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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430485 times)

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4905 on: January 16, 2012, 04:41:32 pm »

Interesting find :)
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GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4906 on: January 16, 2012, 04:45:40 pm »

Using Genesis mod's crucible for reference(Thanks, deon!) I added a second workplace to the opposite side of the crucible. The workshop looks like this: (x=movable, X=unmovable, W=Workplace)
Code: [Select]
WXW
xXx
xXx
So, to do the experiment, I had two staircases going down, one on each side of the workshop(One on the left, one on the right). I had a dwarf construct it, and I noted which side they used. Then, I floored over the stair on that side, and had a dwarf deconstruct it using the second workplace location. It worked perfectly. Seeing as dwarfs take items to/from the work location, you could have a sort of "checkpoint".
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4907 on: January 16, 2012, 06:30:09 pm »

Using Genesis mod's crucible for reference(Thanks, deon!) I added a second workplace to the opposite side of the crucible. The workshop looks like this: (x=movable, X=unmovable, W=Workplace)
Code: [Select]
WXW
xXx
xXx
So, to do the experiment, I had two staircases going down, one on each side of the workshop(One on the left, one on the right). I had a dwarf construct it, and I noted which side they used. Then, I floored over the stair on that side, and had a dwarf deconstruct it using the second workplace location. It worked perfectly. Seeing as dwarfs take items to/from the work location, you could have a sort of "checkpoint".
Now to combine this idea with my fences Idea.. and I can have a "Quarry Wall" where dwarves are forced to bring stone to the wall and feed it through "holes" in the wall to be unloaded. Also will allowing building on either side of my fences. Thank you for this find :P
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4908 on: January 16, 2012, 06:34:59 pm »

How does it react to the materials ? If a dwarf starts working in worklocation 1, will the product also be spawned there ? Otherwise you could make conveyor belt. :)
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4909 on: January 16, 2012, 07:18:46 pm »

How does it react to the materials ? If a dwarf starts working in worklocation 1, will the product also be spawned there ? Otherwise you could make conveyor belt. :)
Thinking of calling your mod "Factorywork" :P lol just kidding all products are in the building, and the Workspaces are the tiles that dwarves can access the products/ add reagents
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Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4910 on: January 16, 2012, 07:29:00 pm »

I'm having a problem adding a new creature race. As far as I can tell everything works, except that when I try to test things in the arena it comes up with 'nothing'. Quite literally, 'nothing', where the name SHOULD be. Its also in the alphabetical order it would be if the name actually worked.

The second thing that screwed up is that I got 9 dfferent kinds of 'nothing', which is one more than I should have. Also, the first 'nothing' is genderless.

Raw File:
Spoiler (click to show/hide)

Printscreen Image: Dropbox Public Link

EDIT: Also, attempting to start a new world where the race/entity is created crashes the game
« Last Edit: January 16, 2012, 07:40:18 pm by Raptor_a22 »
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4911 on: January 16, 2012, 07:33:27 pm »

Try adding a caste name to every creature, that should solve "nothing" problem
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4912 on: January 16, 2012, 07:35:50 pm »

Code: [Select]
[CASTE:OKAMIMI_MALE]
[CASTE:NAME:okamimi male]

That's probably where the genderless "nothing" is coming from.

Your [CASTE_NAME:x:y:z] tokens are lacking the last two arguments. Caste names work the same as creature names: [CASTE_NAME:singular:plural:adjective].
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4913 on: January 16, 2012, 07:54:38 pm »

Code: [Select]
[CASTE:OKAMIMI_MALE]
[CASTE:NAME:okamimi male]

That's probably where the genderless "nothing" is coming from.

Your [CASTE_NAME:x:y:z] tokens are lacking the last two arguments. Caste names work the same as creature names: [CASTE_NAME:singular:plural:adjective].

More importantly, he has CASTE:NAME when he should have CASTE_NAME.
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Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4914 on: January 16, 2012, 07:56:29 pm »

Well, that fixed most things :-[

The game still crashes when trying to 'view' any of the castes though. I have a suspicion that its another stupid mistake I've made.

EDIT: Well, fixed that problem
Turns out that DF was trying to define a tissue that wasnt there.

However, I now have another problem. The description talks about 'his head eyebrow is (colour)'
I have no clue what went wrong.
« Last Edit: January 16, 2012, 09:09:43 pm by Raptor_a22 »
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4915 on: January 16, 2012, 09:22:19 pm »

More importantly, he has CASTE:NAME when he should have CASTE_NAME.

