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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316776 times)

samanato

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #750 on: August 13, 2014, 07:56:02 pm »

Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?

I suppose, you could use a [MATERIAL_REACTION_PRODUCT:ALCHEMY:PHILOSOPHERS_STONE] or suchlike for the reagents in that one reaction, with the product derived from a [GET_MATERIAL_FROM_REAGENT:(and-so-forth...)] without directly specifying the real philosopher's stone for that reaction.  It's clunky and pretty silly, but that seems to work.
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palu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #751 on: August 13, 2014, 10:04:00 pm »

Noble questions:
What are the numbers for required rooms for nobles for specific levels of room (e.g. fine, royal, adequate)? What does the [REQUIRES_MARKET] tag in certain nobles do? And does the [REPLACED_BY] tag work on elected nobles?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #752 on: August 13, 2014, 10:17:22 pm »

Well that's annoying. Is there any workaround to that?

Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.

Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #753 on: August 13, 2014, 10:58:20 pm »

Well that's annoying. Is there any workaround to that?

Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.
I've seen [SPECIAL] materials show up with caravans, but not [DEEP_SPECIAL] ones.  That was in .34.11, it might be fixed now.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #754 on: August 13, 2014, 11:04:11 pm »

It was fixed in 0.40.06 or thereabouts.

Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #755 on: August 14, 2014, 12:05:07 am »

It was fixed in 0.40.06 or thereabouts.
Welcome news indeed!

No more figures made out of stone that boils away at sub-zero temperatures.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

thistleknot

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #756 on: August 14, 2014, 03:31:57 pm »

are tag's broken if on different lines?

Say a

[Object:
Creature]

and

[Creature:Elephant] vs
[Creature:    Elephant]

or

[Creature:
 Elephant]

Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.

Roses

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #757 on: August 14, 2014, 04:47:48 pm »

Does anyone know what the defaults are for
Code: [Select]
[LOW_LIGHT_VISION:#]
[VISION_ARC:#:#]
[SMELL_TRIGGER:#]
?
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #758 on: August 14, 2014, 05:04:23 pm »

Low light vision should be 0 for the human norm (lowest otherwise is goblins with 100). Smell trigger is 50, I'm quite certain, same with odor level. No idea about vision arc.
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Untrustedlife

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #759 on: August 14, 2014, 05:31:17 pm »

are tag's broken if on different lines?

Say a

[Object:
Creature]

and

[Creature:Elephant] vs
[Creature:    Elephant]

or

[Creature:
 Elephant]

Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.

try doing that with one creature and see how the raw file performs, if it errors it doesnt work that way, i personally haven't tried as I assume the tokens to be  limited to one line.
(I assume he wrote a text parser for parsing them, so its a pretty good bet that they only work on a per-line basis), of course knowing toady he could have put in the time to code it that way. Every time ive written text parser I only had it working on a perline basis, im lazy that way.
« Last Edit: August 14, 2014, 05:34:27 pm by Untrustedlife »
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thistleknot

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #760 on: August 14, 2014, 05:35:50 pm »

apparently it doesn't error, but it also doesn't work.

I copied the human to human2 and did a

[creature:
human2]

and tried to create him in the arena, and doesn't list.

I made sure I appended caste name and game name to human2 as well, just the regular old human shows up.

I only asked because I want to parse some files and that may have an affect on things.

I think the game is just skipping the broken object in this case.  I would imagine it would do the same with other broken [tag]'s.
« Last Edit: August 14, 2014, 05:42:47 pm by thistleknot »
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King Mir

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #761 on: August 14, 2014, 08:32:53 pm »

Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #762 on: August 14, 2014, 08:53:28 pm »

Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
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King Mir

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #763 on: August 14, 2014, 10:14:43 pm »

Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
Thank you.

Doren

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #764 on: August 14, 2014, 11:23:12 pm »

Need help.
I want to sort mineral lists by groups like in MDF, ie. economic stones are split into ores/flux/misc, and worthless are split in magmasafe/common.
But im totally clueless on how to do that in 0.40 DF
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