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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419661 times)

EmperorNuthulu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1245 on: December 09, 2010, 03:34:30 pm »

Hello, I was just wondering if it's possible to make rivers of lava, as in you can embark on a location with a lava river. Since there has to be something in the raws related to it, right?
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1246 on: December 09, 2010, 03:39:02 pm »

Nope. Water and lava/magma are special-case. You'll have to wait until liquids handling is unified.
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NSQuote

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1247 on: December 09, 2010, 05:22:49 pm »

Is there any tag you can add to the raws to add an item to the "embarking supplies list"?

I'm really curious about this, I'd like to be able to embark with some aboveground crop seeds.
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moisesjns

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1248 on: December 09, 2010, 06:40:44 pm »

how do i make my smelter make coke? i have done


[REACTION:FREE_COAL]
[NAME: make coal]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:ROUGH:NO_SUBTYPE::COAL:COKE]
[SKILL:SMELT]

and all i get is nothing

[REACTION:FREE_COAL]
[NAME: make coal]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:COAL_BITUMINOUS]
[SKILL:SMELT]

but that gives me a unmineable stone so what do i do for coke?
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1249 on: December 09, 2010, 09:32:34 pm »

[REACTION:FREE_COAL]
[NAME: make coal]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:BAR:NO_SUBTYPE::COAL:COKE] [PRODUCT_DIMENSION:150]
[SKILL:SMELT]
Shouldnt that work? Not sure what product dimension does tho.
« Last Edit: December 09, 2010, 09:34:44 pm by rephikul »
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Angle

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1250 on: December 09, 2010, 09:44:24 pm »

So I'm making a little mod, nothing special, just a magma casting workshop. Its a [NEEDS_MAGMA] workshaop that can give me obsidian blocks, obsidian boulders, and raw green glass for free. this all works fine. Now, I just tried to add the ability to make obsidian Ballista arrowheads, which also works fine. the problem is that I cant then use those arrowheads to assemble ballista bolts. The option just doesn't appear under the siege workshop. Does anyone know a way to get it to show up?

heres the raws for the workshop and the reactions, in case they're relevant.

Spoiler (click to show/hide)
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1251 on: December 10, 2010, 03:24:59 am »

Soo...
Hi guys, quick question. In entity tags, can I use a add a tool as a usable weapon? So an easy example would be [WEAPON:ITEM_TOOL_KNIFE_CARVING], remembering that this item has a combat skill and attacks attached. I wanted to test with kobalds, by removing all other weapons and adding carving knives. There was nothing in the error log but a year and a half and NO FREEKING KOBALDS.  I was hopeing they would come with a caravan as per normal, but maybe I just got unlucky, or in the pocket world I genned they all died out.

It it doable?

Internet Kraken

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1252 on: December 10, 2010, 11:23:48 am »

I'm having some trouble involving tissues. I know how to easily replace all of a creatures tissues with a custom one. You just use this code;

[TISSUE_LAYER:BY_CATEGORY:ALL:CUSTOM_TISSUE]

However, I've been trying to replace only a specific tissue. For example, skin. I figured this would work;

[TISSUE_LAYER:BY_CATEGORY:SKIN:CUSTOM_TISSUE]

But it doesn't. I'm no good with the tissue system so I can't figure out how to do it properly. Anyone got any advice?

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1253 on: December 10, 2010, 11:30:32 am »

You aren't "replacing" a tissue with another; you're applying a tissue to a bodypart (or alternatively creating extra layers of tissues over the existing ones on that part and such).

If you want to adjust the SKIN tissue, you'll have to make changes to whatever tissue you have designated as SKIN. If you want to adjust the SKIN material, you'll have to make changes to the relevant material. If you want to give the creature an entirely different tissue in the place of SKIN, then I suggest using one of the detail plans and replacing SKIN with whatever mat/tissue you want instead.

If you're trying to do something isn't applicable to any of that, then I suggest you post your raws so someone can tell you what you should be doing.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1254 on: December 10, 2010, 06:42:50 pm »

So I'm trying to do some testing by using adventure mode, seemed simple enough, BUT for some reason, my modded in race, in adventure mode, acts most strangly. That is, instead of spawning in a forest retreat like desired, I spawn IN THE MIDDLE OF NOWHERE, with nothing around. Sometimes, choosing another kingdom of the same entity, I will instead start in a human town, rather then in the town of the entity I wish to test. Any reason why this is?

Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1255 on: December 10, 2010, 07:01:13 pm »

Adventurers should always start in hamlets/towns, since the other sites do not exist yet in the entity population versions. Sometimes, you might start out far away from a building, though (the one time it happened to me, it was at allegedly at the site of a hamlet.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1256 on: December 10, 2010, 07:07:31 pm »

FAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA...

Ok, so I make my entity ise houses instead of trees for testing, simple! I should have tried being an elf in vanilla, to see if it was the game or my poor modding. I never play as elf, you see.

squeakyReaper

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1257 on: December 10, 2010, 08:12:02 pm »

Elves will start in Human towns, Dwarves will, etc.  It's humorous when you make Goblins playable and go into a human town because of spawning.  Odds are you're going to accidentally kill one by walking into it.  I don't know if making other entities like cities will make you spawn in those, though.
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moisesjns

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1258 on: December 10, 2010, 08:15:32 pm »

Thank you i got it working now i have coal :D
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1259 on: December 10, 2010, 08:50:55 pm »

Hmm, lets assume I wanted there to be seven or a perticular noble found at sites, for a non-playable entity.

Would [NUMBER:7][SITE][APPOINTED_BY:"something"] work? I have a few nobles in there already that hang around, so I guess it wouldn't realy matter who appoints them, does it? But it seems they never show up!

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