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Author Topic: Mod Base 0.95yy. Discontinued.  (Read 60647 times)

Draco18s

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #105 on: June 29, 2008, 04:11:34 pm »

...am I the only one to notice that it's "hoary marmot" and not "hoary martmot"?
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Deon

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #106 on: June 29, 2008, 04:45:52 pm »

Also I've found that your body_advanced.txt has body_advanced_martmod on the 1st string. Fix it =).

P.S. May I make a request? There's a "requires" token. I think we may need a "disable" token for inner components.
I.e.
[MSECT:1:(Standalone race) or][FILE:creature_newrace][FILE:entity_newrace][DISABLE:2:3:4]
[MSECT:2:(replace dwarves) or][FILE:creature_newrace][FILE:entity_newrace2][DISABLE:1:3:4]
[MSECT:3:(replace  humans) or][FILE:creature_newrace][FILE:entity_newrace3][DISABLE:1:2:4]
[MSECT:4:(replace elves)][FILE:creature_newrace][FILE:entity_newrace4][DISABLE:1:2:3]

This will appear this way: when you check the component from components list the ones it disables will be automatically unchecked.
« Last Edit: June 29, 2008, 07:57:21 pm by Deon »
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Deon

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #107 on: June 29, 2008, 08:36:28 pm »

http://dffd.wimbli.com/file.php?id=260
Clockwork mod which adds new mechanical race. A fun one.
Mod thread: http://www.bay12games.com/forum/index.php?topic=19876.0
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Ryoz

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #108 on: June 30, 2008, 06:01:40 pm »

Sean, i really enjoy your Mod Base, but i have a problem. Whenever i load any of the basic mods(the pre-packaged mods) I get weird body parts....like [lowerbody upperbody]. [left upper arm, upper body] etc etc, I have a fresh install and no tilesets or custom mods. Thanks again for the great tool :)
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Deon

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #109 on: June 30, 2008, 07:44:37 pm »

Which pack did this error? Do you mean conversions made by me or in-built (prepackaged?) Sean's minerals/MA mods?

Anyway I play with them fine.
Do you have errorlog.txt on startup?
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Nonanonymous

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #110 on: July 01, 2008, 06:49:53 pm »

How exactly does that Moreau mod work, anyways?  Does it add just a select, random few, or does it add a new *man for every animal currently in the game?
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Sean Mirrsen

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #111 on: July 01, 2008, 09:08:20 pm »

It adds a new biped *man creature for every non-megabeast quadruped in the game up to the point of the mod's inclusion. Or it should.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #112 on: July 02, 2008, 05:36:25 am »

It does it fine.
Any news about item striptease upgrade, Sean? =)
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Sean Mirrsen

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Re: Mod Base 0.81a. Powerful new feature. Hoary martmotmen, anyone?
« Reply #113 on: July 02, 2008, 12:30:56 pm »

If any of you feel like it, you can leap for joy.

I THINK[/i][/size] I fixed most of the errors I introduced with my reckless typing and thoughtless planning. Heh. I wouldn't say I was any less reckless or thoughtless when doing the fixing, but as far as I can see, it does most of what it couldn't, and still does what it could.

I also added these feats:

Description panel in the UI.
DESCRIPTION field in the mod files.
VERSION field in the mod files. - no real use now, but later might affect compatibility.
MAIN optional flag for MSECT tags - will disable the whole mod when module is disabled. Also has "(required)" added to the name in the listing.
OPT optional flag for MSECT tags - will turn off any modules with the same flag in the mod when turned on. Only one such set of "radio flags" is allowed per mod.

Also, "awfulmen" now work properly, and stripping all entities of items with a conditional entry added somewhere in the end of the modlist is now possible.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #114 on: July 02, 2008, 06:12:08 pm »

Grats, Sean. Thank you for your work :).
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Sean Mirrsen

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #115 on: July 03, 2008, 10:29:18 am »

Ye might want to update all your mods to have version numbers, descriptions, and stuff. Also the toy and instrument mods can now take advantage of the conditional placement, I specifically tested those so they should work right.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #116 on: July 04, 2008, 09:45:35 am »

Alrighty, I'm resuming progress here.

The current target, unless any major bugs get in the way, is the mod constructor.

I still can't get my head around the proper way to describe entries and tags, especially with some of the flags having multiple values as well. I suppose we will have a separate "modbase" folder in which there will be three files, for entries, tags, and flags. The tags one will be by far the longest.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Fieari

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #117 on: July 05, 2008, 08:04:25 pm »

I'm converting the Small Things mod to ModBase format, since the author of that mod doesn't seem to be getting around to it.  As I'm doing so, question: the [!REPLACE] tag... am I correct in that it doesn't actually replace anything, it just makes it so that if the creature (or whatever) doesn't already exist, it won't do anything?

Also, is there any way to make the modbase also allow additions to the speech files under data?

EDIT: I finished the conversion, and it seems to work.  Here.
« Last Edit: July 05, 2008, 09:36:07 pm by Fieari »
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Deon

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #118 on: July 06, 2008, 02:42:45 am »

Nice, I will update the things I converted today.

Fieari, did you convert the contents to different components? I'm at work now and I don't have time to check.
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Fieari

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Re: Mod Base 0.88d. Errors fixed. Features restored. I think. :p
« Reply #119 on: July 06, 2008, 11:33:36 am »

I split it between the Engraving component and the Prefstring component.
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