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Author Topic: Clockwork mod  (Read 2925 times)

DreaDFanG

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Clockwork mod
« on: June 28, 2008, 03:06:16 pm »

Mod for clockwork civ creatures works with other mod packs as well as vinilla dwarfortress.

http://dffd.wimbli.com/file.php?id=269
Modbase v1.6

Added mor clockworks amd mudcrabs.
« Last Edit: July 02, 2008, 04:34:57 pm by DreaDFanG »
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Deon

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Re: Clockwork mod
« Reply #1 on: June 28, 2008, 03:25:19 pm »

What do you need "don't work"?
I think it's not minor if it's not working :).
Please specify the error.

EDIT:
1st  - it has the same entity tag as dwarves, change it.
2nd - you have ITEM_WEAPON_TOOL as Weapon and as Digger, I don't think it's possible to use 1 item twice. Remove "weapon".

Also why do you make us to copy-paste text while you could provide a modular version?


Another error found: you shouldn't specify more than 1 itemcorpse. The game makes just 1 itemcorpse.
Also it's a bit strange that they are butcherable...
« Last Edit: June 28, 2008, 03:31:50 pm by Deon »
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DreaDFanG

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Re: Clockwork mod
« Reply #2 on: June 28, 2008, 04:29:21 pm »

Its a work in progress...cant get everything in one runthrough...as well as othing things I'll be fixing this...and making it modular would be simpler for useage thanks.
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Deon

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Re: Clockwork mod
« Reply #3 on: June 28, 2008, 05:09:28 pm »

I mean, just put your content in files with different names than vanilla ones. The game will compile them as well.
I.e. make entity_clockworks.txt with your new entity, creature_clockworks.txt with your new creature and body_clockworks.txt with your new bodyparts.
Just make sure that every files contains right data. You can check vanilla ones to see what does it mean.

I.e. filename in the 1st raw (entity_default in entity_default.txt) then object type which describes what is inside your file ([OBJECT:ENTITY] in entity_default.txt; [OBJECT:CREATURE] in creature files; [OBJECT:BODY] in body files).
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Tibbles

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Re: Clockwork mod
« Reply #4 on: June 29, 2008, 03:17:36 am »

Could you give me a run down of the race? The mention of a 'Clockwork' race sounds pretty cool. What are it's special features?
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Naze

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Re: Clockwork mod
« Reply #5 on: June 29, 2008, 03:59:45 am »

I made a clockwork race not too long ago, but I abandoned them after I couldn't get my reaction which made edible coal from refined coal to work.
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Maggarg - Eater of chicke

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Re: Clockwork mod
« Reply #6 on: June 29, 2008, 04:10:38 am »

Are they a separate race or do dwarves make them?
If the dwarves do that's the first step to becoming Dwemer from TES.
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DreaDFanG

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Re: Clockwork mod
« Reply #7 on: June 29, 2008, 05:17:18 am »

Updated it to fix out some bugs but now they suffacate...if anyone can post a fix, thanks.

They "make" themselves and as for future moding they might develope into that but since any forged entities dont get self thaught...it will have to wait till magic can fix that.

As well you can play them in fortress mode only if you remove the civ tag thing from the dwarves in entity_default.

as for desciption

Spoiler (click to show/hide)

Spoiler to save room.

They are strong to protect the fact that they are literaly made from tweaked gold silver and copper, plus their powered by booze much to the likeness of dwares.
« Last Edit: June 29, 2008, 05:21:16 am by DreaDFanG »
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DreaDFanG

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Re: Clockwork mod
« Reply #8 on: June 29, 2008, 05:40:15 am »

Just had a good idea for a living booze monster...

Casual drinking will never be the same!

Blob+Booze+remains=monsterously good tasting beer!
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Deon

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Re: Clockwork mod
« Reply #9 on: June 29, 2008, 06:47:37 am »

Why do you replace dwarves with them? Make them  complatible please.
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DreaDFanG

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Re: Clockwork mod
« Reply #10 on: June 29, 2008, 07:38:37 am »

it is now compatable but considering you cant play fortress mode with two civs....which would be cool...and implement slaves and minions...you have to pick weather your fortress will be dwarven or clockwork...by setting such in your raws/entity_defualt...its rather like a switch, cant have the lights on and off, and dwarves should still civ with [Intelligent] tag that or it will make you go mad...
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Deon

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Re: Clockwork mod
« Reply #11 on: June 29, 2008, 08:31:56 am »

You can pick which civ do you play on embark screen... i don't see a problem here.
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DreaDFanG

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Re: Clockwork mod
« Reply #12 on: June 29, 2008, 09:18:44 am »

ok just add the thing as is 100% dwarf compatable.
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Naze

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Re: Clockwork mod
« Reply #13 on: June 29, 2008, 02:43:26 pm »

If your having problems with them suffocating I'd add the [NOBREATHE] tag, I've had problems with other creatures who overexerted and died just from walking around.
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Deon

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Re: Clockwork mod
« Reply #14 on: June 29, 2008, 03:12:46 pm »

If they have no breathing organs installed right they will suffocate for sure.
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