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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 403343 times)

Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4605 on: December 19, 2011, 12:42:00 pm »

Two quick questions:

1. How do I make a creature regenerate quickly, and by quickly, I mean really quickly, like losing most minor wounds after severalty turns?

2. Do redundant organs work as function loss prevention, or do they just give more targets?

Just asking in case I would want to implement krogan as a race.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4606 on: December 19, 2011, 02:37:45 pm »

Two quick questions:

1. How do I make a creature regenerate quickly, and by quickly, I mean really quickly, like losing most minor wounds after severalty turns?

2. Do redundant organs work as function loss prevention, or do they just give more targets?

Just asking in case I would want to implement krogan as a race.

1. Look at the hydra raws, they have fast healing near the end.

2. Redundant brains work, redundant everything else pretty much just adds more targets.

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4607 on: December 19, 2011, 07:20:09 pm »

Two quick questions:

1. How do I make a creature regenerate quickly, and by quickly, I mean really quickly, like losing most minor wounds after severalty turns?

2. Do redundant organs work as function loss prevention, or do they just give more targets?

Just asking in case I would want to implement krogan as a race.

1. Look at the hydra raws, they have fast healing near the end.

2. Redundant brains work, redundant everything else pretty much just adds more targets.

Also if a creature has the [HAS_NERVES] tag all tissues with [MUSCULAR] with have motor and sensory nerves in them (if a nerve gets servered its not coming back)

so for super fast healing

***FOUND ON MENTIONED HYDRA***
   [SELECT_TISSUE_LAYER:ALL]
      [TL_HEALING_RATE:1]

and giving the creature

      [PHYS_ATT_RANGE:RECUPERATION:5000:5000:5000:5000:5000:5000:5000]

helps, but if a bone gets broken it will need medical attention to have it set before it can heal.

If you don't want it to bleed to death get rid of [BLOOD:...] this makes decapitation, bisecting, or brain damage the main killers.     
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stormtemplar

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4608 on: December 19, 2011, 09:05:37 pm »

Hello all, this is my first mod and I'm trying to make kobolds playable. I've fixed the dieing out at worldgen (Removed BONECARN) Fixed the game considering them animals (Added INTELLIGENT) and many similar problems. My current one is that they won't use picks because they are too small, so I made this

[Item_Weapon:Item_Weapon_Pick_Kobold]
[NAME:Kobold pick:Kobold picks]
[Size:150]
[Skill:Mining]
[Two_Handed:5000]
[Minimum size:5000]
[Material size:4]
[ATTACK:EDGE:100:4000:strike:strikes:NO_SUB:2000]


And entity entry
[DIGGER:Item_Weapon_Pick_Kobold]

What did I do wrong? Kobolds will not make them and they are unavailable on embark
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4609 on: December 19, 2011, 09:50:20 pm »

Well, for one thing, the all caps thing is actually pretty important.

[ITEM_WEAPON:ITEM_WEAPON_PICK_KOBOLD]
[NAME:kobold pick:kobold picks]
[SIZE:150]
[SKILL:MINING]
[TWO_HANDED:5000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:100:4000:strike:strikes:NO_SUB:2000]

MehMuffin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4610 on: December 20, 2011, 01:41:46 pm »

Is there any way to create an item/workshop that alters a creatures age? Like, a plant that's extract is an Elixir of Life?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4611 on: December 20, 2011, 01:42:27 pm »

Is there any way to create an item/workshop that alters a creatures age? Like, a plant that's extract is an Elixir of Life?

Nope.

Next version will, at the very least, have a good workaround.

CheatingChicken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4612 on: December 21, 2011, 03:23:49 am »

Greetings, fellow Dwarves.
I was just wondering, is there any way of altering the speed of a reaction, as in making it take more/less time?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4613 on: December 21, 2011, 03:45:51 am »

Greetings, fellow Dwarves.
I was just wondering, is there any way of altering the speed of a reaction, as in making it take more/less time?

