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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 423082 times)

trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3945 on: September 22, 2011, 02:39:17 pm »

New reactions can't be added to a current save, but you can change existing ones: remove something that you'd never use, like lay pewter making. As long as you don't change the reaction token, it'll work.
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Cheveux

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3946 on: September 22, 2011, 03:00:34 pm »

It worked! Thanks a lot.
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Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3947 on: September 22, 2011, 05:01:38 pm »

cani add the vermin tag to a sentient race?
i'd like to create a small sentient creature that can work and breed fast but that ends his life cycle in about 2-4 years
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3948 on: September 22, 2011, 06:52:16 pm »

cani add the vermin tag to a sentient race?
i'd like to create a small sentient creature that can work and breed fast but that ends his life cycle in about 2-4 years
Couldn't you just change the MAXAGEs, body size, and litter sizes?
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Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3949 on: September 23, 2011, 04:15:09 am »

Quote
Couldn't you just change the MAXAGEs, body size, and litter sizes?
-snotling-
i want to make them to be little useful pests of the size of a rabbit but i don't want them to use embark slots, they won't need to talk nor equip items, but still i want them to carry stuff around work in the fields and be used as food from time to time
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3950 on: September 23, 2011, 05:25:21 am »

Quote
Couldn't you just change the MAXAGEs, body size, and litter sizes?
-snotling-
i want to make them to be little useful pests of the size of a rabbit but i don't want them to use embark slots, they won't need to talk nor equip items, but still i want them to carry stuff around work in the fields and be used as food from time to time
I see a few problems with this idea:
  • Pets, such as tigermen, won't take labors without the "Friendship" utility
  • Ethics need to be edited to eat the post-sentient products
  • Vermin don't breed
  • Dwarves will actively try to cage pet vermin
  • And VERMIN_HUNTERs will attack even pet vermin
You could add sentience to vermin, but I don't think you'll get what you want. I've heard just setting the petvalue to 0 on an animal will allow you to get as many as you want on embark. Combine this with sentient pets, removal of the pet token after embark, and Friendship will probably get you somewhere.
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astianax

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3951 on: September 23, 2011, 06:53:24 pm »

ark brings up a few good points for that, but i'd like to expand just a little bit

you can mod your race to allow them to eat sentients, but no matter what, they still won't eat their own race, so even avoiding the vermin related issues, you'd be able to either have the little bunny-things work or be used as food, can't do both (currently), sadly

option a) have them be a caste of your existing race. that way they do the work you want them to
option b) have them 'pets' (like trolls to goblins) where they 'work' for the race, just without really doing any work in the game. but, they'd be snacked upon as needed
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drilltooth

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3952 on: September 23, 2011, 07:02:28 pm »

don't [VERMIN] spawn at random from their natural biome rahter than brreding the normal way?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3953 on: September 24, 2011, 01:01:58 pm »

don't [VERMIN] spawn at random from their natural biome rahter than brreding the normal way?

Yes, and that's why it won't work.


Also, can I make a tool [SIZE:0]?

EDIT: The answer is yes. Science is good!

(Even if SIZE is 0, though, an object with a density of 20,000,000 or so will still be far too heavy)
« Last Edit: September 25, 2011, 01:54:06 pm by Putnam »
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Fistbeard

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Can't believe I can't work this out.
« Reply #3954 on: September 25, 2011, 08:40:18 am »

I confess I'm brand new to 0.31 period, to say nothing of modding it. But anyway, I kind of want to try adding black gold in addition to rose. I used the exact same tokens as rose gold, except the color, value, and of course, name:
Spoiler: The tokens. (click to show/hide)
Like I said, the exact same as rose gold, I just bumped the value up a little and changed the color.
Since I want to worry about reactions later, I just threw in a quick reaction to make it out of thin air at smelters.
It's not showing up in the smelter menu, or anywhere in the embark preparation screen. Does anyone know what I'm messing up on?
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3955 on: September 25, 2011, 08:43:57 am »

Did you give your fortress civ permission to use your reaction in their raws?

The reactions don't show up in smelters if your civ dosn't have permission to use it.  They also use permitted reactions to determine what alloys they have available during worldgen and embark.
« Last Edit: September 25, 2011, 08:45:40 am by Greiger »
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Fistbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3956 on: September 25, 2011, 08:56:33 am »

Aaah, I thought it might have been something with the civ raws. Thanks.
Second part: In regards to making the stuff legitimately, I'm a little unsure of one other thing:
Code: [Select]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]What part of this would I change to specify a cobaltite or brimstone being required? My guess is the second NONE, but I can't be sure.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3957 on: September 25, 2011, 09:03:36 am »

You would probably have to make one reaction that uses cobaltite, and one that uses brimstone.  Don't think you can specify more than one kind of stone allowed without making them all allowed, or always require both, in one reaction.  Maybe it can be done using reaction classes, but I'm a little fuzzy on them, so you would probably need input from someone else if that's a dealbreaker.

For cobaltite I think it would be
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:COBALTITE]

and brimstone would be
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]

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Fistbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3958 on: September 25, 2011, 09:11:50 am »

I was sure I'd need two different reactions, not a big problem. Thanks for the (very fast) help with all that.
(I read about a few ways of making black gold, and two possible methods were patination by applying sulfur and oxygen containing compounds, and oxidation of gold with chromium or cobalt in it. Chucking a hunk of each in the smelter with the gold isn't tremendously realistic, but hey.)
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3959 on: September 25, 2011, 10:29:14 am »

Considering the kind of stuff folks would do back when smelters were the only way to put a custom reaction into the game, it permanently corrupted my mind into seeing smelters as magical alchemy machines that you just put stuff in one slot, and different stuff comes out the other after a few weird cartoony mechanical noises.

Proper purification and proportions of reagents seems moot with that mindset.
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