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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431721 times)

SirAaronIII

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3960 on: September 25, 2011, 01:51:13 pm »

What's the [BUILDING:X:NONE] for the carpenter's workshop? Is there a list on the wiki? If so, can anyone link me, please?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3961 on: September 25, 2011, 01:54:21 pm »

What's the [BUILDING:X:NONE] for the carpenter's workshop? Is there a list on the wiki? If so, can anyone link me, please?
Don't bother, son, the Carpenter's Shop is hardcoded into the game. As are many workshops.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3962 on: September 25, 2011, 01:55:20 pm »

What's the [BUILDING:X:NONE] for the carpenter's workshop? Is there a list on the wiki? If so, can anyone link me, please?
Don't bother, son, the Carpenter's Shop is hardcoded into the game. As are many workshops.

I think he wants to add a reaction, not mod the workshop itself.

jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3963 on: September 25, 2011, 01:57:27 pm »

What's the [BUILDING:X:NONE] for the carpenter's workshop? Is there a list on the wiki? If so, can anyone link me, please?
Don't bother, son, the Carpenter's Shop is hardcoded into the game. As are many workshops.

I think he wants to add a reaction, not mod the workshop itself.
Yeah, I meant that you can't give the carpenter's shop new reactions.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3964 on: September 25, 2011, 02:41:50 pm »

What's the [BUILDING:X:NONE] for the carpenter's workshop? Is there a list on the wiki? If so, can anyone link me, please?
Don't bother, son, the Carpenter's Shop is hardcoded into the game. As are many workshops.

I think he wants to add a reaction, not mod the workshop itself.
Yeah, I meant that you can't give the carpenter's shop new reactions.

...Really? Huh.

Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3965 on: September 25, 2011, 02:43:07 pm »

I can't test it right this second, but I don't believe that is correct. If you can mod the tannery I don't see why you can't mod the carpenter's shop.
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Knight Otu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3966 on: September 25, 2011, 02:47:51 pm »

It's because the carpenter's workshop has no reactions attached to it, only jobs, while the tannery has reactions attached to it. Valid stock workshops for reactions are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN.
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3967 on: September 25, 2011, 02:49:07 pm »

It's because the carpenter's workshop has no reactions attached to it, only jobs, while the tannery has reactions attached to it. Valid stock workshops for reactions are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN.
Thanks for ninja'ing me. I really do appreciate it. I'm not being sarcastic.
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Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3968 on: September 25, 2011, 08:17:55 pm »

Oops, my mistake. Thanks, Mr. Otu.
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James009

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Unique art graphics?
« Reply #3969 on: September 25, 2011, 11:44:13 pm »

Can or how do you set a unique image/art for a caste of a race when selecting graphics? And can I do this with an art pack like Phoebus? For example, I'm trying to make a human-elf civ and the elves have unique graphics in dwarf mode.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3970 on: September 26, 2011, 12:11:14 am »

Unfortunately you can't set caste-level graphics like that. :\ It can be done by profession but not caste.
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James009

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3971 on: September 26, 2011, 12:17:46 am »

Ah, ok, I was afraid of that. I guess my green people will look like everyone else then, lol.
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3972 on: September 26, 2011, 12:49:43 am »

You can, however, give them their own characters with the CASTE_TILE token and make them flash between that and a section character with the CASTE_ALTTILE token. They can be coloured using the CASTE_COLOR token but I think professions override that in fort mode.

You could replace some of the unused characters with art of your own and set the castes to use those. I did similar for the different races in my tileset.
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James009

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3973 on: September 26, 2011, 04:48:58 am »

Yeah, I don't think I can get around the professions if they override caste in fort mode. Basically, I'm trying to get my lizard people to look... lizardly in a fort of humans (using Phoebus graphics set).
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3974 on: September 26, 2011, 02:32:01 pm »

As I said that should be doable. You can put nice full colour bitmap images in place of the letters in your tileset. I just tried it with the letter D to make sure I wasn't imagining things and here's what I got:
Spoiler (click to show/hide)
The tileset I used:
Spoiler (click to show/hide)

The only thing to keep in mind is that any pixel that is black/grey/white will be coloured by the game. So you could give your lizard men hats that are white and the game would colour them per profession.
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