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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 310223 times)

dirkdragonslayer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #450 on: July 21, 2014, 04:04:36 pm »

The first problem is that it doesn't have a tail; the second is that I'm not sure if LWING and RWING are the correct categories (I think the category might just be WING, while those two are tokens, so you want BY_TOKEN if you want those; or you could just use BY_CATEGORY:WING)
I know people must say this a lot, but you are awesome Putnam, thanks!
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"Games come and go, and we all get tired of some games after time, but Dwarf Fortress seems to grab me by the leg every couple months and drags me back with it's bloody, ASCII claw. I think this game has given me Stockholm syndrome, but I love it so, and it's simplistic style yet extremely complex mechanics are like fine art, like a beautifully crafted ☼Cave Spider Silk Sock☼" - Dirk 3/31/2014
TAIL SHOOOOES!

GavJ

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #451 on: July 21, 2014, 07:17:24 pm »

For anybody who knows a bit about source code:

Does the worldgen algorithm determine every single game tile at worldgen at some point (such as, after rivers, prior to erosion)?  Or does it only go down to embark tile resolution, and then interpolate the fine details ONLY when you go to start a fort or your adventurer approaches an area (similar to, say, minecraft)?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #452 on: July 21, 2014, 08:28:09 pm »

For anybody who knows a bit about source code:

Does the worldgen algorithm determine every single game tile at worldgen at some point (such as, after rivers, prior to erosion)?  Or does it only go down to embark tile resolution, and then interpolate the fine details ONLY when you go to start a fort or your adventurer approaches an area (similar to, say, minecraft)?

AFAIK it's the latter.

Rose

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #453 on: July 22, 2014, 01:19:52 am »

The latter, definately the latter.

There's four levels of detail in the world: region, embark tile, map block (don't know the proper name for this one) and fortress tiles.

The game keeps the region map in memory, which each region is 16x16 embark tiles. This is the level of detail exported when you save an ascii map.

Map on the embark tile level is either generated on the fly, or saved to and loaded from disk, I'm not sure. I just know that only the needed ones are kept in memory (a few surrounding ones in fort mode, and whatever you can see on the travel map in adventure mode) This is the level of detail used when exporting the detailed maps from legends mode.

Then there's the map used inside cities when fast traveling in adventure mode. I don't know much about this one.

Finally there's the dwarf mode tile level. this one is familiar.
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Repseki

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #454 on: July 23, 2014, 07:35:15 am »

Throwing together some Adventure Mode reactions I came across the [METAL_ARMOR_LEVELS] and [CHAIN_METAL_TEXT] tags for armor/clothing, which I hadn't seen being used in various mods I've browsed through.

Is there anything wrong with how they work that might make people avoid them, or anything like that?

Only asking because it seems like they would allow for different armor pieces depending on material without having to add more items. Which might lean towards helping FPS and all that. Of course now that I think about it the difference would probably be to small to really matter.

Not really a new version specific question, but didn't think it really needed it's own thread, so yeah.
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Boltgun

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #455 on: July 23, 2014, 09:08:19 am »

Throwing together some Adventure Mode reactions I came across the [METAL_ARMOR_LEVELS] and [CHAIN_METAL_TEXT] tags for armor/clothing, which I hadn't seen being used in various mods I've browsed through.

You are right, METAL_ARMOR_LEVELS add +1 to a piece's armor level if it is made of metal. Armor level differentiate protection from clothing to your dwarves. There is nothing wrong with this tag, simply that people often prefer to create armor with labels that clearly make it look like armor.

In example: in vanilla a cloth cap is clothing, a metal cap is a level 1 armor that protect from hits.

CHAIN_METAL_TEXT add 'chain' in front of the name too.
« Last Edit: July 23, 2014, 09:11:02 am by Boltgun »
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Quailman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #456 on: July 23, 2014, 11:38:30 am »

I am working on creating an interaction that applies a new effect every time the interaction is applied.  Basically, the goal is to use it in adventure mode to balance certain utilities like magic; cast a spell once, you get a headache, cast another, you begin to get dizzy etc. 

