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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 427367 times)

thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3210 on: July 04, 2011, 12:33:04 pm »

[REAGENT:A:1:BAR:NONE:INORGANIC:COLD_IRON:NONE] should not have the :NONE at the end.
That's not really the problem and from personal experience the NONE doesn't matter, but alright I'll remove it if only for the sake of trying to avoid any more issues popping up while I try to get this to work.
It may not cause issues but there's no reason to have it there and no reason to continue using incorrect syntax. Best not to encourage bad habits. :)

I see nothing in your second reaction involving fae root - did you paste the correct reaction? Or are you just saying you have a reaction to make a mortar and pestle and that's what you used to make the powder?

If you make a dummy adventure mode reaction that produces [PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:FAE_ROOT:MILL] and use that, does your first reaction allow you to pick that product? If so, there's something going on with using the mortar/pestle.
Oops, sorry. I accidentally copy'd+pasted the wrong reaction in that second codeblock.
Code: [Select]
[REACTION:GRIND_FAE_ROOT_ADV]
[NAME:grind fae root]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOOL:NONE:NONE:NONE][HAS_TOOL_USE:GRIND_POWDER_RECEPTACLE][PRESERVE_REAGENT]
[REAGENT:B:1:TOOL:NONE:NONE:NONE][HAS_TOOL_USE:GRIND_POWDER_GRINDER][PRESERVE_REAGENT]
[REAGENT:C:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[REAGENT:D:1:PLANT:FAE_ROOT:PLANT_MAT:FAE_ROOT:STRUCTURAL]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:FAE_ROOT:MILL][PRODUCT_TO_CONTAINER:C]
[SKILL:MILLING]

I've been using a cheat reaction to get my hands on faeroot and stone in the arena so that I can knap mortar and pestles and then grind the root. I'll add the powder to the cheat reaction and test that now.

Edit: Still can't select the powder even when I get it from a different reaction. When it's in a bag or not.
« Last Edit: July 04, 2011, 12:37:34 pm by thatkid »
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Sorcerer

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3211 on: July 07, 2011, 05:10:30 pm »

Is there any way to have pack animals, while excluding them from the available pets list? I'd rather not have my little ponies bring their pet mules along, since.. you know.. that's kinda weird :P
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3212 on: July 07, 2011, 05:20:28 pm »

Is there any way to have pack animals, while excluding them from the available pets list? I'd rather not have my little ponies bring their pet mules along, since.. you know.. that's kinda weird :P
There isn't.

But hey, look on the bright side! This is Dwarf Fortress, so Friendship is no longer magic but slavery is.
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Lexx

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3213 on: July 08, 2011, 05:31:14 am »

Hello. I didn't want to add another thread just for this question. What would I need to add to dragons to make them have wings, as well as reproduce young via eggs? I've already made mine tamable and trainable. But would like to start a breeding program.
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3214 on: July 08, 2011, 05:47:41 am »

Hello. I didn't want to add another thread just for this question. What would I need to add to dragons to make them have wings, as well as reproduce young via eggs? I've already made mine tamable and trainable. But would like to start a breeding program.
To give them wings, look for their body and add 2WINGS. Also add [FLIER] to them if you want them to fly. They already lay eggs, but I think you must add [CHILD:1] below the caste name too.
And you might wanna edit the body size a bit, dragons take very long to mature.
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Lexx

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3215 on: July 08, 2011, 06:03:24 am »

Ah thanks for the reply. I had a fort not long ago where I had 2 tame war dragons. In pasture and had nest box for the female to lay in in the pasture set aside for them yet no young. Ill add those changes and see how it goes. I usually generate 1000 year worlds so the dragons I find are fully grown. The general plan was to harvest the young so I had dragon bone to decorate everything in my forts with. As well as emergency defense in sieges.
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3216 on: July 08, 2011, 07:40:30 am »

Okay, I need some help here.
I made komodo dragons. Why aren't they injecting their poisonous saliva? Do they need teeth or something?
Also, how big do eggs need to be to take 8 months to hatch?
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3217 on: July 08, 2011, 07:44:03 am »

Does their bite attack have an edge?
Does the saliva's material have the tag needed to enter a creature's bloodstream?
Does their bite attack have the special attack token needed, and are the levels high enough for it to actually matter?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3218 on: July 08, 2011, 07:54:28 am »

Yes, but what do you mean by edge?
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3219 on: July 08, 2011, 07:59:52 am »

Yes, but what do you mean by edge?
There are two types of attack in Dwarf Fortress, BLUNT and EDGE (piercing attacks are defined by weapons with low contact area and high penetration). BLUNT attacks will not break the skin, but EDGE attacks will. In order to inject syndromes, the attack in question needs to be flagged as an EDGE attack. Which means [ATTACK_FLAG_EDGE]
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3220 on: July 08, 2011, 08:06:31 am »

From my experiments, it appears that their BITE attack needs to have something like:

[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

in order to inject a poison when the attack is made.
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3221 on: July 08, 2011, 08:07:57 am »

Yeah, it has [ATTACK_FLAG_EDGE] and the special attack.
And Sphalerite, I do have that.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3222 on: July 08, 2011, 08:08:36 am »

Post your RAWs of the creature and anything else that might be relevant?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3223 on: July 08, 2011, 09:06:17 am »

Spoiler (click to show/hide)
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3224 on: July 08, 2011, 09:22:51 am »

[CREATURE:DRAGON_KOMODO]
Try size
[BODY_SIZE:0:0:1500]
[BODY_SIZE:2:0:68000]
[BODY_SIZE:8:0:166000]
instead of 30kg at birth. based on http://www.google.com/search?&q=size%20Komodo%20dragon%20kg
I'd use a custom quadruped_smalllegs body type, the vanilla Quadruped body has leg sizes for horses and dogs, not alligators, turtles, mice and other belly-crawlers.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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