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Author Topic: This belongs in a museum  (Read 29361 times)

ZhangC1459

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Re: This belongs in a museum
« Reply #45 on: September 22, 2010, 02:20:22 pm »

no, I meant you pre-make the display case, like a bed or something, and then when you go to set it up (like furniture), you're given first a display case to choose, and then your secondary item to display in it, which would be the artifact.  This would kinda be like a chest/coffer sort of deal, using k to view it would give you "display case", using t to view contents would give you the artifact, from where you can see the description.

I suck at modding, I tried to create the reaction/building stuff myself based on some of the other things but it sucks not being able to declare custom tokens.

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Re: This belongs in a museum
« Reply #46 on: September 22, 2010, 03:39:56 pm »

What you're looking for is not yet possible, unfortunately.
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ZhangC1459

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Re: This belongs in a museum
« Reply #47 on: September 22, 2010, 03:59:11 pm »

Yeah, I figured as much.  I even tried putting in a custom reaction but once the product is made you can't do anything with it.


New feature, Today? :D

billybobfred

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Re: This belongs in a museum
« Reply #48 on: January 19, 2011, 01:11:37 am »

*necro D:*

So, I paste this into my raws, I gen a new world, I embark, and I can't find "Display Case" anywhere in my build menu.

?
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NecroRebel

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Re: This belongs in a museum
« Reply #49 on: January 19, 2011, 01:25:57 am »

So, I paste this into my raws, I gen a new world, I embark, and I can't find "Display Case" anywhere in my build menu.
You probably neglected to add [PERMITTED_BUILDING:DISPLAY_CASE] to your dwarf entity. Without it, the display case "workshop" isn't able to be built by dwarves. That line doesn't have to be anywhere in particular, it just has to be in the MOUNTAIN entry in entity_default.
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billybobfred

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Re: This belongs in a museum
« Reply #50 on: January 19, 2011, 02:05:38 am »

Ah.

Can I fix that without genning yet another new world?
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NecroRebel

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Re: This belongs in a museum
« Reply #51 on: January 19, 2011, 02:26:13 am »

Can I fix that without genning yet another new world?
I believe so, yes.
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rephikul

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Re: This belongs in a museum
« Reply #52 on: January 19, 2011, 02:35:53 am »

Ah.

Can I fix that without genning yet another new world?
If you modify this so that the game think the soap maker's workshop is the display case then it'd work just fine
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forsaken1111

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Re: This belongs in a museum
« Reply #53 on: January 19, 2011, 06:09:07 am »

Ah.

Can I fix that without genning yet another new world?
If you modify this so that the game think the soap maker's workshop is the display case then it'd work just fine
Are you sure? I was under the impression that changes to the entity file have no effect on a world which has already been generated.
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Rumrusher

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Re: This belongs in a museum
« Reply #54 on: January 19, 2011, 06:09:36 am »

Ah.

Can I fix that without genning yet another new world?
If you modify this so that the game think the soap maker's workshop is the display case then it'd work just fine
or use world tinker which grants you the access to adding more workshops to an existing fort.
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Re: This belongs in a museum
« Reply #55 on: January 19, 2011, 06:11:40 am »

Are you sure? I was under the impression that changes to the entity file have no effect on a world which has already been generated.

Replacing an existing workshop wouldn't require any changes to the entity file.

It's probably safe to say that the same rules apply to editing workshops that do to editing reactions - changing existing ones is fine, adding or removing them isn't.
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NecroRebel

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Re: This belongs in a museum
« Reply #56 on: January 19, 2011, 11:26:32 am »

Are you sure? I was under the impression that changes to the entity file have no effect on a world which has already been generated.
That's only mostly true. Most lines in the entity file are only effective during world generation, so if you change them after embark they have no effect. Others are set when you embark and so are effective after world generation but not after embark. Yet others, however, work even after embark. This last category includes things like AMBUSHER, ITEM_THIEF, and BABYSNATCHER. It also includes, and I am now completely sure of it since I just tested it, adding permitted buildings to the entity.

Note that the building itself must already exist in an entry in one of the building raw files before embark, since you can't add new entries, but just allowing a preexisting entity to build a preexisting building works fine.
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Alu

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Re: This belongs in a museum
« Reply #57 on: January 23, 2011, 08:06:03 am »

Do the dwarves admire it? What about adding reactions?

Code: [Select]
[REACTION:STUDY_ARTIFACT]
[NAME:study artifact]
[BUILDING:DISPLAY_CASE:NONE]
[SKILL:APPRAISER]

Possibly "OBSERVER", "STUDENT", "CONCENTRATION" skills too.

Also, could it be possible to make thus building require Architecture to design?
Can anyone explain how to add these please? I'm new to this but I really want it!

Just add it to the other lines or is it more difficult? And how to add multiple skills?
« Last Edit: January 23, 2011, 08:58:10 am by Alu »
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martinuzz

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Re: This belongs in a museum
« Reply #58 on: January 23, 2011, 10:32:53 am »

in the entity_default.txt, you will also need to add [PERMITTED_REACTION:STUDY_ARTEFACT] under the mountain entry.
For the other skills, I believe you need
[SKILL:SITUATIONAL_AWARENESS] for observer
[SKILL:KNOWLEDGE_ACQUISITION] for student
[SKILL:CONCENTRATION] for concentration.
« Last Edit: January 23, 2011, 10:38:36 am by martinuzz »
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forsaken1111

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Re: This belongs in a museum
« Reply #59 on: February 19, 2011, 09:50:56 am »

Anyone tried this with x.19?
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