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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419593 times)

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #810 on: September 28, 2010, 12:07:48 pm »

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TherosPherae

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #811 on: September 28, 2010, 01:23:45 pm »

Okay, one last question. How do you make it so moody dwarves can claim a workshop?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #812 on: September 28, 2010, 01:26:23 pm »

You can't. A moody dwarf will just use a set workshop based on his highest skill (listed here), and that cannot be changed in any way.
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Ieb

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #813 on: September 28, 2010, 02:59:20 pm »

So uhh. I've been dabbling with my mod for a few days now. Problems began to arise. The creatures seem to work, but when blood is spilt there's something... Odd going on about it.

Some of 'em bleed "frozen unknown creature substance" while at least one has "unknown plant substance". Which might have been frozen too.

I figure it's something wrong with blood mentions somewhere, but is there like any general direction anyone here could help me towards or should I just post some of the creature raws?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #814 on: September 28, 2010, 03:01:29 pm »

Posting them is probably the best course of action.
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Ieb

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #815 on: September 28, 2010, 03:07:18 pm »

I figured. Well here's the current setup which has the problem with majority of the creatures. I'm trying to locate another problem which all attacks pass through with every one of them so some are on another file for cut&save testing.

Spoiler (click to show/hide)

I'm fairly sure this is atrocious work, but really, I have no idea how modding with the new DF system works. Still trying to get the hang of it, right now I just want to get these things working like they should and THEN I'll start delving deeper into the mysteries of HOW they work.
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StealthArcher

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #816 on: September 28, 2010, 05:08:25 pm »

There is no creature code there.  Unless that's actually what is in your file, in which case I'd say that explains itself. :P


EDIT:  Friggin spoilers tags, is there any reason they constantly stay small and display only one line to me?
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Ieb

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #817 on: September 28, 2010, 05:11:15 pm »

Yeah, I know.
It's sort of a test thing that so far works(the most important parts, nothing is dying unexpectedly).

Wondered if you could make caste members within a civ critter that had different bodies, sort of a cheap man's version of "multiple races within civ" until that gets implemented. Turns out that you can.

Either it has surprising problems, or then I just have a typo somewhere.

I guess I'll look over again at what part exactly does the blood issue come up, but embark test so far shows more promise than the thing with the blood.

EDIT: Well looks like you won't need to bother with my question anymore. I found where the problem stems from, problem now is figuring out WHY it does that, and why does it seem to move on if I remove that problemsome part. Maybe I'll just flip my table over and call it good for the time being. So what if my creatures have frozen plant substance flowing in their bodies.
« Last Edit: September 28, 2010, 05:37:09 pm by Ieb »
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fivex

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #818 on: September 28, 2010, 05:47:25 pm »

What is the skill token thing for glassmaking?
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Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #819 on: September 28, 2010, 06:02:24 pm »

List of skill tokens

Huh. It's not there. Start guessing, tell us if you find it. I'd start with GLASSMAKER and MAKE_GLASS.
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Mephansteras

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #820 on: September 28, 2010, 06:09:04 pm »

What is the skill token thing for glassmaking?

[SKILL:GLASSMAKER]
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fivex

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #821 on: September 28, 2010, 06:15:43 pm »

List of skill tokens

Huh. It's not there. Start guessing, tell us if you find it. I'd start with GLASSMAKER and MAKE_GLASS.
It appears to have been glassmaker. I went and added it to the wiki. Thanks.
What is the skill token thing for glassmaking?

[SKILL:GLASSMAKER]
I figured it out right before you posted, but thanks anyways.
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Ieb

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #822 on: September 29, 2010, 05:13:48 pm »

Okay. I've always sucked with reagents. I rarely get them to work, and if I do, I always forget how by the next time I need to get a new one to work.

I've made a reaction for a workshop in a mod, but I can't get it to work like it should.

Spoiler (click to show/hide)

The most progress I've had was that the workshop recognized materials made from gold, silver or copper, but it didn't care what it was. In went an axe, pick and for some reason a bag of seeds.

All I want to know is what's wrong with the above and how to get it to work.

Goons take some coins, go to casino, spend it all. Maybe I'll even add something that they could win.
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KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #823 on: September 29, 2010, 11:05:05 pm »

my own topic directed me here so maybe someone can help. I attempted to mod it so that Dragons are domestic pets that I don't need a dungeon master for, so that I can buy them at the very beginning. I did the same thing I did for Elephants to do this, and that worked fine. But for some reason It doesn't work with dragons.
Spoiler (click to show/hide)
These are the raws, can someone tell me what I did wrong? And how to fix it.
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Zaerosz

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #824 on: September 30, 2010, 12:17:47 am »

Probably the [MEGABEAST] tag and [ATTACK_TRIGGER:80:10000:100000] tags you left in there.
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