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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313260 times)

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3660 on: January 19, 2017, 01:10:58 am »

1. It's sort of automatic as of 0.42.01 afaik, but no luck previous.
2. Basically the same as after embark. Units' death-by-old-age counter is immutable once they're born, so setting MAXAGE to 5 won't help.

Hiul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3661 on: January 19, 2017, 02:50:19 am »

the goblin civ still not show up, i try to copy paste all mega and semimega with [POWER] [CAN_LEARN] and increase the mega and semi mega cave including titan, i guess i just deal with change it into town, at least this one show goblin civ, not sure will they still like to wagewar or not.
still thanks max and nahere for your help.  :)
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Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3662 on: January 19, 2017, 04:07:25 pm »

Gobs will be warlike no matter what due to their ethics, and towns are actually less laggy than a dark fortress... unless there are zombies in the marketplace or a sealed library, but neither of those matter in fort mode.

Still not sure why I get gobbos without a hell layer that build big white rock spires but others don't.
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Arcvasti

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3663 on: February 09, 2017, 01:05:36 am »

Is it possible to change eye color with a syndrome without using caste transformations? I want people with magical abilities to have distinctive eye colors, but I want it to be able to work on already transformed creatures[Like from polymorphing a tame badger into a badgerman].
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Eric Blank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3664 on: February 09, 2017, 02:46:08 am »

I don't think there is, no. For syndromes you've got CE_BP_APPEARANCE_MODIFIER which you can use to select the eyes and give them like large irises and make them very round and deep set, but not tissue layer modifiers, which is what you need to set the color of the tissue.
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Tarsius

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3665 on: February 12, 2017, 03:39:23 am »

is it possible to mod in a workshop/reaction which does not require a dwarf to be present in the building, but the reaction is still going? so the dwarf just drops the materials, dwarf do something else while the reaction is going, then after some time dwarf picks up the end result. preferably without any DFhack involved

thanks....
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3666 on: February 12, 2017, 07:10:08 am »

No.

StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3667 on: February 13, 2017, 11:16:16 pm »

Hey, am I able to make a tree have multiple fruits?
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pikachu17

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3668 on: February 14, 2017, 11:27:03 am »

Can I make a herbivorous civ creature? How do I make a creature have poor sight? How do I make the creature always have a short head and neck?
What are ways I can make a creature have real good eyesight?
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Dumb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3669 on: February 16, 2017, 09:56:44 pm »

Is it possible to define a reagent as being ANY wooden item? The idea being the adventurer burns his wooden training sword or other trash wooden equipment/craft/whatever to, say, cook or forge something?

EDIT: figured it out [REAGENT:100:1:NONE:NONE:NONE:NONE][ANY_PLANT_MATERIAL] has worked for me.
« Last Edit: February 17, 2017, 06:13:29 am by Dumb »
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Dumb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3670 on: February 17, 2017, 06:17:18 am »

Is there a way I can make custom containers that will automatically hold certain items in adventure mode similar to how ammo always goes into a quiver. I'd like to make an herbalist pouch, toolbox, lunchbox, ect. I can't find the raws for any containers. The pouches that humans carry are in the item_tool.txt, but those don't seem to work the way I'd like anyways.
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TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3671 on: February 17, 2017, 10:00:21 am »

Is there a way I can make custom containers that will automatically hold certain items in adventure mode similar to how ammo always goes into a quiver. I'd like to make an herbalist pouch, toolbox, lunchbox, ect. I can't find the raws for any containers. The pouches that humans carry are in the item_tool.txt, but those don't seem to work the way I'd like anyways.
no

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3672 on: February 17, 2017, 06:34:57 pm »

To be more specific, there are no container raws.

Eric Blank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3673 on: February 17, 2017, 06:44:52 pm »

You definitely could add new tool containers, they just wont automatically store what you want; you'll have to sort your inventory yourself.
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Scoops Novel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3674 on: February 18, 2017, 09:26:20 am »

How can i read forgotten beast information? I want to detect FB's that enter fortress mode, compare their description to a collection of tagged images and display whichever is closest.
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