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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316707 times)

WordsandChaos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1065 on: September 12, 2014, 03:46:12 pm »

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why? 

(Just realised I should've posted this in the creature/entities thread. Bah.)
« Last Edit: September 12, 2014, 03:51:36 pm by WordsandChaos »
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1066 on: September 12, 2014, 06:39:14 pm »

(Just realised I should've posted this in the creature/entities thread. Bah.)
It's fine. This thread is for all questions. The other one is more specialized.

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?
It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.
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WordsandChaos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1067 on: September 13, 2014, 03:19:43 am »

(Just realised I should've posted this in the creature/entities thread. Bah.)
It's fine. This thread is for all questions. The other one is more specialized.

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?
It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.

It turns out that it was actually working as intended, but it doesn't act properly in adventure mode, or the arena. Only seems to be obviously observable in Fort mode.

pisskop

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1068 on: September 13, 2014, 03:27:54 pm »

(Just realised I should've posted this in the creature/entities thread. Bah.)
It's fine. This thread is for all questions. The other one is more specialized.

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?
It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.

It turns out that it was actually working as intended, but it doesn't act properly in adventure mode, or the arena. Only seems to be obviously observable in Fort mode.
So give all the males of a species crazed and dont add it to the females.  OR vice versa.  Either a wild animal you will be seeing often or an animal you can request in cages.  Or your dwarves
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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1069 on: September 13, 2014, 09:07:22 pm »

I want to make kobold bulbs yield alcohol.  is that all it needs?  I've never played with custom reactions without a template.  Do I also need a custom workshop?
      [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
      [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1070 on: September 14, 2014, 03:38:01 am »

You'll also need a DRINK material, something like this (name, value, and color it to your preferences):
Code: [Select]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen kobold burb]
[STATE_NAME_ADJ:LIQUID:kobold burb]
[STATE_NAME_ADJ:GAS:boiling kobold burb]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
With that and the reaction product tags you already have, the stock brewing reaction will allow you to brew kobold bulbs at the still. The end result should look something like this:
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Prudent Viper

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1071 on: September 14, 2014, 09:40:23 am »

While we're on the subject, do civs comprised of [CRAZED] creatures declare war on everyone in the same manner as babysnatchers?
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Illogical_Blox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1072 on: September 14, 2014, 12:05:20 pm »

How do I double the length of time that skills take to rust? Also, is it possible to turn off rust on single dwarves (i have a really awesome vampire, and I don't want his skills to go to waste.)

I'm not a cheaty, exploity type, but I dislike how quickly my dorfs' skills seem to rust.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1073 on: September 14, 2014, 01:47:25 pm »

Discord

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1074 on: September 14, 2014, 02:48:12 pm »

Tried my hand at modding for the first time.

And I'm slooowly learning how to do it.

What I'm trying to do is a reaction that takes logs and makes multiple wooden blocks.
After some reading I learned that my original approach, to mod in a reaction to the carpenters workshop, was impossible due to it being hard coded.

So now I have a "sawmill" and it appears as it should ingame.
Troble is that my reaction "sawplanks" does nothing.
A carpenter takes the job but does nothing, just stands there.

What am i doing wrong?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1075 on: September 14, 2014, 03:00:54 pm »

You want REAGENT instead of REAGANT

WillowLuman

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1076 on: September 14, 2014, 03:25:37 pm »

I know most entity changes require a regen, but what about entity population caps? Could I raise/lower one after worldgen to allow/prevent a civ's continued expansion in game?
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Valikdu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1077 on: September 14, 2014, 03:36:05 pm »

How does one adapt the entities for 0.40.X?

So far, I've gathered the following:
-Values
-Garden and orchard tags
-Some de-hardcoded reactions now need to be permitted (like process_plant_to_bag)
-Primitives now get site_variable_positions with variable_positions
-Noble rulers now get [NUMBER:AS_NEEDED] instead of [SITE]
-Can use an exclusive start biome with settlement biomes to get specific worldgen settlements (?)

Did I miss anything?
« Last Edit: September 14, 2014, 03:40:45 pm by Valikdu »
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1078 on: September 14, 2014, 03:39:40 pm »

How does one adapt the entities for 0.40.X?

So far, I've gathered the following:
-Values
-Garden and orchard tags
-Some de-hardcoded reactions now need to be permitted (like process_plant_to_bag)
-Primitives now get site_variable_positions with variable_positions
-Noble rulers now get [NUMBER:AS_NEEDED] instead of [SITE]
-Can use an exclusive start biome with settlement biomes to get specific worldgen settlements (?)

Did I miss anything?
I think that's about it. Entities got quite few changes, raw-wise.
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Valikdu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1079 on: September 14, 2014, 03:40:51 pm »

Also, in case I did miss anything while I was doing the creatures...
which would be a pity since I've done all the creatures, in this manner:

-Gaits instead of the speed and swim_speed tags
-Attacks need prepare_and_recover tags, and multiattack flags
-There's new default bodies with necks
-Stance_climber and cannot_jump tags as appropriate
-Orientation for entity creatures
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