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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431541 times)

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4080 on: October 09, 2011, 07:14:59 pm »

Muahaha

Spoiler: More (click to show/hide)

Of course, I still don't know if they will actually show up where they are supposed to...

EDIT: Oops, doublepost.  Oh well it's on the next page anyway.
« Last Edit: October 10, 2011, 05:55:36 pm by Greiger »
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4081 on: October 09, 2011, 07:30:08 pm »

Nice work. I'll be adding these to my own game once someone can confirm they'll show up.
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How To Generate Small Islands

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4082 on: October 09, 2011, 08:12:26 pm »

None showed.  I suppose I may have to settle for third cavern layer instead unless somebody can tell me what I'm missing.  Maybe it was just a rumor, some searches turned up nothing.
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4083 on: October 09, 2011, 08:22:26 pm »

Spoiler (click to show/hide)
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4084 on: October 09, 2011, 09:02:01 pm »

Spoiler: Nothing to see here (click to show/hide)
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Koji

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4085 on: October 09, 2011, 09:43:14 pm »

The [demon] tag doesnt work, but if you give them [underground_depth:4] and I believe the magma biome, they will spawn as wild animals in hell. Buildingdestroyer 2 keeps them pretty agressive, but they dont swarm out like the real demons do.

Note that doing this seems to remove the real demon swarms.
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Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4086 on: October 10, 2011, 12:01:20 am »

Nitpick on the descriptions - should be "Beware its" not "Beware it's".

it's = it is

its = possessive

To help remember the difference I think of "his" which is also possessive - you don't write it as "hi's". No apostrophe!
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4087 on: October 10, 2011, 05:54:59 pm »

Grammar never was my best subject.  I was always of the mind of "if it gets my meaning across its it's good enough." Believe it or not, on these forums I'm at my best behavior in that regard.

Anyway thanks for the catch, I'll change it in my raws and my earlier posts.  I'll leave the spawn tags the way they are though. and hopefully if somebody wants to use them they'll read ahead and see that they will need to come up with their own spawn tags  or use one of the already suggested methods.  Also have a lead on something in Fortress Defense that may offer another option, but I have other plans tonight and don't have time to go raw diving tonight.

Thanks for all the help folks!

EDIT:Now all my little grammar mistakes are bugging me and making me post edits, see what you did? :P
« Last Edit: October 10, 2011, 05:58:34 pm by Greiger »
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SeigeOps

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4088 on: October 10, 2011, 07:15:37 pm »

Trying to work out the bugs in this reaction, its from the BattleCraft mod, the reagents seem fine, but I'm too inexperienced to figure out whats missing in the product:

Spoiler (click to show/hide)
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4089 on: October 10, 2011, 10:19:58 pm »

It seems fine, does it just not show up?  I have a similar reaction that makes needles but it has [FORCE_EDGE] on the end of the product line.  I don't imagine it is necessary, I thought I was just covering all my bases.  But if you can't figure out any other reason why it doesn't work throwing that on may be something to try.

Other than that, just the usual "did you plug it in" stuff, newly genned world?(not sure it's entirely necessary for adventure mode reactions though)  Needle item actually internally called "ITEM_TOOL_NEEDLE"?  No extra letters or anything on the tool raw name like the BC9 at the end of the needle reaction?
« Last Edit: October 10, 2011, 10:21:54 pm by Greiger »
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SeigeOps

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4090 on: October 11, 2011, 05:52:23 am »

Haha, whoops. I just figured out what I was doing wrong. I forgot to drop the large dagger needed for the second reagent, how embarrassing. As I said, very inexperienced to adventure mode reactions. :p

Thanks for your help though. Never would have come across it if I hadn't thought the whole thing through again.
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4091 on: October 11, 2011, 03:27:45 pm »

Okay, so on monday, I will release a mod I've been working on. Called Impalion Castle. I want them to be able to make a glob of edible "Red Paste" by offering their gods one ritualstone. Can someone tell me how I can get a reaction to make a glob of that material? I'd just like a product line.

Here's the material file for the paste, if that helps:
Spoiler (click to show/hide)

Also the inorganic:
Spoiler (click to show/hide)
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Dwarf Fortress: Threats of metabolism.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4092 on: October 11, 2011, 05:53:58 pm »

[PRODUCT:100:1:GLOB:NONE:INORGANIC:IMPALION_PASTE]

jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4093 on: October 12, 2011, 06:14:24 am »

[PRODUCT:100:1:GLOB:NONE:INORGANIC:IMPALION_PASTE]
I did that before I came to ask you guys. It just gave me "glob".
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Dwarf Fortress: Threats of metabolism.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4094 on: October 12, 2011, 08:49:01 am »

The material template doesn't have a glob name. That's probably the problem.
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