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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 205113 times)

FantasticDorf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1425 on: October 16, 2016, 02:17:07 pm »

Does anyone know which item token milk uses? I need it for a reaction. LIQUID_MISC?

Here it should be this.

Code: [Select]
MILKABLE:[u]LOCAL_CREATURE_MAT[/u]: (Your product):(Quantity)
This should also help your further queries http://dwarffortresswiki.org/index.php/DF2014:Material_token
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scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1426 on: October 16, 2016, 04:27:10 pm »

Does anyone know which item token milk uses? I need it for a reaction. LIQUID_MISC?

Yeah, that's it. There's two kinds of liquids in the Dwarf Fortress world: booze and all of the other non-booze things.
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Jerry The Hellbound

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1427 on: October 16, 2016, 05:19:07 pm »

Have you tried with only one? Does your errorlog say anything?
Nope, its clear, only a few pathing errors but thats pretty much it.
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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 (Currently outdated)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
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ZM5

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1428 on: October 19, 2016, 06:06:45 pm »

So I gotta ask - is it possible for creatures with multiple castes to have separate graphics for tilesets for those castes? I've heard it wasn't possible without DFhack once but I could be mistaking it for something else.

Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1429 on: October 19, 2016, 06:56:00 pm »

No, that's right, no caste-level graphics.

overseer05-15

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1430 on: October 20, 2016, 08:27:41 pm »

Is it possible to use ice chunks in reactions? I know they'll normally melt, but if you're on a glacier or somesuch, it shouldn't.
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1431 on: October 20, 2016, 08:46:31 pm »

Pretty sure ice boulders as reagents would be BOULDER:NONE:WATER:NONE
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CABL

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1432 on: October 21, 2016, 04:54:34 pm »

I need to have a look on butcher's shop and wood furnace's tags, but I can't find .txt file containing those building's tags. Can someone tell me which .txt file I need?
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Much less active than I used to be on these forums, but I still visit them on occasion. Will probably resume my activity in full once Dwarf Fortress will be released on Steam.

BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1433 on: October 21, 2016, 04:57:40 pm »

They're not in the raws; they're hardcoded.
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CABL

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1434 on: October 21, 2016, 05:07:59 pm »

That's pretty irritating. I want to make a little mod which features crematorium for useless elements (such as cats, prisoners, and dwarven children). Is it possible to cremate specifically dwarven children and not some random Urist McPeasant (i expect "no" as the answer)?
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Pounded in the Butt by my own Government... oh wait, that's real life.

Much less active than I used to be on these forums, but I still visit them on occasion. Will probably resume my activity in full once Dwarf Fortress will be released on Steam.

BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1435 on: October 21, 2016, 05:16:44 pm »

To my knowledge we can't use creatures for reactions like the milking/shearing jobs do. We also can't specify which units get used. It just marks the nearest eligible unit for the job.

You could cremate corpses though, since corpses are objects. I'd probably choose the KILN for those types of jobs, since that is an eligible building tag.
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FantasticDorf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1436 on: October 21, 2016, 05:53:43 pm »

To my knowledge we can't use creatures for reactions like the milking/shearing jobs do. We also can't specify which units get used. It just marks the nearest eligible unit for the job.

Actually you can if they are egibile in the actual creature raw and line up ok with your reaction and material code.

For example leatherwing bats in modifications (bats that grow excess 'leather') can be sheared for the defined product by use of local creature mat, which trolls share with sheep and alpacas in "yarn", which is one of the legal material usage tokens(second half of the hyperlink) defined to be put into these kind of reactions to which Toady has concealed from us so we dont precisely know how it works. Because the stockpiles are prefixed, it has to be this way (not everything there will work however so be selective and concise)

Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

Same for milking which is defined by [milkable] (which puts a timer on the fluid dispense and into a bucket, but can theoretically be any said material)

Code: ("taken from reindeer") [Select]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen reindeer's milk]
[STATE_ADJ:ALL_SOLID:frozen reindeer's milk]
[STATE_NAME:LIQUID:reindeer's milk]
[STATE_ADJ:LIQUID:reindeer's milk]
[STATE_NAME:GAS:boiling reindeer's milk]
[STATE_ADJ:GAS:boiling reindeer's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]

Because orders to shear and milk overlap, you will have to divide your animals into burrows so that they aren't constantly getting muddled up and that your shearers and milkers remain on task with the set animals in that range. Additionally make sure to put sustainability commodities for both your dwarves and your animals to keep them alive as nessecary when they are positioned.
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BlackFlyme

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1437 on: October 21, 2016, 05:59:25 pm »

I meant more along the lines of custom jobs that require creatures, like leading them to a crematorium. I am aware of making creatures milkable or shearable.

I remember one terrifying mod that shaved dwarves for their beard hair.
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Asin

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1438 on: October 22, 2016, 05:20:10 pm »

I remember one terrifying mod that shaved dwarves for their beard hair.

By Armok... Why would you shave a dwarf's beard hair?!

Eric Blank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1439 on: October 23, 2016, 02:29:18 pm »

Because you're a sadistic monster of the highest degree.
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