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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420557 times)

narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2670 on: April 16, 2011, 11:36:43 pm »

So I modded in a new civ race. And I know they exist in the game, because they appear in legend mode and the embark civs screen.

But they won't trade with me. Halp?

Spoiler (click to show/hide)

(i left in all my comments for mspa fans who might use this mod without much DF knowledge on the off chance they're affecting it somehow)

When you embark and look at neighboring civilizations, do they have "No Trade" next to their name, or are they simply not showing up in the winter?  The first issue is probably related to ethics and/or the [ABUSE_BODIES] token, while the second is more likely the [PROGRESS_TRIGGER] tokens.

My guess is that you are having the second problem, because your raws lack [PROGRESS_TRIGGER] tokens entirely.  Insert the lines..

[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]

...and see what happens.  Note that a separate token set is required for siege triggers - this is discussed on the wiki under "entity tokens."
« Last Edit: April 16, 2011, 11:40:31 pm by narhiril »
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2671 on: April 17, 2011, 09:17:50 am »

They don't have "No Trade", they just don't show up.

If I add this into a world with an ongoing fort, will it work? (i am going to try it anyway of course but i probably won't see the results for a full in-game year)
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2672 on: April 17, 2011, 09:18:59 am »

They don't have "No Trade", they just don't show up.

If I add this into a world with an ongoing fort, will it work? (i am going to try it anyway of course but i probably won't see the results for a full in-game year)
it's entirely possible that you don't have access to them (or rather, the other way around). Try embarking in various places, or try a very short worldgen.
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devek

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2673 on: April 17, 2011, 10:37:59 am »

How do I make this dog's attacks stronger? He can be damaged by steel whips and crossbows (though he heals the damage instantly), but he can't be damaged by another dog. My dog's attack should be stronger than a whip or a puny crossbow IMHO!

Spoiler (click to show/hide)
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2674 on: April 17, 2011, 10:39:21 am »

They definitely have access. I checked when I embarked.

Unless it's possible for a civ to show up on the embark screen even if it doesn't have real access? (i think that'd count as a bug if it happens)
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urist mcgeorg, who lives in boatmurdered and makes over 10,000 bad decisions each day,

BlueMagic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2675 on: April 17, 2011, 10:19:06 pm »

I want to make every animal trainable so I can hass ferocious war cats and bunnies.

How can I do that? Would put good use of all the bunnies and cats.
« Last Edit: April 17, 2011, 10:26:28 pm by BlueMagic »
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2676 on: April 17, 2011, 10:57:05 pm »

Add [TRAINABLE] to any animal that doesn't have it. (and that you want to train. I wonder how the game would handle [TRAINABLE] dwarves...)

edit:
Also, in relation to
[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
my tests have shown that this doesn't take in an extant world. My tests are also taking for-sporing-ever to determine whether it works with a new world. (probably does though)

Ugh. I hate that I have to wait two full years before I can even be sure whether a winter-active race is broken or not.
« Last Edit: April 18, 2011, 11:18:47 pm by billybobfred »
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urist mcgeorg, who lives in boatmurdered and makes over 10,000 bad decisions each day,

ArcaneSaint

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2677 on: April 18, 2011, 08:00:01 am »

Is it possibly to define a position for the spouse of another position holder?
i.e.: can you assign position/responsibility tags to the [SPOUSE] of (for example) the monarch? like if you want to give the monarch control over military stuff ([MILITARY_GOALS] tag), but you want the spouse to be the one who publicly addresses the people (I'm sure there's a word for that task, but I can't remember argh! "to hold court" or something?) (with [MEET_WORKERS] and [RECEIVE_DIPLOMATS] tags) Is this possible?
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darkflagrance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2678 on: April 18, 2011, 08:10:32 am »

How do I make this dog's attacks stronger? He can be damaged by steel whips and crossbows (though he heals the damage instantly), but he can't be damaged by another dog. My dog's attack should be stronger than a whip or a puny crossbow IMHO!

