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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422878 times)

Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3735 on: August 27, 2011, 02:23:33 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
Spoiler (click to show/hide)
makes it work. Sorry for the late response, but I haven't checked this board for a few days
No problem, and thank you, very much!

Just tested it, and it works! Funny thing though, appearently one of my starting dwarfs liked the horrible flesh rotting gas!
« Last Edit: August 27, 2011, 02:43:12 pm by Kilroy the Grand »
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3736 on: August 27, 2011, 02:53:18 pm »

oh. what does layer-linked do?
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3737 on: August 27, 2011, 03:22:43 pm »

oh. what does layer-linked do?

Forces the civ to live underground, like the animal peoples
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3738 on: August 27, 2011, 03:25:31 pm »

oh. so i have to remove layer-linked to allow me to play it in fortress mode?
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3739 on: August 27, 2011, 03:34:02 pm »

ok, deleted it. but where do i select whether to play as animal people or dwarves?
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Conrad

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3740 on: August 27, 2011, 03:40:40 pm »

I'm trying to build some artifact weapons. I've seen in various mods that if you don't enable any civs to make this weapon, it will only show up in artifacts. Is that true?

And second: If I want to make these weapons unusually strong (but hopefully not overpowered), would multiplying the velocity modifiers by 1.5 and keeping them otherwise the same do what I wish?

I've tried changing the penetration and edge and stuff which just led to my axe being able to tear the tissue of a dwarf's upper lip. Not what I was looking for.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3741 on: August 27, 2011, 03:44:26 pm »

I'm trying to build some artifact weapons. I've seen in various mods that if you don't enable any civs to make this weapon, it will only show up in artifacts. Is that true?

And second: If I want to make these weapons unusually strong (but hopefully not overpowered), would multiplying the velocity modifiers by 1.5 and keeping them otherwise the same do what I wish?

I've tried changing the penetration and edge and stuff which just led to my axe being able to tear the tissue of a dwarf's upper lip. Not what I was looking for.

First: Yes.
Second: Yes.

RAKninja

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3742 on: August 27, 2011, 03:48:17 pm »

ok, deleted it. but where do i select whether to play as animal people or dwarves?
on the embark screen, press tab till you get to the menu that allows you to chose what civ.  i'm not sure what language is used to pick out animal civ names, so you might have to check legends to find the names of the civs first.
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3743 on: August 27, 2011, 04:11:23 pm »

did that, none of them were animal people. then after reading something on the wiki i found out i needed to make a new world for the changes to take place, so i made a new world, with only animal people as [CIV_CONTROLLABLE]. after rejecting over 100 possible regions, it told me none were habitable. what should i change in the entity file?

EDIT: i copied the all the biome tags and stuff like that from the kobolds, and now it works! kthe only problem is that they refuse to cut down trees, even though they have PERMITEED_JOB:WOODCUTTER. do they need tools or something?
« Last Edit: August 27, 2011, 04:59:00 pm by TomTheDwarf »
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3744 on: August 27, 2011, 05:05:56 pm »

Do they have axes?
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Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3745 on: August 27, 2011, 05:12:35 pm »

Is there a way to make a gem appear reliably in every embark site? I have the gem set to 100 frequency in soil and soil_sand and still the majority of the embark sites don't seem to have it natively.

EDIT: Every site with soil that is.
« Last Edit: August 27, 2011, 05:15:06 pm by Seriyu »
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3746 on: August 27, 2011, 05:13:35 pm »

Do they have axes?

how do i make it so they start out with axes? i believe that is my problem (they started with literally almost nothing).
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3747 on: August 27, 2011, 05:28:41 pm »

Give them the following in their entity file for basic tools:

Code: [Select]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]

Weapons and armor, etc, are added with the same format.
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TomTheDwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3748 on: August 27, 2011, 06:16:49 pm »

they still refuse to mine or chop down trees.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3749 on: August 27, 2011, 07:45:35 pm »

You'll need to regenerate the world, as entities are created out of the text files and then they aren't stored in text files at all. (They will also still need the tools to mine and chop down trees, and they won't just appear if you add a few lines to their entity file.)
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