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Author Topic: Adventures in mod testing.  (Read 3086 times)

Boltgun

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Re: Adventures in mod testing.
« Reply #15 on: April 11, 2014, 11:39:17 am »

To create new castes, I used the USE_CASTE tag before adding modifications.

Unfortunatly I did not realized that BODY was additive, and I ended with a caste with everything duplicated. 2 heads, 2 upper body, 4 arms, 4 legs, 4 eyes, etc... I am still trying to imagine how that would have looked like.
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Meph

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Re: Adventures in mod testing.
« Reply #16 on: April 11, 2014, 12:04:58 pm »

To create new castes, I used the USE_CASTE tag before adding modifications.

Unfortunatly I did not realized that BODY was additive, and I ended with a caste with everything duplicated. 2 heads, 2 upper body, 4 arms, 4 legs, 4 eyes, etc... I am still trying to imagine how that would have looked like.
i had that so often, bodies upon bodies...
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Putnam

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Re: Adventures in mod testing.
« Reply #17 on: April 11, 2014, 12:32:58 pm »

My first mod ever had that problem, so I quickly learned not to do it :P

Meph

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Re: Adventures in mod testing.
« Reply #18 on: April 11, 2014, 02:03:53 pm »

My first mod ever had that problem, so I quickly learned not to do it :P
I only ever made one mod though, so technically its the same. ;)
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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 :::
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nomoetoe

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Re: Adventures in mod testing.
« Reply #19 on: April 12, 2014, 07:38:22 pm »

I have begun my journey into the terrifying wonderful world of tissue modding to get a step closer to being able to make my latest creation perfect.
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Boltgun

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Re: Adventures in mod testing.
« Reply #20 on: April 22, 2014, 12:34:39 pm »

I have to share that one...

Spoiler (click to show/hide)
« Last Edit: April 22, 2014, 01:17:41 pm by Boltgun »
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Visus Draconis

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Re: Adventures in mod testing.
« Reply #21 on: April 22, 2014, 01:22:01 pm »

For some reason, after mashing together Dwarf Chocolate and CivForge, occasionally I get caravans and caravan guards/merchants that bear items and clothes made of "lightning".

Inevitably, it causes the wearer/bearer and anything around it to spontaneously combust.
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Enemy post

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Re: Adventures in mod testing.
« Reply #22 on: April 22, 2014, 07:34:44 pm »

I have to share that one...

Spoiler (click to show/hide)
How did you do that?
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Boltgun

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Re: Adventures in mod testing.
« Reply #23 on: April 23, 2014, 04:27:47 am »

I have to share that one...

Spoiler (click to show/hide)
How did you do that?

I used the slam script... at 999999.

Perhaps another of my scripts, that causes the invaders to charge early caused this too. The invader did leave a corpse there before moving a few step while being unconscious, winded and having no body. Their status screens mentioned that their upper body was gone.
« Last Edit: April 23, 2014, 04:29:33 am by Boltgun »
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milo christiansen

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Re: Adventures in mod testing.
« Reply #24 on: April 25, 2014, 05:46:20 pm »

Many, many times of starting a testing fort, getting everything setup...
And discovering a bug that requires a world regeneration.

Rage, rage, rage!
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Dirst

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Re: Adventures in mod testing.
« Reply #25 on: April 26, 2014, 08:48:21 am »

Many, many times of starting a testing fort, getting everything setup...
And discovering a bug that requires a world regeneration.

Rage, rage, rage!
I went through this for a couple weeks before realizing I could just pick a Very Short history. *facepalm*
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Zavvnao

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Re: Adventures in mod testing.
« Reply #26 on: April 28, 2014, 11:02:35 am »

I once modded a file to have every civ to be the same reptile man civ, so you got the lizard guys acting like Dwarves, Elves, and so on with their languages and cultures, but they where all the same species. was very interesting, wonder if a gob-bassed reptile civ member, once assimilated into a human-based one, would have children or not unlike dawrves and humans in the current version.

Adventuring in these worlds are fun as all the bandits in the sewers you can never get to are now reachable, due to you and them breathing water and right next to the sewer entrances in rivers much of the time it seems.
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Lord_lemonpie

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Re: Adventures in mod testing.
« Reply #27 on: May 03, 2014, 06:53:54 am »

After messing with my raws, my dwarves ended up with clothes made out of raw cave fish. Don't ask me how because I've neither modded cave fish nor clothing.
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Enemy post

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Re: Adventures in mod testing.
« Reply #28 on: May 03, 2014, 12:40:05 pm »

After messing with my raws, my dwarves ended up with clothes made out of raw cave fish. Don't ask me how because I've neither modded cave fish nor clothing.
What did you change?
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Lord_lemonpie

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Re: Adventures in mod testing.
« Reply #29 on: May 03, 2014, 02:44:40 pm »

After messing with my raws, my dwarves ended up with clothes made out of raw cave fish. Don't ask me how because I've neither modded cave fish nor clothing.
What did you change?
I only made it that male dwarves laid bees as eggs (just needed to try that after reading that notorious thread) and added the [PET_EXOTIC] tag to a lot of creatures as far as i can remember.
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