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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 331906 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3450 on: October 05, 2015, 02:35:47 pm »

Yea, that's why dwarves always have steel or bronze, even if they don't have access to copper or iron.

Just give the entity a dummy reaction that gives bars made of whatever metal you want them to use.
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Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3451 on: October 05, 2015, 06:09:31 pm »

Can you set up a reaction that can be used in Dwarf mode, but will not have its product be added to the list of things traded by the civ? Like how adamantine can't be obtained early.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3452 on: October 05, 2015, 06:13:12 pm »

Yes, with the [SPECIAL] token.

Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3453 on: October 05, 2015, 06:22:37 pm »

The token just goes somewhere in the reaction right? I can't find it on the wiki so wanted to make sure.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3454 on: October 05, 2015, 06:26:44 pm »

It's a material token.
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Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3455 on: October 05, 2015, 09:47:42 pm »

I'm confused, so then how is it used/works?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3456 on: October 05, 2015, 10:02:24 pm »

you put [SPECIAL] into the material you do not want to be traded

materials are the only things that are able to be tradable solely by the existence of reactions providing them

Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3457 on: October 05, 2015, 10:59:22 pm »

So does that mean I can't prevent the mountainhome from getting a hold of certain weapons that I want the player to be able to make, for example?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3458 on: October 05, 2015, 11:00:35 pm »

materials are the only things that are able to be tradable solely by the existence of reactions providing them

I.E reactions will not provide the mountainhome with weapons or indeed anything that isn't a specific material without the [SPECIAL] tag

Furtuka

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3459 on: October 05, 2015, 11:02:11 pm »

Ooh, sorry had to make sure. So what does determine what produced goods civs bring to trade then?
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cochramd

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3460 on: October 06, 2015, 08:14:48 am »

I've tried to make more creatures shearable, such as yaks, but my dwarfs cannot shear them. I looked in Arena mode, and yak wool items are a thing, so I think the problem has something to do with the Farmer's Workshop. Where do I find the raws for it and its reactions?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3461 on: October 06, 2015, 08:40:09 am »

Shearing is hardcoded. Making an animal shearable is done in the creature's raws. Look at the raws of shearable creatures for examples. I'd be more in depth, but I am at work.
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Hugo_The_Dwarf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3462 on: October 06, 2015, 09:48:40 am »

Like BlackFlyme Said it's in the creature raws, Normally you set the hair tissue as shearable (if I remember) then you must set the growth rate of the hair tissue so that it will grow enough to allow more than one shearing
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cochramd

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3463 on: October 06, 2015, 11:58:25 am »

I'm pretty sure I've done everything that needs to be done in the raws; maybe I was mistaken and the job cancellations were because they ran out of yaks to shear. I'll have to try again.
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3464 on: October 06, 2015, 12:33:13 pm »

I'm pretty sure I've done everything that needs to be done in the raws; maybe I was mistaken and the job cancellations were because they ran out of yaks to shear. I'll have to try again.
Post the raws if you still can't do it. Hard to tell if you've done it right if we can't see it.
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