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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1041717 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5940 on: September 03, 2013, 01:27:12 pm »

im 100% my raws are written perfectly.
i would get a new errorlog in the errorlog.txt if there would be something wrong inside the raws right? (but there isnt any :I)

Nope. Post your new raws.

Hasse

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5941 on: September 03, 2013, 01:37:35 pm »

ok, which ones do you need?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5942 on: September 03, 2013, 01:46:56 pm »

Your new raws.

Hasse

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5943 on: September 03, 2013, 01:51:52 pm »

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5944 on: September 03, 2013, 02:15:34 pm »

I don't think you have enough animals.

Hasse

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5945 on: September 04, 2013, 01:02:29 am »

how many animals do i need and how many of which types? (wool, fish, etc)

and do i need megabeasts?
« Last Edit: September 04, 2013, 01:04:52 am by Hasse »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5946 on: September 04, 2013, 01:07:59 am »

You need megabeasts, semimegabeasts, and animals for each biome.

TheOnlySolitaire

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5947 on: September 04, 2013, 02:35:04 pm »

Hi,

Tinkering with creatures: I know I can add [CAN_LEARN] and [INTELLIGENT] to creatures, and adding [PET] makes them tameable. Gremlins can be made to fill hunting roles once tamed, because they have knowledge of the relevant hunting skill pre-taming. I know fishing works the same way. And iirc, Tigermen can be tamed and become part of your population, usually being used for war/as soldiers. (not sure if they become actual soldiers though, or are just war animals)

1) But is it possible to give creatures other skills, such as mining or farming?

2) Do they (tamed creatures) automatically do hauling assuming they have relevant grasping parts?   



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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5948 on: September 04, 2013, 02:39:06 pm »

You cannot assign labors to "tame" beings, but they can do some tasks if they have natural skill, or have acquired skills in captivity of another civ who sells them.
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TheOnlySolitaire

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5949 on: September 04, 2013, 02:44:28 pm »

okay, are those tasks the same as what, say children can do? ie deconstruction, hauling etc..

What if I added [NATURAL_SKILL:X] to the creature raws, would that make them automatically do a manual labour, like farming or mining?
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5950 on: September 04, 2013, 02:46:58 pm »

I think fishing has come up as an "idler" job. Hunting, too, but I can't think of a way to get a crossbow and a quiver on a non-citizen.
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TheOnlySolitaire

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5951 on: September 04, 2013, 02:50:53 pm »

That one I can answer Scamtank:

non-entity creatures cannot equip items, and the [EQUIPS] tag only works on civ/entity members.
I was told that when trying to mod in armed&armoured wandering creatures. Seems to be the same reason preventing both our ideas.

EDIT : which I've just realised prevents mining from being a job as it requires a pick.. Still, what about farming?
« Last Edit: September 04, 2013, 02:53:31 pm by TheOnlySolitaire »
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choppy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5952 on: September 05, 2013, 12:47:03 am »

maybe grasping?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5953 on: September 05, 2013, 01:18:41 pm »

Small Question:

I got inorganics that occur naturally, but boil away at room temperature, show up at embark and in caravans. For example I have "lignite dust" in lignite veins, which boils away and infects miners with black lung. People can now buy "lignite dust" for 0 points at embark, which would boil away instantly and affect all embarking dwarves with black lung. This is bad.

I am sure previous version of the game did not have this problem. The SPECIAL tag was my first idea, but it seems to work only on metals, not on rock. Anyone got any ideas?
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Knight Otu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5954 on: September 05, 2013, 02:59:10 pm »

I think removing the is_stone token, if any, should do the trick. If the materials don't have that token in the first place, I don't know.
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