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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 190784 times)

icer667

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1350 on: August 21, 2016, 02:21:20 pm »

is it possible to create a new skill for ranged weapons?

for example, when it's [RANGED:CROSSBOW:BOLT], what is the :CROSSBOW: for? Do i need to change other things to change :CROSSBOW: to something else and have the game still work?
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ThatZommy

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1351 on: August 21, 2016, 03:33:16 pm »

is it possible to create a new skill for ranged weapons?

for example, when it's [RANGED:CROSSBOW:BOLT], what is the :CROSSBOW: for? Do i need to change other things to change :CROSSBOW: to something else and have the game still work?

I think you could set it to be any combat skill, but I'm not sure.

Also, is it possible to set syndromes used by interaction attacks to localized? As in, if I have a touch interaction, would that work? I have a feeling it wouldn't, but I don't know, and it'd be nice to have localized necrosis for this magic-y thing I'm working on.
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Er, atleast I think that's right.

Evaris

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1352 on: August 21, 2016, 07:11:04 pm »

Right, well, it's been a while since I've done much new with material values, however as my interest has come back in doing so, I'm trying to remember / relearn how to apply real world material value to the RAWs. 

And the wiki hasn't exactly been too in depth there, so I'm moderately lost at the moment. 
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Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1353 on: August 21, 2016, 07:27:47 pm »

is it possible to create a new skill for ranged weapons?

for example, when it's [RANGED:CROSSBOW:BOLT], what is the :CROSSBOW: for? Do i need to change other things to change :CROSSBOW: to something else and have the game still work?
I think you could set it to be any combat skill, but I'm not sure.
Pretty sure you can set it to any skill, and I mean any. It dictates which skill it uses to shoot things.

Also, is it possible to set syndromes used by interaction attacks to localized? As in, if I have a touch interaction, would that work? I have a feeling it wouldn't, but I don't know, and it'd be nice to have localized necrosis for this magic-y thing I'm working on.
Don't think so.
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milo christiansen

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1354 on: August 23, 2016, 12:06:34 pm »

My lho plant for the Underhive settlement mod is acting really weird. You can grow it in farm plots just fine, but when your settlers go to harvest it you don't get anything. (they harvest the plant, there is no result returned) This does not effect any of the other farmable plants, most of which are nearly identical.

Here are the raws for the Lho plant:

Code: [Select]
[PLANT:LHO_GUTTER]
[NAME:gutter lho][NAME_PLURAL:gutter lho][ADJ:gutter lho]
[PREFSTRING:intoxicating aroma]
[PREFSTRING:noxious fumes]

[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

[USE_MATERIAL_TEMPLATE:DRIED:LEAF_TEMPLATE]
[STATE_NAME_ADJ:ALL:dried lho leaf]
[PREFIX:NONE]
[DISPLAY_COLOR:4:0:0][STATE_COLOR:ALL:BROWN]
[MATERIAL_VALUE:6]
[EDIBLE_VERMIN]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[SEED:gutter lho seed:gutter lho seeds:15:0:0:LOCAL_PLANT_MAT:SEED]

[AUTUMN][WINTER]
[WET]
[BIOME:ANY_LAND]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:0:1]
[GROWDUR:600]
[FREQUENCY:90]
[CLUSTERSIZE:5]

[PICKED_TILE:5]
[DEAD_PICKED_TILE:5]
[PICKED_COLOR:10:0:0]
[SHRUB_TILE:5]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:10:0:0]
[DEAD_SHRUB_COLOR:8:0:0]

Help?
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1355 on: August 23, 2016, 09:28:20 pm »

Got an example of one of those nearly identical sibling plants? There must be some kind of difference.
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Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1356 on: August 24, 2016, 01:05:50 am »

I've got no ideas. Code looks good and it appears in game. Haven't been able to embark with the stuff, but the shrubs do appear in the wild. However, every single one of them I've managed to spot has been dead. Never seen a live shrub. So I can't get ahold of seeds to farm. That's solely aboveground, though. Haven't spotted any underground.
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milo christiansen

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1357 on: August 26, 2016, 11:15:18 am »

I figured it out, it's a bug in DF. It seems that any plant lacking one or more of the following properties is not harvestable:

* An edible main material
* A mill result material
* An extract material (vial or barrel)
* A thread material
* I may be forgetting/missing one

Surprisingly the presence of a drink material is not enough.

Once I added a "dummy" extract it worked fine. Apparently this was broken when all the plant changes were made in .40? (I think it was .40) Anyway, I'll go report this on the bug tracker in a minute.
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Dirst

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1358 on: August 26, 2016, 02:15:56 pm »

I figured it out, it's a bug in DF. It seems that any plant lacking one or more of the following properties is not harvestable:

* An edible main material
* A mill result material
* An extract material (vial or barrel)
* A thread material
* I may be forgetting/missing one

Surprisingly the presence of a drink material is not enough.

Once I added a "dummy" extract it worked fine. Apparently this was broken when all the plant changes were made in .40? (I think it was .40) Anyway, I'll go report this on the bug tracker in a minute.
It doesn't need to be an extract or mill product, I think just about any reaction product works fine.  Plants like this one:
Spoiler: Example gem vine (click to show/hide)
Drop their fruit upon maturing, and the plant itself seems to vanish.  Maybe add a dummy reaction product to the structural material to see if that lets it stick around.  Without a specific reaction to use that reaction product, you don't run the risk of messing up vanilla reactions.
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(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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milo christiansen

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1359 on: August 26, 2016, 02:20:22 pm »

Sorry if I wasn't clear, by extract or mill I mean a material used by the MILL or EXTRACT_BARREL and EXTRACT_VIAL tags. I did not test adding material reaction products to the main material, so that may work too.
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Qev

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1360 on: August 26, 2016, 04:36:50 pm »

For a lark I decided to mod in glass weapons and armor (Morrowind, ho!), but I've noticed that glass crossbow bolts neither get equipped nor stored in ammo stockpiles.  Are they just not functional in the current hodgepodge of code?
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pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1361 on: August 31, 2016, 10:28:13 am »

Is there any way to make a fort mode civ be able to make certain weapons/armor in a mood, without being able to make them otherwise?
Is there any way to make swords have hilts(possibly being made of a different material)?
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1362 on: August 31, 2016, 11:34:18 am »

Is there any way to make a fort mode civ be able to make certain weapons/armor in a mood, without being able to make them otherwise?
Is there any way to make swords have hilts(possibly being made of a different material)?

Sure, just define stuff and don't give the civ permissions or reactions to make those. Moods should ignore all availability constraints.
Not conventionally, no. Defining whole new improvements is still strictly Toady's lot.
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pikachu17

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1363 on: September 02, 2016, 01:29:16 pm »

Is there any way to make a fort mode civ be able to make certain weapons/armor in a mood, without being able to make them otherwise?
Sure, just define stuff and don't give the civ permissions or reactions to make those. Moods should ignore all availability constraints.
what do you mean by permissions? do you mean that if I simply define the weapon/armor in a item file, but don't have a [WEAPON:FOO] or [ARMOR:FOO] tag in the entity file, it will still be able to be created in a mood?
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1364 on: September 02, 2016, 01:32:46 pm »

Yes. So long as it exists, it may be created in a mood, even if the civilization doesn't normally have access to it.

Not very useful for some ranged weapons, since ammo will be incredibly scarce without the ability to make more in-fort. I've ended up with blowguns and bows a few times, which was annoying.

I think a few mods make use of this to make special, incredibly powerful weapons that would only rarely show up as part of a mood.
« Last Edit: September 02, 2016, 01:34:32 pm by BlackFlyme »
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