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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 316648 times)

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1440 on: November 06, 2014, 02:00:55 pm »

COMBATHARDNESS appears to have been removed as a counter trigger as of 0.40.14.

Thought you ought to know.

Illogical_Blox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1441 on: November 06, 2014, 06:25:39 pm »

Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1442 on: November 06, 2014, 06:35:02 pm »

Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
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Sergarr

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1443 on: November 06, 2014, 11:59:57 pm »

Are new emotions avaliable for the COUNTER_TRIGGER purrposes?
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._.

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1444 on: November 07, 2014, 12:16:06 am »

These are all of the triggers allowed:

Code: [Select]
ALCOHOLIC
COMBATHARDNESS
TIME_SINCE_BREAK
ON_BREAK
PARTIED_OUT
MILK_COUNTER
EGG_SPENT
GROUNDED_ANIMAL_ANGER
TIME_SINCE_SUCKED_BLOOD
DRINKING_BLOOD

COMBATHARDNESS is still around? Hm. Wasn't working last I checked.

Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1445 on: November 07, 2014, 05:50:57 am »

Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.

Edit: Though there are ways to add to in-battle speech with VOCALIZATION and through interactions.
« Last Edit: November 07, 2014, 05:53:23 am by Knight Otu »
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Illogical_Blox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1446 on: November 07, 2014, 01:53:22 pm »

Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.

Edit: Though there are ways to add to in-battle speech with VOCALIZATION and through interactions.
Hmm, VOCALIZATION? I'll have to check that out!
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Eldin00

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1447 on: November 08, 2014, 08:12:26 pm »

So, how to make the elf caravans bring wagons? I tried adding the [COMMON_DOMESTIC_PULL] token to [ENTITY:FOREST], which seemed from looking at the other civilizations in the raws and reading the wiki like it would work, but 3 elf caravans in on a new world, and they haven't brought a single wagon yet.
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King Kravoka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1448 on: November 08, 2014, 09:11:10 pm »

So, how to make the elf caravans bring wagons? I tried adding the [COMMON_DOMESTIC_PULL] token to [ENTITY:FOREST], which seemed from looking at the other civilizations in the raws and reading the wiki like it would work, but 3 elf caravans in on a new world, and they haven't brought a single wagon yet.
[Insert joke about wood taboo here.]
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1449 on: November 08, 2014, 09:24:09 pm »

Hmm, VOCALIZATION? I'll have to check that out!
Very fun adventure mode stuff with vocalization, for example:
Spoiler (click to show/hide)
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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
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Maklak

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1450 on: November 09, 2014, 05:18:04 am »

How do I mod in gems that can only be made by reactions and don't ever show up in the earth?

Would this work?
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:0]

Or this?
[ENVIRONMENT:NONE:CLUSTER_SMALL:0]

Or maybe omitting the Environment line?
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Knight Otu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1451 on: November 09, 2014, 05:39:13 am »

Or maybe omitting the Environment line?
That one. No environment line, no placement in the earth.
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Haxitodl

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1452 on: November 09, 2014, 05:43:22 am »

Hello! Just two questions.

1) Can i create a fortress in non-civ world somehow? I know that is possible with died civilizations.
2) In one of my world that i make with PerfectWorld, civilizations never ever did appear. What kind of problem can it be? I have bioms of all type, except tundra and glacier. Maybe the reason is in high level of savagery all over the map?  ::)
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Illogical_Blox

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1453 on: November 09, 2014, 09:15:55 am »

Hello! Just two questions.

1) Can i create a fortress in non-civ world somehow? I know that is possible with died civilizations.
2) In one of my world that i make with PerfectWorld, civilizations never ever did appear. What kind of problem can it be? I have bioms of all type, except tundra and glacier. Maybe the reason is in high level of savagery all over the map?  ::)
Civs need neutral biomes - this would actually be better suited to the df gameplay questions thread.
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Maklak

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1454 on: November 09, 2014, 10:19:14 am »

How do I use bones as REAGENT now that bone stack issue has been fixed? I want to use 2 bones to make bonemeal as a type of flux stone. Would this work? (Assume GRINDER:CUSTOM_B and BONEMEAL are already defined.)
[REACTION:BONE_GRINDING]
   [NAME:grind bones to bonemeal (flux)]
   [BUILDING:GRINDER:CUSTOM_B]
    [REAGENT:A:2:BONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
   [SKILL:MASONRY]
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral
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