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Author Topic: Reacton handwear handedness workaround?  (Read 553 times)

RedDagger

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Reacton handwear handedness workaround?
« on: October 05, 2016, 12:14:48 pm »

I recently downloaded DF and started playing adventure mode. I decided to mess around with the raws and, among the changes, I included reactions for gloves.

After some trial-and-error and a bunch of internet searching I discovered that, yes, these are bugged and cannot be used. The only reason fortress mode crafted handwear can be used is because handedness is hardcoded.

So, I was wondering if there is any kind of workaround. For instance, instead of trying to craft an item from scratch, just clone and existing working item and then change the material. Something along these lines:

Code: [Select]
[REACTION:CRAFT_LEATHER_GLOVES_ADV]
[NAME:sew leather gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:GLOVES:ITEM_GLOVES_GLOVES:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:hide:1:SKIN_TANNED:NONE:NONE:NONE][REACTION_CLASS:SUPPLE_HIDE]
[REAGENT:thread:1:THREAD:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:needle:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:item:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:hide:NONE]
[SKILL:LEATHERWORK]
[CATEGORY:EQUIPMENT_PRODUCTION_ADV]

Edit: Alternatively, if this is not possible, can I just craft the item and then add the missing tag using a DFHack script?
« Last Edit: October 05, 2016, 01:28:04 pm by RedDagger »
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Meph

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Re: Reacton handwear handedness workaround?
« Reply #1 on: October 06, 2016, 02:04:35 pm »

Kurik Amudnils script: AutoFixHandedness, which is included in dfhack (I hope). Its certainly in MasterworkDF. It automatically scans for self-made gloves and adds left/right tags.
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