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Author Topic: Mod: Upgradable Leather Armor Tiers 1.2  (Read 14876 times)

Dragoon209

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #45 on: February 25, 2013, 11:24:22 pm »

I'm looking for a way to make this more workflow compatible.  Currently, there is nothing for workflow to hook with to specify a difference between making padded armor, and making studded armor.  In workflow, it all gets a standard 'Leather' material type listing.  Does anybody have any pointers or suggestions on what I can do  to make this happen?  Ever since i started working with workflow, its getting harder and harder to play vanilla!
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Meph

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #46 on: February 25, 2013, 11:26:32 pm »

First of all I do like your new avatar. Second: Yes, I think its possible to mod workflow, but see the dfhack thread. I know people modded autolabor to work with specific mods...
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Dragoon209

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #47 on: February 25, 2013, 11:47:31 pm »

First of all I do like your new avatar. Second: Yes, I think its possible to mod workflow, but see the dfhack thread. I know people modded autolabor to work with specific mods...

Thanks!  :D   

  I'll check over on the dfhack thread.  From my understanding, it seems that all materials with the [LEATHER] tag are grouped together in game for job purposes.  This stinks in my case.  I even downloaded the new gui/workflow so I could check out its new overlay and workshop integration.  I can finally use workflow for milking, plant processing, and shearing, but alas, not for crafting different tiers of leather.

Thanks again!
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thistleknot

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #48 on: November 13, 2013, 11:15:53 pm »

I tried implementing this with some success

I tried applying it to chitin as well

but removed the reaction for tannin chitin... but I'm getting weird results

I've standardized my creatures to meph's accelerated mod...
but i'm getting

things like toad padded leather armor

when I should maybe be getting only...animal padded leather armor

This is only applying to the tier'ed armor.

I already replaced local_creature_mat with creature_mat:animal...
« Last Edit: November 13, 2013, 11:39:19 pm by thistleknot »
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Dragoon209

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #49 on: November 13, 2013, 11:46:17 pm »

I tried implementing this with some success

I tried applying it to chitin as well

but removed the reaction for tannin chitin... but I'm getting weird results

I've standardized my creatures to meph's accelerated mod...
but i'm getting

things like toad padded leather armor

when I should maybe be getting only...animal padded leather armor

This is only applying to the tier'ed armor.

I already replaced local_creature_mat with creature_mat:animal...

Would you mind forwarding your RAWs to take a look?
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thistleknot

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #50 on: November 14, 2013, 12:04:31 am »

why I'd love to!

yeah, I thought it was my creature_accelerated not having the material's defined...

http://www.mediafire.com/?gt26ely3m4pdjdv

Dragoon209

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #51 on: November 16, 2013, 12:38:35 pm »

why I'd love to!

yeah, I thought it was my creature_accelerated not having the material's defined...

http://www.mediafire.com/?gt26ely3m4pdjdv

Pardon my delay, I had hoped to reply sooner.

After taking a good look, I think it has to do with the reactions.  It looks like you have defined and switched over the other raws as needed, but the reaction still specifies to get the material of the leather from the reagent, which might explain you getting Toad name leather.  You would need to change the reaction to read something like:

Spoiler (click to show/hide)

I haven't tested this, but I think it should work.  You basically just need to create a product based off the accelerated mod's cleaned up Creatures, specifically the generic 'ANIMAL' you added the additional leather materials to.

Let me know how it goes!
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Check out my mini-mods:
Upgradable Leather Tiers
Block Crafting Workshop

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thistleknot

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #52 on: November 17, 2013, 08:31:57 pm »

that didn't do it.

I actually got the issue to remove...

but I can't really figure out what it was.

I compared with mwmod 4d, and saw his creature:animal didn't have body_detail_plan references to individualized creatures for leather like billy jack proposed (or at least I think he did).

it actually used material_template definitions in the creature:animal for the upgraded leather types

so I put that back into my creature:animal, which (removed duplicate leather types from showing up)

then there were a few more things I was doing.  I was able to get the creature names to dissapear, and just show up as animal.  But then I couldn't build the reactions in the workshops to upgrade the leather...

I thought it had to do with local_creature_mat:leather_2 vs what I was trying to do with billy jack's stuff of referencing new creatures that held just a creature type...

anyways, this shit is making me go nuts...

I need to take a break... I think I tried to implement too many changes at once before I checked on the mod.  and I got discombulated...

To make matters worse, billy jack works off of meph's leather types, which are different in name of yours.

Here's my latest mess of spaghetti code

but as you can see, I do get animal leather and animal padded...

so I think my issue is billy jack's implementation...

I had it... I will again, just not tonight

http://www.mediafire.com/download/kmodsuk8mlhmawi/objects.7z
« Last Edit: November 17, 2013, 11:12:09 pm by thistleknot »
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thistleknot

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Re: Mod: Upgradable Leather Armor Tiers 1.2
« Reply #53 on: November 19, 2013, 02:19:06 am »

got it!

http://dffd.wimbli.com/file.php?id=8110

although, I can't seem to embark with any tiered armor, not sure if this is normal
« Last Edit: November 19, 2013, 10:00:03 am by thistleknot »
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