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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419444 times)

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1170 on: November 28, 2010, 12:40:14 pm »

Well, here is what I have so far.  I know I be missing something at the bottom; it's supposed to be made with 3 bars of metal.

Spoiler (click to show/hide)

I'd suggest you use the Custom Workshop Workshop utility for designing how your workshops will look.

As for using three metal bars to make it this should work:
Code: [Select]
[BUILD_ITEM:3:BAR:NONE:METAL:NONE]
Odd.  I cannot build said furnace.
Do I need to add it to the entity text file?
You need to add:
Code: [Select]
[PERMITTED_BUILDING:FURNACE_HUGE]to your entity.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1171 on: November 28, 2010, 12:42:04 pm »

Where does the [PERMITTED_BUILDING:FURNACE_HUGE] go?  I cannot find the section of permitted buildings.

I knew about the metal bars, it just took a bit of work.

And thanks for the link to the utility; that should help.

EDIT:  Wait a sec, it's a 7z file?  Why can't I just open it?

*Sigh* we don't have winrar.  :l  What do you think I should do?
« Last Edit: November 28, 2010, 12:45:54 pm by Saetar33 »
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1172 on: November 28, 2010, 12:47:07 pm »

Where does the [PERMITTED_BUILDING:FURNACE_HUGE] go?  I cannot find the section of permitted buildings.
That depends. If you were adding it to the dwarven civ you'd want it in entities_default. Look for and add it under:
Code: [Select]
[PERMITTED_BUILDING:SOAP_MAKER]It doesn't really matter where you add it so long as it's somewhere under an [ENTITY:WHATEVER] token. I keep them close together to keep things neat.


EDIT:  Wait a sec, it's a 7z file?  Why can't I just open it?

*Sigh* we don't have winrar.  :l  What do you think I should do?
Winzip doesn't open them? If you like I can .zip it and upload it for a while?
« Last Edit: November 28, 2010, 12:48:47 pm by Vattic »
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1173 on: November 28, 2010, 12:50:39 pm »

I guess I don't have winzip either.  :l

Sure, could you do that for me?  I'd greatly appreciate it.

Btw, I run DF, then do I run the utility?
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1174 on: November 28, 2010, 01:01:29 pm »

I guess I don't have winzip either.  :l
Windows can open .zip files using windows explorer anyway. Workshop painter temp download.

Btw, I run DF, then do I run the utility?
The utility never interfaces with DF directly; They needn't be ran together. When your done designing your workshop hit "Convert to Raw" and it will give you the tokens for copying and pasting. This utility doesn't plan the whole workshop so you still need to add tokens for which tiles are blocked, the name, building materials, etc.

edit: Unfortunately won't be able to answer questions for a few hours as I've things to do away from the computer.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1175 on: November 28, 2010, 01:03:48 pm »

I get that.

Ok, so for winzip, how do I get it so I never need to unzip it again?
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Korbac

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1176 on: November 28, 2010, 01:22:36 pm »

Extract it somewhere to your PC.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1177 on: November 28, 2010, 01:28:15 pm »

Thank you.
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rockhard556

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1178 on: November 28, 2010, 01:40:45 pm »

how would i add syndromes to my dwarves say so if they bite someone it will cause an effect on them like giant cave scorpion stings or giant cave spider bites
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1179 on: November 28, 2010, 03:08:19 pm »

Open creature_standard.txt and you'll find dwarves at the top. Find the following:
Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
And replace it with:
Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen dwarf venom]
[STATE_ADJ:ALL_SOLID:frozen dwarf spider venom]
[STATE_NAME:LIQUID:dwarf venom]
[STATE_ADJ:LIQUID:giant dwarf venom]
[STATE_NAME:GAS:boiling dwarf venom]
[STATE_ADJ:GAS:boiling dwarf venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:dwarf bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DWARF:ALL]
[SYN_INJECTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_FLAG_CANLATCH]

Dwarves will then favour biting when they attack and the bite should paralyse like the giant cave spider bite. If you want to use other syndromes check the wiki article on syndromes.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1180 on: November 28, 2010, 05:19:00 pm »

So for my blast furnace, I've successfully made dwarves able to make the building.
But then I made this reaction for it:

reaction_smelter

[OBJECT:REACTION]

[REACTION:COAL_TO_COKE]
[NAME:Make coke from coal]
[BUILDING:FURNACE_HUGE:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_ROCK]
[PRODUCT:100:10:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

(And that's NOT making things easier, since coal - not bituminous, real coal - is very hard to find in my game.
But that reaction is not working, for whatever reason.
Any tips/pointers?
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1181 on: November 28, 2010, 05:31:25 pm »

You have the permitted reaction for your entity, correct?
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1182 on: November 28, 2010, 05:56:48 pm »

Yes, I inputted it into my entity.
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Silverwing

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1183 on: November 28, 2010, 06:27:14 pm »

Check Battlefailed, in the Community Games forum. We applied a bit of modding to make bone blocks. That reaction works.
EDIT:
Code: (for reaction_smelter) [Select]
[REACTION:MAKE_BONE_BLOCKS]
   [NAME:make bone blocks]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:A:5:BONE:NONE:NONE:NONE][REACTION_CLASS:BONE]
[HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]
[SKILL:BONECARVE]
Code: (to be put in material_template_default under bone_template) [Select]
[REACTION_CLASS:BONE]
    [MATERIAL_REACTION_PRODUCT:BONE_MAT:LOCAL_CREATURE_MAT:BONE]
Just replace BLOCKS with CHAIR in the product line and change the workshop and required number of bones to taste. It will even have the creature type.

Alright, so I was trying to follow these instructions to create a 'Bone Yard' of sorts that would allow me to make bone blocks for construction and bone furniture and other such fun things. I managed to make the workshop fine, and I can build a Bone Yard, but it has no available reactions. I just get this. There are bones available for use, too; note the just-butchered horse. This is also on a world newly generated with these raws.

Spoiler (click to show/hide)

Here's the relevant code. Unless I'm missing something, I think this is all of it.
Spoiler (click to show/hide)

I'm currently using Genesis Mod, with my own somewhat modified dwarves,but I can't imagine that has anything to do with it. I think I'm just missing one little thing, but I can't find what it is.

First real attempt at modding, BTW, save small changes to the raws like making my dwarves sentient eating beasties.
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Saetar33

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1184 on: November 28, 2010, 06:37:06 pm »

I've tried a couple of times to make the reaction work, but the error log doesn't say anything, yet it doesn't work...
Tips?

EDIT: Ok, so the errorlog says "unknown token: COAL_ROCK"  when that's the name of the material.  I don't understand why it believes that's a token INSIDE of the material.
« Last Edit: November 28, 2010, 06:42:34 pm by Saetar33 »
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"Dug too deep...What the creep! What the hell is that?? Oh WHY'S IT COMING STRAIGHT AT US! Oh Urist IT'S THAT CAT . . " Magma bells outtake.    "Again, THIS HAS BEEN AGREED BETWEEN 2 RPers! EILWOOD DO NOT FIRE YOUR LAZER I REPEAT DO NOT FIRE YOUR LAZOR!"  I'm Eilwood.  :3  Nice to meet you too.  "BAAAAAAH"
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