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Author Topic: Fantastic Mini-Mods! 1.1.0! 0.42.01!  (Read 7732 times)

InsanityPrelude

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #15 on: December 09, 2015, 12:51:06 am »

*** Error(s) finalizing the interaction MINERALS_STONESKIN_SECRET
Error Initializing Text: raw/objects/text/secret_mineral.txt
*** Error(s) finalizing the interaction FISH_NOBREATH_SECRET
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction WATER_WATER_SECRET
Error Initializing Text: raw/objects/text/secret_water.txt
*** Error(s) finalizing the interaction CHAOS_MISCHEVIOUSNESS_SECRET
Error Initializing Text: raw/objects/text/secret_chaos.txt
*** Error(s) finalizing the interaction FIRE_FIRE_SECRET
Error Initializing Text: raw/objects/text/secret_fire.txt
*** Error(s) finalizing the interaction METAL_WEAKNESS_SECRET
Error Initializing Text: raw/objects/text/secret_metal.txt
*** Error(s) finalizing the interaction SALT_DESSICATE_SECRET
Error Initializing Text: raw/objects/text/secret_salt.txt
*** Error(s) finalizing the interaction EARTH_EARTH_SECRET
Error Initializing Text: raw/objects/text/secret_earth.txt
*** Error(s) finalizing the interaction ANIMAL_ENTHRALL_SECRET
Error Initializing Text: raw/objects/text/secret_animals.txt[/spoiler]

Looks like the relevant files weren't included.
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Putnam

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #16 on: December 09, 2015, 12:53:47 am »

...then where did they go...

Jay

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #17 on: December 11, 2015, 07:37:29 pm »

Near as I can tell, they never made it onto the Github transfer at all.
Oops?
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Darkond2100

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #18 on: December 17, 2015, 10:38:02 pm »

And the formatting of the raws are extremely messy. All the text in every file is all on the same line, which makes it difficult to look at the changes from the downloadable zip. I'm not sure why, since it all looks fine over git.
« Last Edit: December 17, 2015, 10:40:39 pm by Darkond2100 »
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Putnam

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #19 on: December 18, 2015, 01:41:19 am »

Notepad doesn't support the line breaks my files seem to use there. Use a text editor that isn't bad.

Taffer

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #20 on: December 28, 2015, 05:26:57 pm »

Thank you for the update. It fixed most of the errorlog.txt messages, except for the four "Unrecognized Goal Token: SEE_THE_GREAT_NATURAL_SIGHTS". I was able to fix these messages by replacing SEE_THE_GREAT_NATURAL_SIGHTS in interaction_secret_putnamagic.txt with SEE_THE_GREAT_NATURAL_SITES. Keep up the good work!
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Taffer

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #21 on: March 02, 2016, 02:12:57 pm »

Just as a heads up, the current version of interaction_secret_putnamagic.txt still has two instances of SEE_THE_GREAT_NATURAL_SIGHTS instead of SEE_THE_GREAT_NATURAL_SITES, causing minor errors.

Thank you again for a great mod.
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Putnam

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #22 on: March 03, 2016, 01:10:07 am »

I think those may have been fixed along with some missing IT_MANUAL_INPUT stuff in a newer commit, I should probably make a release for it.

Taffer

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #23 on: November 16, 2016, 01:23:56 pm »

Definitely an underrated set of mods, in my opinion. Materials Plus adds some interesting new materials and adds some more depth and tactics to arms industries and Microreduce really does help reduce some micromanagement.

I think those may have been fixed along with some missing IT_MANUAL_INPUT stuff in a newer commit, I should probably make a release for it.

Just a quick note (to Putnam, or to anybody using this) that this is still an issue.

I'm mostly posting to note that Materials Plus needs [REACTION_CLASS:CALCIUM_CARBONATE] added to limestone, chalk, marble, and calcite. This is the entire list of such stones. Nothing in the reactions file indicates a replacement for quicklime, so materials plus renders quicklime and milk of lime impossible to acquire.

Whether or not Putnam is interested in updating, I thought it was worth pointing out for anybody interested in using these. With those two [IS_SECRET_GOAL:SEE_THE_GREAT_NATURAL_SIGHTS] lines changed to [IS_SECRET_GOAL:SEE_THE_GREAT_NATURAL_SITES], and [REACTION_CLASS:CALCIUM_CARBONATE] added to the indicated stones, all of this will work well on the DF 0.43.05.
« Last Edit: November 16, 2016, 01:42:09 pm by Taffer »
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Dirst

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #24 on: November 16, 2016, 01:40:17 pm »

Secret goals other than immortality work now?
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Taffer

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #25 on: November 16, 2016, 01:44:21 pm »

Secret goals other than immortality work now?

Perhaps not? I've been getting into adventure mode and while I enjoy the other two mini-mods, I confess that I've avoided trying to test "secrets and curses" to avoid spoilers. I've been assuming things would work out well, but I've removed "and Secrets and Curses expands on magic in DF" from my post: I should have tested first. They're apparently in Dark Ages. I'd love to hear how much of this module works.
« Last Edit: November 16, 2016, 01:47:05 pm by Taffer »
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Taffer

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #26 on: November 17, 2016, 01:22:35 am »

Secret goals other than immortality work now?

After some testing, looking through the RAWs, and the XML dumps of generated worlds, it seems that the secrets are indeed being spread around the world during world generation. Every secret includes [IS_SECRET_GOAL:IMMORTALITY].

I would need to do some long adventure mode tests to determine whether the magic actually functions or not, but that's a separate question.
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Putnam

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Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
« Reply #27 on: November 17, 2016, 04:28:29 am »

Whether or not Putnam is interested in updating

I have a folder lying around planning to implement this all into a bigger mod, but I can't think of anything to actually add to all of it.
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