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Author Topic: Any changes in 44.01's Raws?  (Read 4486 times)

Bearskie

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Re: Any changes in 44.01's Raws?
« Reply #15 on: November 30, 2017, 04:06:36 am »

^ One sounds reasonable, the other sounds impossible.

Shonai_Dweller

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Re: Any changes in 44.01's Raws?
« Reply #16 on: November 30, 2017, 04:14:52 am »

^ One sounds reasonable, the other sounds impossible.
Advanced worldgen let's you set the rate of hardcoded secrets (kind of). Why not a similar setting for modded ones?
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IT 000

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Re: Any changes in 44.01's Raws?
« Reply #17 on: November 30, 2017, 11:25:00 pm »

Guys we can make Furniture now.

Furniture

I'm excited.
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Bearskie

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Re: Any changes in 44.01's Raws?
« Reply #18 on: December 01, 2017, 09:28:02 am »

Advanced worldgen let's you set the rate of hardcoded secrets (kind of). Why not a similar setting for modded ones?

Indeed, that's the reasonable one.

Halnoth

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Re: Any changes in 44.01's Raws?
« Reply #19 on: December 02, 2017, 06:07:20 pm »

Guys we can make Furniture now.

Furniture

I'm excited.

can you specify its use though? other than as a display case that is. For example, could you make a sofa?
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Hobelhouse

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Re: Any changes in 44.01's Raws?
« Reply #20 on: December 03, 2017, 08:20:26 pm »

How do the [ANIMAL] tags work in the entity files? If I want an entity to say, always have giant cave spiders, but never have beak dogs, do I need two [ANIMAL] tags for each species?
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Hugo_The_Dwarf

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Re: Any changes in 44.01's Raws?
« Reply #21 on: December 03, 2017, 08:30:22 pm »

Ever heard of Castes? ANIMAL works in the same way

so you'd need two [ANIMAL]

one is [ANIMAL_TOKEN:CAVE_SPIDER_GIANT_OR_WHAT_EVER_ITS_TAG_IS]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]

other is
one is [ANIMAL_TOKEN:BEAK_DOG_THING]
[ANIMAL_NEVER_PET]
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Hobelhouse

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Re: Any changes in 44.01's Raws?
« Reply #22 on: December 03, 2017, 08:56:26 pm »

Ever heard of Castes? ANIMAL works in the same way

so you'd need two [ANIMAL]

one is [ANIMAL_TOKEN:CAVE_SPIDER_GIANT_OR_WHAT_EVER_ITS_TAG_IS]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]

other is
one is [ANIMAL_TOKEN:BEAK_DOG_THING]
[ANIMAL_NEVER_PET]

Cool, I never played around ,much with castes but this is super helpful!
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Hugo_The_Dwarf

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Re: Any changes in 44.01's Raws?
« Reply #23 on: December 03, 2017, 09:22:59 pm »

just remember each of those examples needs to follow a [ANIMAL] tag, if you have just one you've done it wrong
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Meph

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Re: Any changes in 44.01's Raws?
« Reply #24 on: December 08, 2017, 08:48:47 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.
Dfhack can do that just fine. I used it for all my civs. I'm happy to see that raws now support this function too. :)
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Urlance Woolsbane

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Re: Any changes in 44.01's Raws?
« Reply #25 on: December 09, 2017, 12:39:49 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.
Dfhack can do that just fine. I used it for all my civs. I'm happy to see that raws now support this function too. :)
Oh, I'm well aware of that, but my ever-addled brain is glad to have a quick, universally compatible way of doing so. DFHack's modding potential is sadly under-utilized, leading to lots of clumsy, bandaid solutions. If someone were to put together the modder's equivalent of the Lazy Newb Pack, I'd be over the moon.
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Putnam

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Re: Any changes in 44.01's Raws?
« Reply #26 on: December 09, 2017, 03:19:00 am »

DFHack itself is basically that with the hack/scripts/modtools folder, which I recommend looking through.

Boltgun

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Re: Any changes in 44.01's Raws?
« Reply #27 on: December 11, 2017, 08:34:59 am »

Look at Rose's scripts too, it's very useful.

But to explain why: DF is an every shifting ground and every new release break scripts (for good reasons) and so a DFHack heavy mod can only exist for one version of the game unless the author has a lot of time and the will to read a lot of code.
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CaptainArchmage

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Re: Any changes in 44.01's Raws?
« Reply #28 on: December 18, 2017, 04:16:05 pm »

I'm actually looking for a way to DFhack into existing entities from the previous version, the changes for the existing version. Is there any way to do that yet with DFhack?
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Boltgun

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Re: Any changes in 44.01's Raws?
« Reply #29 on: December 19, 2017, 04:23:53 am »

I'm actually looking for a way to DFhack into existing entities from the previous version, the changes for the existing version. Is there any way to do that yet with DFhack?

Search for the AddPetToCiv (and its variants for pull/pack/etc.) they can insert creatures into a civilization listing and the game update properly. There is even a variant to add new wagons which is not currently possible with raws.
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