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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065329 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7995 on: June 24, 2014, 02:54:25 pm »

What will happen if I attempt to run a reaction like;

Code: [Select]
[REACTION:TA_INSCRIBE_RUNE_HASTE_LESSER_HELM]
[NAME:inscribe helm with lesser haste rune]
[BUILDING:TA_FORGE_ARCANE:NONE]
[REAGENT:A:1:SMALLGEM:NONE:INORGANIC:TA_RUNE_HASTE_LESSER]
[REAGENT:object:1:HELM:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:GLOVES:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:ARMOR:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:PANTS:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:SHOES:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
[IMPROVEMENT:800:object:COVERED:INORGANIC:TA_RUNE_HASTE_LESSER_COATING]
[SKILL:MAGIC_NATURE]

Note that all of the reagents have the same Reagent ID.

Is there a tag that will grab any clothing type (Helm, Gloves, Armor, Pants, Shoes) item?
I think it will take either the first or the last on the list, not sure which. It wont take all. But its easy to test.

To get all, you have to make as many improvements as reagents, with "object1" and so on.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7996 on: June 24, 2014, 02:57:06 pm »

I was actually hoping for it to take a random one. As I want the improvement to be limited to a worn item, but would rather not make a reaction for each slot.
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7997 on: June 24, 2014, 03:12:31 pm »

No, you have to make one for each type.

Are you sure you want to enable every piece of armor for itemsyndromes effects? with 2 gloves, 2 shoes, 1 pants, 1 armor, 1 helm, thats 7 items. People could spam the same upgrade 7 times, which would accumulate. I limited runes to upperbody armor for that reason.
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Roses

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7998 on: June 24, 2014, 03:21:04 pm »

No, you have to make one for each type.

Are you sure you want to enable every piece of armor for itemsyndromes effects? with 2 gloves, 2 shoes, 1 pants, 1 armor, 1 helm, thats 7 items. People could spam the same upgrade 7 times, which would accumulate. I limited runes to upperbody armor for that reason.

Well it was either balance them with the fact in mind that they could be put on multiple items (if the single reaction worked) or limit them just to upperbody armor if it didn't. I suppose it will be less micro-managing that the player will have to do as well, so it may be better this way. And I can still have special runes, like haste runes, that only work on boots and such.
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Henny

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7999 on: June 25, 2014, 11:18:43 am »

I added the [BABYSNATCHER] tag to elves, and their civilizations vanished into thin air when I made a new world. I removed it, they're there just fine. Is there anything about them that conflicts with the tag?
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8000 on: June 25, 2014, 11:36:47 am »

Do it again and keep a close eye on Legends. Did they really not spawn at all, or were they nuked off the face of the earth by angry humans and dwarves?
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MagmaMcFry

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8001 on: June 25, 2014, 11:37:25 am »

Yeah, I'm pretty sure that was just a coincidence, maybe the elves spawned on an island or something. Try again.
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Henny

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8002 on: June 25, 2014, 11:52:43 am »

Do it again and keep a close eye on Legends. Did they really not spawn at all, or were they nuked off the face of the earth by angry humans and dwarves?
Yeah, I'm pretty sure that was just a coincidence, maybe the elves spawned on an island or something. Try again.
I did try it several times, with the same result. I tried removing various other things to see if it had any effect, but it didn't. I checked through Legends mode for an elf civilization to see if they'd been killed off or something, but couldn't find them. Hmm...

EDIT: The errorlog doesn't mention anything.

EDIT2: I added [ITEM_THIEF] and that seems to have done it, somehow.
« Last Edit: June 25, 2014, 01:06:47 pm by Henny »
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8003 on: June 25, 2014, 01:16:50 pm »

Code: [Select]
[INORGANIC:GEM_TITLE]
[USE_MATERIAL_TEMPLATE:GEM_STONE_TEMPLATE]
[DISPLAY_COLOR:7:0:0][TILE:253]
[IS_GEM:========GEMS=========:STP:OVERWRITE_SOLID]
[SPECIAL]

This showed up in a dwarves preference, he "likes =======GEMS======". Is there any way to stop this, while also keeping this fake-gem that doesnt exist ingame, in the stocks screen?

Spoiler (click to show/hide)
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dirst

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8004 on: June 25, 2014, 01:25:16 pm »

Code: [Select]
[INORGANIC:GEM_TITLE]
[USE_MATERIAL_TEMPLATE:GEM_STONE_TEMPLATE]
[DISPLAY_COLOR:7:0:0][TILE:253]
[IS_GEM:========GEMS=========:STP:OVERWRITE_SOLID]
[SPECIAL]

This showed up in a dwarves preference, he "likes =======GEMS======". Is there any way to stop this, while also keeping this fake-gem that doesnt exist ingame, in the stocks screen?

Spoiler (click to show/hide)
I've had similar issues with preferences for boil-away stones.  Even with that SPECIAL tag it shows up in preferences and the caravan shows up with crafts made of that material.  "Granite favor mugs", indeed.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8005 on: June 25, 2014, 05:03:47 pm »

How do [DIURNAL], [NOCTURNAL], and [CREPUSCULAR] work in fortress mode and how would they effect how civilians do things? Time runs quite fast in fortress mode, which is why werebeasts are less threatening than they should be.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8006 on: June 25, 2014, 05:15:26 pm »

They don't.

FallenAngel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8007 on: June 25, 2014, 05:18:35 pm »

I suspected that.
Do they work for civilized races in Adventure mode?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8008 on: June 25, 2014, 05:20:24 pm »

No, AFAIK.

bughunter

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #8009 on: June 25, 2014, 11:27:51 pm »

I still cannot get this to work :/

Spoiler (click to show/hide)
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