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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 176577 times)

Teneb

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Re: [MODDING] 0.44.x questions thread
« Reply #855 on: October 08, 2018, 09:06:21 am »

That makes me wonder, if ice is the only "stone" available, will moody dwarves use it for artifacts, and will those artifacts melt?

Well, artifacts can't be destroyed in vanilla. This is why you see wooden artifacts set on fire and it burns forever. Ice shouldn't be any different so I doubt it'll melt.
If you use an ice boulder to make a wall, statue or other item it will never melt. It only melts while in boulder form or as a natural wall.
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Re: [MODDING] 0.44.x questions thread
« Reply #856 on: October 08, 2018, 11:19:52 am »

I dont think dwarves will use ice to make a "stone" artifact though. They dont recognize it as a stone do they?
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Teneb

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Re: [MODDING] 0.44.x questions thread
« Reply #857 on: October 08, 2018, 01:54:58 pm »

I dont think dwarves will use ice to make a "stone" artifact though. They dont recognize it as a stone do they?
I have no idea, never seen it happen.
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armads

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Re: [MODDING] 0.44.x questions thread
« Reply #858 on: October 08, 2018, 07:02:17 pm »

So here's what I'd like to do. I'd like to be able to take gems, and create interactions to have the dwarves turn them into items, like how they do for bone. Like being able to make ruby gauntlets and mugs and the like. I know that there has to be some way for this to happen, because strange moods can make random gem items. The question is, how can you make this a normal interaction that's able to be done?
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TomiTapio

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Re: [MODDING] 0.44.x questions thread
« Reply #859 on: October 08, 2018, 08:50:32 pm »

So here's what I'd like to do. I'd like to be able to take gems, and create interactions to have the dwarves turn them into items, like how they do for bone. Like being able to make ruby gauntlets and mugs and the like. I know that there has to be some way for this to happen, because strange moods can make random gem items. The question is, how can you make this a normal interaction that's able to be done?
I recently made a "jade etc. large semiprecious into amulets" reaction:
Spoiler (click to show/hide)

Here's for example, a rough gem into a mug:
[REACTION:CARVE_GEM_MUG]
[NAME:a mug]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:ruffgem:1:ROUGH:NONE:NONE:NONE] --any rough gem. SMALLGEM would use a cut gem.
[PRODUCT:100:1:GOBLET:NONE:GET_MATERIAL_FROM_REAGENT:ruffgem:NONE]
[SKILL:CUTGEM]
see item tokens list for more item precise names: http://dwarffortresswiki.org/index.php/DF2014:Item_token

I dont think dwarves will use ice to make a "stone" artifact though. They dont recognize it as a stone do they?
I have no idea, never seen it happen.
Water / steam / ice raws are visible here, extracted from the executable: http://www.dfwk.ru/Hardcoded_materials.txt
Stones have [ITEMS_HARD] [ITEMS_QUERN] which ice lacks.
« Last Edit: October 08, 2018, 08:56:06 pm by TomiTapio »
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armads

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Re: [MODDING] 0.44.x questions thread
« Reply #860 on: October 08, 2018, 09:47:55 pm »

That seems remarkably complicated to do for every single kind of gem. Is there a mod that does that already, or should I build it from the ground up?
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Slozgo Luzma

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Re: [MODDING] 0.44.x questions thread
« Reply #861 on: October 08, 2018, 10:17:48 pm »

Can syndromes change descriptors like eye and hair color? I'm giving some sandworms a "worm spice" extract and want people's eyes to turn blue for a while if they eat it, along with the other syndrome effects.
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TomiTapio

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Re: [MODDING] 0.44.x questions thread
« Reply #862 on: October 09, 2018, 08:00:31 am »

That seems remarkably complicated to do for every single kind of gem. Is there a mod that does that already, or should I build it from the ground up?
The "ROUGH" or "SMALLGEM" includes all varieties of gemstones, diamonds, rubies, jades etc. The "ruffgem" string is reagent identifier that is internal to the reaction. Many use "A" and "B" as identifiers.
You need one for "rough gem into mug" and "small gem into mug" and "large gem into mug", that's any gem to mug covered.
« Last Edit: October 09, 2018, 08:06:12 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Kat

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Re: [MODDING] 0.44.x questions thread
« Reply #863 on: October 09, 2018, 12:43:14 pm »

[LAYS_UNUSUAL_EGGS]

I had an odd thought about this a while back, wondered if anyone had already tried it - is it possible for a creature to lay unusual eggs of a different creature ? And would they hatch ?

like, could you have a chicken occasionally lay a cockatrice egg ? resulting in !!Fun!! when it hatched ?

