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Author Topic: Any changes in 44.01's Raws?  (Read 4497 times)

Nightcore Angel

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Any changes in 44.01's Raws?
« on: November 23, 2017, 02:37:37 am »

Ahm bein lazeh, sorz.
I haven't check them yet, but i wanted to know if anyone notice new tokens on the raws for creatures. I ask this because i wanted to know if we can use 43.xx's custom race for 44.xx.

Thanks.
p.s Ill personally check it as well when i got the time and report back here.
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Fleeting Frames

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Re: Any changes in 44.01's Raws?
« Reply #1 on: November 23, 2017, 02:42:51 am »

Here's the recent section from file changes.txt:

Spoiler (click to show/hide)

scamtank

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Re: Any changes in 44.01's Raws?
« Reply #2 on: November 23, 2017, 04:56:44 am »

Yeah you can.
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Boltgun

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Re: Any changes in 44.01's Raws?
« Reply #3 on: November 23, 2017, 05:43:17 am »

You can define pets with more precision and override their uses. Ie, making them underground creatures to ensure they get em is no longer mandatory.
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Nightcore Angel

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Re: Any changes in 44.01's Raws?
« Reply #4 on: November 23, 2017, 06:07:17 am »

awesome, thanks!  :D
The animal/pet part is very interesting, i'm intrigued...(i didnt know there was a poisonous tag?! i thought it was classified in the body part attack, guess now i can start labeling tree huggers as [ANIMAL_CLASS:POISONOUS])  :P
Anyway, hope this page helps people out there, cause im pretty much still a dabbling modder my self.

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Boltgun

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Re: Any changes in 44.01's Raws?
« Reply #5 on: November 23, 2017, 06:24:54 am »

Also found in the raws :

[TOOL_USE:DISPLAY_OBJECT] + [FURNITURE] to an item make a display fixture.



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Nightcore Angel

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Re: Any changes in 44.01's Raws?
« Reply #6 on: November 23, 2017, 08:04:28 am »

Also found in the raws :

[TOOL_USE:DISPLAY_OBJECT] + [FURNITURE] to an item make a display fixture.

Hmm? whats this suppose to do, eh?
You know, i kinda imagine, maybe if we can put this token to a statue, maybe we could show off our finest booze reserves, like one of those displays in airport and malls.
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Robosaur

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Re: Any changes in 44.01's Raws?
« Reply #7 on: November 24, 2017, 11:59:18 pm »

I'm really sad there hasn't been more new toys for the modders this release :(
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Urlance Woolsbane

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Re: Any changes in 44.01's Raws?
« Reply #8 on: November 25, 2017, 03:15:52 am »

I'm really sad there hasn't been more new toys for the modders this release :(
I'll take quality over quantity quite happily. The ability to grant civs specific creatures, instead of having to make do with the [COMMON_DOMESTIC] and [EVIL] tags, was long overdue. It should allow for custom civs to have a lot more character.
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Shonai_Dweller

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Re: Any changes in 44.01's Raws?
« Reply #9 on: November 25, 2017, 07:01:03 am »

I'm really sad there hasn't been more new toys for the modders this release :(
Utils like Legends Viewer will also benefit from the additional xml output. There was also something complex which I don't understand which will make Therapist easier to implement apparently. Loads of stuff for modders in this release if you include util makers.

Personally playing with animal tags to see what's possible right now.
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StagnantSoul

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Re: Any changes in 44.01's Raws?
« Reply #10 on: November 25, 2017, 07:14:56 am »

I'm really sad there hasn't been more new toys for the modders this release :(
Utils like Legends Viewer will also benefit from the additional xml output. There was also something complex which I don't understand which will make Therapist easier to implement apparently. Loads of stuff for modders in this release if you include util makers.

Personally playing with animal tags to see what's possible right now.

Report back fast! I haven't been able to get stuff to work yet...
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Shonai_Dweller

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Re: Any changes in 44.01's Raws?
« Reply #11 on: November 25, 2017, 07:39:54 am »

Will do. Awaiting the summer hobbit caravan to see if I've got them to successfully ignore their horses and utilize the crocodiles instead. The local towns have dangerously high levels of horse pets compared to hard working crocodiles, so I'll be pretty pleased if it works.
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StagnantSoul

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Re: Any changes in 44.01's Raws?
« Reply #12 on: November 25, 2017, 07:44:54 am »

I tried to remove horses etc from a race and add some lizards to pull their wagons, instead they just worked with horses... It is highly likely I was modding the wrong version though, i had a lot of tabs open.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Boltgun

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Re: Any changes in 44.01's Raws?
« Reply #13 on: November 28, 2017, 06:23:49 am »

I tried to remove horses etc from a race and add some lizards to pull their wagons, instead they just worked with horses... It is highly likely I was modding the wrong version though, i had a lot of tabs open.

Horses might sneak back from other tags, the DOMESTIC ones, or ANY_PET_RACE. I don't recall of horses has a creature class that you could use but perhaps you can forbid them.
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Robosaur

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Re: Any changes in 44.01's Raws?
« Reply #14 on: November 29, 2017, 06:15:57 pm »

I'm really sad there hasn't been more new toys for the modders this release :(
I'll take quality over quantity quite happily. The ability to grant civs specific creatures, instead of having to make do with the [COMMON_DOMESTIC] and [EVIL] tags, was long overdue. It should allow for custom civs to have a lot more character.

I'm still patiently waiting for the ability to apply creature variations through syndromes, and define how frequently a modded secret or curse appears in worldgen.
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