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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054867 times)

tahujdt

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3855 on: January 27, 2013, 08:04:56 pm »

A mod I play accidently used the attribute change instead of the attribute add tags in a syndrome. What is the name of the adding tag?
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3856 on: January 27, 2013, 08:09:38 pm »

Can you show your entity file? The problem is probably there...

this is from the save


I could upload the whole save and environment

Well the boots are in the entity file, and if you can take them on the embark, you should be able to make them in the forge at the very least... No clue what is wrong.
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3857 on: January 27, 2013, 08:21:38 pm »

yeah, it's weird.  I just created a new world, and embarked.  And I can create them from the job queue...

oh well cruel sweet world of milk and honey (I was embarked on top of a hill with a river!)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3858 on: January 27, 2013, 08:27:23 pm »

Can you show your entity file? The problem is probably there...

this is from the save


I could upload the whole save and environment

Well the boots are in the entity file, and if you can take them on the embark, you should be able to make them in the forge at the very least... No clue what is wrong.

Since both they and low boots are COMMON, not FORCED, there's a chance for them to not show up because they're both similar items.

A mod I play accidently used the attribute change instead of the attribute add tags in a syndrome. What is the name of the adding tag?

They're the same thing...

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3859 on: January 27, 2013, 08:56:52 pm »

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Since both they and low boots are COMMON, not FORCED, there's a chance for them to not show up because they're both similar items.

That wouldn't stop you from building them in the forge, though...
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3860 on: January 27, 2013, 09:00:10 pm »

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Since both they and low boots are COMMON, not FORCED, there's a chance for them to not show up because they're both similar items.

That wouldn't stop you from building them in the forge, though...

Yeah it would. By not show up, I mean that your entity won't be able to access them at all; they'd be counted as foreign, like whips and such.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3861 on: January 27, 2013, 09:15:29 pm »

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Yeah it would. By not show up, I mean that your entity won't be able to access them at all; they'd be counted as foreign, like whips and such.

But he is able to bring them on embark, so it can't be that anyway.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3862 on: January 27, 2013, 09:31:51 pm »

Quote
Yeah it would. By not show up, I mean that your entity won't be able to access them at all; they'd be counted as foreign, like whips and such.

But he is able to bring them on embark, so it can't be that anyway.
When he genned a new world, he was able to.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3863 on: January 27, 2013, 09:45:56 pm »

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When he genned a new world, he was able to.

Must have misread, that makes more since. I am not even sure how he noticed this difference.
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nanomage

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3864 on: January 28, 2013, 06:50:33 am »

Hello, I have a small material modding question to you modding community!

In the raws, behaviour under tension is described by three values:

[TENSILE_YIELD]
[TENSILE_FRACTURE]
[TENSILE_STRAIN_AT_YIELD]
The first two seem to be quite clearly tensile yield strength and ultimate tensile strength, correspondingly. (Though correct me if I'm wrong)

[TENSILE_STRAIN_AT_YIELD] bugs me though, as I'm not very learned at material science.

How do I derive the [TENSILE_STRAIN_AT_YIELD] raw value from commonly published material values, such as Young's modulus, elongation at yield percentage, etc?

EDIT:Ah nevermind, assuming it to be "yield strength"/"Young's modulus" seems fine.
« Last Edit: January 28, 2013, 07:10:08 am by nanomage »
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3865 on: January 28, 2013, 04:21:37 pm »

I think you're right about yield strength and ultimate yield strength.  Tensile Strain at Yield is not a unit that is commonly used in materials science.  You would normally characterize the elastic linear regime as the Tensile Yield (Stress) and the Young's Modulus (stress per strain). 

Toady instead reports the Tensile Yield (a stress) and the Tensile Strain at Yield (a strain). 

Toady's version is interchangable, modulo the unit conversion. if the 'normal' way is essentially give the y coordinate of a point and a slope, Toady's version is giving the x and y coordinate of the point.

edit:  ah, forgot to ask my question ^^

I'm trying to add extra tusks to an elephant to make it into a Mumak
An elephant apparently normally looks something like this

   [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:OUTERBRAIN:BRAIN:SKULL:MOUTH:2TUSKS:GENERIC_TEETH:RIBCAGE]

How would I go about adding more tusks?  I find that replacing "6TUSKS" doesn't work ;)  Where can I look up what tokens are allowed in a body tag?

ed2:  I guess i see where the parts are in [OBJECT:BODY] files, is the best way to define a new body part corresponding to 6TUSKS?
« Last Edit: January 28, 2013, 04:36:31 pm by smakemupagus »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3866 on: January 28, 2013, 06:06:46 pm »

Yeah. Copy 2TUSKS, name it 6TUSKS, and add 4 more tusks. Look at the body token article on the wiki.

smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3867 on: January 28, 2013, 07:06:17 pm »

Seems to work, thanks :)

Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3868 on: January 28, 2013, 11:13:24 pm »

Living in small caves will not effect a civ's ability to siege right?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3869 on: January 29, 2013, 12:40:58 am »

Living in small caves will not effect a civ's ability to siege right?
I don't believe that it will, no.
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