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Author Topic: [MODDING] 0.44.x questions thread  (Read 29237 times)

Teneb

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[MODDING] 0.44.x questions thread
« on: November 25, 2017, 12:46:54 pm »

Modding questions go here.

Please keep it civil like all the previous ones and remember that this is not a mod propaganda thread.
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Robosaur

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Re: [MODDING] 0.44.x questions thread
« Reply #1 on: November 25, 2017, 04:02:38 pm »

I take it we still can't apply creature variations through syndromes?
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GLaDOSauR

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Re: [MODDING] 0.44.x questions thread
« Reply #2 on: November 25, 2017, 05:42:46 pm »

So, will you be able to make any creature classes that you want, for purposes of race unique animals? 

So like.... [CREATURE_CLASS:DWARF_USABLE]
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scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #3 on: November 25, 2017, 07:31:10 pm »

So, will you be able to make any creature classes that you want, for purposes of race unique animals? 

So like.... [CREATURE_CLASS:DWARF_USABLE]

That's one way. You can also just point the [ANIMAL] entity setting at a single creature, no classes required. You can pile on as many [ANIMAL] sections as you like. I just tried this:

Code: [Select]
[ANIMAL]
[ANIMAL_TOKEN:HORSE]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
[ANIMAL]
[ANIMAL_TOKEN:CAT]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
[ANIMAL]
[ANIMAL_TOKEN:LION_MAN]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]

...and sure enough, all cats were gone, all horses were gone and I can buy furry muscle men at embark.



This should open the way for some fuckery.

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Klisz

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Re: [MODDING] 0.44.x questions thread
« Reply #4 on: November 25, 2017, 07:45:16 pm »

So, will you be able to make any creature classes that you want, for purposes of race unique animals? 

So like.... [CREATURE_CLASS:DWARF_USABLE]

AFAIK you've been able to make any creature classes you wanted since the concept was introduced. (It's just that back then it only mattered for syndromes.)
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scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #5 on: November 25, 2017, 08:21:09 pm »

Oh, and another thing. Stuff like this:
Code: [Select]
[ANIMAL]
[ANIMAL_TOKEN:HORSE]
[ANIMAL_TOKEN:DOG]
[ANIMAL_TOKEN:YAK]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
...won't do the intended. The [ANIMAL] block accepts only a single ANIMAL_TOKEN setting. Multiple ones will overwrite each other in sequence. The above example only applies to the yak.

We can assume that the same goes for the other specifier tags, too.
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GLaDOSauR

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Re: [MODDING] 0.44.x questions thread
« Reply #6 on: November 25, 2017, 08:22:44 pm »

So, will you be able to make any creature classes that you want, for purposes of race unique animals? 

So like.... [CREATURE_CLASS:DWARF_USABLE]

That's one way. You can also just point the [ANIMAL] entity setting at a single creature, no classes required. You can pile on as many [ANIMAL] sections as you like. I just tried this:

Code: [Select]
[ANIMAL]
[ANIMAL_TOKEN:HORSE]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
[ANIMAL]
[ANIMAL_TOKEN:CAT]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
[ANIMAL]
[ANIMAL_TOKEN:LION_MAN]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]

...and sure enough, all cats were gone, all horses were gone and I can buy furry muscle men at embark.




That's just what I needed.  My Warhammer Fantasy total conversion mod is a go!
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VolcanoQueen

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Re: [MODDING] 0.44.x questions thread
« Reply #8 on: November 25, 2017, 10:06:52 pm »

PTW.

scourge728

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Re: [MODDING] 0.44.x questions thread
« Reply #9 on: November 26, 2017, 08:32:59 am »

does animal_always_present work with animal_class as well as animal_token?

scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #10 on: November 26, 2017, 09:25:15 am »

does animal_always_present work with animal_class as well as animal_token?

Sure does! Giving yourself access to all mammals on embark makes the list like 47 pages long at this screen size.

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scourge728

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Re: [MODDING] 0.44.x questions thread
« Reply #11 on: November 26, 2017, 12:18:21 pm »

is it possible to give an animal man a seprate creature_class from a giant/normal version, say... [CREATURE_CLASS:ANIMALMAN] and then use the [ANIMAL_NEVER] tags to render animal men unable to be obtained?

scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #12 on: November 26, 2017, 12:25:02 pm »

Sure. That's how kobolds are made to ignore platypuses, the only poisonous mammal.
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Klisz

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Re: [MODDING] 0.44.x questions thread
« Reply #13 on: November 26, 2017, 02:39:40 pm »

does animal_always_present work with animal_class as well as animal_token?

Sure does! Giving yourself access to all mammals on embark makes the list like 47 pages long at this screen size.

I gave myself all the GENERAL_POISON animals and then embarked with 200 pet giants

This was definitely a mistake, FPS-wise
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Dunmeris

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Re: [MODDING] 0.44.x questions thread
« Reply #14 on: November 26, 2017, 08:03:26 pm »

So how stable is the new version? More importantly, how good is it? Have any serious bugs been found yet?

Would it be worth it to start working on converting what I have now to 0.44, or should I wait a few more updates for the kinks to be removed?
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