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Author Topic: [MODDING] 0.47.x General modding questions thread - lots of new stuff!  (Read 136276 times)

GadgetPatch

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #900 on: January 13, 2023, 06:44:32 pm »

I'm trying to make some custom reactions that use skulls specifically, rather than just any bone. For example, the below targets any bone, and I'd like to get it more specific if possible (mostly for vibes-based reasons).

Code: [Select]
[REACTION:MAKE_SKULL_GOBLET]
[NAME:make bone goblet out of skull]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
[PRODUCT:100:1:GOBLET:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[PRODUCT_TOKEN:goblet]
[MAX_MULTIPLIER:1]
[SKILL:BONECARVE]

Skulls seem to be a weird case? They're defined as [TOTEMABLE] at the body-part level, but don't have an associated material or item type I can find, or any reaction token I've found that corresponds to TOTEMABLE.

Anyone got ideas for how to target skulls as reagents, or is it just another inaccessible hardcoded thing? Thanks!
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brewer bob

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #901 on: January 13, 2023, 09:50:17 pm »

It's doable.

Make material & tissue templates for skulls, then add them to creatures using body detail plans (you'll have to set materials, tissues and tissue layers) or do the same for individual creatures (but then it won't affect generated creatures).

I might be forgetting something, but several mods use this method so maybe check how they've done it? (At least Adventurecraft used something like this, iirc.)

...It's also possible there's a simpler way.

Tuna-Fish

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #902 on: January 18, 2023, 10:24:37 pm »

Here's a dumb question: Are all the vanilla workshops found somewhere? Is there any way to modify them?

In 50.x, all workshop tiles are passable. This is a problem for magma-powered ones, because a stray sock dropping into magma from the open tile will produce magma mist and ignite your legendary weaponsmiths. I thought I'd just mod the impassable tiles back in, but to my surprise only 2 of the buildings seem to be found in raws.
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Eric Blank

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #903 on: January 18, 2023, 10:29:31 pm »

Nope. Not yet at least.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Shonai_Dweller

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #904 on: January 18, 2023, 11:36:06 pm »

My error log after generating a world using my mod (in 50.05) says this:

Code: [Select]
ospreys: Null Pop Num
alligators: Null Pop Num
longnose gars: Null Pop Num
sea lampreys: Null Pop Num
carp: Null Pop Num
alligator snapping turtles: Null Pop Num
pike: Null Pop Num
steelhead trout: Null Pop Num
salmon: Null Pop Num
perch: Null Pop Num
char: Null Pop Num

And other such variations. Not every time, but quite often, though the world seems to generate OK.
Any idea what may cause it and if I should worry about it?
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tnuhnivad

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Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #905 on: January 19, 2023, 05:02:27 pm »

I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.
One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)

Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.

AWESOME; thank you, I'm going to try this. I found 'Enemy Posts Assorted Creatures Pack' and borrowed/modified dragons, cave, dragons, and added various dragon types. I use Notepad++ for everything but MS Vstudio has a nice DF raw/mod checker add-on
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