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Author Topic: Help with major mod  (Read 2751 times)

Meph

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Re: Help with major mod
« Reply #15 on: July 28, 2013, 01:51:13 pm »

There is a synthetics mod flying around somewhere... makes PVC and kevlar. That might be useful for you. :)

EDIT: He, found it: http://www.bay12forums.com/smf/index.php?topic=84471.0
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Help with major mod
« Reply #16 on: July 28, 2013, 02:50:38 pm »

There's also materials plus, which you can take freely from.

Loam

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Re: Help with major mod
« Reply #17 on: July 28, 2013, 03:14:56 pm »

I did use some things from Materials Plus. Tweaked the numbers a bit, though, for balance.

Can I get a custom reaction to give me a pair of gloves (i.e. right and left) instead of just two gloves of no handedness (which don't work)?
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Putnam

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Re: Help with major mod
« Reply #18 on: July 28, 2013, 03:25:35 pm »

No.

Meph

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Re: Help with major mod
« Reply #19 on: July 28, 2013, 09:54:42 pm »

No.
Actually, yes.

Just make 2 gloves/gauntlets, and have this in your dfhack scripts folder, named "autofixhandedness.rb", and add "autofixhandedness start" to your dfhack init, without the ''''.

Code: [Select]
class AutoFixHandedness

def initialize
end

def process
return false unless @running

# the colection of GLOVES
gloves=df.world.items.other[:GLOVES]
hand=0 # which hand  0=right, 1=left
count=0
gloves.each do |glove|
# if glove is unhanded (right and left = false, fix it
unless glove.handedness[0] or glove.handedness[1]
#puts glove.id
glove.handedness[hand] = true
hand ^= 1 # switch hand for next glove
count += 1
end
end

puts "Found #{count} unhanded glove(s)." unless count == 0

end

def start
@onupdate = df.onupdate_register('autofixhandedness', 2000) { process }
@running = true
@item_next_id = 0
end

def stop
df.onupdate_unregister(@onupdate)
@running = false
end

def status
@running ? 'Running.' : 'Stopped.'
end

end

case $script_args[0]
when 'start'
    $AutoFixHandedness = AutoFixHandedness.new unless $AutoFixHandedness
    $AutoFixHandedness.start

when 'end', 'stop'
    $AutoFixHandedness.stop

else
    if $AutoFixHandedness
        puts $AutoFixHandedness.status
    else
        puts 'Not loaded.'
    end
end

The reaction will still make 2gloves, but the script will add left/right to them. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Help with major mod
« Reply #20 on: July 28, 2013, 10:40:09 pm »

Oh, right, forgot about autofixhandedness.

Loam

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Re: Help with major mod
« Reply #21 on: July 29, 2013, 10:19:25 pm »

Hm. Might use this, if it's a big problem (not likely): but I'd like to stick to raws only, without relying on outside resources. Just personal preference; thanks anyway though, I'll keep it in mind.
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Loam

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Re: Help with major mod
« Reply #22 on: August 02, 2013, 01:10:57 pm »

Do woodcutters have to use an axe weapon for cutting down trees, or can they use any item (like a tool) with [SKILL:AXE]?
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Putnam

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Re: Help with major mod
« Reply #23 on: August 02, 2013, 02:38:50 pm »

Any item with an AXE skill.

Hugo_The_Dwarf

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Re: Help with major mod
« Reply #24 on: August 02, 2013, 02:53:34 pm »

Wait I thought it's only any WEAPON with the AXE skill?
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Putnam

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Re: Help with major mod
« Reply #25 on: August 02, 2013, 02:55:52 pm »

Yeah, only WEAPONs. Forgot that tools could have weapon skills.

Loam

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Re: Help with major mod
« Reply #26 on: August 04, 2013, 03:52:24 pm »

Okay, the game crashes when it loads goblins or elves, the two races I've most seriously altered. Not in the Arena - they work fine there - but in gameplay (Adventure mode), which leads me to think it has to do with their entities.
Still, I'm putting all relevant information (I think it's all, at least) for the goblins here (the elves are somewhat similar to the goblins, so I'm willing to bet the problem is the same for both). Please look and see if you can find the problem.

Bodies:
Spoiler (click to show/hide)

Creature:
Spoiler (click to show/hide)

Entity:
Spoiler (click to show/hide)

Inorganic:
Spoiler (click to show/hide)
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Putnam

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Re: Help with major mod
« Reply #27 on: August 04, 2013, 03:56:42 pm »

Errorlog?

Loam

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Re: Help with major mod
« Reply #28 on: August 04, 2013, 04:30:35 pm »

Empty. The game just crashes with no explanation.
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Hugo_The_Dwarf

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Re: Help with major mod
« Reply #29 on: August 04, 2013, 05:40:59 pm »

try giving them ANY_LAKE instead of ALL_MAIN for the biome support, could be making the world gen get confused on how to place them (I place goblins on all land types, but I got to put them near everything... How do?)
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