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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 312756 times)

Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3675 on: February 18, 2017, 01:57:08 pm »

Crap, I'm sure there is a wizardry bit which could check the race, lookup on the description string, and then link that to the images but I haven't gotten nearly long enough a beard to do that.
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Scoops Novel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3676 on: February 18, 2017, 04:52:21 pm »

So it's possible :)
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overseer05-15

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3677 on: February 18, 2017, 06:32:33 pm »

Can you make custom gauntlets yet or is that still screwed up
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Cayen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3678 on: February 19, 2017, 04:42:39 am »

Hello, quick question from a modding noob, how can i make veils craftableby my civ? I would like my dwarves to be able to make veils, i added the veil ([HELM:ITEM_HELM_VEIL_FACE:RARE]) to the entity_default.text, but since i still cant make them im assuming i need to add the reaction to the clothiers shop? what do i have to do? Never modded before so....
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Nahere

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3679 on: February 19, 2017, 04:48:03 am »

If it's RARE, that means your civ will only occasionally be able to make it. Increase the frequency if you want to be able to make it more often. Also remember that entity alterations will require a new world.
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Cayen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3680 on: February 19, 2017, 08:54:36 am »

If it's RARE, that means your civ will only occasionally be able to make it. Increase the frequency if you want to be able to make it more often. Also remember that entity alterations will require a new world.

So i should change the tag to common and thats it? and yup, i remembered to do that, thanks for the help!
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Scoops Novel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3681 on: February 19, 2017, 12:15:01 pm »

Crap, I'm sure there is a wizardry bit which could check the race, lookup on the description string, and then link that to the images but I haven't gotten nearly long enough a beard to do that.

Anyone know a way to save the description string of all entities in fortress mode? I'm fairly sure a external program can handle the rest.
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Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3682 on: February 19, 2017, 09:13:11 pm »

Uhhhhh, like I said, one of the wizards will probably know an easier way, but iterating over something like:
local strings=df.global.world.raws.creatures.all
local fb=dfhack.gui.getSelectedUnit()
for i,k in ipairs(strings) do
if strings[k].race=fb.race then

Uhhh, shit, not sure how you'd get it to print out the strings[k].description to another program actually but unless there's just something that I'm not beardy enough to know like "just run lua print(dfhack.gui.getSelectedUnit(description))" or some shit that's what I'd try.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3683 on: February 19, 2017, 11:41:29 pm »

Yeah, that O(n) monstrocity won't be necessary, df.creature_raw.find(dfhack.gui.getSelectedUnit().race) will do it in O(log(N)) time.

Anyway, probably better to actually read the body raws than to look at descriptions.

StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3684 on: February 20, 2017, 01:41:32 am »

Anyone see any problems with this entity+creature? This'd be the first civ and creature I create to not make a single errorlog upon world gen... But for all I know I screwed up and somehow now they have spleens for hair.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Just double checking.

EDIT: Found one myself, due to them living in caves only (guess I forgot to modify that) they weren't spreading or pretty much existing. Now they live in detailed caves, and also like cities.
« Last Edit: February 20, 2017, 02:47:17 am by StagnantSoul »
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Scoops Novel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3685 on: February 20, 2017, 04:50:53 am »

Cheers, its a start.
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Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3686 on: February 20, 2017, 12:36:14 pm »

Yeah, that O(n) monstrocity won't be necessary, df.creature_raw.find(dfhack.gui.getSelectedUnit().race) will do it in O(log(N)) time.

Anyway, probably better to actually read the body raws than to look at descriptions.
There it is, I knew there was a way that wouldn't have to go through all of it.
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mcbucko

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3687 on: February 20, 2017, 08:14:32 pm »

Is there a way to create an entity that exists in the world and may go to war and siege enemies but will never send traders to allies who are the same "faction" as them? Basically a non trading civ still capable of war.


Not really related: will setting KILL_ANIMAL:UNTHINKABLE effect a civilization's diet in gameplay thus actually making a vegetarian civ or will they eat butchered meat as usual when they are hungry?
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StagnantSoul

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3688 on: February 20, 2017, 08:17:35 pm »

Is there a way to create an entity that exists in the world and may go to war and siege enemies but will never send traders to allies who are the same "faction" as them? Basically a non trading civ still capable of war.


Not really related: will setting KILL_ANIMAL:UNTHINKABLE effect a civilization's diet in gameplay thus actually making a vegetarian civ or will they eat butchered meat as usual when they are hungry?

Remove pack and pulling animals.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

mcbucko

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3689 on: February 20, 2017, 11:44:44 pm »


Remove pack and pulling animals.

Thank you, I wondered if that'd be the trick for it.
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