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Author Topic: Any changes in 44.01's Raws?  (Read 4707 times)

CaptainArchmage

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Re: Any changes in 44.01's Raws?
« Reply #30 on: December 19, 2017, 07:59:19 pm »

I'm actually looking for a way to DFhack into existing entities from the previous version, the changes for the existing version. Is there any way to do that yet with DFhack?

Search for the AddPetToCiv (and its variants for pull/pack/etc.) they can insert creatures into a civilization listing and the game update properly. There is even a variant to add new wagons which is not currently possible with raws.

Thanks, that deals with the one side of everything! The other side is to get the pedestals and display cases into existing entities, without altering any existing items.

(And fix the mineral composition but that's not a raw thing)

Edit: Wait, wagons were changed?!
« Last Edit: December 19, 2017, 08:21:02 pm by CaptainArchmage »
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Putnam

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Re: Any changes in 44.01's Raws?
« Reply #31 on: December 19, 2017, 09:05:13 pm »

Edit: Wait, wagons were changed?!

no, talking specifically about that dfhack script, nothing to do with 0.44

Boltgun

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Re: Any changes in 44.01's Raws?
« Reply #32 on: December 20, 2017, 04:14:52 am »

Edit: Wait, wagons were changed?!

no, talking specifically about that dfhack script, nothing to do with 0.44

Wagon are still wagons and there is no way to change this in raws. The script just happen to be able to add 'new' wagons and the game is fine with that.

They all look and act the same, scuttling and all but they can perform interactions. You can make a fireproof wagon creatures that shoot fireballs with armored pack animals and caravans suddenly turn into panzer companies.
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