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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002382 times)

Wannabehero

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1980 on: June 26, 2012, 03:05:51 pm »

Question (sorry for double post)

does [PRODUCT:100:5:DRINK:NONE:WATER:NONE] make water count as booze or is it
   [ALCOHOL_PLANT]
   [ALCOHOL_CREATURE]

that make the material a "booze" item, I found a way finally to make water drinkable in the above product line. But I want this to be last resort, cut off from all booze but water is needed baddly situation. And I don't want it to be a BOOZE subsitute for dwarves. Aka they still want booze, not barreled water.

That's a good question.  Does being a DRINK item make it booze, or the ALCOHOL tag?  The [ALCOHOL_PLANT/CREATURE] most likely also affect stockpiling.  I think the best way to find out would be to have a fort with only your DRINK water, and then see if the dwarves start to express the booze related thoughts.  If they stay sated then your water is mostly likely counting as booze.



I have my own question.  Is there a way to designate a metal that it cannot be melted/recycled at the smelter?
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1981 on: June 26, 2012, 03:43:29 pm »

It must not be tagged as a metal. You can give it the physical properties of metal, but not give it any metal tags.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1982 on: June 26, 2012, 03:57:15 pm »

Yea I have a few more tweaks to my mod before I can do a long term test. I can embark with 7 barrels of booze, and make a few barrels of water. If the dwarves prefer to grab the booze barrels out of all the water ones. Then it is the ALCOHOL_XXXX tags

And what Hugo said about the un meltable metal. it is the [METAL] tag on the material that flags it as meltable
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misko27

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1983 on: June 26, 2012, 08:08:40 pm »

Question, is it at all possible to edit the announcements?

Second: I am attempting to mod a winnged war race in, but instead of the positions I've given them, I'm getting Elven positions. Elf. Elf. And To add to the meanness, Somehow the gremlins have formed societies which use my titles and positions. I Have tried moving things, and ensuring that gremlins are gremlins while elves are elves and so on, but still.
The creature:
Spoiler (click to show/hide)
The Entity:
Spoiler (click to show/hide)
As you can see, they're essentially modified humans for now, until I get the hang of creature data, entity is also heavily based on human and dwarf, although I was more comfortable there making changes, superficial changes, but still. I still don't know how my changes were super-imposed onto gremlins
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1984 on: June 26, 2012, 08:36:34 pm »

It depends on the announcement.

misko27

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1985 on: June 26, 2012, 08:41:44 pm »

Sieges. Also, can trolls normally have civs?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1986 on: June 26, 2012, 09:21:11 pm »

Sieges? No. They're in files that, while you can edit them, you can't add anything to them. Trolls don't have civs by default, but, this being the modding forum...

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1987 on: June 26, 2012, 09:37:07 pm »

Sieges? No. They're in files that, while you can edit them, you can't add anything to them. Trolls don't have civs by default, but, this being the modding forum...
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misko27

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1988 on: June 26, 2012, 10:09:07 pm »

Sieges? No. They're in files that, while you can edit them, you can't add anything to them. Trolls don't have civs by default, but, this being the modding forum...
If they don't i'm trying to figure out where I gave everything sentience appearantly. And n, I'm not trying to mod actual sieges, just the circumstances of them, and maybe the announcements.
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Totaku

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1989 on: June 28, 2012, 01:57:03 pm »

Ok time for a fun question.

I'm in the middle of attempting an experiement and I want to know if anyone has been successful in this.

I'm trying to make a necromancer from out of a creature. Mainly because my goal is to create a 1 of a kind necromancer. One that will have their own necromancer abilties and then eventually spread their influence among others.

As far as I can tell the basic files show how to make it work with an entity. But I want to make it work with just one creature that isn't part of the entity.

If there's anyway this is achivable, please let me know...
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Minnakht

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1990 on: June 28, 2012, 02:39:56 pm »

Could you guys look at this and check where did I get something wrong?

Spoiler (click to show/hide)

I did a similar reaction and plant, and that one worked - the only difference was that instead of pressing leaves, the collected plant itself was pressed (different plant, olives for olive oil)
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1991 on: June 28, 2012, 02:53:35 pm »

Your reaction looks for leaves, but not leaves in bags.
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Minnakht

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1992 on: June 28, 2012, 03:27:13 pm »

How do I make it look for bags with leaves in them?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1993 on: June 28, 2012, 03:29:53 pm »

I'm trying to make a necromancer from out of a creature. Mainly because my goal is to create a 1 of a kind necromancer. One that will have their own necromancer abilties and then eventually spread their influence among others.
For enabling necromancer-ism on creatures I believe all that you would need to do would be to give them a syndrome with CE_CAN_DO_INTERACTION and then enabling the "raise dead" interaction.

How do I make it look for bags with leaves in them?
IIRC you need to add the bag as a reagent with the [PRESERVE_REAGENT], [DOES_NOT_DETERMINE_PRODUCT_AMOUNT], and [CONTAINS:X] (X being the leaf reagent identifier) tokens.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1994 on: June 28, 2012, 03:36:35 pm »

   [REAGENT:leaves container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:leaves] --- your reagents ID
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
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