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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422495 times)

CheatingChicken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4815 on: January 11, 2012, 09:12:43 am »

I must correct myself: eggs are now edible. Also, Eggshell is now a leather. what the hell did i do wrong this time? Although im not sure if i want to fix it or have my dwarves run around in eggshell-armor :D

Spoiler (click to show/hide)
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proxn_punkd

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4816 on: January 11, 2012, 12:24:26 pm »

Contemplating trying to mod in flintknapping so my dwarves can have stone bolts to shoot at their enemies (mine would obviously be using obsidian rather than flint, but the principle is the same). I'm thinking a custom reaction using the Stonecrafting skill and requiring flint/chert/obsidian/raw glass as materials?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4817 on: January 11, 2012, 01:07:14 pm »

Back again. Just another quick question:

If I were to add [CAN_LEARN] to dogs, would that allow them to increase their biting, dodging, scratching, ect. skills overtime? If not, just what effect would it have?

It'll work--AND, they can get jobs if they show up with sieges, AND they can become elected officials in the fortress.

Avuz, Dog Mayor

Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4818 on: January 11, 2012, 02:47:21 pm »

How can I make a reaction that gives me a barrel and plants inside?

   [PRODUCT:100:1:BARREL:NO_SUBTYPE:PLANT_MAT:TOWER_CAP:WOOD]
      [EMPTY]
                [FOOD_STORAGE_CONTAINER]

   [PRODUCT:100:5:PLANT:NONE:PLANT_MAT:BERRY_SUN:PLANT]
      [PRODUCT_TO_CONTAINER:BARREL]
   [PRODUCT:100:5:PLANT:NONE:PLANT_MAT:VINE_WHIP:PLANT]
      [PRODUCT_TO_CONTAINER:BARREL]

Right now I get the barrel and the plants, but they're not inside the barrel. What do I need to do to have the plant inside?
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4819 on: January 11, 2012, 02:56:05 pm »

[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
      [EMPTY]
      [FOOD_STORAGE_CONTAINER]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:3:3:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]
      [PRODUCT_TO_CONTAINER:barrel/pot]
      [PRODUCT_DIMENSION:150]

This one works for me. It might be that you produce a container and a plant at the same time, instead of using a container that is there all along. I use the container as reagent, and the food is spawned inside.


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Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4820 on: January 11, 2012, 03:02:02 pm »

I actually used your reaction as a guideline but I'm trying to do it without a reagent. Or, a reagent that's not a barrel.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4821 on: January 11, 2012, 03:04:52 pm »

Well, in that case your  problem is that you declare the barrel to be [EMPTY] Try removing that tag...
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4822 on: January 11, 2012, 03:12:45 pm »

I tried removing [EMPTY] and [FOOD_STORAGE_CONTAINER]. Still produces the plants out of the barrel.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4823 on: January 11, 2012, 03:36:08 pm »

You have the barrel declared as a PRODUCT.  You need to have it declared as a REAGENT.

ETA:  oh, you're trying to create the barrel and the plant out of scratch with the same reaction?  I don't think you can do that.
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Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4824 on: January 11, 2012, 04:05:17 pm »

I guess I'll use a barrel as a reagent and have another barrel as a product.
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4825 on: January 11, 2012, 04:59:32 pm »

Back again. Just another quick question:

If I were to add [CAN_LEARN] to dogs, would that allow them to increase their biting, dodging, scratching, ect. skills overtime? If not, just what effect would it have?

It'll work--AND, they can get jobs if they show up with sieges, AND they can become elected officials in the fortress.

Avuz, Dog Mayor

What kind of demands would that mayor make?

I demand SQUEAKY TOYS!
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4826 on: January 11, 2012, 05:04:02 pm »

^Clearly, bone crafts and meals.

Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4827 on: January 11, 2012, 09:34:08 pm »

Mayor McDog demands walkies.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4828 on: January 11, 2012, 09:54:57 pm »

Quick question:

If I clad an dwarf in a full suit of armor, with upstep max and the metal the armor is made of has a fixed temperatur, will the dwarf be immune (or near immune) to brushfires, firebreath and dragonfirebreath ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Reudh

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4829 on: January 11, 2012, 11:42:31 pm »

Exposed parts of the dwarf will melt, which causes heavy bleeding. So, the dwarf may or may not die.
I wonder if with the next version, with the 'items/reactions transferring syndromes' you'd be able to mod armor that gives the dwarf wearing it [FIREIMMUNE_SUPER]?

The armor will not melt.
Dunno what you mean by upstep though.

You can use nether-cap and mod it to make armor, as it's quite cold it resists magma (but items of it melt anyway).
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