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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065843 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2625 on: September 13, 2012, 08:37:43 pm »

I think he was asking specifically about digger+chopper tools, which are impossible.

GuardianTempest

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2626 on: September 13, 2012, 10:54:06 pm »

So what about the breeding problem in my creature raws, any heads?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2627 on: September 13, 2012, 11:28:34 pm »

Define "as intended".

GuardianTempest

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2628 on: September 14, 2012, 05:32:23 am »

Huh, guess I'd have to wait a few more in-game years. Say, can migrant waves be modified?
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Revanchist

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2629 on: September 14, 2012, 12:32:08 pm »

Not that I'm aware of.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2630 on: September 14, 2012, 12:38:26 pm »

Could I give a creature meat/muscle that carries a syndrome that needs to be ingested ? I know I can make potions by adding this to plants/alcohol, but would it work on the butchery products of the animal as well?

For example making rat-meat cause nausea, or give scorpion/spider meat a low chance to affect dwarves with the poison they carry, or have diseased animals, like rabies in dogs, or mad-cow disease (read the "mad cow" thread title, and this is what I initially thought of) ... so, if this is possible, how would I do it ?

EDIT: Oh, and migrant waves cant by modded, except in the init, with population cap. First 2 waves are hardcoded though.
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ZawB

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2631 on: September 14, 2012, 02:30:03 pm »

Hi sorry, nearly-complete modding noob here... I've searched around and the answer may be obvious, or maybe it's impossible.

Can I mod the raws to make Dwarven names appear in English by standard? Or even better, only their last names. So instead of Urist Gobblygook, I get Urist Awesomename. I use nicknames for organization, so I'd like to use their real names to remember who they are from one second to the next. Obviously I could just bite the bullet and learn dwarvish by heart, but in lieu of that is there anything I can do?

Thanks in advance.
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2632 on: September 14, 2012, 02:34:49 pm »

Just cut out all the dwarven language raws and replace them with the ones in the language_words file.

ZawB

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2633 on: September 14, 2012, 03:00:32 pm »

Just cut out all the dwarven language raws and replace them with the ones in the language_words file.

Wouldn't that put all dwarven words into English?
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2634 on: September 14, 2012, 03:03:08 pm »

Damn, I forgot. Well, no. There is no way of having English last names. That I know of.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2635 on: September 14, 2012, 03:14:04 pm »

Could I give a creature meat/muscle that carries a syndrome that needs to be ingested ? I know I can make potions by adding this to plants/alcohol, but would it work on the butchery products of the animal as well?possible, how would I do it ?
Code: [Select]
[SELECT_MATERIAL:MUSCLE]
     [SYNDROME]
          [SYN_INGESTED]
           etc.
Should work. You can also use additional [PLUS_MATERIAL:XXXX] to modify multiple materials at once. The complete list of all the various material names is found in body_detail_plan_default.txt under the respective body plan that your creature uses.

Just cut out all the dwarven language raws and replace them with the ones in the language_words file.
Wouldn't that put all dwarven words into English?
Those are your options really. You can either have names be all dwarven (so Urist Alak-mabdug) or you can have them all in english (Dagger Ace-ale). There currently is no way to set it up so first names are in dwarven and last names are in english on all screens.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
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Artinnio

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2636 on: September 14, 2012, 05:46:28 pm »

I'm trying to make my first mod (A practice really) so I settled with a custom "cheat" workshop, to see if I can get reactions to work and (in a pinch) help out my first few fortresses.
I managed to create the custom workshop, it shows in the "Buildings, workshop" page including key to press. I can place it down but for some reason none of the reactions show up in it's task bar?
Here are the two files that I made:
The actual building file:
Spoiler (click to show/hide)

The reaction file:
Spoiler (click to show/hide)

I also added: "[PERMITTED_BUILDING:CHEAT_WORKSHOP]" to the entity_default along with a load of "[PERMITTED_REACTION:FREE_(insert whatever here)]" Example: "[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]"
Anyone help me with what I've done wrong?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2637 on: September 14, 2012, 07:57:45 pm »

You have [OBJECT_REACTION] at the top of your reaction file instead of [OBJECT:REACTION]. Stupid mistake to make but we all do it at some point or other, and it will stop the game from recognizing all of the reactions in that file.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Alem

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2638 on: September 15, 2012, 02:45:14 am »

I had a random curiosity: my goal is to make an entity make their clothing primarily out of a selection of custom leather materials (representing cured, layered, scaled, etc). I also do not want them to be making these items out of any regular old cow hide. Would removing [USE_ANIMAL_PRODUCTS] and giving them cheat reactions to just stockpile these materials work, or would they just not use -anything- leather then?
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Artinnio

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #2639 on: September 15, 2012, 03:10:12 am »

To i2amroy
Ah thank you!
I'm surprised that that's the only thing that went wrong :P
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