I think it may be based on number of reagents/products.

Another way would be to change the speed of the creature doing the reaction, but that would kind of be overkill <_<

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4614 on: December 21, 2011, 06:46:09 am »

Greetings, fellow Dwarves.
I was just wondering, is there any way of altering the speed of a reaction, as in making it take more/less time?
+ Reaction time cannot be directly changed
 + The more items involved as reagent, the more time it take to collect them
 + Skill-less reactions happen almost instantly
 + Cluttered workshops take more time to work in. The higher the total weight of everything in a workshops, the more cluttered it is.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4615 on: December 23, 2011, 02:07:48 pm »

Is there anyway to get the [SPECIFIC_FOOD] tag to accept anything other then say [SPECIFIC_FOOD:PLANT:(insert plant here)] it would probally work for MEAT too, but what I really want to know is can I get it to do this?

      [SPECIFIC_FOOD:DRINK:PLANT:PLANT_OIL]- this i'm not to sure, I think I messed the formmating up big time
      [SPECIFIC_FOOD:LIQUID_MISC:WATER]

I want to make a machine that must drink Oil (which will be it's frist choice as it's dependant like dwarves for drink) and water if need be (allowing it to drink water if there is no "oil" left)

There is logic behind these two choices

EDIT:
Wiki only says this about it :/

SPECIFIC_FOOD:PLANT or CREATURE
Plant/creature ID
 Indicates that the creature is only capable of eating a particular type of food.
 
I hope that it is not limited to only PLANTs or CREATUREs

EDIT2:
I have run a Testing Arena is see if any errors would occour in a world gen. None have popped up when I used

      [SPECIFIC_FOOD:DRINK:PLANT_OIL]
      [SPECIFIC_FOOD:LIQUID_MISC:WATER]

Now I must do some test runs.

EDIT3:
I have run a test, and the creature still drinks any booze instead of the Specified one.
So it seems SPECIFIC_FOOD is only that, PLANT/CREATURE even tho it doesn't record an error
But I would be wrong and the format for [SPECIFIC_FOOD:DRINK:PLANT_OIL] must be longer.
Oh well guess I'll jsut settle with the beast running off booze

But another question what tag allows a creature to be put into a noble or squad is it [CAN_LEARN] or [EQUIPS], or must [CAN_SPEAK], [CAN_LEARN] or in this case [INTELLIGENT] and [EQUIPS] be on the creature?

EDIT4:
It seems if a civ creature/caste lacks the CAN_LEARN it cannot be assigned as a noble or solider.
« Last Edit: December 23, 2011, 03:04:37 pm by Hugo_The_Dwarf »
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IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4616 on: December 24, 2011, 06:23:47 am »

I'll be doing tests to see if I can get the [SPECIFIC_FOOD] tag to somehow accept rocks, even if  have to make them edible.

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4617 on: December 24, 2011, 02:08:34 pm »

I'll be doing tests to see if I can get the [SPECIFIC_FOOD] tag to somehow accept rocks, even if  have to make them edible.

If you can get it to work, Or work with drinks or water. You will be my hero for... a week? Doesn't matter you would be my hero.

And as a quick question how can you produce bones from a reaction? What ITEM type do I need to use?

EDIT:
I figured it out, I forgot to add _MAT after the CREATURE/PLANT derp :/
« Last Edit: December 24, 2011, 02:57:32 pm by Hugo_The_Dwarf »
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IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4618 on: December 24, 2011, 02:50:08 pm »

It's [CORPSEPIECE]. Bones are considered body parts, according to the wiki.

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4619 on: December 24, 2011, 02:58:58 pm »

It's [CORPSEPIECE]. Bones are considered body parts, according to the wiki.
So in theory this would produce bones?
   [PRODUCT:100:10:CORPSEPIECE:NONE:CREATURE_MAT:(creature):BONE]
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