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Difference between revisions of "User:Jerimee/mod notes"
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Scratch pad to keep notes about mod ideas | Scratch pad to keep notes about mod ideas | ||
+ | |||
+ | == Best Practices == | ||
+ | |||
+ | * You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws. | ||
== Rainbow == | == Rainbow == | ||
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=== Notes from discord === | === Notes from discord === | ||
− | Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: ''"Urist McLeprechaun felt hope due to witnessing a rainbow"'' (via DPh Kraken) | + | Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: ''"Urist McLeprechaun felt hope due to witnessing a rainbow"'' (via DPh Kraken) see [[Thought#Weather|weather thoughts]] |
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf) | DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf) | ||
I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the script every time "its raining." (via DikbutDaGrate) | I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the script every time "its raining." (via DikbutDaGrate) | ||
+ | |||
+ | === Example === | ||
+ | |||
+ | {{gamedata|title=Bad thoughts from spending more than a month underground example (Place this in creature raw)| | ||
+ | [CAVE_ADAPT] | ||
+ | [USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE] | ||
+ | [SYNDROME] | ||
+ | [SYN_CONTACT] | ||
+ | [SYN_NAME:a lack of sunlight] | ||
+ | [SYN_AFFECTED_CREATURE:MY_CREATURE:ALL] | ||
+ | [CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0] | ||
+ | [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED] | ||
+ | [SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS] | ||
+ | }} | ||
==Language== | ==Language== |
Latest revision as of 23:01, 1 May 2023
Scratch pad to keep notes about mod ideas
Best Practices[edit]
- You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws.
Rainbow[edit]
Rainbow occurs rarely when rain ends. Dwarves like rainbow. Rainbow occurs 25% in good zone. Rainbow occurs 20% of the time after rain end normally. Rainbow occurs 10% of the time in evil zones. Rainbow is twice as lovely in evil zones. Rainbow isn't visually show; but instead an alert or other indication is given.
Notes from discord[edit]
Biome interactions control the stuff like evil rain, you can give certain biomes a weekly interaction that starts rain (so you know it happens). Dwarves get good thoughts through a syndrome: "Urist McLeprechaun felt hope due to witnessing a rainbow" (via DPh Kraken) see weather thoughts
DFHack can read the weather of each biome present in a fort. So you can check if it's raining whenever you want to, and make rainbows when it starts or ends, or especially when it's raining in only one area. (via Rose the Elf)
I don't think there is a modtools/weather-trigger though. So without writing an automation trigger for weather, I don't know how you would automate it. Writing that script though should be extremely easy. You just modify one of the other modtools, and have it monitor the announcements log for weather stuff, instead of combat or whatever, and then you just have a file that specifies the command to run the script every time "its raining." (via DikbutDaGrate)
Example[edit]
Bad thoughts from spending more than a month underground example (Place this in creature raw) |
---|
[CAVE_ADAPT]
[USE_MATERIAL_TEMPLATE:THOUGHTS:CREATURE_EXTRACT_TEMPLATE]
[SYNDROME]
[SYN_CONTACT]
[SYN_NAME:a lack of sunlight]
[SYN_AFFECTED_CREATURE:MY_CREATURE:ALL]
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:50:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
[SECRETION:LOCAL_CREATURE_MAT:THOUGHTS:LIQUID:BY_CATEGORY:BRAIN:ALL:CONTINUOUS]
|
Language[edit]
- Language_SYM.txt
- Template:Adjective dictionary
- Category:Language
- raws: https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50
- list of symbol groups: User:Jerimee/language_SYM.txt
- Solitarian: http://www.bay12forums.com/smf/index.php?topic=173289.0
- words workspace: User:Jerimee/words workspace
- simple list of words: User:Jerimee/language_words list
- table of all words User:Jerimee/Words Table
- my words: User:Jerimee/mod words
- spheres: User:Jerimee/spheres
Smells[edit]
Incense / Censor[edit]
Traits[edit]
- positive correlation
- LUST_PROPENSITY
- CURIOUS
- IMAGINATION
- ROMANCE
- negative correlation
- NATURE
Food notes[edit]
to rename food portion- https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_food.txt
Can I add DESCRIPTION Allows a string to describe the tool when viewed. The text box can accommodate up to 325 characters until it cuts off, but the spacing of actual sentences puts the realistic limit closer to 300. Multiple DEFINITION tokens can be used in the same tool definition, with each appearing on a new line. to item food object?
How is food effect calculated?
Can Syndrome be given? via Material? via Interactions? Yes both.