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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188891 times)

Putnam

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Re: [MODDING] 0.44.x questions thread
« Reply #600 on: June 03, 2018, 06:38:56 pm »

I've heard that in the latest version the memory system can cause way too much stress from seeing dead body parts. Is there a modding related way to fix this? Would lowering Anger Propensity, Stress Vulnerability etc help?
I currently have
      [PERSONALITY:STRESS_VULNERABILITY:5:20:90]
      [PERSONALITY:DEPRESSION_PROPENSITY:5:23:90]
      [PERSONALITY:ANGER_PROPENSITY:5:23:90]
      [PERSONALITY:ANXIETY_PROPENSITY:5:23:90]
in effect to make SOME dwarves less vulnerable to stress. I think it's fine if 6% of the settlement's dwarves
have depression and tantrums. (I use Dwarf Therapist to remove the five most stressed people from all hauling.)

Not really some dwarves being less vulnerable as the vast majority being less vulnerable, since IIRC that's a normal distribution.

Fatace

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Re: [MODDING] 0.44.x questions thread
« Reply #601 on: June 04, 2018, 06:06:20 pm »

Just noticed this recently, but how do make a metal magma safe to use for anvils?
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #603 on: June 05, 2018, 12:32:33 am »

So I made a reaction and i am having trouble getting it to work, it currently does not show up in the building.
Spoiler (click to show/hide)
By the way I did add [PERMITTED_REACTION:ORES]
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thefriendlyhacker

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Re: [MODDING] 0.44.x questions thread
« Reply #604 on: June 05, 2018, 03:16:24 am »

So I made a reaction and i am having trouble getting it to work, it currently does not show up in the building.
...
   [BUILDING:MILLSTONE]
...
I think I found your problem.
Quote from: Reaction (DF wiki)
[BUILDING:<BUILDING NAME>:<BUILDING KEY>]
Slap :NONE in on the end of your building tag and that should probably fix it.

Yes, I have had this problem before.  Yes, it was very annoying.
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #605 on: June 05, 2018, 03:39:54 pm »

So I made a reaction and i am having trouble getting it to work, it currently does not show up in the building.
...
   [BUILDING:MILLSTONE]
...
I think I found your problem.
Quote from: Reaction (DF wiki)
[BUILDING:<BUILDING NAME>:<BUILDING KEY>]
Slap :NONE in on the end of your building tag and that should probably fix it.

Yes, I have had this problem before.  Yes, it was very annoying.
dude you're a lifesaver this is the most complete reaction ive made thus far (obviously not balanced at all yet)
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #606 on: June 05, 2018, 03:42:30 pm »

What? No adamantine?
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #607 on: June 05, 2018, 03:50:57 pm »

What? No adamantine?
I mean i considered it, but I feel it needs to be a far rarer chance, less than half of a percent. I plan on coming up with a geode type product and having all of the gems be available to be found with raw "candy" being a low drop on the list. but that will likely come after the section for clay and ceramics that I intend to do. I will likely have some difficulty defining the geode mat initially and will probably divide it into like 3 grades because there is like ~144 natural gems in the game
« Last Edit: June 05, 2018, 03:52:59 pm by Manzeenan »
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #608 on: June 05, 2018, 03:57:48 pm »

So I'm seeking opinions on "balance" for my reaction to crush stones to look for ore on what an appropriate number of stones should be required
Spoiler (click to show/hide)
The total chance of a product is theoretically 104% (unless I missed something carelessly) and it currently requires 5 regular boulders. (I sort of arbitrarily did that) (side note, I started getting magma as a product, realized that GARNIERITE is misspelled in my reaction, lol can anyone confirm if that happens normally)
« Last Edit: June 05, 2018, 04:37:54 pm by Manzeenan »
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #609 on: June 05, 2018, 05:25:00 pm »

So... Im back again.... I cant figure out how to have my reaction use clay while excluding kaolinite
Spoiler (click to show/hide)
What happens is the first reaction works fine with clay but subsequent reactions use the kaolinite already within the building instead of nearby clay. Is there a good way to stop that other that just slapping reaction class on all the clay soils?
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x questions thread
« Reply #610 on: June 05, 2018, 06:14:55 pm »

Well, you see KAOLINITE is also FIRED_MAT but you have WORTHLESS_STONE_ONLY so you could make it have [MATERIAL_VALUE:2]? and it should be economic? Not sure what flags a stone as non-worthless
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Lavapraiser

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Re: [MODDING] 0.44.x questions thread
« Reply #611 on: June 05, 2018, 08:19:07 pm »

If I set humans to be [SITE_CONTROLLABLE] how can I also make them have access to wood burner's workshops and furnaces?
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Manzeenan

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Re: [MODDING] 0.44.x questions thread
« Reply #612 on: June 06, 2018, 01:17:07 pm »

Well, you see KAOLINITE is also FIRED_MAT but you have WORTHLESS_STONE_ONLY so you could make it have [MATERIAL_VALUE:2]? and it should be economic? Not sure what flags a stone as non-worthless
pretty sure whether or not it is economic, like a reaction to make stone crafts would refrain from using marble if it is disallowed via worthless stone only... right? (Edit) I could just be doing something wrong
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pikachu17

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Re: [MODDING] 0.44.x questions thread
« Reply #613 on: June 06, 2018, 01:38:24 pm »

If I set humans to be [SITE_CONTROLLABLE] how can I also make them have access to wood burner's workshops and furnaces?
i think you can just give them a profession of wood burning, but have not modded in a while.
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Sver

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Re: [MODDING] 0.44.x questions thread
« Reply #614 on: June 06, 2018, 01:56:04 pm »

If I set humans to be [SITE_CONTROLLABLE] how can I also make them have access to wood burner's workshops and furnaces?

I'm fairly sure they have them by default.
You might want to give them these reactions though:
Code: [Select]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
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