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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313223 times)

RC1359

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2415 on: April 16, 2015, 08:16:13 am »

[redacted]
« Last Edit: April 16, 2015, 09:58:19 am by RC1359 »
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Chemical Reactions (0.40.x)
The !!!SCIENCE!!! of real life mixed with the !!!FUN!!! of dwarf fortress.

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2416 on: April 16, 2015, 10:45:21 am »

Is there an already built-in Cthulu type monster? This is the only monster I've made from scratch so far so there's nothing else modded other than overpowered carp and giant sponges (although I prefer the term "rebalanced" ) and an experimental race that's still mostly dwarven.
DF has Pond Grabber, it is a torso that includes a head, and four tentacles. plus a beak.
[BODY:BODY_WITH_HEAD_FLAG:FOUR_TENTACLES:BRAIN:HEART:GUTS:ORGANS:BEAK]

Try making a vicious Hell Crow or Dire Jackdaw :-) -- high speed (low numbers in flying gait), high dodging skill, low damage output, 1 delay on attack prepare, 9+ on attack recovery (need another fly-by). High [VIEWRANGE:xx].
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Fishybang

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2417 on: April 18, 2015, 01:04:48 am »

Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2418 on: April 18, 2015, 01:37:25 am »

Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.
Mythos of Rammok and by extension the old Fear the Night mod it borrowed from. Rise of the Mushroom Kingdom is The Mario Mod with a bunch of weird/ingenious implementations of COUNTER_TRIGGERs (when you get basic interaction-ing down and want to discover advanced shit).
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Fishybang

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2419 on: April 18, 2015, 12:28:10 pm »

Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.
Mythos of Rammok and by extension the old Fear the Night mod it borrowed from. Rise of the Mushroom Kingdom is The Mario Mod with a bunch of weird/ingenious implementations of COUNTER_TRIGGERs (when you get basic interaction-ing down and want to discover advanced shit).

Awesome, thanks!
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Quote from: AustralianWinter
Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

Illogical_Blox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2420 on: April 18, 2015, 03:40:43 pm »

What was the [LIKES_FIGHTING] tag replaced by?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2421 on: April 18, 2015, 03:49:08 pm »

It was just removed. It went away in the same update that introduced the new feelings-based thought system, so the first place I'd start looking for that effect would be in the personality tokens. Look at all the grumpy tags goblins get and start tweaking the dials. I'm sure you'll eventually get a volatile maniac.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2422 on: April 18, 2015, 04:48:30 pm »

A high VIOLENCE personality will approximately give the same thing. [LIKES_FIGHTING] only affected the "joy in the slaughter" thought and nothing else, so says the Toad.

NEANDERTHAL

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2423 on: April 19, 2015, 11:39:46 am »

Does anyone know where to find the raws for the leather ITEM, not the material? I'm trying to make a new kind of leather.
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2424 on: April 19, 2015, 11:44:27 am »

There isn't one, really. It's the hardcoded item type 54, TANNED_HIDE.
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NEANDERTHAL

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2425 on: April 19, 2015, 11:48:55 am »

So, I just put the TANNED_HIDE tag into the material raw?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2426 on: April 19, 2015, 02:52:07 pm »

No, TANNED_HIDE is the item token for things such as reactions. By giving the material [LEATHER] and [ITEMS_LEATHER], it would be treated as a type of leather.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2427 on: April 19, 2015, 06:06:19 pm »

Does anyone know where to find the raws for the leather ITEM, not the material? I'm trying to make a new kind of leather.
You could make a new custom TOY (like [ITEM_TOY:ITEM_TOY_TOME_ARCHITECT]) that your new "new kind of leather" reactions use.
It is fun to have shrines that require 3-9 rare custom TOY things in order to get built.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

NEANDERTHAL

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2428 on: April 19, 2015, 06:07:38 pm »

What's the tag that allows walls to be mad of the material?

EDIT: to hel clarify, I'm trying to mod in tent fabric that is a superlight building material.
« Last Edit: April 19, 2015, 06:10:29 pm by NEANDERTHAL »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2429 on: April 19, 2015, 06:12:21 pm »

BAR, BLOCKS, BOULDER/STONE, and WOOD type items can be turned into walls. Material doesn't matter.
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