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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188913 times)

Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #570 on: May 22, 2018, 05:40:48 pm »

Also, Ive made reactions for Elves to make wood armor, ect. but for some odd reason they don't properly produce the end product..

[REACTION:MAKE_WOOD_BREASTPLATE]
   [NAME:make wooden breastplate]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:log:2:WOOD:NO_SUBTYPE:PLANT_MAT:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:log:NONE]
   [SKILL:WOODCRAFT]

^ that's what I have currently


EDIT: Nvm resolved it, needed to change it to just WOOD:NONE:NONE:NONE lol
« Last Edit: May 22, 2018, 09:20:30 pm by Fatace »
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #571 on: May 23, 2018, 10:02:53 pm »

I have come across something odd, not sure if this has been answered or not, but I am currently working on a few things for adventure mode crafting.. and while doing smithing related things.. ive noticed
that I need double the amount of bars required to make the item...

[REACTION:MAKE_IRON_SHORT_SWORD_ADV]
   [NAME:make a iron short sword]
   [ADVENTURE_MODE_ENABLED]
   [BUILDING:CARPENTER:NONE]
   [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
   [REAGENT:B:150:BAR:NO_SUBTYPE:METAL:IRON]
   [REAGENT:C:150:BAR:NO_SUBTYPE:METAL:IRON]
   [REAGENT:D:1:NONE:NONE:NONE:NONE]
      [PRESERVE_REAGENT][HAS_EDGE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_WEAPON]
   [CATEGORY:ADV_WEAPONRY]

^ Using that as an example.

The reaction works perfectly aside from requiring double the amount of bars, when its asking for the bars, it asks for 2 bars each reagent, but only 1 is consumed...? Example: If I make this sword, It asks for a total of 6 bars, but only 3 are consumed in the process, with the other 3 still around to be used. Ive tried changing things around multiple times but it seems like this is the closest to having a adv reaction for smithing, just really unsure what causes it to ask for the reagent (150) then suddenly asking for a second part of it (0) before going to the next reagent, this isn't like this for anything else except bars, possibly due to the product dimensions?
« Last Edit: May 23, 2018, 10:04:41 pm by Fatace »
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #572 on: May 23, 2018, 10:18:19 pm »

why don't you just use  [REAGENT:A:450:BAR:NONE:INORGANIC:IRON] instead of using 3 separate reagents for each bar?
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Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #573 on: May 24, 2018, 01:39:02 am »

why don't you just use  [REAGENT:A:450:BAR:NONE:INORGANIC:IRON] instead of using 3 separate reagents for each bar?

I honestly didn't think that would work, I will test it tomorrow!
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Eric Blank

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Re: [MODDING] 0.44.x questions thread
« Reply #574 on: May 24, 2018, 04:18:36 pm »

It wont change the fact the game will want extra bars, but it does mean it will only ask for like 1 instead of 3 extra
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #575 on: May 29, 2018, 12:12:37 pm »

Is it possible, through DFhack or not, to get a married dwarf and goblin?
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #576 on: May 29, 2018, 11:52:22 pm »

So I'm making a reaction that grinds stone to dust, I want to find a way to define dust as something usable so I can sift it for sand or extract clay, how should i define the dust without making it a stone because the reaction will give ore as well as the dust. I considered just making the reaction produce sand and then making a separate reaction for clay but bags are a pain imo. Is there a workaround like Putting sand in barrels that works? I'm open to solutions to either quandary.
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TomiTapio

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Re: [MODDING] 0.44.x questions thread
« Reply #577 on: May 30, 2018, 06:06:10 am »

Is it possible, through DFhack or not, to get a married dwarf and goblin?
A 2015 script for DFHack: assign a romantic partner or spouse. http://www.bay12forums.com/smf/index.php?topic=147779.0
Might not work anymore, and might not allow non-dwarves.

So I'm making a reaction that grinds stone to dust, I want to find a way to define dust as something usable so I can sift it for sand or extract clay, how should i define the dust without making it a stone
I have a reaction to grind rock salt boulder to edible and cookable plant leaf, maybe leaf is the way to go. Or plant's mill product like sugar.
The salt crystals plant is set to super rare desert appearance (exposed rock salt stone).

Spoiler (click to show/hide)
« Last Edit: May 30, 2018, 06:12:57 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #578 on: May 30, 2018, 02:05:40 pm »

Is it possible, through DFhack or not, to get a married dwarf and goblin?
A 2015 script for DFHack: assign a romantic partner or spouse. http://www.bay12forums.com/smf/index.php?topic=147779.0
Might not work anymore, and might not allow non-dwarves.

So I'm making a reaction that grinds stone to dust, I want to find a way to define dust as something usable so I can sift it for sand or extract clay, how should i define the dust without making it a stone
I have a reaction to grind rock salt boulder to edible and cookable plant leaf, maybe leaf is the way to go. Or plant's mill product like sugar.
The salt crystals plant is set to super rare desert appearance (exposed rock salt stone).

Spoiler (click to show/hide)
yeah maybe I'll look around mill products and see if I can make a powder, i might just do sand anyway, buy sandbag
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Eктωρ

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Re: [MODDING] 0.44.x questions thread
« Reply #579 on: May 31, 2018, 11:57:07 am »

I made two modded civs with two different [INTELLIGENT] races for each, they're supposed to be mortal enemies.

I found the first civ was mercilessly beating the second in worldgen, and the reason was pretty obvious: the second civ showed 0 population whenever it spawned

I looked at it further and saw that all civ's 2 population was listed under "others" instead of the civilised population value, like trolls are in gobbo civs.

So what the fuck happened there? What did I do wrong? The only mistakes I have seen and fixed in the raws are defining nails wrong and adding a single wrong letter in one of the item tags. I can't for my life understand where in the raws it makes that creature show up as a domestic animal insted of civilised population. Funnily enough, all nobles that display in legends are the right creature.

Spoiler: creature raw (click to show/hide)

edit:just realised I had some unclosed tags and some typos on the raws.

I've done further testing and the issue is coming from the creature raws. The civilisation spawns normally when I change its race. I STILL can't see where the issue is.
« Last Edit: May 31, 2018, 02:07:39 pm by Eктωρ »
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #580 on: May 31, 2018, 02:53:29 pm »

Give them [CAN_LEARN], and then see if it works.
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Eктωρ

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Re: [MODDING] 0.44.x questions thread
« Reply #581 on: May 31, 2018, 03:02:16 pm »

But they already have [INTELLIGENT], I'm gonna try that though.
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #582 on: May 31, 2018, 03:03:12 pm »

Oh. I missed that.
Without that as a possibility, I have no idea.
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Eric Blank

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Re: [MODDING] 0.44.x questions thread
« Reply #583 on: May 31, 2018, 04:29:56 pm »

Maybe its the creature_class:mammal working againt them. Does their civ allow all mammal class creatures as pets or something? If so, they could be making pets of themselves.
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Eктωρ

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Re: [MODDING] 0.44.x questions thread
« Reply #584 on: May 31, 2018, 05:12:06 pm »

It has literally the same pet settings as the normal human civ from vanilla df.
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