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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999431 times)

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3735 on: January 16, 2013, 05:26:48 pm »

Quote
Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?

If I remember it correctly, "Human" is its name. In the actual game, it will come out more like "Urist McBorg the Borg".
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Fishybang

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3736 on: January 16, 2013, 09:13:51 pm »

Quote
Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?

If I remember it correctly, "Human" is its name. In the actual game, it will come out more like "Urist McBorg the Borg".

Ok, thanks everyone. :D

EDIT: I found a new problem, the creatures i assimilate will still be hostile, is there any way to fix that?
« Last Edit: January 16, 2013, 10:53:51 pm by Fishybang »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3737 on: January 18, 2013, 12:16:51 am »

CE_ADD_TAG:NOT_LIVING:OPPOSED_TO_LIFE

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3738 on: January 18, 2013, 02:01:45 am »

CE_ADD_TAG:NOT_LIVING:OPPOSED_TO_LIFE
Note that unless your borgs are also NOT_LIVING this will make them hostile to the borgs as well.
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ShinQuickMan

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3739 on: January 18, 2013, 07:29:28 pm »

I'm having some serious issues with interactions and syndromes that I use with [IT_AFFECTED_CLASS:xxx] or [SYN_AFFECTED_CLASS:xxx] tokens, respectively; the syndromes/interactions I'm using will not work so long as those tokens are there despite making sure that another syndrome with [SYN_CLASS:xxx] is active. What exactly am I doing wrong here?
« Last Edit: January 18, 2013, 07:31:06 pm by ShinQuickMan »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3740 on: January 18, 2013, 07:32:12 pm »

Those refer to creature class, not syndrome class, and there is no similar thing for syndrome classes (for some reason).

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3741 on: January 18, 2013, 07:45:29 pm »

Aw hell.
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Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3742 on: January 19, 2013, 01:35:50 am »

Okay, I've removed [TRAPAVOID] from kobolds and genned a new world with that data. But, two kobold thieves just walked on over my cage traps in plain sight. What's the deal?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3743 on: January 19, 2013, 02:09:11 am »

Those refer to creature class, not syndrome class, and there is no similar thing for syndrome classes (for some reason).
There is the IT_CANNOT_HAVE_SYNDROME_CLASS token though, which allows for a very length workaround involving a free action interaction that applies a harmless syndrome to everything nearby that you don't want to be targeted.

Okay, I've removed [TRAPAVOID] from kobolds and genned a new world with that data. But, two kobold thieves just walked on over my cage traps in plain sight. What's the deal?
A couple of things, some of them are stupid questions but bear with me:
1)Are your cage traps actually built?
2)Are your cage traps loaded? In vanilla they should show up as light green ^'s, not dark green ones.
3)Did you make sure that you edited the raw/objects raws and then regenerated a new world?
4)Open up your data/save/regionX/raw/objects raws. Do kobolds still have TRAPAVOID?
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Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3744 on: January 19, 2013, 02:44:13 am »

Okay, I've removed [TRAPAVOID] from kobolds and genned a new world with that data. But, two kobold thieves just walked on over my cage traps in plain sight. What's the deal?
A couple of things, some of them are stupid questions but bear with me:
1)Are your cage traps actually built?
2)Are your cage traps loaded? In vanilla they should show up as light green ^'s, not dark green ones.


3)Did you make sure that you edited the raw/objects raws and then regenerated a new world?
4)Open up your data/save/regionX/raw/objects raws. Do kobolds still have TRAPAVOID?
Blast! You're right, I hadn't. Fixed now, thanks very much!

e: Ok, now riddle me this. Why aren't my custom reactions showing up in my custom workshop?

Code: [Select]

[REACTION:MAKE_BONE_BLOCKS]
[NAME:scrimshaw bone blocks]
[BUILDING:SCRIMSHAW:CUSTOM_B]
[REAGENT:A:1:CORPSE:NONE:NONE:NONE][REACTION_CLASS:BONES]
[HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]
[SKILL:BONECARVE]

[BUILDING_WORKSHOP:SCRIMSHAW]
[NAME:Scrimshaw Station]
[NAME_COLOR:255:255:255]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:BONE_CARVE]
[BUILD_KEY:CUSTOM_SHIFT_H]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:1]
[BLOCK:3:0:1:1]
[TILE:0:1:' ':' ':178]
[TILE:0:2:' ':' ':230]
[TILE:0:3:' ':' ':' ']
[COLOR:0:1:6:0:0:255:255:255:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':' ']
[TILE:1:2:148:' ':' ']
[TILE:1:3:' ':' ':253]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:6:0:0:0:0:0:0:0:0]
[COLOR:1:3:0:0:0:0:0:0:255:0:0]
[TILE:2:1:21:' ':' ']
[TILE:2:2:' ':' ':178]
[TILE:2:3:' ':' ':' ']
[COLOR:2:1:255:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:0:0:0:6:0:0]
[COLOR:2:3:0:0:0:0:0:0:0:0:0]
[TILE:3:1:253:' ':253]
[TILE:3:2:' ':' ':178]
[TILE:3:3:' ':178:178]
[COLOR:3:1:255:0:0:0:0:0:255:0:0]
[COLOR:3:2:0:0:0:0:0:0:6:0:0]
[COLOR:3:3:0:0:0:6:0:0:6:0:0]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

[PERMITTED_BUILDING:SCRIMSHAW]
[PERMITTED_REACTION:MAKE_BONE_BLOCKS]

« Last Edit: January 19, 2013, 04:08:13 am by Squeegy »
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3745 on: January 19, 2013, 07:50:28 am »

Have you added PERMITTED_REACTION to your entity file?
Have you generated a new world?
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Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3746 on: January 19, 2013, 04:23:34 pm »

Have you added PERMITTED_REACTION to your entity file?
Have you generated a new world?

Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3747 on: January 19, 2013, 04:59:54 pm »

Quote
Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

Did you put it under the right civilization? I made that mistake recently...
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3748 on: January 19, 2013, 05:02:27 pm »

Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

did you tag your reaction file with [OBJECT:REACTION] ?

anything in your errorlog?

Squeegy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3749 on: January 19, 2013, 06:19:29 pm »

Quote
Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

Did you put it under the right civilization? I made that mistake recently...

Yeah, I had that thought too and made sure I didn't.

Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

did you tag your reaction file with [OBJECT:REACTION] ?

anything in your errorlog?

Oops, no I did not! You win! Thank you.
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