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Author Topic: Making custom labors  (Read 731 times)

ImACatNamedGloves

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Making custom labors
« on: November 30, 2016, 09:19:03 am »

Hello! I asked on the DF subreddit about how to make custom labors and assign them on the entity file. One user told me it was not possible to do this but that I could re-name and re-purpose the existent ones. Is this true? How can I do it?
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Meph

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Re: Making custom labors
« Reply #1 on: November 30, 2016, 10:51:44 am »

Yes, thats true. All the info you are looking for are in here: http://www.bay12forums.com/smf/index.php?topic=108721.0
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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ImACatNamedGloves

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Re: Making custom labors
« Reply #2 on: November 30, 2016, 01:14:42 pm »

I haven't got a lot of time to read it all, but for what I see they only talk about renaming the game's text and, by extension, labors. But I don't understand how can I use this to re-purpose labors. Also, thank you for the link, it's really useful for future projects!
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Meph

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Re: Making custom labors
« Reply #3 on: December 01, 2016, 04:14:51 pm »

Lets say you have pressing. Pressing is only used in the screw-press reaction.

Change screw-press reaction to use mechanics.

Rename pressing to whatever you like, like Demon-Summoning.

Make workshops with reactions that spawn demons.

Done.

The only reason to make new labors, is if you also make a fitting mod that uses those labors.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ImACatNamedGloves

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Re: Making custom labors
« Reply #4 on: December 02, 2016, 01:31:39 pm »

Okay, thank you for your help!
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