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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 137747 times)

hopefullynotobvious

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #840 on: July 30, 2022, 09:29:57 am »

Okay, thank you.
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Dirtcopter77

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #841 on: August 01, 2022, 03:02:22 pm »

Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?
bolts being ITEM_AMMO makes them ammo, I believe. Can't melee with an arrow.
https://dwarffortresswiki.org/index.php/DF2014:Ammo_token

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:80]
[ATTACK:EDGE:19:1890:stab:stabs:NO_SUB:1000] "tore muscle, bruised stomach" of a duck.
   [ATTACK_PREPARE_AND_RECOVER:3:3]

But you can add a "bayonet" to your crossbows:
Spoiler (click to show/hide)
Okay, thank you.

This isn't true, sorry, the [ATTACK] token always defines a melee attack and you definitely can wield ammo as a melee weapon (I believe it uses the misc. item user skill). I took a screenshot for proof-- I renamed stab/stabs in the attack definition to something "humorous" and spawned an aardvark woman with a single iron bolt as a weapon. This is the attack description when selecting an attack (collapsed because it's a large screenshot):

Spoiler (click to show/hide)
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hopefullynotobvious

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #842 on: August 02, 2022, 11:42:17 am »

How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?
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Dirtcopter77

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #843 on: August 02, 2022, 11:28:00 pm »

How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?

I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?

I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.
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ZM5

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #844 on: August 03, 2022, 06:22:40 am »

How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?

I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?

I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.
The properties like contact area, etc. are definitely taken into account. As for which attack is chosen out of multiple ones, I'd think it works a similar way as throwing non-ammo weapons, so on impact the game picks which attack it does (i.e if you throw a sword it might internally do a slash, stab, flat slap or pommel bash)

Stelladog

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #845 on: August 11, 2022, 05:41:52 pm »

I'm pretty much certain this has been asked and answered before, so sorry about that. I'm trying to make flails craftable for my dwarven civ. Which raw file do I need to edit, and how? I saw an old discussion that mentioned needing to edit the "civilization raws", but I can't find anything like that. Any help is greatly appreciated!
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Stelladog

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #846 on: August 11, 2022, 06:41:47 pm »

Disregard, found it. It's in entity_default.txt if anyone finds this later
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thegamezbeplayed

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #847 on: August 12, 2022, 08:11:30 am »

I am trying to map new graphic tilesets to custom furnaces/workshops but its not working. I have tried a number of things, I have changed vanilla furnaces successfully using the same configuration in the overrides, and have changed a custom workshop as well but this furnace (i changed to workshop recently just as a test) is not overriding.

FYI its the blast furnace from masterwork and I am trying to route it to unused vettlingr tiles..
Code: [Select]
[BUILDING_WORKSHOP:BLAST_FURNACE]
[NAME:Blast Furnace]
!NODIMENSION!NAME:Blast Furnace 5x5]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_B]
[DIM:5:5]
[WORK_LOCATION:4:3]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:1:1:1:0]
[BLOCK:4:0:1:0:0:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:32:92:45:45:47]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:61:61:32]
[TILE:0:4:32:32:32:32:32]
[TILE:0:5:32:47:32:32:92]
[COLOR:0:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:2:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:3:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:4:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:5:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:1:1:32:92:45:45:47]
[TILE:1:2:32:35:32:32:35]
[TILE:1:3:32:32:35:35:32]
[TILE:1:4:225:35:32:32:35]
[TILE:1:5:225:47:32:32:92]
[COLOR:1:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:1:2:0:0:1:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:3:0:0:1:0:0:1:7:0:1:7:0:1:0:0:1]
[COLOR:1:4:6:0:0:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:2:1:92:32:45:45:32]
[TILE:2:2:32:177:177:177:177]
[TILE:2:3:32:177:177:177:177]
[TILE:2:4:225:177:177:177:177]
[TILE:2:5:225:32:32:32:32]
[COLOR:2:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:2:2:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:4:6:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:3:1:43:43:19:178:178]
[TILE:3:2:43:43:19:178:178]
[TILE:3:3:43:93:79:93:43]
[TILE:3:4:43:221:178:178:178]
[TILE:3:5:43:43:19:178:178]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[COLOR:3:2:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:3:7:0:0:4:0:0:4:0:1:7:4:1:7:0:1]
[COLOR:3:4:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:5:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[BUILD_ITEM:2:BLOCKS:NONE:NONE:NONE][BUILDMAT][FIRE_BUILD_SAFE][WORTHLESS_STONE_ONLY]
[BUILD_ITEM:5:BAR:NONE:NONE:NONE]
[BUILD_ITEM:2:SKIN_TANNED:NONE:NONE:NONE]

and here is my overrides

Code: [Select]
[TILESET:_Vettlingr_Workshops.png:_Vettlingr_Workshops.png:VettWorkshop1]
[TILESET:_Animation.png:_Animation.png:VettWorkshop2]
[OVERRIDE:219:B:WORKSHOP_CUSTOM:Workshop:OBJECT_FOUNTAIN:VettWorkshop1:134]#works

[OVERRIDE:73:B:WORKSHOP_CUSTOM:Workshop:WATER_SMALL_OFF:VettWorkshop1:236]#works

[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:S:6:37:38:39:38:37:38::8]#none of these work
[OVERRIDE:93:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:121:8]
[OVERRIDE:19:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop2:123:8]
[OVERRIDE:221:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop1:131:8]

[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:LIGHTS_FIREPLACE_OFF:VettWorkshop2:A:6:37:38:39:38:37:38::8]


I am curious about this
Code: [Select]
# Add an override
# [OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile]
# Tile is the original tile number
# Kind is I for item or B for building
# Id see buildings_other_id.h or items_other_id.h
# Type see building_type.h or item_type.h, may be empty
# Subtype is some numberical value, don't know what values correspond to what
# Tileset is an index of tileset to use
#   0 is the main tileset
#   1 is a text tileset loaded by this plugin
#   2 and so on are tilesets specified above
# NewTile is the new tile number

What is kind? I see B, T, I. Which i assume is building terrain and item?

