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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055013 times)

Miriage

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4830 on: April 20, 2013, 08:30:39 pm »

Code: [Select]
[PHYS_ATT_RANGE:RECUPERATION:1000:1500:1750:2000:2250:2500:3000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1500:1750:2000:2250:2500:3000]
Is there any reason why this would not work? The dwarves at embark on a fresh generated world were unchanged from default.
Did you check their actual attribute values in an external utility, or are you just going by their descriptions? The dwarf description superlatives are by comparison to the norms for a dwarf, so if you raise the norms, that raises the standard they have to meet to be described as better than average in the description.
Thanks for the reply, I have just been checking the description's as I was unaware of that fact. Thank you I will look up the actual values next time.
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Miriage

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4831 on: April 21, 2013, 02:04:43 am »

Is there a way to restrict castes to certain jobs/skills and/or avaliable equipment?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4832 on: April 21, 2013, 02:08:00 am »

Is there a way to restrict castes to certain jobs/skills and/or avaliable equipment?

Skills, yes. Jobs, no.

Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4833 on: April 21, 2013, 06:41:11 am »

Is it possible to add ore veins running through slade?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4834 on: April 21, 2013, 06:50:49 am »

No, candy and slade can be replaced, but you cant put other minerals in those.
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4835 on: April 21, 2013, 07:31:50 am »

Aww that sucks. Thanks, though.
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salttotart

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4836 on: April 21, 2013, 02:21:53 pm »

I haven't tried to do any raw modding since way back 40d, so I am very much out of the loop.  I am trying to add a smelter recipe that allows me to just pull logs out of it.  I remember from my previous attempts that it is possible to pull completed items out (i.e., beds), but I have been unsuccessful in having materials appear.  Also, last I knew, I had to replace an existing smelter reaction if I wanted to be able to use it in an established fort, but now I do not see my changes at all in my ongoing fort.

Here is what I am replacing one of my smelter reactions with:
Code: [Select]
[REACTION:MAKE_WOOD]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

What am I missing?
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If this all doesn't fix it, your dwarfs are lazy. Apply magma.
"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"
Try rubbing a cat on it, that seems to help.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4837 on: April 21, 2013, 02:23:31 pm »

You need to add PERMITTED_REACTION:MAKE_WOOD to the entity, and the product is 100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4838 on: April 21, 2013, 02:27:50 pm »

Also, last I knew, I had to replace an existing smelter reaction if I wanted to be able to use it in an established fort, but now I do not see my changes at all in my ongoing fort.

What am I missing?

As far as the updating an existing world, you didn't actually replace an existing reaction (i.e. keep the same REACTION: identifier as an old), you made a new one called "MAKE_WOOD"

Product dimension 150 is for bars, if you use it on wood you'll probably get 150 times the logs that you intend

salttotart

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4839 on: April 21, 2013, 02:43:18 pm »

So the code should be:
Code: [Select]
[PERMITTED_REACTION:MAKE_WOOD]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

So, should I eliminate the PRODUCT_DIMISION piece?
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If this all doesn't fix it, your dwarfs are lazy. Apply magma.
"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"
Try rubbing a cat on it, that seems to help.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4840 on: April 21, 2013, 02:53:38 pm »

yeah

smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4841 on: April 21, 2013, 02:56:39 pm »

No, no.

This should indeed be a [REACTION:XXXX]

You *might* want to rethink the label (XXXX) in the REACTION tag, because you said you are trying to replace an existing reaction so that you can apply it to an existing world, but you gave this a new unique label.  With a new unique label it should work fine in new worlds.  If you want to replace an old one you have to use the same label as an existing reaction.

[PERMITTED_REACTION:XXXX] goes in the *entity*.  That is a different type of object defined in a different file that describes what your civilization has access to.  Whatever label you give you reaction, you have to also permit it in the entity.

>> So, should I eliminate the PRODUCT_DIMISION piece?

If you leave it there you will probably get 10*150 = 1500 logs.  I don't think that's what you want.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4842 on: April 21, 2013, 03:00:04 pm »

Ok, now I have a question: Is there an easy way to make all creatures that have feathers to actually give feathers upon being butchered?

The material template is there, and creatures already do have this:
Code: [Select]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]

I am just surprised that it doesnt give feathers already... Maybe the creatures are too small? (I am thinking of birds mostly, tiny tiny birds)
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

salttotart

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4843 on: April 21, 2013, 03:09:20 pm »

This should indeed be a [REACTION:XXXX]

You *might* want to rethink the label (XXXX) in the REACTION tag, because you said you are trying to replace an existing reaction so that you can apply it to an existing world, but you gave this a new unique label.  With a new unique label it should work fine in new worlds.  If you want to replace an old one you have to use the same label as an existing reaction.
Ok, I'll change that back.

[PERMITTED_REACTION:XXXX] goes in the *entity*.  That is a different type of object defined in a different file that describes what your civilization has access to.  Whatever label you give you reaction, you have to also permit it in the entity.
What would the entity for this reaction be?  I can't find alder logs in the raw folder.

If you leave it there you will probably get 10*150 = 1500 logs.  I don't think that's what you want.
Yeah... I'll be getting rid of that item.  I might change it to 10 and have the reaction produce 1.
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If this all doesn't fix it, your dwarfs are lazy. Apply magma.
"And thereafter, all dwarven children were taught to mind their stools, lest the toilet-fiends snatch their souls from their bottoms"
Try rubbing a cat on it, that seems to help.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4844 on: April 21, 2013, 03:21:15 pm »

The entity means dwarves. entity_default.txt. MOUNTAIN.

If it's 10, the reaction will produce 10.
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