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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430454 times)

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4785 on: January 09, 2012, 08:18:08 pm »

ok thanks managed to get it working
here the revised reaction:

Spoiler (click to show/hide)
« Last Edit: January 09, 2012, 09:14:13 pm by Krantz86 »
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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.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4786 on: January 09, 2012, 08:18:36 pm »

...Well, you could do it that way too :P

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4787 on: January 09, 2012, 09:04:23 pm »

Why does the product have COAL:NONE? what magic is this?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4788 on: January 09, 2012, 09:07:25 pm »

Why does the product have COAL:NONE? what magic is this?

COAL:NONE makes a product called "refined coal", which works just as well as coke and charcoal.

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4789 on: January 09, 2012, 09:54:48 pm »

And thanks again for this amazing thread. Always a treasury full of ideas. Now I'll add: Growable fuel to my to do list :)
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Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4790 on: January 10, 2012, 04:21:45 am »

Thanks to a few people in this thread (Hugo_The_Dwarf especially) I found out how to make materials burn indefinitely. Now I'm looking for a way to utilize this.

My idea so far is dropping a custom stone on top of the fire boiling it and releasing syndrome rich gas.

Does anyone else have any other ideas on how to use this? I'm basically fishing for idea.
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4791 on: January 10, 2012, 04:27:35 am »

The Permafire stone could be used in water traps to attract goblins to the bottom row of the basin and drown them. Or, if you have aquifers, hide the permafire stone somewhere, and open it to totally drain rooms of water.
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Thank you for all the fish. It was a good run.

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4792 on: January 10, 2012, 09:21:36 am »

If you do not want to brun everything forever, and be able to safely retrieve things: There is a material that burns for 9 months before going out:

inorganic_stone_mineral

[OBJECT:INORGANIC]

[INORGANIC:COAL_BONFIRE]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:bonfire][DISPLAY_COLOR:0:7:1][TILE:15]
   [ITEM_SYMBOL:15]
   [IGNITE_POINT:11000]
   [MELTING_POINT:NONE]
   [MAT_FIXED_TEMP:20000] orig was 12000
   [SPEC_HEAT:10000]
   [BOILING_POINT:NONE]
   [SOLID_DENSITY:10000]
   [IS_STONE]
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CheatingChicken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4793 on: January 10, 2012, 03:07:42 pm »

I'm having a little bit of a problem with a creature for, the [link=http://www.bay12forums.com/smf/index.php?topic=76322.0] Slimes, Blobs and Jellies Mod[/link]

Since the original thread seems to be dead, im going to ask my questions here instead:

I was embarking with some Blueberry Jellies, mainly for egg production, also to get some of their milk (blueberry juice :D).
The milking works fine, but the eggs just won't show up in the kitchen menu, even though i have ~160 of them in a barrel in my food stockpile. They also seem to be inedible raw, which was to be expected.
What could be the reason for them being uncookable?

Here's the raw data of the Blueberry Jelly
Spoiler (click to show/hide)

Why are they inedible? What makes eggs in general be edible/cookable?
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Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4794 on: January 10, 2012, 04:04:48 pm »

It seems like you're missing this tag: [BODY_DETAIL_PLAN:EGG_MATERIALS].
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4795 on: January 10, 2012, 04:17:33 pm »

Your EGG_MATERIAL lines are calling for the locally defined materials EGGSHELL, EGG_WHITE, and EGG_YOLK.  You don't seem to define these anywhere in the creature.  Import the standard EGG_MATERIALS detail plan or something similar.
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Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4796 on: January 10, 2012, 10:53:23 pm »

Yet another question. I'd like to make a 'humanlike' animal race for CivMod, and am wondering whether it is possible to specify what, say, an ear looks like using the raws. I know about the code that allows a body tissue to have a random colour, but is there any way to specifically tell the player that the person has 'fox years' for example?
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4797 on: January 10, 2012, 10:58:43 pm »

You could add it to the creature description. Or it might be possible to add a custom entry to descriptor_pattern_special.txt but I am not sure about fox ears ^^
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4798 on: January 10, 2012, 11:16:04 pm »

you could make a color called "shaped like that of a fox" and have ears have a chance of being that color, I think

Reudh

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4799 on: January 10, 2012, 11:26:20 pm »

Question, does the [NUMBER] tag work for defining bodies?
So for example, if i wanted to define say, ten hands, i could define a single one and use [NUMBER:10]?
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