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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 432368 times)

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #870 on: October 04, 2010, 03:38:16 am »

[REACTION:HEPATIZON_MAKING]
...
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:WROUGHT_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

 ???
Haha.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #871 on: October 04, 2010, 04:21:21 am »

now for most awesomely cool colossi i will probably*
Spoiler (click to show/hide)
ever make:
Spoiler (click to show/hide)
i'm reasonably certain its completely invincible, it completely destroys any number of ACs
If I where to Sick this on a Forgotten Beast or Clown, would it track a syndrome into my fortress?
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"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #872 on: October 04, 2010, 04:22:39 am »

Probably. Along with the beast's mutilated corpse.
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Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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Rumrusher

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #873 on: October 04, 2010, 04:37:19 am »

I wonder is there a way to recreate webbing in a adventure reaction so folks can toss a wet stream of web at foes and if the foe touches any of it becomes webbed?
A race of peter parkers?
but with out the deal with devil recon.
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KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #874 on: October 04, 2010, 04:43:21 am »

I wonder is there a way to recreate webbing in a adventure reaction so folks can toss a wet stream of web at foes and if the foe touches any of it becomes webbed?
A race of peter parkers?
but with out the deal with devil recon.
Well of course, I don't think anyone liked that.
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"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #875 on: October 04, 2010, 06:17:13 am »

[REACTION:HEPATIZON_MAKING]
...
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:WROUGHT_IRON][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

 ???
Haha.

Hey, I fixed that! Also, I abuse copy and paste, and don't do so well when I'm tired.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #876 on: October 04, 2010, 08:10:18 am »

Probably old news, but I was under the impression that custom reactions could not put quality markers on created objects.

However, in _31.15 this...
Spoiler (click to show/hide)

Just produced 3 palm clubs 1 -palm club- and 1 *palm club* when a adequate carpenter made some to test the reaction and building.

Did I just discover something or am I just crazy behind the times?
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #877 on: October 04, 2010, 08:14:02 am »

31.01 changed that.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #878 on: October 04, 2010, 09:55:29 am »

About the Nitemare:

Quote from: the errorlog
*** Error(s) found in the file "data/save/region1/raw/objects/creature_nitemare.txt"
NITEMARE:Unrecognized Creature Caste Body Token: GENERIC_TEETH_WITH_DOUBLEFANGS
NITEMARE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

Then just replace that with GENERIC_TEETH_WITH_LARGE_EYE_TEETH. It must've been a part added in VBASE.
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KaguroDraven

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #879 on: October 04, 2010, 12:28:03 pm »

How would I go about makeing Goblins, Batmen, or another race that doesn't start with a Civ into a fortress playable race?
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"Those who guard their back encounter death from the front." - Drow Proverb.
I will punch you in the soul if you do that again.
"I'm going to kill another dragon and then see if I can't DUAL-WIELD DRAGONS!
Because I can"-WolfTengu

JAFANZ

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #880 on: October 04, 2010, 12:50:09 pm »

How would I go about makeing Goblins, Batmen, or another race that doesn't start with a Civ into a fortress playable race?
Add [CIV_CONTROLLABLE] as the line directly under the relevant [ENTITY:xxxxx] line in entity_default.txt

I think you'd need to add entirely new Entities for Beat-man races you wanted to make playable though.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #881 on: October 04, 2010, 01:56:13 pm »

I wonder is there a way to recreate webbing in a adventure reaction so folks can toss a wet stream of web at foes and if the foe touches any of it becomes webbed?
While it is not difficult to add a web attack to any creature, there's no key command to fire web (or breathe fire, for that matter) for adventure mode.  The best you could do is go into adventure mode and then recruit a few companions from a race with web-shooting ability and then rely on them to fire web.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #882 on: October 04, 2010, 01:58:34 pm »

How would I go about makeing Goblins, Batmen, or another race that doesn't start with a Civ into a fortress playable race?
You will need to create a civilization entity for them in entity_default.txt.  Goblins already have one, and Batmen sort of do although it's pretty limited in definition.  You will then want to add [CIV_CONTROLLABLE], and you will also probably also want to add in various noble positions and permitted jobs in order to make it a fully fleshed out playable race.
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Zaerosz

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #883 on: October 04, 2010, 05:09:07 pm »

Probably old news, but I was under the impression that custom reactions could not put quality markers on created objects.
People keep saying that doesn't happen, but it does. What's more, if a masterpiece is created this way, not only do you not get a "Urist McCraftsdwarf has created a masterpiece!" message, but the item is listed as being made "by an unknown artisan".
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SirHoneyBadger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #884 on: October 04, 2010, 05:13:21 pm »

Hey everybody, I'm so glad to see this thread is still going strong!

 8) 8) 8) 8) 8)

I'm thinking about starting into my multitudinous vermin mod, sometime fairly soon...I'll keep you posted on how that's going, and when I get a decent amount done (meaning: when I'm more comfortable with really basic things like vermin), I can start in on the "Bare-bones Mod" the OP promises.

Has anyone actually modded any new vermin, since the update? If so, any thoughts or examples you'd like to share?

Also, how does everyone feel about the way the DF Wiki explains modding? Is it worth making a separate tutorial, at this point, or is it good enough until we get more updates to the game?
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