Take these 2 working examples
Code: [Select]
[OVERRIDE:7:B:FURNACE_SMELTER_MAGMA:Furnace::VettWorkshop2:S:6:0:1:2:3:2:1::8]
[OVERRIDE:8:B:WORKSHOP_MAGMA_FORGE:Workshop::VettWorkshop2:A:3:37:38:39]

Both are referring to a range of tilesets, but ? One uses A and the other S. S:6:n:...::8 i assume is Sequence 6 tiles and 8 ticks?
A:3:37:38:39 is Animation 3 tiles?

I have no errors when I launch the map. Initially it would tell me workshop not found until I changed it to either WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE or WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE.
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newtyrol

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #848 on: August 12, 2022, 02:18:19 pm »

I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.
If beak dogs have a wide range of sizes or you have any sort of caste then the smith can use orders to specify that you are making it a particular size. I am not sure if you want all civs to only be beak dogs. Or if you want to add beak dogs to all civs. The second will require working with creature castes. The first won't.
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newtyrol

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #849 on: August 15, 2022, 12:06:24 pm »

So, I was wondering if I could place new tissue and material templates in their own file rather than adding them to an existing one? I got permission from another mod author to scavenge some components from one of their really old mods. But, they have most of their stuff added to files. While I would prefer to have any elements I take placed in their own files if possible to reduce the chances of it being incompatible with another mod.
(Since my last post was a reply. and this one was a new question made several days later I think the double post might be fine here? if it isn't I can delete this one and change it to an edit ad I will know that this isn't fine in the future. Although, I hope/think it should be?)
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Strik3r

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #850 on: August 15, 2022, 12:28:44 pm »

Absolutely you can. Nothing in the raws is tied to specific files. Just make sure to follow the example set by the vanilla raws in how the files are named. Also make sure to copy the filename of your new file after naming it and paste it on the first line in the file itself. This is important, and trips up people more frequently than you'd think. Followed right after by [OBJECT:X] on the next line, where X is the type of objects in the file. In the case of material templates it's [OBJECT:MATERIAL_TEMPLATE], for example.

Hopefully that makes sense.
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newtyrol

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #851 on: August 15, 2022, 10:15:08 pm »

So, I was wondering if anyone knew of a good way to make a varient version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make. By doing some matches between them and a couple other things in arena mode. I could just rename the creature and then make raws that are semi-duplicated other than that. with it going to a new file? I am somewhat concerned about other things connected to it breaking. Such as graphics/character assignments for it.

I also thought it might be nice to actually move my ant_man varient properly into it's own file. But, that might also cause issues with linking? Although, maybe I am overly concerned and I can just put it in a new file with a new name and be fine.
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #852 on: August 17, 2022, 06:41:48 am »

So, I was wondering if anyone knew of a good way to make a variant version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make.
I would move the creature and its new variants to a separate file, unless want Swan, Swan1, Swan2, Swan3 in sequence in the original file. Put comments after name so you'll know what variant does what.
See creature_goblin.txt in OldGenesis; I added literate Goblines and cavemanny Groblins, because the world didn't have enough goblins.

Graphics tiles refer to creature name: [CREATURE_GRAPHICS:CAT].
Visibleletter-assignment inside the creature:
   [CREATURE_TILE:'g'][COLOR:7:0:1]   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]

Good things to adjust in creature variant:
size, speed,
skin/chitin thickness    [SELECT_TISSUE:CHITIN] [INSULATION:1000] [RELATIVE_THICKNESS:4] --boost toughness.
Attack speed [ATTACK_PREPARE_AND_RECOVER:2:1]
undead/golem stuff: [PARALYZEIMMUNE][NOEXERT][NOPAIN][NOSTUN][NONAUSEA][NOFEAR]
and tissue healing rate.
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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

newtyrol

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #853 on: August 17, 2022, 08:57:00 am »

So, I was wondering if anyone knew of a good way to make a variant version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make.
I would move the creature and its new variants to a separate file, unless want Swan, Swan1, Swan2, Swan3 in sequence in the original file. Put comments after name so you'll know what variant does what.
See creature_goblin.txt in OldGenesis; I added literate Goblines and cavemanny Groblins, because the world didn't have enough goblins.

Graphics tiles refer to creature name: [CREATURE_GRAPHICS:CAT].
Visibleletter-assignment inside the creature:
   [CREATURE_TILE:'g'][COLOR:7:0:1]   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]

Good things to adjust in creature variant:
size, speed,
skin/chitin thickness    [SELECT_TISSUE:CHITIN] [INSULATION:1000] [RELATIVE_THICKNESS:4] --boost toughness.
Attack speed [ATTACK_PREPARE_AND_RECOVER:2:1]
undead/golem stuff: [PARALYZEIMMUNE][NOEXERT][NOPAIN][NOSTUN][NONAUSEA][NOFEAR]
and tissue healing rate.
Thanks for the info.

So, the main thing I need to worry about is making a new entry in the graphics file indicating the same graphic should be used for both of them. By having two entries with the same info but a different name there?
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TomiTapio

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #854 on: August 18, 2022, 08:52:34 am »

So, the main thing I need to worry about is making a new entry in the graphics file indicating the same graphic should be used for both of them. By having two entries with the same info but a different name there?

Yeah, for each creature, tell the game what tile of what graphics file to use. Pretty straightforward.
And for civilized, can have ghost and soldier versions:

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
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