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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 191002 times)

Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1545 on: January 06, 2017, 01:31:33 pm »

The wheelbarrow, minecart and cauldron are defined in item_tool.txt, and the [VALUE:x] token in their respective definitions defines their value multiplier. Just change that to the desired value

For the trap components, they're in item_trapcomp.txt. They don't have a value defined, I imagine they derive their value from the material they're made from, [MATERIAL_SIZE:x] and [SIZE:x], which are both defined in the raws. You can reduce those, or try to add a value string. It might not do anything, and reducing the size tokens might affect how they behave in their job as trap components
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1546 on: January 06, 2017, 02:10:46 pm »

The wheelbarrow, minecart and cauldron are defined in item_tool.txt, and the [VALUE:x] token in their respective definitions defines their value multiplier. Just change that to the desired value

For the trap components, they're in item_trapcomp.txt. They don't have a value defined, I imagine they derive their value from the material they're made from, [MATERIAL_SIZE:x] and [SIZE:x], which are both defined in the raws. You can reduce those, or try to add a value string. It might not do anything, and reducing the size tokens might affect how they behave in their job as trap components

Thanks !
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Fleeting Frames

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1547 on: January 08, 2017, 06:50:38 am »

Large serrated disc/ Spiked ball 126x - i want it 12
DF2014:Item value - Dwarf Fortress Wiki - "The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled."

You need to reduce those two from size 1000 to (12/2/3 -1)*50=50 - that's about the size of an amulet or five seeds. Note that as a result, you'll likely find that their damage would be lessened for non-adamantine metals, especially for silver spiked balls that rely on being converted to blunt, and thus weight.

Grax

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1548 on: January 08, 2017, 08:21:50 am »

Science revealed that DF crashes right after cutting the mushroom tree that grows on the ground level.

Code: [Select]
[PLANT:AGARIC_CAP]
[NAME:evil agaric][NAME_PLURAL:evil agarics][ADJ:avil agaric]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[DISPLAY_COLOR:7:0:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:evil agaric]
[STATE_ADJ:ALL_SOLID:evil agaric]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[SOLID_DENSITY:600]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[TREE_HAS_MUSHROOM_CAP]
[CAP_PERIOD:1]
[CAP_RADIUS:2]
[MAX_TRUNK_HEIGHT:8]
[MAX_TRUNK_DIAMETER:3]
[TRUNK_PERIOD:1]
[TRUNK_WIDTH_PERIOD:1]
[STANDARD_TILE_NAMES]
[TRUNK_BRANCHING:0]
[PREFSTRING:deadly spores]
[WET][DRY] EVIL
[BIOME:NOT_FREEZING]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:0:0:1]
[SAPLING_COLOR:7:0:1]
[DEAD_SAPLING_COLOR:0:0:1]
[SAPLING_DROWN_LEVEL:0]
[SAPLING]
[GROWTH:SPORES]
[GROWTH_NAME:evil agaric spores:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:CAP]
[GROWTH_TIMING:100000:300000]
[GROWTH_PRINT:0:':':6:0:0:NONE]

PS. Ah, the error was in trunk height and diameter. 6/1 works well.
« Last Edit: January 09, 2017, 01:02:39 pm by Grax »
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1549 on: January 09, 2017, 12:56:18 pm »

How do you get a tool to actually fire some type of ammo?
I have a tool and it's ammo currently set up like this:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_RIVET_GUN]
[NAME:rivet gun:rivet guns]
[SIZE:300]
[VALUE:8]
[METAL_WEAPON_MAT]
[TOOL_USE:MEAT_SLICING]
[TILE:'/']
[SKILL:HAMMER]
[RANGED:CROSSBOW:RIVET]
[SHOOT_FORCE:1700]
[SHOOT_MAXVEL:400]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:50:4000:strike:strikes:grip:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_RIVETS]
[NAME:rivet:rivets]
[CLASS:RIVET]
[SIZE:50]
[ATTACK:EDGE:3:1200:stick:sticks:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
However when I go into arena testing and spawn a creature with the required rivets and the gun itself it says "you have nothing left to fire". Does the ammo have to be in the same file as the tool?

overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1550 on: January 09, 2017, 02:34:02 pm »

How do you get a tool to actually fire some type of ammo?
I have a tool and it's ammo currently set up like this:
Spoiler (click to show/hide)
However when I go into arena testing and spawn a creature with the required rivets and the gun itself it says "you have nothing left to fire". Does the ammo have to be in the same file as the tool?

Check to see how many hands the creature is using to hold the gun. If it's a 2-handed size, it can't fire.

Spoiler (click to show/hide)
« Last Edit: January 09, 2017, 02:37:32 pm by overseer05-15 »
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1551 on: January 09, 2017, 03:15:25 pm »

It has the same values as vanilla crossbows so that's not the issue - humans wield it in one hand but still can't fire.

Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1552 on: January 09, 2017, 05:33:40 pm »

It has the same values as vanilla crossbows so that's not the issue - humans wield it in one hand but still can't fire.
It is not a weapon. Only weapons can fire.
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1553 on: January 10, 2017, 03:11:33 am »

It has the same values as vanilla crossbows so that's not the issue - humans wield it in one hand but still can't fire.
It is not a weapon. Only weapons can fire.
Hmm, should that be updated on the wiki then? In tool tokens it says that it's a valid token for tools as well.

Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1554 on: January 10, 2017, 04:44:15 am »

It has the same values as vanilla crossbows so that's not the issue - humans wield it in one hand but still can't fire.
It is not a weapon. Only weapons can fire.
Hmm, should that be updated on the wiki then? In tool tokens it says that it's a valid token for tools as well.
Well, clearly your tests show that tools can't fire ammo.
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scourge728

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1555 on: January 13, 2017, 06:50:16 pm »

So, how do I make a material never actually show up in the world (for use as a gas in an atomic breath interaction for my Godzilla mod)

Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1556 on: January 14, 2017, 01:33:12 am »

Simply don't use it anywhere else. Materials don't show up except where they're called upon
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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1557 on: January 17, 2017, 11:38:37 pm »

Is there a DFHack script to disable specified vanilla reactions from workshops? Thanks.
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Arcvasti

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1558 on: January 18, 2017, 09:33:22 pm »

-SNIP-

EDIT:

Realized that I'm not actually working with 0.43.x and I should ask about this in the other thread.
« Last Edit: January 18, 2017, 10:11:59 pm by Arcvasti »
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StagnantSoul

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1559 on: January 22, 2017, 12:19:24 am »

So, quick question. Since we can do the various component parts for instruments, can we do the same for other objects as well? Could one make arrows and arrowheads independent of each other, for instance? Would that work as intended?

You could make the pieces of an arrow, such as the head and such, then have them assembled into a regular arrow.
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