I suppose an alternate solution, would be the chicken laying an object made from a material that would vaporise, and cause a transformation syndrome, to turn the chicken into the cockatrice. for !!Fun!!
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Putnam

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Re: [MODDING] 0.44.x questions thread
« Reply #864 on: October 09, 2018, 01:01:18 pm »

LAYS_UNUSUAL_EGGS can only lay items and you can't specify what creature an egg is from.

Kat

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Re: [MODDING] 0.44.x questions thread
« Reply #865 on: October 09, 2018, 01:22:33 pm »

LAYS_UNUSUAL_EGGS can only lay items and you can't specify what creature an egg is from.

Hm, fair enough.

the http://dwarffortresswiki.org/index.php/DF2014:Item_token page kind of suggests it might though, the entry for EGG states "Eggs. Material is CREATURE_ID:CASTE.", which is why I thought it might be possible. Oh well.

vaporising syndrome material it is then.
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voliol

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Re: [MODDING] 0.44.x questions thread
« Reply #866 on: October 09, 2018, 02:41:43 pm »

Can syndromes change descriptors like eye and hair color? I'm giving some sandworms a "worm spice" extract and want people's eyes to turn blue for a while if they eat it, along with the other syndrome effects.

Descriptors I’m pretty sure are static, though I’m not sure, mostly replied so you wouldn’t get buried behind newer questions, as that would suck.

LAYS_UNUSUAL_EGGS can only lay items and you can't specify what creature an egg is from.

Hm, fair enough.

the http://dwarffortresswiki.org/index.php/DF2014:Item_token page kind of suggests it might though, the entry for EGG states "Eggs. Material is CREATURE_ID:CASTE.", which is why I thought it might be possible. Oh well.

vaporising syndrome material it is then.

Couldn’t you just add a very rare cockatrice caste? Or is that what you’re doing, just that the newly hatched cockatrice chicken transforms itself into something other than a chicken for some kind of display purposes?

I’ve got a question of my own:
How do you make sure creature variation creatures inherit the size differences present in the base creature castes? I’ve got this problem where my hermit crabs(vermin) of different sizes all end up the same after ”turning” giant or into animal people, despite them keeping the same castes. The giant versions use CHANGE_BODY_SIZE_PERC on caste level, and the hermit crab men use GRAVITATE_BODY_SIZE as defined in the c_variation raw, but neither seem to work. It there something really obvious I am missing?

Kat

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Re: [MODDING] 0.44.x questions thread
« Reply #867 on: October 10, 2018, 02:19:53 am »

Couldn’t you just add a very rare cockatrice caste? Or is that what you’re doing, just that the newly hatched cockatrice chicken transforms itself into something other than a chicken for some kind of display purposes?

well, something that allows transforming into a different, entirely unrelated, creature has a lot more potential
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Eктωρ

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Re: [MODDING] 0.44.x questions thread
« Reply #868 on: October 10, 2018, 09:57:50 am »

So, I've been making some custom instruments and got them to show up fine in adventure mode taverns, they can be played and there's music generated for them, but something is bugged in fortress mode, the reaction for assembly takes forever, it seems to never finish even after it's been several times the time needed to build all the components. Since the instruments show up fine, I'm guessing the issue is in the reaction raws, can somebody take a look at them and see if I'm missing anything? I can't for my life guess what's going on.

Spoiler: reaction raw file (click to show/hide)

Please help me out, people, I can't for the life of me find out what's wrong with these reactions.
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Kat

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Re: [MODDING] 0.44.x questions thread
« Reply #869 on: October 10, 2018, 12:27:14 pm »

So, I've been making some custom instruments and got them to show up fine in adventure mode taverns, they can be played and there's music generated for them, but something is bugged in fortress mode, the reaction for assembly takes forever, it seems to never finish even after it's been several times the time needed to build all the components. Since the instruments show up fine, I'm guessing the issue is in the reaction raws, can somebody take a look at them and see if I'm missing anything? I can't for my life guess what's going on.

Spoiler: reaction raw file (click to show/hide)

Please help me out, people, I can't for the life of me find out what's wrong with these reactions.

Dunno if it helps, but I've found musical instruments to be really difficult to assemble in fortress mode, because the workers keep cancelling the job, because they can't find one of the pieces. maybe a stockpile that only has instrument pieces allowed, and no bins allowed, might help to try and narrow the issue down ?
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