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Author Topic: Modding query regarding workshops and creatures.  (Read 807 times)

InquisitiveCorkscrew

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Modding query regarding workshops and creatures.
« on: August 02, 2014, 11:47:52 am »

This is something that's been bugging me for quite a while now:

Can a custom workshop be made which will produce creatures from either raw materials or live animals? And if so, how?

Sorry if this has already been answered and I'm making a fool of myself, but with five-hundred-odd pages of topics (each of which has multiple pages) I kind of feel that it'll be quicker to post a new topic.
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Meph

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Re: Modding query regarding workshops and creatures.
« Reply #1 on: August 02, 2014, 11:51:04 am »

Yes, but only with dfhack. The script is called spawnunit.lua, done by Warmist.
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InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #2 on: August 02, 2014, 12:33:13 pm »

Thanks very much, I'll have a look into it.

...

Now I've just got to figure out what I want to do with said creature-producing workshop. I have ambitions of modding in a civilisation of machine creatures who reproduce by building new ones, or of having my dwarves mass-produce bronze colossi for Fun, but it's probably best to start small. So I'll go with the bronze colossus factory. :D
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Meph

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Re: Modding query regarding workshops and creatures.
« Reply #3 on: August 02, 2014, 12:36:28 pm »

I have literally dozens of them in MDF, you can download it and look through the raws. The easiest, most straightfoward one is the pet merchant. Just search through the files for CREATURE_MERCHANTS_STALL
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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 :::

InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #4 on: August 02, 2014, 12:41:53 pm »

Ah...
Would said scripts work in vanilla Dwarf Fortress?
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InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #5 on: August 02, 2014, 12:49:28 pm »

Ooh! I think I've found something even better suited to what I want!
(To clarify, it's the dfhack script "construct-creature". I'll look into spawnunit as well, but constructed creatures will probably make more sense for a mechanical civilisation.)
Still, I'm amazed I hadn't thought of using dfhack before. What an idiot I am.
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Meph

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Re: Modding query regarding workshops and creatures.
« Reply #6 on: August 02, 2014, 12:53:49 pm »

if you need more info for construct-creature: Its by IndigoFenix, he knows best. :)
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InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #7 on: August 02, 2014, 12:59:58 pm »

Now I've got the script up on my screen, I've just realised I have no idea how to apply it to Dwarf Fortress (Is apply even the right word?)
Dammit.
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InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #8 on: August 02, 2014, 01:00:47 pm »

Next time, I'll ask about how to use dfhack scripts BEFORE I start trying to use them.
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Meph

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Re: Modding query regarding workshops and creatures.
« Reply #9 on: August 02, 2014, 01:20:14 pm »

It works with AutoSyndrome. Any reaction that produces a boulder that has the correct tags, triggers a script.

[INORGANIC:EXAMPLE]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
   [STATE_NAME_ADJ:ALL:example]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:\script name]
[SYN_CLASS:\script arguments]
[SYN_CLASS:\LOCATION]

Code: [Select]
[INORGANIC:SPAWN_GUARDIAN]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:Spawn a creature]
[MATERIAL_VALUE:0]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME] => lets it know to use autosyndrome
[SYN_CLASS:\COMMAND] => lets it know that everything after this is a command entered into dfhack
[SYN_CLASS:spawnunit] => script name
[SYN_CLASS:COLOSSUS_ARMOK] => creature id
[SYN_CLASS:0] => caste number
[SYN_CLASS:The Destroyer] => creature name that is created ingame
[SYN_CLASS:\LOCATION] => location is at the workshop that creates the boiling rock
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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 :::

InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #10 on: August 02, 2014, 01:31:02 pm »

What I meant to say is, how do I get the script onto my computer? And more importantly, where does it go in the raws?
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Meph

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Re: Modding query regarding workshops and creatures.
« Reply #11 on: August 02, 2014, 01:53:45 pm »

 :o

I would advice you to read the dfhack readme.
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InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #12 on: August 02, 2014, 02:14:06 pm »

Will do once the zip file has finished. It's stuck at 80%... wait a minute.
It's stopped. Two different SDL.dll files. Personally, I think I'd rather auto rename than replace. Any advice?
(Yeah, the zip file is for dfhack. Never used it before today.)
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InquisitiveCorkscrew

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Re: Modding query regarding workshops and creatures.
« Reply #13 on: August 02, 2014, 02:30:33 pm »

Okay, backed up the original SDL.dll, called up the readme on Chrome.
Shouldn't be too hard from here.
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