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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065681 times)

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7875 on: June 10, 2014, 07:39:47 pm »

Did you make sure to give the dwarven entity the proper permission to actually use the reaction?

If not, then you have to go into entity_default.txt, and put [PERMITTED_REACTION:MAKE_ROCK_BED] somewhere under [ENTITY:MOUNTAIN]
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4maskwolf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7876 on: June 10, 2014, 07:40:16 pm »

Did you make sure to give the dwarven entity the proper permission to actually use the reaction?

If not, then you have to go into entity_default, and put [PERMITTED_REACTION:MAKE_ROCK_BED] somewhere under [ENTITY:MOUNTAIN]
This.  Because I can't type fast enough.

nuget102

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7877 on: June 10, 2014, 07:45:48 pm »

Did you make sure to give the dwarven entity the proper permission to actually use the reaction?

If not, then you have to go into entity_default.txt, and put [PERMITTED_REACTION:MAKE_ROCK_BED] somewhere under [ENTITY:MOUNTAIN]
...Oops. I forgot to do that. :P Thanks!
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7878 on: June 10, 2014, 07:58:20 pm »

Hey, sorry to be trouble guys but.. I still can't get it to work using the craftsman shop. Anyone willing to take a look and tell me where i'm going wrong?

Code: [Select]
[REACTION:MAKE_ROCK_BED]
[NAME:Make rock bed]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:boulder:NONE]
[SKILL:STONECRAFT]
Sorry for causing so much trouble, and thanks everyone.
Your REAGENT is named A, yet you ask for the material of the reagent "boulder". Please replace "boulder" with "A"
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7879 on: June 10, 2014, 08:18:01 pm »

Or "A" with "boulder"

FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7880 on: June 11, 2014, 08:02:34 am »

I'm mostly sure this works:

Code: [Select]
[PLANT:ETERNA_ROOT]
[NAME:eterna root][NAME_PLURAL:eterna roots][ADJ:eterna root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:25]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MAT_FIXED_TEMP:10000]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][WET][BIOME:ALL_MAIN]
[VALUE:25]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen eternal ale]
[STATE_NAME_ADJ:LIQUID:eternal ale]
[STATE_NAME_ADJ:GAS:boiling eternal ale]
[MATERIAL_VALUE:25]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:eterna root seed:eterna root seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:8]
[PREFSTRING:permanence]

Is there anything wrong with this? It seems right.

4maskwolf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7881 on: June 11, 2014, 11:40:43 am »

Heyo, can reactions have a required skill of none?  Can they be left with no used skill?  Or do they have to have a skill listed in order to function?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7882 on: June 11, 2014, 12:22:47 pm »

Heyo, can reactions have a required skill of none?  Can they be left with no used skill?  Or do they have to have a skill listed in order to function?
Yes, just dont add any skill. Any dwarf will do it, the reaction will be finished instantly, and the products will have no quality.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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4maskwolf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7883 on: June 11, 2014, 12:30:36 pm »

Thank you Meph.

*checks off another box*

Edit: does DFhack v.4 come with announcement.lua already as a part of it?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7884 on: June 11, 2014, 12:38:10 pm »

No, but check the dfhack script collection thread. It has it. Or steal from Masterwork ;)
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Enemy post

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7885 on: June 11, 2014, 01:19:32 pm »

I like modding, but I'm no good at fortress mode. How much testing is needed to know if a mod is acceptable for release?
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FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7886 on: June 11, 2014, 01:37:28 pm »

I'm not 100% sure, but if stuff seems well put-together in Adventure Mode, it should be rather stable in Fortress Mode. Acknowledge any bugs people report and see if they can be fixed.
Ironically, I modded to first make fort mode easier, then harder, and then more interesting and Fun.

4maskwolf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7887 on: June 11, 2014, 03:23:24 pm »

No, but check the dfhack script collection thread. It has it. Or steal from Masterwork ;)
Good to know.  This could cause an anomaly in the release.

deepfreeze78

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7888 on: June 11, 2014, 08:20:18 pm »

Is there any way to make a creature gain skills without limiting whether they can be butchered or not? I'd like to have one of my creatures be able to actually learn things, but I also want them to be able to be butchered. Thanks in advance!
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Enemy post

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7889 on: June 11, 2014, 09:29:18 pm »

Is it possible to make a interaction that causes animals to follow you?
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