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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201802 times)

NW_Kohaku

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #750 on: April 04, 2016, 06:15:20 pm »

Chamomile isn't a tea  >:(. /teanerd

https://en.wikipedia.org/wiki/Chamomile#Tea

Historically, before England went around trying to enslave as much of the world as it could grasp, herbal teas were the only teas available in Europe, and Chamomile is one of the classic varieties. 

I don't want to bog down a player making Egyptian Licorice with complex recipes involving things like licorice, cloves, cardamom, and ginger root, so I'm going with the "just drop a flower bud in a pot with water and bring to just under a boil" ones.

Another thing you'll want to do is create a tea-brewing reaction - the vanilla brew fruit reaction won't do, because you probably don't want brewing chamomile flowers to create seeds. Then, you'll need to put the MATERIAL_REACTION_PRODUCT(s) expected by your brewing reaction into the chamomile FLOWER definition. Again, see apples for an example.

Right, I want "brew tea" to be separate from "brew alcohol" anyway, so I was already going to do that.

GROWTH_TIMING doesn't influence farming - you'll want GROWDUR for that.

So, GROWDUR still exists? It's just not on the wiki, anymore?
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Bogus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #751 on: April 04, 2016, 06:44:20 pm »

growdur still exists, but it doesnt control in which seasons plants show up, you need [SPRING] etc for that, if that was your intent. otherwise, just do [GROWDUR:number] and it will take this long for the plant to grow on the field, during the seasons it is allowed to grow.
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Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #752 on: April 04, 2016, 06:59:42 pm »

I don't think creatures even parse that as potable stuff. They won't drink milk, either.
Actually someone achieved drinkable milk.
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #753 on: April 04, 2016, 07:55:51 pm »

growdur still exists, but it doesnt control in which seasons plants show up, you need [SPRING] etc for that, if that was your intent. otherwise, just do [GROWDUR:number] and it will take this long for the plant to grow on the field, during the seasons it is allowed to grow.
My understanding is that GROWDUR governs how long it takes from planting to useable plant, and the growth timings govern when pickable bits are available.  There are some potential timing issues (a growth that is supposed to be available before the plant itself is available), kind of like a "baby spinach" product, and I have no idea how that works.
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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.
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Bogus

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #754 on: April 05, 2016, 04:19:25 am »

growth timings have zero effects on plants when they are being planted afaik. these are basically 2 different worlds.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #755 on: April 05, 2016, 09:24:11 am »

Chamomile isn't a tea  >:(. /teanerd

https://en.wikipedia.org/wiki/Chamomile#Tea

Historically, before England went around trying to enslave as much of the world as it could grasp, herbal teas were the only teas available in Europe, and Chamomile is one of the classic varieties.

It isn't a tea. It's a tisane or infusion. Teas are made with the leaves of a Camellia sinensis plant.

So, GROWDUR still exists? It's just not on the wiki, anymore?

It's still on the wiki.
« Last Edit: April 05, 2016, 10:10:44 am by Button »
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #756 on: April 05, 2016, 11:10:12 am »

It's the body_rcp.txt that controls the randomized interactions. not much experimenting so don't know if changing the name of it works.
PS. if you don't have body_rcp(or is it body_rpc?) there are no demons for dark fortress civs. anyone know how to make a replacement for demons?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #757 on: April 05, 2016, 08:06:36 pm »

It controls randomized bodies, not interactions.

ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #758 on: April 06, 2016, 08:42:09 am »

Ok, after several regens and a dozen embarks I can't seem to get my flesh-trees to spawn in-game.

Errorlog gives me this
Spoiler (click to show/hide)
Not sure what it means.
Is there any problem with the raw for the tree itself that's preventing it from spawning? I haven't seen it on any test embark and I haven't seen any race with access to any of the products from it.
Spoiler (click to show/hide)
The FLESHTREE_STRUCTURAL_TEMPLATE is just the muscle material template but with [STRUCTURAL_PLANT_MAT] added.

pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #759 on: April 06, 2016, 09:23:12 am »

It's the body_rcp.txt that controls the randomized interactions. not much experimenting so don't know if changing the name of it works.
PS. if you don't have body_rcp(or is it body_rpc?) there are no demons for dark fortress civs. anyone know how to make a replacement for demons?
It controls randomized bodies, not interactions.
it control both randomized interaction such as vampires and also randomized creatures, also it's actually better instead of removing body_rcp, to remove just one [BODY:X]
see the body_shutupdf file in halfling's scratch mod to see how it's supposed to be
« Last Edit: April 06, 2016, 09:35:11 am by pikachu17 »
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #760 on: April 06, 2016, 10:09:25 am »

Ok, after several regens and a dozen embarks I can't seem to get my flesh-trees to spawn in-game.

Errorlog gives me this
Spoiler (click to show/hide)
Not sure what it means.
Is there any problem with the raw for the tree itself that's preventing it from spawning? I haven't seen it on any test embark and I haven't seen any race with access to any of the products from it.
Spoiler (click to show/hide)
The FLESHTREE_STRUCTURAL_TEMPLATE is just the muscle material template but with [STRUCTURAL_PLANT_MAT] added.

It should be  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] to match the name you gave the material, and you didn't define MEAT anywhere.  You might want this to be STRUCTURAL again.
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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

ZM5

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #761 on: April 06, 2016, 12:06:39 pm »

It should be  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] to match the name you gave the material, and you didn't define MEAT anywhere.  You might want this to be STRUCTURAL again.
Hmm, after I did that errorlog now gives me
Spoiler (click to show/hide)
I still don't see them on my first embark but I'll try embarking a few more times to see if they show up.

Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #762 on: April 06, 2016, 10:18:30 pm »

I'm not sure exactly what is going on, but this is from the wormy tendril (a grass that grows in evil biomes):

[USE_MATERIAL_TEMPLATE:STRUCTURAL:MUSCLE_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

So you don't need to invent your own template.
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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

Jerry The Hellbound

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #763 on: April 07, 2016, 04:37:08 pm »

So I updated my game from 42.03 and installed adventure craft, since it has compatibility with .06
Had to change somethings that advcraft changed but now it's mostly working. Except that when i m crafting something my game randomly crashes sometimes, and I'm getting an error:
Code: [Select]
Unrecognized Announcement Token: TRAVEL_ADVISORYWhys this? Also I made a language file with the language creator, but idk where to or how go test it, ID also like to make custom sounds like the dwarfs have.
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Jerry.
This is also for my Custom Race: Solari! (Currently outdated)
http://www.bay12forums.com/smf/index.php?topic=155455.0
Also made that awesome avatar. took me hours with Gimp: (also the two light & dark sprites are from Stardew Valley)
http://i.imgur.com/8x7aX7T.png

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #764 on: April 07, 2016, 04:54:22 pm »

that error is unrelated to your crashes
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