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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 423139 times)

Yoink

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3930 on: September 20, 2011, 03:04:42 am »

This is more a utility question: I've simply forgotten how to switch from fort mode to adventure mode. I used to be able to do it, but I can't for the life of me remember how. :-\ Could someone explain it to me?
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3931 on: September 20, 2011, 08:07:48 am »

You have to abandon your fortress before Adventure mode becomes available.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3932 on: September 20, 2011, 08:47:24 am »

You have to abandon your fortress before Adventure mode becomes available.

He's asking about how to do it with DFHack.

Rimcatcher's (I think that's right) sig  has a link to how.

Cave Man

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3933 on: September 20, 2011, 09:53:06 am »

Does anyone, uses a raw_tile_selector for setup Genesis tileset?
I tried it but i have a many crashes, because wrong definitions.txt file. I need to adapt this file for Genesis mode, but I can`t.
I have wrote this and some files a availiable now.
Spoiler (click to show/hide)
But not all and this is not enough. Can you give me your text, or a file definitions.txt of raw_tile_selector for Genesis 3.25i if you use this program.
Or, maybe, tell me what`s i did wrong.
Thank you!
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Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3934 on: September 20, 2011, 10:51:26 am »

hello how i can make sure that this won't be produced with petty metal?
Spoiler (click to show/hide)

maybe add  [ANVIL_MAT]?
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Yoink

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3935 on: September 20, 2011, 11:06:16 am »

You have to abandon your fortress before Adventure mode becomes available.

He's asking about how to do it with DFHack.

Rimcatcher's (I think that's right) sig  has a link to how.

Thanks! But, I looked at that, and it involves compiling and such, and I am sure I didn't do that last time.
I had thought I used DFusion, but that doesn't have any mode changing option that I can see... :-\
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Mikey

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3936 on: September 20, 2011, 08:55:10 pm »

hello how i can make sure that this won't be produced with petty metal?
Spoiler (click to show/hide)

maybe add  [ANVIL_MAT]?

[METAL_WEAPON_MAT] should allow it to only be produced from weapon-grade metals.  That's as specific as you can get.

The only way to narrow it down further is to omit the item itself from your entity's allowed items, and only allow it to be created by custom reactions from certain metals at a custom workshop.

Edit: Make sure you remove HARD_MAT and METAL_MAT when using METAL_WEAPON_MAT, as they'll override and allow it to be produced from any metal (METAL_MAT) or any stone or metal (HARD_MAT).
« Last Edit: September 20, 2011, 08:57:48 pm by Mikey »
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Crazy Cow

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3937 on: September 21, 2011, 06:52:39 pm »

Hey, I have a quick question. To make a creature with no blood, do you simply remove [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID], or do you have to pull some shenanigans for that?

trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3938 on: September 21, 2011, 06:55:48 pm »

Removing that works except, in their wound descriptions, it'll say things like "his right upper arm is gushing with ." I recall reading somewhere about someone making "fake blood" but I'm not quite sure how that works.
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Gizogin

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3939 on: September 21, 2011, 10:13:10 pm »

I know that you can replace blood with pretty much any liquid, if that's what you mean by fake blood.  For example, [BLOOD:IORGANIC:IRON:LIQUID] gives it molten iron for blood.  Just remember that iron has a high melting point, so molten iron blood requires additional modding of tissues and whatnot, just so it doesn't die by virtue of existing.
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astianax

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3940 on: September 21, 2011, 10:28:51 pm »

if they critter doesn't have blood, or has...for example, silk for blood...then, you'll also get supplies of barrels of (creature) n/a from the traders occasionally. or on your embark screen, even
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Crazy Cow

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3941 on: September 22, 2011, 08:02:55 am »

Removing that works except, in their wound descriptions, it'll say things like "his right upper arm is gushing with ." I recall reading somewhere about someone making "fake blood" but I'm not quite sure how that works.

That's what I need. Thanks!

Cheveux

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3942 on: September 22, 2011, 12:31:51 pm »

I have a small problem and require some help since I'm barely a dabbling modder.

You see, the RNG hate my guts. In two years of playing this game, it has never given me a migrant that could be useful, if he gave me a highly skilled dwarf it was usually a master stonecrafter in the fifth year of my fortress, so not really useful. Well today was different, I started a new fort and in the first migrant wave I received a high master weaponsmith. I was pretty freaking happy until the 13th malachite when I received this announcement : "Zan Edoscerol, weaponsmith withdraws from society...".
 Just to remind me that this game is like an evil genie, granting you wishes with horrible, ironic consequences. I don't have any anvil.
Just to see how long would survive I decided to let the game until the dwarven merchant arrive to my fortress and he barely last a month. I killed the dwarf fortress process and tried to mod in a way to create an anvil made of any stone, but all of my attempts failed.

tl;dr : I need to be able to create an anvil out of either stone or nothing.
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Crazy Cow

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3943 on: September 22, 2011, 02:15:04 pm »

Try this here.
Code: [Select]
[REACTION:ANVIL_MAKING]
[NAME:make a stone anvil]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:NONE:NONE]
PRODUCT:100:1:ANVIL:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SMELT]
Just tossed that out, so no guarantees that it works.

Cheveux

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3944 on: September 22, 2011, 02:30:36 pm »

Maybe there's something I'm not doing right.

I copied your code in reaction_smelter.txt, added the missing bracket in front of PRODUCT and added [PERMITTED_REACTION:ANVIL_MAKING] in the entity_default.txt, but the reaction isn't showing up in my smelter.

Every modification has been made in the correct save folder.
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