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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999363 times)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3060 on: November 02, 2012, 09:27:37 pm »

If I want to use a specific grown plant as a reagent, what's the right format to do so?

Like this, using Plump helmet as an example.

[REAGENT:A:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL][UNROTTEN]


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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3061 on: November 02, 2012, 11:37:37 pm »

If I want to use a specific grown plant as a reagent, what's the right format to do so?
[REAGENT:A:1::PLANT:PLANT_ID:PLANT_MAT:PLANT_ID:STRUCTURAL]
The underlined should be the plant's ID. The bold could be something else if your using a plant that isn't composed of its STRUCTURAL material, but that likely won't be a problem unless you're dealing with weird mods.

Your first PLANT_ID should just be NONE.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3062 on: November 04, 2012, 12:46:18 pm »

Is it possible to raise the room value with a workshop?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3063 on: November 04, 2012, 01:19:57 pm »

Yep. Just building a workshop in a room will increase the value of that room by the amount of the items inside. That's what the display case mod does.

Zucchini

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3064 on: November 04, 2012, 06:15:59 pm »

Hi all. Longtime lurker, now with question about dwarf preferences and the [SPECIAL] tag.

Looking back, I see that someone asked about what the [SPECIAL] tag does.  The answer was that it makes whatever has that tag unavailable to the civilization even if it can otherwise produce it, thus making it not show up in merchants' inventories, without the additional complications involved with the [DEEP_SPECIAL] tag.

So.

1) Does anyone know or can anyone confirm whether [SPECIAL] affects whether the item shows up in dwarf preferences?

2) What sorts of items do not show up in dwarf preferences, and are therefore good for intermediate products and weird shit?  I don't think I've seen tools and toys, but I'm not sure.

Thank you, thank you very much.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3065 on: November 05, 2012, 12:29:53 pm »

1)To quote the wiki:
Quote
[SPECIAL] | Prevents the material from showing up in certain places. Explicitly set by all evil weather materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].

2)No clue. I've never delved too deep in dwarven preferences personally. Maybe somebody else here knows the answer.
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Zucchini

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3066 on: November 06, 2012, 01:50:30 am »

Yeah, I did see that.  I suspect Toady probably made SPECIAL block the tagged item/material from dwarf preferences, because dwarfs preferring evil weather elements would be pretty hokey. But then again he could have accomplished that tanother way. Sure would be nice to have that "certain places" elaborated.
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TheBlueSteel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3067 on: November 06, 2012, 02:13:33 pm »

Hey, just starting to jump into modding, wondering if anyone could point out why a custom workshop of mine refuses to work?

I'm making it so dwarves can grow stones.

Firstly I have my handy dandy basic plant that grows quickly and produces a non-edible non-brewable plant for processing. Literally, a stone berry or whatever you want to call it. Works like a charm, grows, is harvested and stored with no issues.

Spoiler (click to show/hide)

Then I have my workshop for processing the plants into stones; this appears to be where the problem is, since it doesn't even show up under workshops when I play the modded game, so I assume something is horribly wrong.

Spoiler (click to show/hide)


I just based it off the screw press since that was already there and altered it a bit, I'm sure I did something wrong, help!

Finally I have the reaction I want the Stone Crucible to perform

Spoiler (click to show/hide)

Basically it turns the plants into usable stones, but I haven't been able to test it yet. Nonetheless, I assume it won't work, since the error log complains about it.

Any help would be much appreciated, just started modding today. :)
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3068 on: November 06, 2012, 02:15:31 pm »

@TheBlueSteel: did you add the workshop as PERMITTED in the entity file of your civ ? entity_default.txt it should be...
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TheBlueSteel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3069 on: November 06, 2012, 02:25:34 pm »

Hmm, no, I did not. Completely forgot to mess with that entry... fixing.

Also, if anyone has input on the reaction that would be awesome, I have literally no idea how those should work, even after reading the wiki guide.
« Last Edit: November 06, 2012, 02:32:16 pm by TheBlueSteel »
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Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3070 on: November 06, 2012, 02:26:42 pm »

What should I do if I want to see the caste of one of my units in Fortress mode?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3071 on: November 06, 2012, 02:33:07 pm »

What should I do if I want to see the caste of one of my units in Fortress mode?
You might be able to see it in their description somewhere. Other then that I don't know of any places off the top of my head.
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3072 on: November 06, 2012, 02:36:06 pm »

What should I do if I want to see the caste of one of my units in Fortress mode?
The easiest ways are giving these castes different descriptions so you know which ones are which when you really look at them. You can also use [CASTE_TILE:# or Symbol][CASTE_COLOR:#:#:#] to differentiate at a glance, possibly with [CASTE_SOLDIER_TILE:#] so you can do the same while enlisted. If you want to tell the difference on the 'U'nits screen give them CASTE_PROFESSION_NAME's.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3073 on: November 06, 2012, 02:55:00 pm »

Hmm, no, I did not. Completely forgot to mess with that entry... fixing.

Also, if anyone has input on the reaction that would be awesome, I have literally no idea how those should work, even after reading the wiki guide.

Reagents are exactly like products, except you have to name them and you don't get a PRODUCT_DIMENSION tag for convenience.

Both your reagent and product are wrong. What you have is this:

[REAGENT:growth stone:150:PLANT:PLANT_MAT:STONES_GROWTH:NONE]
   [PRODUCT:100:1:STONE:INORGANIC:BASALT:NONE]

What you want is this:

[REAGENT:growth stone:150:PLANT:NONE:PLANT_MAT:STONES_GROWTH:STRUCTURAL]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:BASALT] With no NONE at the end.

TheBlueSteel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3074 on: November 06, 2012, 03:34:09 pm »

Hmm, no, I did not. Completely forgot to mess with that entry... fixing.

Also, if anyone has input on the reaction that would be awesome, I have literally no idea how those should work, even after reading the wiki guide.

Reagents are exactly like products, except you have to name them and you don't get a PRODUCT_DIMENSION tag for convenience.

Both your reagent and product are wrong. What you have is this:

[REAGENT:growth stone:150:PLANT:PLANT_MAT:STONES_GROWTH:NONE]
   [PRODUCT:100:1:STONE:INORGANIC:BASALT:NONE]

What you want is this:

[REAGENT:growth stone:150:PLANT:NONE:PLANT_MAT:STONES_GROWTH:STRUCTURAL]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:BASALT] With no NONE at the end.

Thanks Putnam! Got it working just fine.
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