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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429483 times)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5280 on: February 14, 2012, 08:09:57 pm »

I'm  pretty sure it's hard coded to 5 with 4 being lava and 5 being hell.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5281 on: February 14, 2012, 09:50:19 pm »

I have a stupid question.

I tried to mod in bronze collossi adventurers, but it didn't work

Can someone post what I need to put into the entity file?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5282 on: February 14, 2012, 09:51:11 pm »

[ENTITY:BRONZE]
   [INDIV_CONTROLLABLE]
   [CREATURE:COLOSSUS_BRONZE]
   [ADVENTURE_TIER:7]

Kilroy the Grand

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5283 on: February 14, 2012, 09:56:44 pm »

[ENTITY:BRONZE]
   [INDIV_CONTROLLABLE]
   [CREATURE:COLOSSUS_BRONZE]
   [ADVENTURE_TIER:7]

Thank you! I just couldn't get it to work for whatever reason!
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Destroid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5284 on: February 15, 2012, 01:03:29 am »

define caste profession name, and dont define base profession name. For example:

Code: [Select]
[CREATURE:DWARF]
  <common data>
  [CASTE:FEMALE]
    <female data>
    [CASTE_PROFESSION_NAME:MINER:female miner:female miners]
    <blah blah>
  [CASTE:MALE]
    <male data>
    [CASTE_PROFESSION_NAME:MINER:male miner:male miners]
    <blah blah>
  [CASTE:SEXUALLY_DYSFUNCTIONED]
    <gay data>
    [CASTE_PROFESSION_NAME:MINER:homosexual miner:homosexual miners]
    <blah blah>

Thanks, I got new colours working for them, and they show up as I want them in the list of reports, but when I view an individual report it still shows up with the generic creature title, although perhaps this is because of the object testing arena (giving everything names like "dwarf 1")?

As it is my creature is appearing in the report list as "Scaly Brute Scavvy 1" which is of the format "castename : profession name : creature name with number appended".  In the actual report itself it just shows up as Scavvy 1.  I suppose in dwarf mode this will be an actual name which is ok.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5285 on: February 15, 2012, 06:29:18 am »

scaly brute is its race, and scavy 1 is its name. If you play them in dwarf fortress they'd properly use caste profession name whenever they drop the race prefix.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Tehsapper

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5286 on: February 15, 2012, 06:41:49 am »

So, I got some questions:
1) Is this possible to define caste for a noble position? Like, the king in dwarven civ can only be of 'noble' dwarf caste. There is no [CASTE] tag for entities and [GENDER: caste name] isn't working.
2) Are there any documentation about interactions, except example interactions from Toady?
3) Is this possible to permit a reaction for some creature after it got a syndrome? Or material-changing interactions?

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IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5287 on: February 15, 2012, 09:08:24 am »

And I need to update my 31.05 raws to 34.01. Any suggestions?

Lofn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5288 on: February 15, 2012, 09:35:59 am »

1) Is this possible to define caste for a noble position? Like, the king in dwarven civ can only be of 'noble' dwarf caste. There is no [CASTE] tag for entities and [GENDER: caste name] isn't working.
No. Gender for positions is bugged, also.

Quote
2) Are there any documentation about interactions, except example interactions from Toady?
Nope. I'm trying to get my head around them now, with limited success. I'll be posting my four test cases on the forums when they're working (pyro/aero/aqua/geomancers).

Quote
3) Is this possible to permit a reaction for some creature after it got a syndrome? Or material-changing interactions?
No.

And I need to update my 31.05 raws to 34.01. Any suggestions?

Download 34.01 and apply any mods you want to carry over, it will be far less stressful for you.

I have a favour to ask of anyone who knows how - I want to get a string dump of the most recent release to mine for interaction tokens. I have no idea how to do this. Is anyone able to assist?
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IamanElfCollaborator

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5289 on: February 15, 2012, 12:38:00 pm »

Problem...I also need to transfer over some personal mods, not to mention the fact the mod I use isn't updated yet, as far as my knowledge is. Any quickfixes that don't involve long slogs?

Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5290 on: February 15, 2012, 04:14:17 pm »

i'm tinkering with necromancy but something is missing can soemone figure out what's wrong?

Spoiler (click to show/hide)
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

Dalkar

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5291 on: February 15, 2012, 04:16:50 pm »

Trying to make a muscle replacement (got the template and material for it) for some new creatures and it seems to act as bone; in combat it shatters rather than tears, even with cutting weapons.
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Jay

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5292 on: February 15, 2012, 04:50:07 pm »

i'm tinkering with necromancy but something is missing can soemone figure out what's wrong?

      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING]

It's a little hard to animate a weapon when you've got three separate ways of restricting it to used-to-be-living-things.

I suspect this will fail miserably regardless, as a weapon will not have BODY tags or a wide variety of creature tags.
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Koji

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5293 on: February 15, 2012, 04:50:53 pm »

i'm tinkering with necromancy but something is missing can soemone figure out what's wrong?

Spoiler (click to show/hide)

A lot. Are you trying to make it animate a sword or something? That's not going to be possible.
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Krantz86

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5294 on: February 15, 2012, 05:48:29 pm »

then maybe i can come up with a rection that produce a metal skeleton and then i animate IT?
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.
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