I meant to point that out but I guess I didn't call much attention to it, heh.

Quote from: Raptor_a22, when declaring hair color within castes
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[PLUS_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[TL_COLOR_MODIFIER:BLACK:4:GRAY:4:SILVER:4:WHITE:2:RUSSET:3:BURNT_UMBER:2:DARK_CHESTNUT:1:RUST:3:AUBURN:2:SEPIA:1:BROWN:2:CINNAMON:1:RAW_UMBER:1:CHARCOAL:3:SLATE:GREY:2]

After this you're missing a line that should be something along the lines of:

Code: [Select]
[TLCM_NOUN:hair:SINGULAR]
I think that should be it. Anything left in your errorlog?
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Raptor_a22

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4916 on: January 16, 2012, 10:54:40 pm »

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_kemonomimi.txt"
KEMONOMIMI BP Mod CLOSE_SET Was Not Used
KEMONOMIMI BP Mod DEEP_SET Was Not Used
KEMONOMIMI BP Mod ROUND_VS_NARROW Was Not Used
KEMONOMIMI BP Mod LARGE_IRIS Was Not Used
KEMONOMIMI BP Mod THICKNESS Was Not Used
KEMONOMIMI BP Mod BROADNESS Was Not Used
KEMONOMIMI BP Mod LENGTH Was Not Used
KEMONOMIMI BP Mod UPTURNED Was Not Used
KEMONOMIMI BP Mod CONVEX Was Not Used
KEMONOMIMI BP Mod SPLAYED_OUT Was Not Used
KEMONOMIMI BP Mod HANGING_LOBES Was Not Used
KEMONOMIMI BP Mod BROADNESS Was Not Used
KEMONOMIMI BP Mod HEIGHT Was Not Used
KEMONOMIMI BP Mod GAPS Was Not Used
KEMONOMIMI BP Mod HIGH_CHEEKBONES Was Not Used
KEMONOMIMI BP Mod BROAD_CHIN Was Not Used
KEMONOMIMI BP Mod JUTTING_CHIN Was Not Used
KEMONOMIMI BP Mod SQUARE_CHIN Was Not Used
KEMONOMIMI BP Mod DEEP_VOICE Was Not Used
KEMONOMIMI BP Mod RASPY_VOICE Was Not Used
KEMONOMIMI BP Mod BROADNESS Was Not Used
KEMONOMIMI BP Mod HEIGHT Was Not Used
*** Error(s) found in the file "raw/objects/entity_honour.txt"
Unrecognized Unit Type Token: SHOPKEEPER
*** Error(s) finalizing the entity FOREST
Unrecognized entity ammo token: ITEM_AMMO_ARROWS_ELVEN (Shouldnt be happening, but it is. Dont know why)
*** Error(s) finalizing the entity KEMONOMIMI
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_BASTARD (Ignore this, havent made the weapon yet)

Thats everything in the errorlog.

[TLCM_NOUN:hair:SINGULAR] worked

I've moved quite a lot of stuff around, so I'll post the modified raw.
The following error or errors occurred while posting this message: The message exceeds the maximum allowed length (40000 characters).
well... now we all know how long the file is.

Dropbox is so useful
« Last Edit: January 16, 2012, 11:03:36 pm by Raptor_a22 »
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Tecknojock

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4917 on: January 17, 2012, 12:16:29 pm »

For some reason, on my jobs list, the hi-lighted job is hi-lighted in black which makes my current selection unreadable. How do I go about changing what color the hi-lighted option is using?

I imagine there is a setting in one of the data files but couldn't find it

I consulted the wiki and google but could not find my answer.
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Courtesy Arloban

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No more Cow Meat
« Reply #4918 on: January 17, 2012, 01:43:28 pm »

Hi I'm new, but I have a mod I've tested that changes the meat names of several meats to Beef Sirloin, Chicken Wings, Mutton Leg (couldn't get leg of mutton to work) and Pork Belly.  With Several Cuts of meat on each creature. I even included Bacon as a fired material for Pork Belly.
Spoiler (click to show/hide)
I replaced all the creatures from creature_domestic, but I couldn't fit them here.

--edit I registered and uploaded them to DFFD. http://dffd.wimbli.com/file.php?id=5380
« Last Edit: January 17, 2012, 02:09:46 pm by Courtesy Arloban »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4919 on: January 17, 2012, 06:50:11 pm »

I think you should post this in a new topic >_>
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