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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065566 times)

Facekillz058

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3465 on: December 26, 2012, 10:38:07 pm »

Putnam, how do you have the answer to every question?  :P
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3466 on: December 26, 2012, 11:21:05 pm »

High confidence :P this answer I'm only assuming.

Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3467 on: December 27, 2012, 12:48:47 am »

Just ran into something really obnoxious during testing.

The butchering of enemy ponies, in the arena, worked perfectly. Butchering other creatures, including beast-ponies, in the test fort also worked perfectly.
But when i tried to butcher an enemy pony, I got a heap of "frozen diomedian pony unknown substance" in place of organs and meat. Somehow, it worked fine with bones and hair and skin and nervous tissue, but not the meat. I checked the raws, everything's in order there (as it should be, as everything worked in the arena).

Why doesn't it work now if it worked in the arena???

Here's a material and tissue template of one of the tissue that got turned to "substance", as well as the template "pony" creature that I use, and the detail plans.

Spoiler (click to show/hide)

As this seems to be restricted to only the materials that have [butcher_special:meat], I'll try to fix this by applying a vanilla-style material/tissue system with materials added to each individual creature.
Should work...

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3468 on: December 27, 2012, 01:44:45 am »

If your civ's knowledge is high enough, probably.
Well, guess I'm going to go gather some hard data on that, then.
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Valikdu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3469 on: December 27, 2012, 10:57:58 am »

Just ran into something really obnoxious during testing.

The butchering of enemy ponies, in the arena, worked perfectly. Butchering other creatures, including beast-ponies, in the test fort also worked perfectly.
But when i tried to butcher an enemy pony, I got a heap of "frozen diomedian pony unknown substance" in place of organs and meat. Somehow, it worked fine with bones and hair and skin and nervous tissue, but not the meat. I checked the raws, everything's in order there (as it should be, as everything worked in the arena).

Why doesn't it work now if it worked in the arena???

Here's a material and tissue template of one of the tissue that got turned to "substance", as well as the template "pony" creature that I use, and the detail plans.

Spoiler (click to show/hide)

As this seems to be restricted to only the materials that have [butcher_special:meat], I'll try to fix this by applying a vanilla-style material/tissue system with materials added to each individual creature.
Should work...

Well um, it worked.
Continue testing.

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3470 on: December 27, 2012, 11:01:03 am »

been redirected from the mw mod forum

trying to do a craft stone bin
here's what I got, still doesn't show on a new world
Spoiler (click to show/hide)

I also have this in permitted reactions (entity_details.txt)

  [PERMITTED_REACTION:CRAFT_STONE_BIN]
  [PERMITTED_REACTION:CRAFT_STONE_BARREL]

still not showing though when trying to add a job via work orders screen.  I gen'ed a new world as requested, but still no

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3471 on: December 27, 2012, 12:32:15 pm »

Permitted them in the entity that you are playing as?
Also did you drop the reactions themselves in a normal file? Or did you make one from scratch?
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3472 on: December 27, 2012, 12:51:11 pm »

reactions_other.

i need to check if i put it under the right civ... doh!

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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3473 on: December 27, 2012, 06:21:13 pm »

I just checked, it's under

entity_default

[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]
   [CIV_CONTROLLABLE]
   [CREATURE:DWARF]

so I did put it under the right civ

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3474 on: December 27, 2012, 06:30:25 pm »

everything you posted is right, it should work. Did you copy INORGANIC:DUST as well? otherwise you get an errorlog, but the reactions should still show up. You can delet the entire YESDUST line anyway, has nothing to do with making bins/barrels.
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3475 on: December 27, 2012, 06:43:45 pm »

aw snap, I see it now... damnit.  Okay, thanks everyone for your sympathy and understanding, but I must have missed it.

But I think I do need to gen a new world, as my new world saw it, but not my modded save.
« Last Edit: December 27, 2012, 06:47:37 pm by thistleknot »
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Raptor_a22

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3476 on: December 27, 2012, 07:15:17 pm »

Having trouble with a custom reaction.

[PRODUCT:100:1:THREAD:NONE:PLANT_MAT:REED_ROPE:THREAD][PRODUCT_DIMENSION:15000]

This gives me a 'thread' item that my dwarves refuse to weave into plant cloth. Is there something I'm doing wrong?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3477 on: December 27, 2012, 07:19:02 pm »

Are you sure you have the correct plant and material IDs?

Raptor_a22

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3478 on: December 27, 2012, 07:45:08 pm »

...

I'm going to answer no, in the hope that someone will tell me what the right ones are...
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3479 on: December 27, 2012, 08:04:29 pm »

@Space Cat: It's the armor one. What it means is that the MATERIAL_SIZE divided by three is the number of bars required to forge the weapon--for example, a size of 12 will take 4 bars.

@Hugo: The game tells you if your civ has actually gained knowledge about the creature.
I know that, but does that mean you can then embark with that creature in later forts?
If your civ's knowledge is high enough, probably.
IIRC according to Toady you can reach the "total knowledge" point but your civ can never actually make the jump to the "domesticated" point (I believe it was discussed in one of the talks, but it might have been the FotF thread). So no matter how much knowledge you gain you will never be able to actually embark with any animals.

...

I'm going to answer no, in the hope that someone will tell me what the right ones are...
As far as I can see the product portion of the reaction that you posted is right at least. Are you playing with any mods to your plants? It's possible that one of them renamed the rope reed plant and as a result you aren't calling it correctly.
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