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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429598 times)

kopout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1800 on: January 26, 2011, 09:40:27 am »


Is it possible to add a custom reaction to an existing workshop? If so what is the token for craftsdwarf's workshop?
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1801 on: January 26, 2011, 09:46:17 am »

No.  Reactions can't create creatures.

They can create vermin, but there may be some problems with the resulting vermin?  I haven't experimented with this.
this got me interested. I'm thinking of making "vermin" that don't exist anywhere, that are basically steel colossi that randomly run around. would this work?
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Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1802 on: January 26, 2011, 10:17:23 am »

I have an issue with a creature from way back in this thread. I remembered how much Fun they were, found it again and wanted to include it, so I copy/pasted it at the bottom of creature_standard and edited a few things (size, "nitemare" -> "nightmare"):

Spoiler (click to show/hide)

I then genned a new world. The game responded with:

Quote from: errorlog.txt
*** Error(s) found in the file "raw/objects/creature_standard.txt"
NIGHTMARE:Tissue layer not added because no BP found: BY_CATEGORY:NECK:FLAME
NIGHTMARE Color Mod Ending With (YELLOW,1) Was Not Used

How can I fix this?
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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!

Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1803 on: January 26, 2011, 12:32:12 pm »

The NECK category is now THROAT for everything except hydras.
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Also known as Zuhayr.

Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1804 on: January 26, 2011, 12:32:38 pm »

Thank you.

EDIT: Holy shit, this thing tore apart a minotaur in seconds.
EDIT2: And then a dragon, although that battle was much longer, and it looked like the dragon would win in the beginning.
« Last Edit: January 26, 2011, 12:38:41 pm by Urist Imiknorris »
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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!

Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1805 on: January 26, 2011, 01:02:22 pm »

Try this against it...
Spoiler (click to show/hide)
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Soapalope

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1806 on: January 26, 2011, 01:06:54 pm »

What do I have to change to make horses/bulls/tamed animals trainable?

Thanks in advance.
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Urist Imiknorris

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1807 on: January 26, 2011, 01:08:59 pm »

Give them the [TRAINABLE] tag.
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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!

Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1808 on: January 26, 2011, 01:09:23 pm »

[TRAINABLE]
EDIT: fuckin ninjas man >.> <.<
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1809 on: January 26, 2011, 01:47:07 pm »


Is it possible to add a custom reaction to an existing workshop? If so what is the token for craftsdwarf's workshop?
only tanner workshop, kitchen, kiln, smelter and soap maker's workshop accept custom reactions atm. Other then that, make your own workshops.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1810 on: January 26, 2011, 02:35:45 pm »

this got me interested. I'm thinking of making "vermin" that don't exist anywhere, that are basically steel colossi that randomly run around. would this work?

No, sadly.  From the wiki:
Quote
The main distinctions between vermin and creatures are that vermin:

   1. Do not attack and cannot be engaged in combat or trigger traps
   2. Do not provide meat, bones and other by-products of butchery
   3. Do not breed, but "spawn", spontaneously appearing in their natural environment or biomeVerify
   4. Some vermin are "hateable", meaning dwarves can have an anti-preference which gives them a negative thought when they see the hated vermin.

Many creature tags don't work for vermin, in particular I believe the ITEMCORPSE tags don't work.  I believe vermin can also be picked up in Adventure mode, can be automatically killed by cats (or other VERMINHUNTERs), and can be eaten by starving dwarves.
« Last Edit: January 26, 2011, 02:37:54 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

jdf318

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1811 on: January 26, 2011, 04:32:34 pm »

Can someone give me a full list of skills names for the NATURAL_SKILL tag? at least archery, but the more the better.
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Urist Imiknorris

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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!

jdf318

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1813 on: January 26, 2011, 05:23:25 pm »

Never saw that page, thank ye kindly
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gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1814 on: January 26, 2011, 11:03:24 pm »

for some reason, this creature i made isn't attacking using attacks i've listed for it.  instead, it "pushes" foes, and misses a lot, making it unable to fight basically anything.  what could be the problem causing this?  the only error that ocmes up in the error logs is that it cant find the proper BP token for the kick attack.

here are the attacks:
[ATTACK:BODYSLAM:BODYPART:BY_CATEGORY:BODY_UPPER]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:body slam:slam into]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
   [ATTACK:GORE:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:impale:impales]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_FLAG_EDGE]
      [ATTACK_FLAG_CANLATCH]
      [ATTACK_PRIORITY:MAIN]
   [ATTACK:KICK:BODYPART:BY_TYPE:LEG_FRONT]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

the creature has a quadruped body
« Last Edit: January 26, 2011, 11:24:09 pm by gauld »
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