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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 138293 times)

Quantum Drop

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #570 on: September 09, 2020, 12:34:47 pm »

Okay, quick question:

If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
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I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #571 on: September 10, 2020, 07:48:10 am »

Okay, quick question:

If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
They would be, yes. Only way to circumvent it (that I found, anyway) is to give the megabeast NOT_LIVING and to make the summoned creature have both NOT_LIVING and OPPOSED_TO_LIFE. Obviously this doesn't fit everything so its application is a tad limited.

Quantum Drop

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #572 on: September 10, 2020, 08:25:55 am »

Okay, quick question:

If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
They would be, yes. Only way to circumvent it (that I found, anyway) is to give the megabeast NOT_LIVING and to make the summoned creature have both NOT_LIVING and OPPOSED_TO_LIFE. Obviously this doesn't fit everything so its application is a tad limited.

Thanks for letting me know. Shouldn't be a problem for what I'm working on at the moment.
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I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

Iä! RIAKTOR!

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #573 on: September 21, 2020, 06:13:26 am »

So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
Since the counter triggers don't work, you'll have to settle for a self-transfomation interaction into a different unintelligent caste, with a 3-months long reuse timer, that lasts for one month.

These requests are really weird to most people and borderline breaching forum guidelines on pornographic content. Molesting the animal people is not appropriate, whether it's ogres or harpies or cow women. When I make such content, I don't post about it publicly, as a general rule you probably shouldn't either. Last time we had a mod that explicitly made sexual content and openly discussed it on the forums, (adding genitals, inappropriate interactions (like milking the women) etc.) Toady demanded it be taken down or the author would be banned. The new succubus mod doesn't have big tiddies anymore.

If you want to continue making this content, you should do it as a side project you never publish/discuss on the forums and practice your modding techniques separately/publicly request help on different matters. That's what I do.
I don;t know much about counter triggers working. Transformations are cheating due to healing effects. If mod needs manual timer, will be better to use it for direct changing intelligence status.

Oh, I not mean any pornographic! I just make mod about poisoned blowdarts. For venoms producing without harm to livestock, I make snakes and GCS 'milkable' with venom as result. But also I was interested to play with subterranean animal people. And I get tough 'Why serpent men don't use their own powerful venom for covering blowdarts?', so I try to add 'milkable' for them too. After searching on forum, I found ideas about milkable sentient creatures. So I wrote questions about milk, but not venom. If forum and Toady dislike this, I will not talk about milk.

Do you have mods with secret techniques?! Please, write me PM!
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ChaosPotato

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #574 on: September 22, 2020, 03:28:50 pm »

How do I make it so vampires actually convert people in worldgen?
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ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #575 on: September 27, 2020, 10:36:44 am »

What token is responsible for cat's head bump and lick interactions to point out who they target? Is it just the I_EFFECT:CLEAN/CONTACT tokens?

EDIT: Is it possible to get plant material objects with EBO? Say I want a creature to drop a rope reed thread cloak when butchered, how would I format it so it works?
I've tried a few combinations i.e [EBO_ITEM:ARMOR:ITEM_ARMOR_CLOAK:PLANT_MAT:REED_ROPE:THREAD] but some combinations I've used cause the errorlog to pop up (and the item itself ends up being called i.e rope reed plant cloak), and others just result in a blank "cloak" item without a material description (the errorlog doesn't pop up in this case too which is odd).
« Last Edit: September 27, 2020, 01:40:03 pm by ZM5 »
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Quantum Drop

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #576 on: September 29, 2020, 10:39:49 am »

How do I make it so vampires actually convert people in worldgen?

Hm. Depends on whether you want to keep the raws roughly the same, or create a new creature definition for naturally-occurring Vampires.

Best bet for doing it (that I know of, in case any more experienced Modders want to pipe up) would be to create a new creature definition that automatically gains the Vampire syndrome (attach it to their blood for best results), then give them a [SPECIALATTACK_INTERACTION:CUSTOM_VAMPIRE_INTERACTION] tag on a bite attack. The interaction and attack should look something like this:

Spoiler (click to show/hide)

This should have them acting similar to Werebeasts, converting anyone they bite into a Vampire. Doing it while keeping the non-procedurally-generated raws the same would, AFAIK, require you to put this interaction in a file of its own, then directly edit the uncompressed world.sav to add something like [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_BITE_CONVERT:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] to all the generated Vampcurses.

At least, I think all this should work. Still need to test it on my own.
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I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

EternalCaveDragon

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #577 on: November 26, 2020, 06:04:57 pm »

Not entirely sure if this belongs in this thread or the creature/entity thread, but, how does armor layering work exactly? My current goal is to create a multi-layered set of armor (leather->chain->plate) for a custom race that works alongside the vanilla armors with as few custom pieces as possible and can work in both Fortress and Adventure modes. I'm also wondering how the [SHAPED] tag plays into it as well. the idea is to be semi-based on medieval full plate and use as many of the in-game armor layers as practical.

Right now I have a suit of full plate that covers both torso halves, the upper arms, and the upper legs that sits on armor level 3; plate gauntlets and plate boots that are also on armor level 3 and cover the lower arm/lower leg respectively; and a plate helm that is armor level 3. All of these are defined but not tested. And the reason I'm asking rather than testing is because I want to make absolutely sure first.
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nockermensch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #578 on: November 27, 2020, 08:28:33 am »

Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.

I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.
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Iä! RIAKTOR!

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #579 on: November 27, 2020, 11:30:35 am »

Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.

I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.
Crematorium? Kitchen may be better...

But in current game, invader body parts have dead_dwarf flag. So they cannot be used in reactions.
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Enemy post

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #580 on: November 27, 2020, 12:08:55 pm »

You can make a sort of crematorium in vanilla by making a dump on a hole leading to a lava pit.
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Teneb

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #581 on: November 28, 2020, 10:19:04 pm »

Does anyone know what happens if you put a COPY_TAGS_FROM inside a caste? Are the copied tags limited to said caste, or (what I suspect) are they applied to the entire creature?
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mradam5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #582 on: December 02, 2020, 11:01:54 pm »

Few questions

With material emissions is it possible to launch something more akin to a slicing disk? i doubt it just wondering if there was some matrial magic that makes SHARP_ROCK more likely to slice.

also is it possible for SYN_CONCENTRATION_ADDED to have an infinite limit or is it limited to just seting a high max.

Can CE_SPECIAL_ATTACK_INTERACTION be set in a way that it applies to all attack a creature has.

llastly, can CE_SPECIAL_ATTACK_INTERACTION apply material emissions or propel force?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #583 on: December 07, 2020, 02:42:50 am »

Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.
I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.

In the OldGenesis mod we cremate animal bodyparts at the kiln: like feathers, teeth, cartilage, sinew, hair.
Spoiler (click to show/hide)

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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

TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #584 on: December 07, 2020, 02:44:28 am »

Does anyone know what happens if you put a COPY_TAGS_FROM inside a caste? Are the copied tags limited to said caste, or (what I suspect) are they applied to the entire creature?
Some tags are creature-level, some are caste-level. Don't exactly know how it works.
See the Type column: https://dwarffortresswiki.org/index.php/DF2014:Creature_token#E
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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
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