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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 191297 times)

Nahere

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1695 on: April 16, 2017, 07:17:04 pm »

Pretty sure interactions are only used in combat now, regardless of usage hint.
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TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1696 on: April 16, 2017, 07:18:46 pm »

Pretty sure interactions are only used in combat now, regardless of usage hint.
Well that was quick. Hopefully that's not the case, but I'll do some testing.

Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1697 on: April 17, 2017, 02:39:35 am »

Usage hints for greetings, cleaning friends and self work out of combat
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TheFlame52

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1698 on: April 17, 2017, 08:31:16 am »

I'm going to go with 'put in every single hint' then.

Witty

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1699 on: April 17, 2017, 10:23:35 am »

I'd like to know the answer to this one as well - would be very useful.

I decided to test it out myself, and the answer appears to be no - at least for the worldgen part. Megabeasts that live underground don't seem to attack sites, or are even listed in legends mode. I tried with and without the UNDERGROUND_DEPTH specification to no avail. I didn't test SUBTERRANEAN_WATER or LAVA, but I doubt it'll be any different. I suppose the Forgotten beast's FEATURE_BEAST tag is responsible for this proper worldgen behavior. If only it could be specified in the actual raws.
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1700 on: April 17, 2017, 02:28:23 pm »

I'd like to know the answer to this one as well - would be very useful.

I decided to test it out myself, and the answer appears to be no - at least for the worldgen part. Megabeasts that live underground don't seem to attack sites, or are even listed in legends mode. I tried with and without the UNDERGROUND_DEPTH specification to no avail. I didn't test SUBTERRANEAN_WATER or LAVA, but I doubt it'll be any different. I suppose the Forgotten beast's FEATURE_BEAST tag is responsible for this proper worldgen behavior. If only it could be specified in the actual raws.
Could be worth a try putting it in regardless and seeing what happens.

Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1701 on: April 17, 2017, 03:51:45 pm »

Usage hints for greetings, cleaning friends and self work out of combat
Only for non-intelligent creatures. Intelligent creatures will only ever use interactions in combat currently.
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Dunamisdeos

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1702 on: April 17, 2017, 07:58:58 pm »

Material question: I want to make a t-1000 type creature. I therefore want it to be made of liquid.

Can you specify that a material is always liquid? If so, does it automatically consider it to be solid when used as a creature mat?

Was not able to find answers on wiki.
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1703 on: April 17, 2017, 08:16:43 pm »

Material question: I want to make a t-1000 type creature. I therefore want it to be made of liquid.

Can you specify that a material is always liquid? If so, does it automatically consider it to be solid when used as a creature mat?

Was not able to find answers on wiki.

Here, I found some answers. http://dwarffortresswiki.org/index.php/DF2014:Blood_man
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Dunamisdeos

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1704 on: April 17, 2017, 08:51:08 pm »

Material question: I want to make a t-1000 type creature. I therefore want it to be made of liquid.

Can you specify that a material is always liquid? If so, does it automatically consider it to be solid when used as a creature mat?

Was not able to find answers on wiki.

Here, I found some answers. http://dwarffortresswiki.org/index.php/DF2014:Blood_man

PERFECT. Thanks! Knew it was around somewhere.
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Teneb

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1705 on: April 18, 2017, 05:39:01 am »

Material question: I want to make a t-1000 type creature. I therefore want it to be made of liquid.

Can you specify that a material is always liquid? If so, does it automatically consider it to be solid when used as a creature mat?

Was not able to find answers on wiki.

Here, I found some answers. http://dwarffortresswiki.org/index.php/DF2014:Blood_man

PERFECT. Thanks! Knew it was around somewhere.
Remember that liquid is not very good at keeping things connected. It will come apart in the first blow it takes.
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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1706 on: April 19, 2017, 12:45:58 pm »

Does anyone have a go to source for plant information (real world, not DF)? Wikipedia isn't that helpful as most information on a given plant is about how different species were cultivated. Or is there a mod that has more realistic plant growing seasons/lengths/biomes?
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1707 on: April 19, 2017, 01:39:56 pm »

Does anyone have a go to source for plant information (real world, not DF)? Wikipedia isn't that helpful as most information on a given plant is about how different species were cultivated. Or is there a mod that has more realistic plant growing seasons/lengths/biomes?

welcome to research hell, suffer as I have hahahahaha

that said, between google-provided research papers and ancient colonial accounts transcribed on project gutenberg, I did run into this little database on tropical plants http://tropical.theferns.info/

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Roses

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1708 on: April 19, 2017, 01:51:26 pm »

Does anyone have a go to source for plant information (real world, not DF)? Wikipedia isn't that helpful as most information on a given plant is about how different species were cultivated. Or is there a mod that has more realistic plant growing seasons/lengths/biomes?
welcome to research hell, suffer as I have hahahahaha

that said, between google-provided research papers and ancient colonial accounts transcribed on project gutenberg, I did run into this little database on tropical plants http://tropical.theferns.info/

So aggravating, that site does help a bit though. Thinking I might just forget about real world plants all together and use nothing but custom plants.

EDIT: Nevermind, that is even more work trying to think up names for everything. You think it wouldn't be hard to figure out where and when plants grow naturally. I'm thinking I might just limit crops based on a "biome quota", so you have about the same number of available plants in each Biome, but they are varied. For instance strawberries could grow in grassland or savannah, but I will limit them to forest biomes (which is where wild strawberries were most common), and cranberries can grow in a lot of places, but do best in very wet areas so limit those to marshes. Won't be incredibly realistic, but it will be better than being able to grow practically everything during every season
« Last Edit: April 19, 2017, 02:56:52 pm by Roses »
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Isngrim

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1709 on: April 20, 2017, 03:06:38 pm »

is there a way to increase skill learn rate without transformations,i want to create a race that learns faster the more of them are near by,and i think having them transform would brake game flow when you get a migrant wave.
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