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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054601 times)

Delioth

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3690 on: January 11, 2013, 09:32:02 am »

Hi I just started modding the raws trying to add a new small domestic dragon race, its all going good but I want to make them drop a bar of adimantine when butcherd im using the code

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:THROAT]
      [EBO_ITEM:BAR:INORGANIC:ADAMANTINE]

For your item line, it should be [EBO_ITEM:BAR:NONE:INORGANIC:ADAMANTINE]
As is now, your RAWs are trying to reference a bar with subtype Inorganic, with a material of ADAMANTINE:WHUT?
This is probably the source of your problem, but I've never personally seen a messed up item line crashing, it just won't do anything (From experience, but I've also never had problems with EBO either)
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3691 on: January 11, 2013, 05:40:31 pm »

Yeah that line shouldn't be causing a crash all by itself. Care to post your dragon's raws? And also is there anything else showing up in your errorlog.txt?
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CaptApollo12

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3692 on: January 11, 2013, 07:20:12 pm »

How does one mod a syndrome to cause vampirism out of a workshop?

Right out of Masterwork for materials:

Reactions: [PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE]

Inorganic file:

Spoiler (click to show/hide)

AND finally what I am confused about:

interactions:

Spoiler (click to show/hide)

Right out of toady's examples.
I just don't know how to link the dust to the interaction.

THANKYOU!!! XD
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3693 on: January 11, 2013, 07:25:23 pm »

Copy the part below and including [SYNDROME].

anthony62490

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« Reply #3694 on: January 11, 2013, 08:03:51 pm »

I know how to add syndromes to certain items (making venomous cows and whatnot), but is it possible to create helpful syndromes that have beneficial effects on the victim? Perhaps a syndrome that makes the victim less tired or more happy?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3695 on: January 11, 2013, 08:07:10 pm »

Less tired, more happy, no. Other effects, yes. The syndrome article on the wiki has literally every syndrome effect in the game.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3696 on: January 12, 2013, 04:49:02 am »

A question about a plant.

Code: [Select]
[PLANT:TEA]
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea plant]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:4][PICKED_COLOR:6:0:0]
[GROWDUR:300][VALUE:5]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen tea]
[STATE_NAME_ADJ:LIQUID:tea]
[STATE_NAME_ADJ:GAS:boiling tea]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[ALCOHOL_PLANT]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:7]
[DRINK]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen tea oil]
[STATE_NAME_ADJ:LIQUID:tea oil]
[STATE_NAME_ADJ:GAS:boiling tea oil]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea seed:tea seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:subtle stature]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:34]
[DEAD_SHRUB_TILE:34]
[SHRUB_COLOR:6:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

The farmer's workshop won't take it for seperating into leaves. Why? Also will the [DRINK] tag on the leaf template mean that only the leaves can be brewed? If not, is there a way to make that happen?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3697 on: January 12, 2013, 05:14:19 am »

It's missing the LEAVES tag. I made tea for my science mod, if you want to have a look. I had to make a separate reaction for it.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3698 on: January 12, 2013, 05:37:46 am »

Ahah! And I think I will. Thank yah!

Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3699 on: January 12, 2013, 07:03:42 am »

Less tired, more happy, no. Other effects, yes. The syndrome article on the wiki has literally every syndrome effect in the game.
You can make them "less tired" with a temporary NOEXERT tag.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3700 on: January 12, 2013, 08:14:11 am »

NOSLEEP would make more sense from a gameplay perspective. You cant force your army to drink tea to get no exertion before a fight, but adding nosleep to a random assortement of your population will help the player, because the dwarves will work longer.
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Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3701 on: January 12, 2013, 06:15:13 pm »

Two questions, during playtesting I've been getting a lot of DOUBLE TAGGED ITEM errors, does that just happen now? I don't recall it happening last time I played DF, unmodded or otherwise but I also don't think I played for very long. The controllable civ is a flier race so I'd expected a few odd errors here and there, so if it's the result of that it's fine, mostly curious.

And I've added PET_EXOTIC to the entity file for the civ, does that mean I don't need the animal tamer noble in there? Or are they still required to tame exotic animals on site?

Thank yah in advance!

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3702 on: January 12, 2013, 10:50:00 pm »

What the heck is a DOUBLE TAGGED ITEM error? O_o

PET_EXOTIC is a creature tag only. The animal tamer ("Dungeon Master") noble was removed in version 34.06 and was replaced by the current animal training sytstem.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3703 on: January 12, 2013, 11:48:45 pm »

USE_ANY_PET_RACE, not PET_EXOTIC, my bad, and yeah I dunno, it doesn't appear to be causing any issues, so it's not a super big deal, I just wonder why it's spamming my error log.  :P
« Last Edit: January 13, 2013, 12:03:24 am by Seriyu »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3704 on: January 12, 2013, 11:53:58 pm »

DOUBLE TAGGED ITEM error = Dwarf1 builds workshop, takes boulder. Dwarf2 builds wall, takes same boulder. Game goes WTF, one job is cancelled.
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