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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419700 times)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1410 on: December 20, 2010, 06:10:39 pm »

What text file did you put them in?

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1411 on: December 20, 2010, 06:16:03 pm »

creature_standard

and if 2 civs are [ENTITY:PLAINS] does that make it not work?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1412 on: December 20, 2010, 06:17:09 pm »

Yes, that would be a double entry, but that would show up in the error log, wouldn't it?

Either way, you can only have one [ENTITY:PLAINS], so either rename or destroy the other.

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1413 on: December 20, 2010, 06:17:40 pm »

ahhh ok still not working...
« Last Edit: December 20, 2010, 06:19:48 pm by mcdonaldjord »
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1414 on: December 20, 2010, 06:23:38 pm »

No double entry for [CREATURE:HUMAN]?

And did you put the [ENTITY:PLAINS] in the entity_defult.txt, or in creature_standard.txt?

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1415 on: December 20, 2010, 06:28:22 pm »

no

and in the entity_default.txt
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1416 on: December 20, 2010, 06:30:50 pm »

When you made these fixes, did you exit out of DF, or just minimise the window?

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1417 on: December 20, 2010, 06:35:08 pm »

exited and regend worlds (even though i knew that wouldnt help). i think i will just start anew i only had a few things anyways :P
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1418 on: December 20, 2010, 06:37:06 pm »

WHAT THE HELL DID YOU DO? No realy, after going through all that, if your error log is fine, there shouldn't be an issue.

Hydrall

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1419 on: December 20, 2010, 06:38:37 pm »

That's... Really weird. Seriously.

I've heard placement in the files can seriously effect how this stuff goes, so maybe you have to put them back exactly where they were? No, that doesn't make sense...
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mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1420 on: December 20, 2010, 06:45:29 pm »

well i copied the human raws and changed almost everything that makes it human
Spoiler (click to show/hide)
that is the only thing i can think, unlessing moding my dwarfs to be unhurt by magma change something lol

EDIT the only this the errorlog says is
Spoiler (click to show/hide)
(evil elfs suck)
« Last Edit: December 20, 2010, 06:51:51 pm by mcdonaldjord »
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1421 on: December 20, 2010, 06:45:51 pm »

Did you remember to make sure that [CREATURE:HUMAN] was under [OBJECT:CREATURE] ?

mcdonaldjord

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1422 on: December 20, 2010, 06:48:45 pm »

Did you remember to make sure that [CREATURE:HUMAN] was under [OBJECT:CREATURE] ?
no but i made another creture that worked without the object:creature.. nm lol, yes
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Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1423 on: December 20, 2010, 06:51:47 pm »

Just to be sure, adding a custom building and the reactions relevant to the building will allow the stuff in that building (weapons and the like) to show up in sieges involving that race, right?

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1424 on: December 20, 2010, 06:53:57 pm »

Just to be clear, all the top of every creature file should start with

creature_file name

[OBJECT:CREATURE]

Otherwise it will not work. That is how DF known what to compile the raws into. Now, if you have those two things at the top of the file, and the [CREATURE:HUMAN] under it, were running low on things it could be. You said you have been doing some other modding, so does that imply you already have a log full of errors? If that is the case, then any new errors will be at the very bottem, just in case you thought the top was most recent.
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