I tried to accomplish this by applying new tags that won't have a noticeable effect on an adventurer, like [NO_FEAR] and [LIKES_FIGHTING].  The interaction is then structured as having multiple targets (though all are SELF_ONLY).  Under each of these targets is [IT_REQUIRES:WHATEVER].  Each time the interaction runs, it will add the tag that fulfills the IT_REQUIRES for the next level of the interaction.

However, I just can't seem to get the interaction to actually respect the IT_REQUIRES in the arena.  It seems to apply all three levels of the interaction, even if it does not meet the criteria for any of them.  Any ideas why this would happen?  The interaction is posted in the spoiler below.

Spoiler (click to show/hide)
« Last Edit: July 23, 2014, 11:40:55 am by Quailman »
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Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #457 on: July 23, 2014, 11:47:23 am »

I am working on creating an interaction that applies a new effect every time the interaction is applied.  Basically, the goal is to use it in adventure mode to balance certain utilities like magic; cast a spell once, you get a headache, cast another, you begin to get dizzy etc. 

I tried to accomplish this by applying new tags that won't have a noticeable effect on an adventurer, like [NO_FEAR] and [LIKES_FIGHTING].  The interaction is then structured as having multiple targets (though all are SELF_ONLY).  Under each of these targets is [IT_REQUIRES:WHATEVER].  Each time the interaction runs, it will add the tag that fulfills the IT_REQUIRES for the next level of the interaction.

However, I just can't seem to get the interaction to actually respect the IT_REQUIRES in the arena.  It seems to apply all three levels of the interaction, even if it does not meet the criteria for any of them.  Any ideas why this would happen?  The interaction is posted in the spoiler below.

I have had some trouble with multiple targets declared in a single interaction respecting the IT_REQUIRES and such. I'm not sure if it was just an error on my part, but I just scraped the idea and went with multiple interactions.
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Quailman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #458 on: July 23, 2014, 12:06:35 pm »

Hmm, thanks for the input, Roses.  I'm really hoping somebody knows a way around it, since having individual interactions seems prohibitively inconvenient and messy for the player to navigate.  I've been wrestling with incremental interactions for a while, but I hit a wall like this one every time I think I've got it figured out.
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Zerrer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #459 on: July 23, 2014, 05:59:25 pm »

You know, I find myself wanting to throw hug and handshake interactions in to go with the spit one, but I don't quite want to use USAGE_HINT:GREETING for the hugs. Is there some kind of positive social response usage hint or something?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #460 on: July 23, 2014, 07:08:07 pm »

no

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #461 on: July 24, 2014, 10:13:44 am »

You know, I find myself wanting to throw hug and handshake interactions in to go with the spit one, but I don't quite want to use USAGE_HINT:GREETING for the hugs. Is there some kind of positive social response usage hint or something?
Exists [CDI:USAGE_HINT:CLEAN_SELF] and CDI:USAGE_HINT:CLEAN_FRIEND], try clean_friend, it is pretty close.
(ATTACK, TORMENT, GREETING, NEGATIVE_SOCIAL_RESPONSE so there's six different usagehints in the game.)
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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

TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #462 on: July 24, 2014, 04:25:40 pm »

Everyone who is modding creatures, here's my compilation of animal speeds:
Looks like Toady uses burst speeds, human at 39 kph max. Human sustained is more 8.4(marathon median)-18.7(marathon winner).
(I need infos for my OldGenesis. Some sounds and smell levels too I have.)
Spoiler (click to show/hide)
« Last Edit: July 24, 2014, 04:30:43 pm by TomiTapio »
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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

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #463 on: July 24, 2014, 04:45:14 pm »

For easier perusing, here's Toady's compilation included in 0.40.01 in the notes folder:

Code: [Select]
This chart stops progressing once it hits 87+, and the numbers are probably a little slow compared to a reasonable tile size, but there had to be some give in both directions until we handle creatures that can move more than one tile per click.  Listed speed is the approximate top speed without att/size boosts (from wherever it was located on the internet etc.).

