, 2012, 12:09:26 am »

I have updated the Wiki Rip that is in my sig and the OP and the Comunity Games and Utilites. No more should you have to visit the Wiki again for tokens (maybe for other DF stuff, but all your modding needs should be in here.)

EDIT:
I should probally change the main splash for the right frame to "Modder's Resource" instead of "Hugo's Personal Wiki" as it's more public now... But It is my personal slave tho...
« Last Edit: July 14, 2012, 12:13:51 am by Hugo_The_Dwarf »
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Cheesoburgor

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Re: Project: Modder's Resource
« Reply #13 on: July 14, 2012, 03:08:44 am »

is it possible to make creature that has an interaction that makes another creature from nothing or when it dies it spawns a creature?
« Last Edit: July 14, 2012, 03:11:24 am by Cheesoburgor »
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Cheesoburgor

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Re: Project: Modder's Resource
« Reply #14 on: July 14, 2012, 05:46:09 am »

is it possible to make shield that has different kind of bash attack like [ATTACK:EDGE:4000:600:slash:slashes:NO_SUB:1000]
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