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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1002094 times)

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4980 on: May 01, 2013, 10:56:13 pm »

is there a simple way to grow trees on farm plots (or even just plain old wood)?  Or does it have to be ran through a workshop (like in mwmod)
« Last Edit: May 01, 2013, 10:58:31 pm by thistleknot »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4981 on: May 01, 2013, 11:15:40 pm »

If Masterwork has a workaround, there's a pretty good chance it has to be done that way. Unless I say it doesn't :V

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4982 on: May 01, 2013, 11:18:16 pm »

or are you saying I need to go through my creatures and make sure there using the muscle templates and such that point to :animal: ?

is there a simple way to grow trees on farm plots (or even just plain old wood)?
Yes to the first, No to the second.
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4983 on: May 01, 2013, 11:39:22 pm »

civforge has grime, a byproduct of the quintain...  it's counted as a fat/food that has no use.

Mephestereas said the reason it's produced is the quintain has to produce something to allow for skills to be trained.

I tried setting a boiling point as per his instruction, but it destroys the quintain.  So I set grime to rot.

However, I have to ensure all my food stockpiles don't take grime, and create one food stockpile that does...  Is there a way to get the workshop to produce something that doesn't actually produce anything so my dwarf's can still train at the quintain?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4984 on: May 01, 2013, 11:41:22 pm »

produce boiling rocks that boil away harmlessly. it done in masterwork as well, see knowledge_stone.
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4985 on: May 01, 2013, 11:44:55 pm »

here's knowledge_stone

but I don't see any relevant token's that specify harmless boiling

Spoiler (click to show/hide)

update:
it must be the template?
STONE_VAPOR_TEMPLATE

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4986 on: May 01, 2013, 11:53:21 pm »

BOILING_POINT:990

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4987 on: May 01, 2013, 11:56:23 pm »

that still destroyed the building

I saw a message in dfhack that was in red about building being lost, I'll update as soon as I see it again

Forgetting job 88570 (CustomReaction): holder building lost.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4988 on: May 02, 2013, 12:01:04 am »

Oh, yeah. That's a property of the building. It needs to be fire safe.

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4989 on: May 02, 2013, 12:02:05 am »

thanks.  I was being cheap about it and using wood shields and wood training weapons...

Is there a way to get it to "boil" when it hits sunlight?

nm... it's cleanable
« Last Edit: May 02, 2013, 08:45:25 am by thistleknot »
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Kat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4990 on: May 02, 2013, 11:59:40 am »

If you defined a profession to do a reaction, then the items would have quality modifiers that are dependent on the skills of the worker.

If you haven't defined a profession, then all items would be of base quality, due to the fact that you are using no skill.

so if the reaction has [skill:bonecarve] in it's definition, then any items created would have quality that depends on the worker's bonecarving skill, yes?
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4991 on: May 02, 2013, 12:55:26 pm »

If you defined a profession to do a reaction, then the items would have quality modifiers that are dependent on the skills of the worker.

If you haven't defined a profession, then all items would be of base quality, due to the fact that you are using no skill.

so if the reaction has [skill:bonecarve] in it's definition, then any items created would have quality that depends on the worker's bonecarving skill, yes?

Yes. Also, the worker must have bonecarving activated in its jobs in order to produce the items. If you define no profession, any available worker will use the workshop to produce what it needs.



Does anyone know if it's possible to make a long-ranged explosion spell? So far, the only hack I've got in mind is to make the target creature learn an undirected dust ability and make the source throw a fireball at the same time, which isn't good for adventure mode.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4992 on: May 02, 2013, 01:01:45 pm »

Try Putnam's Projectile Expansion.
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4993 on: May 02, 2013, 01:03:34 pm »

Oh. Of course. There's always that, I suppose :P

Does Projectile Expansion include interactions, or does it only involve items?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4994 on: May 02, 2013, 06:04:57 pm »

If I could get interactions to apply scripts, I'd be a happy man.

But I can't AFAIK, so projectiles only. You could use some CE_CAN_DO_INTERACTION magic to emulate the effect, though.
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