9000:8900:8825:8775:9500:9900] 1 kph
8390:8204:8040:4388:8989:9567] 2 kph
7780:7508:7254:2925:8478:9233] 3 kph
7171:6811:6469:2193:7967:8900] 4 kph
6561:6115:5683:1755:7456:8567] 5 kph
5951:5419:4898:1463:6944:8233] 6 kph
5341:4723:4112:1254:6433:7900] 7 kph
4732:4026:3327:1097:5922:7567] 8 kph
4122:3330:2541:975:5411:7233] 9 kph
3512:2634:1756:878:4900:6900] 10 kph
3251:2446:1640:798:4600:6500] 11 kph
2990:2257:1525:731:4300:6100] 12 kph
2728:2069:1409:675:4000:5700] 13 kph
2467:1880:1294:627:3700:5300] 14 kph
2206:1692:1178:585:3400:4900] 15 kph
1945:1504:1062:548:3100:4500] 16 kph
1683:1315:947:516:2800:4100] 17 kph
1422:1127:831:488:2500:3700] 18 kph
1161:938:716:462:2200:3300] 19 kph
900:750:600:439:1900:2900] 20 kph
900:746:592:418:1900:2900] 21 kph
900:742:584:399:1900:2900] 22 kph
900:738:576:382:1900:2900] 23 kph
900:734:568:366:1900:2900] 24 kph
900:730:561:351:1900:2900] 25 kph
900:726:553:338:1900:2900] 26 kph
900:722:545:325:1900:2900] 27 kph
900:718:537:313:1900:2900] 28 kph
900:714:529:303:1900:2900] 29 kph
900:711:521:293:1900:2900] 30 kph
900:707:513:283:1900:2900] 31 kph
900:703:505:274:1900:2900] 32 kph
900:699:497:266:1900:2900] 33 kph
900:695:489:258:1900:2900] 34 kph
900:691:482:251:1900:2900] 35 kph
900:687:474:244:1900:2900] 36 kph
900:683:468:237:1900:2900] 37 kph
900:679:458:231:1900:2900] 38 kph
900:675:450:225:1900:2900] 39 kph
900:657:438:219:1900:2900] 40 kph
900:642:428:214:1900:2900] 41 kph
900:627:418:209:1900:2900] 42 kph
900:612:408:204:1900:2900] 43 kph
900:597:398:199:1900:2900] 44 kph
900:585:390:195:1900:2900] 45 kph
900:573:382:191:1900:2900] 46 kph
900:561:374:187:1900:2900] 47 kph
900:549:366:183:1900:2900] 48 kph
900:537:358:179:1900:2900] 49 kph
900:528:352:176:1900:2900] 50 kph
900:519:346:173:1900:2900] 51 kph
900:507:338:169:1900:2900] 52 kph
900:498:332:166:1900:2900] 53 kph
900:489:326:163:1900:2900] 54 kph
900:480:320:160:1900:2900] 55 kph
900:471:314:157:1900:2900] 56 kph
900:462:308:154:1900:2900] 57 kph
900:453:302:151:1900:2900] 58 kph
900:447:298:149:1900:2900] 59 kph
900:438:292:146:1900:2900] 60 kph
900:432:288:144:1900:2900] 61 kph
900:426:284:142:1900:2900] 62 kph
900:417:278:139:1900:2900] 63 kph
900:411:274:137:1900:2900] 64 kph
900:405:270:135:1900:2900] 65 kph
900:399:266:133:1900:2900] 66 kph
900:393:262:131:1900:2900] 67 kph
900:387:258:129:1900:2900] 68 kph
900:381:254:127:1900:2900] 69 kph
900:375:250:125:1900:2900] 70 kph
900:372:248:124:1900:2900] 71 kph
900:366:244:122:1900:2900] 72 kph
900:360:240:120:1900:2900] 73 kph
900:357:238:119:1900:2900] 74 kph
900:351:234:117:1900:2900] 75 kph
900:345:230:115:1900:2900] 76 kph
900:342:228:114:1900:2900] 77 kph
900:336:224:112:1900:2900] 78 kph
900:333:222:111:1900:2900] 79 kph
900:327:218:109:1900:2900] 80 kph
900:324:216:108:1900:2900] 81 kph
900:321:214:107:1900:2900] 82 kph
900:315:210:105:1900:2900] 83 kph
900:312:208:104:1900:2900] 84 kph
900:309:206:103:1900:2900] 85 kph
900:306:204:102:1900:2900] 86 kph
900:300:200:100:1900:2900] 87+ kph

deepfreeze78

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #464 on: July 24, 2014, 08:23:49 pm »

How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
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Nothing's truly dwarfy until it's been weaponized to kill elves with magma.
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