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Author Topic: Woop. Modding help needed  (Read 927 times)

x2yzh9

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Woop. Modding help needed
« on: November 15, 2009, 05:34:22 pm »

I need some help on how to make it so my dwarves don't eat or sleep, as well as making it so i don't have to have any resources when building constructions [like above-ground homes, walls, towers, etc.]

Basically i'm asking for a cheat utility, i know there was one that let you edit dwarves skills, labors, tiles, etc. But i can't remember it's name.

3

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Re: Woop. Modding help needed
« Reply #1 on: November 15, 2009, 05:40:14 pm »

Add the [NOSLEEP] and [NOEAT](/[NODRINK]) tags to the DWARF entry in creature_standard.txt.

You won't be able to do the other thing via standard modding, but you could use a third-party program to make the resources you need (Dtil, maybe, if you're having trouble finding rare materials, or perhaps Tweak), although I'm not up to date on the capabilities of such programs.
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Jay

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Re: Woop. Modding help needed
« Reply #2 on: November 15, 2009, 05:45:44 pm »

All three of those have underscores.
[NO_SLEEP]
[NO_EAT]
[NO_DRINK]
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Mishimanriz: Histories of Pegasi and Dictionaries

3

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Re: Woop. Modding help needed
« Reply #3 on: November 15, 2009, 05:55:08 pm »

Ah, my mistake. The lack of consensus between tags gets me every time if I don't have a reference.
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slink

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Re: Woop. Modding help needed
« Reply #4 on: November 15, 2009, 06:46:32 pm »

I have copied and pasted tiles with a wall with dtil, but it gives some kind of generic "wall" in dark red with no stone type.  You can build natural rock walls that way, though.
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snaggles

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Re: Woop. Modding help needed
« Reply #5 on: November 15, 2009, 07:30:19 pm »

The raw entry for dwarves in creature_standard.txt in my cheat folder:
Spoiler: CREATURE:DWARF (click to show/hide)

Dorfs now...
Spoiler: robot features (click to show/hide)

Perfect for building your own robot army. If you want to change the damblock and size tokens to increase durability, go ahead. (Changes don't require a regen of your world)

As for creating the items you need, have a look of my reaction_standard.txt:
Spoiler: reaction_standard.txt (click to show/hide)

Most of the cheaty things at the bottom are taken from somewhere I cannot remember, and then edited to fit my situation. You can re-edit them to suit you, through the help of the page Item tokens and then the page Reactions for formatting. If you copy-paste the entire reaction_standard.txt, you'll need to regen your world, however, if you just edit existing reactions that you won't be using you don't have to.
Before choosing where to embark, open up Dtil, run the embark editor, and change your amount of dwarves to whatever you want. Afterwards, (e)mbark and set up carefully. Re-open the embark editor, select every dwarf and every skill, and press the "15" button. There! You now have x amount of super robot dwarves. You can also freeze your embark points with the embark editor.
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forsaken1111

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Re: Woop. Modding help needed
« Reply #6 on: November 16, 2009, 06:11:54 am »

[REACTION:FREE_ARMEAPON RASTND50]

Shouldn't that have an underscore?

Also one of your free gem reactions is missing a bracket "["
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Doomshifter

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Re: Woop. Modding help needed
« Reply #7 on: November 16, 2009, 06:48:36 am »

Ah, robot mode. The best way for making SUPER-HOOGE megaconstructions that can't possibly be made any other way.
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Lancensis

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Re: Woop. Modding help needed
« Reply #8 on: November 16, 2009, 09:52:22 am »

Ah, robot mode. The best way for making SUPER-HOOGE megaconstructions that can't possibly be made any other way.

Pfft. I wager there's nothing your dwarf bots can do that Urist Henry Ironblood can't.
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Jay

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Re: Woop. Modding help needed
« Reply #9 on: November 16, 2009, 05:58:52 pm »

[REACTION:FREE_ARMEAPON RASTND50]

Shouldn't that have an underscore?

Also one of your free gem reactions is missing a bracket "["
Simple removal of that space would work, as that is an identifier, and reactions aren't called on anywhere else, so its only requisite is that it has to be unique. [REACTION:FREE_ARMEAPONRASTND50] I can't make heads or tails of what that's supposed to be, but eh, it, once again, only has to be unique.  I don't think the parse routine likes when there's numbers at the beginning of it, but otherwise, it should be fine.
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forsaken1111

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Re: Woop. Modding help needed
« Reply #10 on: November 16, 2009, 06:27:57 pm »

[REACTION:FREE_ARMEAPONRASTND50] I can't make heads or tails of what that's supposed to be, but eh, it, once again, only has to be unique.

It's a combination of armor stand and weapon rack.

[REACTION:FREE_ARM(or)|(w)EAPON|RA(ck)|STN(a)D|50]
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hitto

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Re: Woop. Modding help needed
« Reply #11 on: November 16, 2009, 07:09:35 pm »

But modded-in furniture and items don't get quality tokens either, right?
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Deon

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Re: Woop. Modding help needed
« Reply #12 on: November 16, 2009, 08:05:59 pm »

If you mean produced via smelter, then yes, they have a base quality.
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