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Author Topic: [MODDING] 0.44.x questions thread  (Read 32529 times)

fluffyshambler

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Re: [MODDING] 0.44.x questions thread
« Reply #30 on: November 28, 2017, 12:58:59 am »

Arena fuckery let me change basic butcher-product hair from grey to purple just by changing the material template's STATE_COLOR:ALL_SOLID tag just fine. Could your special template be getting itself overruled on the creature level?

The format is

   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:EYE]
      [USE_MATERIAL_TEMPLATE:HAIR_TEAL]
      [SELECT_MATERIAL:HAIR]
         [STATE_NAME:ALL_SOLID:wool]
         [STATE_ADJ:ALL_SOLID:wool]
         [YARN]

Does [USE_MATERIAL_TEMPLATE] not override the standard materials? (Also, I realized that CYAN wasn't a valid color token and replaced it with TEAL but that didn't fix the problem)

edit: Nevermind, changed the format to simply change the STATE_COLORs in the creature file and it works now. Thanks for all the suggestions though.
« Last Edit: November 28, 2017, 01:14:31 am by fluffyshambler »
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #31 on: November 29, 2017, 11:23:36 am »

[USE_MATERIAL_TEMPLATE:HAIR_TEAL] should have been giving you an error

you need something like [USE_MATERIAL_TEMPLATE:HAIR_TEAL:HAIR_TEMPLATE]

you can use USE_MATERIAL Which acts like a make NEW_MAT from THIS_MAT
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #32 on: November 29, 2017, 03:42:44 pm »

Is there a way to prevent CRAZED civ creatures from showing up as visitors, and emigrating to other civs?

FantasticDorf

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Re: [MODDING] 0.44.x questions thread
« Reply #33 on: November 30, 2017, 03:35:50 am »

Open a bug report is my best advice, else its just unintentionally circumstantial of modding.

Its this a creation of your own or a modification of another already [CRAZED] race you modded pre 44.x, they might be looking for artifacts.
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Roses

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Re: [MODDING] 0.44.x questions thread
« Reply #34 on: November 30, 2017, 03:34:09 pm »

This is more of a general question (as I have forgotten the answer), does DF read files in sub-folders in the raw/objects folder?
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scamtank

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Re: [MODDING] 0.44.x questions thread
« Reply #35 on: November 30, 2017, 04:22:00 pm »

This is more of a general question (as I have forgotten the answer), does DF read files in sub-folders in the raw/objects folder?

Nope!
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #36 on: November 30, 2017, 06:31:47 pm »

Open a bug report is my best advice, else its just unintentionally circumstantial of modding.

Its this a creation of your own or a modification of another already [CRAZED] race you modded pre 44.x, they might be looking for artifacts.
They are mostly showing up as performers in a wave of performers, then the performance troupe turns into a bloodbath.

Jazz Cat

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Re: [MODDING] 0.44.x questions thread
« Reply #37 on: December 02, 2017, 07:32:12 pm »

Two questions for the thread here. Firstly: Is it possible to mod in a custom building other than a workshop? Something that gets built like a chair or a table, from the main building menu?

Secondly, more as a side note--I'm also playing around with modding in a new civ, and when I browse through their sites, all of their towns have much smaller populations compared to the other civs. Here's the RAW for them:
Spoiler (click to show/hide)
...It's something stupid, like giving them cooking as a permitted reaction or something, isn't it?
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Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #38 on: December 02, 2017, 07:43:08 pm »

probably should add more Entity tokens to them but [MAX_STARTING_CIV_NUMBER:8] could be your culprit. Hard to make a SITE explode with people if each one starts with just 8
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Shonai_Dweller

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Re: [MODDING] 0.44.x questions thread
« Reply #39 on: December 02, 2017, 07:58:29 pm »

probably should add more Entity tokens to them but [MAX_STARTING_CIV_NUMBER:8] could be your culprit. Hard to make a SITE explode with people if each one starts with just 8
That defines the maximum number of civilizations that are placed for that entity (dwarf, elf, human, etc) in worldgen. 8 is plenty.
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Jazz Cat

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Re: [MODDING] 0.44.x questions thread
« Reply #40 on: December 02, 2017, 08:11:07 pm »

probably should add more Entity tokens to them but [MAX_STARTING_CIV_NUMBER:8] could be your culprit. Hard to make a SITE explode with people if each one starts with just 8
That defines the maximum number of civilizations that are placed for that entity (dwarf, elf, human, etc) in worldgen. 8 is plenty.

Yeah, the default for that is 3.
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My DF name generator 
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

Urlance Woolsbane

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Re: [MODDING] 0.44.x questions thread
« Reply #41 on: December 03, 2017, 01:02:57 am »

I understand that giving a creature too many castes can cause memory overflow, breaking it. How many can I confidently add before I have to worry about this?

Also, what's the difference between SKILL_LEARN_RATE and SKILL_RATE? The wiki makes it sound like it's a composite of the former and SKILL_RUST_RATE, but that seems oddly redundant and it's not completely clear.  Improvement points? Demotion? Clarification would be much appreciated.
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #42 on: December 03, 2017, 01:32:01 am »

SKILL_LEARN_RATE and SKILL_LEARN_RATES only alter the rate of gain (50 is basically SLOW_LEARNER) but leaves the Unused rate, Rust rate, and Decay rate alone.

SKILL_RATE and SKILL_RATES allow you alter all 4 rates at once.

So lets say you used SKILL_RATES:100:10:8:10 this would set the 4 counters (actually 3 as 100 percent is default) for all skills, you could then say SKILL_LEARN_RATE:MASON:150 so they learn 50% faster for masonry but still have the altered unuse, rust, decay rates as everything else
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scourge728

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Re: [MODDING] 0.44.x questions thread
« Reply #43 on: December 03, 2017, 11:08:56 am »

I understand that giving a creature too many castes can cause memory overflow, breaking it. How many can I confidently add before I have to worry about this?
IIRC it's like 300 something

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #44 on: December 03, 2017, 03:45:07 pm »

357? I think, Someone is doing a MLP mod and he had something like 700 castes (every fur color a unique cutie mark for each) and after about ~350 the castes after stopped getting their unique settings (or never got loaded)
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