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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 190414 times)

Teneb

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[MODDING] 0.43.x QUESTIONS THREAD
« on: December 01, 2015, 02:59:40 pm »

The new version is out! The old version is dead, all hail the new version.

Any questions related to this new series of versions go here, as well as any potential discoveries about RAW modding you may want to share.
« Last Edit: May 10, 2016, 12:51:45 pm by Teneb »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Furtuka

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #1 on: December 01, 2015, 04:05:18 pm »

ptw
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #2 on: December 01, 2015, 04:07:43 pm »

Sweet.
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Greiger

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #3 on: December 01, 2015, 04:28:10 pm »

Also posting to watch.  Be interesting to see what new shenanigans the modding community can do.  And to help where I can of course.
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Meph

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #4 on: December 01, 2015, 04:31:11 pm »

Ptw.

Been waiting for this for a while. :)
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #5 on: December 01, 2015, 04:34:52 pm »

Here's my quick reference post for raw changes.

Entity raws:
[CIV_CONTROLLABLE] has been deprecated, and replaced with [SITE_CONTROLLABLE].
All "can play as adventurer" tokens replaced with [ALL_MAIN_POPS_CONTROLLABLE]. [OUTSIDER_CONTROLLABLE] is a new creature token replacing [INDIV_CONTROLLABLE].
New token: [VARIABLE_VALUE:value:min:max]. Will make the value's number be on a per-entity basis, generated at worldgen. Value can be "ALL" for all values. Humans have [VARIABLE_VALUE:ALL:-30:30].
Some self-explanatory new tokens: [GENERATE_STRINGED_INSTRUMENTS][GENERATE_WIND_INSTRUMENTS][GENERATE_PERCUSSION_INSTRUMENTS][GENERATE_POETIC_FORMS][GENERATE_MUSICAL_FORMS][GENERATE_DANCE_FORMS]
« Last Edit: December 01, 2015, 05:04:08 pm by Putnam »
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #6 on: December 01, 2015, 04:36:54 pm »

Instruments seem to be quite different now. None in the raws, but there are instructions on how to make your own.

Seems we now have generated instruments. Cool.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #7 on: December 01, 2015, 04:43:28 pm »

Instruments are completely ridiculous, oh my god. There's practically enough detail there to make them your own damn self.

EDIT: ITEMS HAVE DESCRIPTIONS NOW HOLY SHIET

AND THEY CAN REFERENCE EACH OTHER WHAT OH MY GOD

i think this update is better for modding than 0.40.01, i'm not even joking
« Last Edit: December 01, 2015, 04:45:39 pm by Putnam »
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DrunkGamer

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #8 on: December 01, 2015, 04:51:08 pm »

Instruments are completely ridiculous, oh my god. There's practically enough detail there to make them your own damn self.

EDIT: ITEMS HAVE DESCRIPTIONS NOW HOLY SHIET

AND THEY CAN REFERENCE EACH OTHER WHAT OH MY GOD

i think this update is better for modding than 0.40.01, i'm not even joking

*Tries to hide boner*
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #9 on: December 01, 2015, 04:59:10 pm »

CE_FEEL_EMOTION
that is the best goddamn syndrome effect i've ever seen

CE_CHANGE_PERSONALITY
oh.

also:

[SYN_IDENTIFIER:x]
okay, I think this is for identifying two technically separate syndromes (such as, say, two different alcohols' inebriation syns) as actually to be considered one for the new token

[SYN_CONCENTRATION_ADDED:100:1000]
very nice, more you drink more you drunk

[CE_NAUSEA:SEV:35:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
oh yes

DWF_STRETCH:<factor> -- this makes effects last longer in dwarf mode

[SYN_NO_HOSPITAL]
oh, that's convenient

[CE_SOMETHING:stuff:ABRUPT_START:ABRUPT_END]
...oh, that'd been nice earlier

[DESCRIPTION:x]
this is for reactions. THIS IS FOR REACTIONS

New skills!

      CRITICAL_THINKING
      LOGIC
      MATHEMATICS
      ASTRONOMY
      CHEMISTRY
      GEOGRAPHY
      OPTICS_ENGINEER
      FLUID_ENGINEER

i am unbelievably happy about this, the SCP mod will actually be workable
« Last Edit: December 01, 2015, 05:07:25 pm by Putnam »
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Nahere

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #10 on: December 01, 2015, 06:50:13 pm »

So tools can now have:
[NO_DEFAULT_JOB] -- only custom reactions are used to make this item
Does this mean entities will finally have proper access to items only available through custom reactions? By default scrolls and quires have that tag so I assume so.
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #11 on: December 01, 2015, 07:59:08 pm »

CE_FEEL_EMOTION
that is the best goddamn syndrome effect i've ever seen

CE_CHANGE_PERSONALITY
oh.

also:

[SYN_IDENTIFIER:x]
okay, I think this is for identifying two technically separate syndromes (such as, say, two different alcohols' inebriation syns) as actually to be considered one for the new token

[SYN_CONCENTRATION_ADDED:100:1000]
very nice, more you drink more you drunk

[CE_NAUSEA:SEV:35:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
oh yes

DWF_STRETCH:<factor> -- this makes effects last longer in dwarf mode

[SYN_NO_HOSPITAL]
oh, that's convenient

[CE_SOMETHING:stuff:ABRUPT_START:ABRUPT_END]
...oh, that'd been nice earlier

[DESCRIPTION:x]
this is for reactions. THIS IS FOR REACTIONS

New skills!

      CRITICAL_THINKING
      LOGIC
      MATHEMATICS
      ASTRONOMY
      CHEMISTRY
      GEOGRAPHY
      OPTICS_ENGINEER
      FLUID_ENGINEER

i am unbelievably happy about this, the SCP mod will actually be workable

FUUUUUDGE...

This changes so much.

Does anyone know if any of the temple/tavern/library stuff is moddable?
« Last Edit: December 01, 2015, 08:04:36 pm by Roses »
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #12 on: December 01, 2015, 08:19:52 pm »

I'm going to guess that not without DFHack, if at all.

By the way, with all the bards and scholars running around now, do you think that people will pursue secrets for reasons other than immortality now?
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #13 on: December 01, 2015, 09:57:22 pm »

Categories seem to work fine for workshops, but my adventuring reactions are not segmented. Just a note. May be something I did wrong.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #14 on: December 02, 2015, 01:29:40 am »

Categories seem to work fine for workshops, but my adventuring reactions are not segmented. Just a note. May be something I did wrong.

Looking at the examples, I don't see any way to define what a category is labeled as in the workshop. Could you give some insight?
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