Spoiler (click to show/hide)

Buff the
            [ATTACK_CONTACT_PERC:100]
            [ATTACK_PENETRATION_PERC:100]
of their attacks, and/or make their teeth out of steel.
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Koji

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2679 on: April 19, 2011, 02:31:17 am »

[REACTION:WEAVE_GABARDINE_CLOTH]
   [NAME:weave gabardine cloth from wool thread]
   [BUILDING:JACQUARD_LOOM:CUSTOM_G]
   [REAGENT:A:1:THREAD:NO_SUBTYPE:NONE:NONE][ANY_STRAND_TISSUE]
   [REAGENT:B:1:THREAD:NO_SUBTYPE:NONE:NONE][ANY_STRAND_TISSUE]
   [PRODUCT:100:1:CLOTH:NO_SUBTYPE:INORGANIC:GABARDINE]
   [SKILL:WEAVING]

Why does this spit out dozens of Gabardine cloths? I JUST WANT ONE
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Dwarvenrealms
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2680 on: April 19, 2011, 03:45:47 am »

[ANY_STRAND_TISSUE] is not a valid token, I think (check the errorlog). You need [PRODUCT_DIMENSION:10000] in there, as cloth comes in batches of 10000.
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darkflagrance

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2681 on: April 19, 2011, 04:48:10 am »

No problems with this reaction right?

[REACTION:FLESH_REFINING]
[NAME:refine raw flesh]
[BUILDING:FLESH_REACTOR:NONE]
   [REAGENT:A:1:NONE:NONE:NONE:NONE]
      [USE_BODY_COMPONENT]
[PRODUCT:100:1:WINDOW:NONE:GLASS_CRYSTAL:NONE]
[SKILL:ALCHEMY]
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The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2682 on: April 19, 2011, 08:17:11 am »

[REACTION:WEAVE_GABARDINE_CLOTH]
   [NAME:weave gabardine cloth from wool thread]
   [BUILDING:JACQUARD_LOOM:CUSTOM_G]
   [REAGENT:A:1:THREAD:NO_SUBTYPE:NONE:NONE][ANY_STRAND_TISSUE]
   [REAGENT:B:1:THREAD:NO_SUBTYPE:NONE:NONE][ANY_STRAND_TISSUE]
   [PRODUCT:100:1:CLOTH:NO_SUBTYPE:INORGANIC:GABARDINE]
   [SKILL:WEAVING]

Why does this spit out dozens of Gabardine cloths? I JUST WANT ONE

Try the following:

[REACTION:WEAVE_GABARDINE_CLOTH]
   [NAME:weave gabardine cloth from wool thread]
   [BUILDING:JACQUARD_LOOM:CUSTOM_G]
   [REAGENT:A:15000:THREAD:NO_SUBTYPE:NONE:NONE][ANY_STRAND_TISSUE]
   [REAGENT:B:15000:THREAD:NO_SUBTYPE:NONE:NONE][ANY_STRAND_TISSUE]
   [PRODUCT:100:1:CLOTH:NO_SUBTYPE:INORGANIC:GABARDINE][PRODUCT_DIMENSION:10000]
   [SKILL:WEAVING]

If you specifically want to use wool thread, use ANY_YARN_MATERIAL rather than ANY_STRAND_TISSUE (which is a valid token).

No problems with this reaction right?

[REACTION:FLESH_REFINING]
[NAME:refine raw flesh]
[BUILDING:FLESH_REACTOR:NONE]
   [REAGENT:A:1:NONE:NONE:NONE:NONE]
      [USE_BODY_COMPONENT]
[PRODUCT:100:1:WINDOW:NONE:GLASS_CRYSTAL:NONE]
[SKILL:ALCHEMY]
Well, it's going to take any corpse piece regardless of material, not just flesh. You might want to add [UNROTTEN] unless your alchemists can also use rotten flesh.
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Iados

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2683 on: April 19, 2011, 11:47:52 am »

can i make a creature that shoots his own eggs?

if yes, how? I really need it for my mod
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Koji

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2684 on: April 19, 2011, 03:34:17 pm »

Worked perfectly, thanks guys. Now you can make more valuable clothing by combining two threads into a twice-as-valuable bolt of cloth.
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