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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201915 times)

Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #885 on: April 29, 2016, 11:27:26 am »

Can I define multiple different syndroms for one material? I mean, for instance, a poison which has different effect on dwarves and elves.
Yes, a material can have multiple syndromes, each with a SYN_AFFECTED_CREATURE.
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #886 on: April 29, 2016, 11:31:45 am »

Thanks alot. Also can you see whats wrong with this reaction? It makes a wood bed out of a wood and 3 clothes
Quote
[REACTION:MAKE_WOOD_BED]
        [NAME:make wood bed]
        [BUILDING:CARPENTER:NONE]
        [REAGENT:A:wood:1:WOOD:NONE:NONE:NONE]
        [REAGENT:B:30000:CLOTH:NONE:NONE:NONE]
        [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
        [SKILL:CARPENTRY]
I get missing reaction definition error when i try to load the save

A:wood means you have 2 reagent IDs.

Also, that error is when something has been removed. Did you change any object IDs?
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Sver

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #887 on: April 29, 2016, 11:57:58 am »

Yes, a material can have multiple syndromes, each with a SYN_AFFECTED_CREATURE.

Should I separate them with [SYNDROME] tags or something?

A:wood means you have 2 reagent IDs.

Huh? I'm pretty sure this is correct.

Bozdogan, as long as I can say, it's not the reaction that causes error, it's wrong/missing [PERMITTED_REACTION:MAKE_WOOD_BED] line in entity raws.
« Last Edit: April 29, 2016, 12:14:32 pm by Sver »
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #888 on: April 29, 2016, 12:25:32 pm »

Yes, a material can have multiple syndromes, each with a SYN_AFFECTED_CREATURE.

Should I separate them with [SYNDROME] tags or something?
Yes.  They should also each have a distinct name for troubleshooting purposes.

A:wood means you have 2 reagent IDs.

Huh? I'm pretty sure this is correct.

Bozdogan, as long as I can say, it's not the reaction that causes error, it's wrong/missing [PERMITTED_REACTION:MAKE_WOOD_BED] line in entity raws.
The first argument after REAGENT is the ID.  It can be any text, but since it appears in the interface it ought to give the player a hint of what is required.  Interactions have very generic IDs like "A" because the player never sees them.
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Sver

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #889 on: April 29, 2016, 12:44:53 pm »

Yes.  They should also each have a distinct name for troubleshooting purposes.

Thanks.

The first argument after REAGENT is the ID.  It can be any text, but since it appears in the interface it ought to give the player a hint of what is required.  Interactions have very generic IDs like "A" because the player never sees them.

Oh, I see now.
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #890 on: April 29, 2016, 01:53:43 pm »

Is there any way to make your home civ automatically have a certain gem for embark/trade but not have a building you can make free gems in-game?
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #891 on: April 29, 2016, 02:03:13 pm »

Is there any way to make your home civ automatically have a certain gem for embark/trade but not have a building you can make free gems in-game?
Any reaction that produces the gem should suffice, even if it requires seven slade goblets as reagents.  Not sure if the reaction even needs to be attached to a building.
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pikachu17

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #892 on: April 29, 2016, 02:32:44 pm »

If the civ is playable and the reaction isn't attached to a building players wont be able to make the gem, but will be able to get at embark all the time right?
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Dirst

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #893 on: April 29, 2016, 04:01:13 pm »

If the civ is playable and the reaction isn't attached to a building players wont be able to make the gem, but will be able to get at embark all the time right?
I'm not sure about the building angle (has anyone here tested that idea?), but like I said you could make the reagents stupidly expensive to keep the manufacturing process out of the player's hands.
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #894 on: April 29, 2016, 06:18:18 pm »

If the civ is playable and the reaction isn't attached to a building players wont be able to make the gem, but will be able to get at embark all the time right?
I'm not sure about the building angle (has anyone here tested that idea?), but like I said you could make the reagents stupidly expensive to keep the manufacturing process out of the player's hands.
I think it works, actually. Easily tested by removing the building from the steel reaction and seeing if you still get steel items at embark.
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Sver

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #895 on: April 30, 2016, 06:25:59 am »

Do [SYN_INHALED] syndromes affect creatures with [NOBREATHE] and/or without breathing bodyparts? (presuming there are no any other obstacles)
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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #896 on: April 30, 2016, 05:38:51 pm »

When I open menus ingame like the Siege Workshop or Forge, I get all kind of spoiler metals in the lists... is that normal?

Its kinda distracting if you have 12 normal weapon-grade metals and 10 fancy-super-rare things you shouldnt be aware of anyway.
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #897 on: April 30, 2016, 05:44:07 pm »

Do [SYN_INHALED] syndromes affect creatures with [NOBREATHE] and/or without breathing bodyparts? (presuming there are no any other obstacles)

As far as I am aware, NOBREATHE creatures are unaffected, but creatures without breathing parts may still be able to breathe.

When I open menus ingame like the Siege Workshop or Forge, I get all kind of spoiler metals in the lists... is that normal?

Its kinda distracting if you have 12 normal weapon-grade metals and 10 fancy-super-rare things you shouldnt be aware of anyway.

Adamantine has been spoiled in unmodded games for a while now, so it may just be an unintended feature.
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #898 on: April 30, 2016, 06:35:39 pm »

When I open menus ingame like the Siege Workshop or Forge, I get all kind of spoiler metals in the lists... is that normal?

Its kinda distracting if you have 12 normal weapon-grade metals and 10 fancy-super-rare things you shouldnt be aware of anyway.

Spoiler metals have always shown up in every menu where any metals show up at all.

pantsentranced

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #899 on: May 02, 2016, 12:34:13 am »

I'd like to create a unit on the surface about 1/4 of the way from the top left corner of the map.

What would be the best way using a lua script to find the coordinates of that location?

Also, is there an easy way to tell if that tile is occupied by a tree or something solid?
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