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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422900 times)

Lysabild

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3720 on: August 27, 2011, 03:19:33 am »

kind of had this come to me in a dream.. could it be possible to have a [deep_special] with properties of wood? and if so, would it be as, Fun?

It would be essentially wood that spawns where raw bluemetal normally does.

Can you add it to multiple metals then and you'll have a chance to meet both or how would it work?
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3721 on: August 27, 2011, 03:40:03 am »

Okay, I'm making plastic, which is made from rock nut oil.
Does someone know if this reaction will work?

Spoiler (click to show/hide)

Yes it would work, it would also produce 2-6 crafts at once
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Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3722 on: August 27, 2011, 09:15:18 am »

I have a syndrome that supposedly blinds a dwarf and rots off all of it's skin. Problem is, it only blinds dwarfs, I have no idea why :\

Spoiler (click to show/hide)
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3723 on: August 27, 2011, 09:20:27 am »

Have you tested it on a human, yet?
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Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3724 on: August 27, 2011, 09:25:43 am »

Have you tested it on a human, yet?

No just my dwarfs, I set the worshop to churn the poison gas out on repeat, but it never advanced beyond blindness. Do I need to ramp up the severity, or something?
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stabbymcstabstab

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3725 on: August 27, 2011, 10:29:18 am »

Triple the severity it should work then.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3726 on: August 27, 2011, 10:34:01 am »

Triple the severity it should work then.

Then multiplying it by a thousand should work even better!
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Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3727 on: August 27, 2011, 11:02:51 am »

Triple the severity it should work then.

Then multiplying it by a thousand should work even better!

Nope, it only effects the eyes for some damnable reason.
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Angel Of Death

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3728 on: August 27, 2011, 11:04:29 am »

Syndromes on items are kinda bugged right now and have trouble working.
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Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3729 on: August 27, 2011, 11:15:03 am »

Syndromes on items are kinda bugged right now and have trouble working.

I just left the skin rot and now it doesn't do a thing, so sad, so very sad.
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Conrad

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3730 on: August 27, 2011, 01:22:57 pm »

Hey folks, I posted a thread about this before I noticed the Modder's Workshop, so I'll repost here in hopes of some pointers:

I'm trying to mod some DF for myself to make getting rid of the Fortress Defense bodies a little easier. I've modded the dwarf entity files to make them cool with eating sentient creatures and I've decided I won't do any farming unless there's an emergency (I might try to mod it so it only brings very low quality food as emergency rations). I intend on this being a meat-only fortress. Which brings me to my problem:

Where's the booze?

I figure I might be able to mod in some blood ale but how would I go about doing this? Bones are also a huge problem so marrow beer might not be a terrible idea either.
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Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3731 on: August 27, 2011, 01:35:24 pm »

Hey folks, I posted a thread about this before I noticed the Modder's Workshop, so I'll repost here in hopes of some pointers:

I'm trying to mod some DF for myself to make getting rid of the Fortress Defense bodies a little easier. I've modded the dwarf entity files to make them cool with eating sentient creatures and I've decided I won't do any farming unless there's an emergency (I might try to mod it so it only brings very low quality food as emergency rations). I intend on this being a meat-only fortress. Which brings me to my problem:

Where's the booze?

I figure I might be able to mod in some blood ale but how would I go about doing this? Bones are also a huge problem so marrow beer might not be a terrible idea either.


Spoiler (click to show/hide)

You should use that as a template, and change as is needed.
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Conrad

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3732 on: August 27, 2011, 02:04:15 pm »

You should use that as a template, and change as is needed.

Thanks Kilroy! That'll do I think. I'll just need some way to extract blood from the dead. I suppose I could drain it from meat and make it produce "Dried meat" and blood.

I'll just experiment with that one. Thanks again!

EDIT: This is apparently not a very original idea. VVingedoom apparently experimented with 'blood rum' on pg 175 on this thread. I'll pm him for suggestions.
« Last Edit: August 27, 2011, 02:10:08 pm by Conrad »
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3733 on: August 27, 2011, 02:09:20 pm »

hey, this is my first time modding, and i think this is the best thread to post in, so here it goes. i gave the subterreanean animal people indiv-controllable and civ-controllable, yet i can't use them in in dwarf fortress mode or adventure mode. any ideas what is wrong?
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ArKFallen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3734 on: August 27, 2011, 02:17:43 pm »

I have a syndrome that supposedly blinds a dwarf and rots off all of it's skin. Problem is, it only blinds dwarfs, I have no idea why :\

Spoiler (click to show/hide)
Changing this
Code: [Select]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_TYPE:ALL:SKIN:START:0:PEAK:60]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_TYPE:ALL:FAT:START:0:PEAK:60]
to this
Code: [Select]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:60]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:FAT:START:0:PEAK:60]
makes it work. Sorry for the late response, but I haven't checked this board for a few days.

hey, this is my first time modding, and i think this is the best thread to post in, so here it goes. i gave the subterreanean animal people indiv-controllable and civ-controllable, yet i can't use them in in dwarf fortress mode or adventure mode. any ideas what is wrong?
The token [layer_linked] is probably the issue, but removing it means the civs are no longer underground.
« Last Edit: August 27, 2011, 02:20:40 pm by ArKFallen »
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