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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422334 times)

Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5055 on: January 29, 2012, 08:52:57 pm »

Thanks to both of you.

Second question: In this case I make the reactions favor only one skill.

Third question: I had hoped to freeze the entire body of water. But you say ice mephits freeze it automatically ? Than I could add pets instead, and throw them into the water. A one-way pet, cheaply made. When you say: That part of the pool, do you mean one tile ? Or all connecting tiles ? (3*3) ?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5056 on: January 29, 2012, 09:16:51 pm »

A Spoony Bard's pures only ever freeze one tile, so I guess it's only one tile.

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5057 on: January 29, 2012, 10:06:28 pm »

Thanks to both of you.

Second question: In this case I make the reactions favor only one skill.

Third question: I had hoped to freeze the entire body of water. But you say ice mephits freeze it automatically ? Than I could add pets instead, and throw them into the water. A one-way pet, cheaply made. When you say: That part of the pool, do you mean one tile ? Or all connecting tiles ? (3*3) ?

By "part of a pool", I mean just one tile, which may melt instantly when it isn't winter.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5058 on: January 29, 2012, 11:04:19 pm »

Thanks once more.

I also encountered a little problem with fossil reactions, and the wiki does not help much. These one should create a bone, a skull, a horn and a shell. But they crash the game, and the error-log says that the inorganic material is missing.

raws:
Spoiler (click to show/hide)

Is it correct that there are no materials tokens for these four items ? If yes, I will make 4 custom inorganic mats, that have to necessary material reactions, or tags. (hope that works)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5059 on: January 29, 2012, 11:55:54 pm »

narhiril had the exact same problem with bodyparts in reactions causing game crashing.

Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5060 on: January 30, 2012, 06:17:38 am »

I think you have to tell the game what is the bone of. You might need to call a creature 'fossilized'.
Just make sure fossilizeds don't appear anywhere.
Or actually do make them appear, why not.
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Carch

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5061 on: January 30, 2012, 07:31:37 am »

erm, fairly new to the more intensive modding, but I was wondering if it's possible to add a tag to a custom building, so that it requires mechanical power to run?
and if so, what tag should I add?
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5062 on: January 30, 2012, 08:04:46 am »

erm, fairly new to the more intensive modding, but I was wondering if it's possible to add a tag to a custom building, so that it requires mechanical power to run?
and if so, what tag should I add?
Nope

Search function on these fourms is helpful :P

But there is no way of using "Power" for a workshop (like the millstone) only the [NEEDS_MAGMA]?? tag which is of course just allows the use of reactions that require [FUEL] not to take any charcoal/coke/coal due to the magma doing the fuel bit, also forces the building to be built over magma?
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Carch

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5063 on: January 30, 2012, 08:20:33 am »

erm, fairly new to the more intensive modding, but I was wondering if it's possible to add a tag to a custom building, so that it requires mechanical power to run?
and if so, what tag should I add?
Nope

Search function on these fourms is helpful :P

But there is no way of using "Power" for a workshop (like the millstone) only the [NEEDS_MAGMA]?? tag which is of course just allows the use of reactions that require [FUEL] not to take any charcoal/coke/coal due to the magma doing the fuel bit, also forces the building to be built over magma?

heh, well I couldn't find anything, hence I asked.
err.. one more question, what's the tag for a raw adementine boulder? I'm working on a 'compressor' system to convert loads of coal into diamonds, and that into raw adementine. but can't seem to get the raw adementine to be created.

currently I'm working with [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]; doesn't seem to do much.
« Last Edit: January 30, 2012, 08:26:48 am by Carch »
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Carch likes steel, tin, pewter, sharks for their sharp teeth, dragons for their possessive nature and magma smelters for their warm glow.

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5064 on: January 30, 2012, 08:59:50 am »

currently I'm working with [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]; doesn't seem to do much.

try [PRODUCT:100:1:STONE:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]
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Carch

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5065 on: January 30, 2012, 09:16:03 am »

currently I'm working with [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]; doesn't seem to do much.

try [PRODUCT:100:1:STONE:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]
works! thanks. :)
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Carch likes steel, tin, pewter, sharks for their sharp teeth, dragons for their possessive nature and magma smelters for their warm glow.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5066 on: January 30, 2012, 10:01:58 am »

I think you have to tell the game what is the bone of. You might need to call a creature 'fossilized'.
Just make sure fossilizeds don't appear anywhere.
Or actually do make them appear, why not.

[STATE_NAME:fossil]
[STATE_ADJ:fossilized]

Malakai Makaisson

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5067 on: January 30, 2012, 12:41:59 pm »

Is it at all possible to either modify Mining or create a custom labour so that it is only possible for a certain race to dig through stone and soil?

I'm foraying into modding and I'm attempting to make a custom race and would like for them to only be able to get metal through trading.
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5068 on: January 30, 2012, 12:50:26 pm »

Is it at all possible to either modify Mining or create a custom labour so that it is only possible for a certain race to dig through stone and soil?

I'm foraying into modding and I'm attempting to make a custom race and would like for them to only be able to get metal through trading.

No. It is impossible to do what you requested, as labors are hard-coded, in a sense that you can't modify the actions of a labor.

You can assign labor types to reactions, but this is irrelevant to your question.
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Malakai Makaisson

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5069 on: January 30, 2012, 12:56:40 pm »

No. It is impossible to do what you requested, as labors are hard-coded, in a sense that you can't modify the actions of a labor.

You can assign labor types to reactions, but this is irrelevant to your question.

Ok, thanks!
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