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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 57696 times)

Mim

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@Eric Blank
Your idea for Orc-breeding worked, but I think there might be a better way:

I used Legendsbrowser to look at animal people, and they aren't shown as having family trees or mothers or fathers. How is this? I wish to make my Orcs breed in the same way.
« Last Edit: July 19, 2019, 09:32:09 am by Mim »
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Eric Blank

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They're a completely wild population becoming either a local pop or a hero, usually first generation. So their mothers and fathers were "wild" and had no names etc. That's not going to be possible in fort mode besides the parents being both "animals" because otherwise both the parents and children are tracked as historical figures (every fort member is), and the game keeps track of historical figures ancestry info, there's no way to turn that off.

I can't think of any other bug-free, useable methods to pop out kids... Maybe if you had another species that's a pet, produces eggs, and while you can embark/trade for their breeding caste 99% of their children are intelligent. You could then convert them into orcs with an interaction or syndrome.

It's probably buggy, because they won't really be orcs as their default species is that pet, but it should function to let you spit out at least 50 more kids (pet pop limit) if they give live birth or an infinite number if they're egg layers, you can then control them through micromanaging the nest boxes.
« Last Edit: July 19, 2019, 10:30:15 am by Eric Blank »
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Mim

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They're a completely wild population becoming either a local pop or a hero, usually first generation. So their mothers and fathers were "wild" and had no names etc. That's not going to be possible in fort mode besides the parents being both "animals" because otherwise both the parents and children are tracked as historical figures (every fort member is), and the game keeps track of historical figures ancestry info, there's no way to turn that off.
Huh; nevermind. I'll mess around some more.

EDIT:
Why is it that only Dwarves have nails in the creature_standard.txt?

      Here we handle nail length.

      *** need a new style to keep these short and need to make the entity def say to keep them short
      SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
       PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
         TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
            APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
            APP_MOD_NOUN:nails:PLURAL]


Other races don't have this.
« Last Edit: July 19, 2019, 07:05:04 pm by Mim »
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"Ach no, dinnae take me to them butchers in the hospital, nae so long as I kin still crawl to the ale stockpile on me own."

Hugo_The_Dwarf

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they don't have it, because there is no opening '['s so those are pretty much commented out.

So really it was something Toady was going to do, then figured "well crap I can't set it so civ creatures would try to be civil and clip their nails. So I'll comment this out till then

So really why other creatures/races don't have this, is because it's something Toady isn't ready to roll out yet.

PS that also doesn't mean they DON'T have nails.

Quote
   Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

   Eyebrows and eyelashes are manually added here.

   [USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
   [USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

   And nails.

   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
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Ianflow

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So odd question, has anyone modded it to be possible to deep-fry things with tallow? I was reading the article bc I was reading the food/kitchen article, and then wikipedia, and then just wondered "huh, what if you could deep-fry your ingredients to increase their value"

I'm not sure if it'd take the form of a reaction, and whether tallow alone or in conjunction with flour, would work or not. But at the same time it's worth asking


EDIT: Separately is there a better way to install/change tilesets without deleting changes to my raws? Asking because I am modding my game and raw files, but I am also thinking of swapping tilesets out. I'm assuming if I just back-up the raws and then swap them in, it'll mess with the new graphics?
Topic I found, but it's old
« Last Edit: July 22, 2019, 06:58:09 pm by Ianflow »
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Dunamisdeos

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I mean you could make a reaction, call it deep-fry, and make it require tallow + flour, sure.
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Hugo_The_Dwarf

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I'd probably add just a new material, probably doesn't need to be something that is made physically, just there for IMPROVEMENT to food, then have a reaction at the kitchen take flour, and eggs then it basically puts the improvement on the food.
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