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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 176368 times)

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1695 on: November 14, 2019, 04:40:32 am »

I would say thats probably a no on using SOIL with IS_STONE. Probably have to split it up them into soil and stone layers, damn...

That is unfortunate.

I just threw is_stone and sedimentary on all the soil layers and the game just crashes on embarking, no disco mode. Sad.

[edit]

Crashing was caused by something else, but additional attempts yielded soil that behaved normally regardless. no boulders, no disco tiles, just dirt doing dirt things. Have to try it with your raws maybe?

To experience disco mode in all of its glory, just replace the six inorganic files with mine:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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Spoiler (click to show/hide)

Spoiler (click to show/hide)

Also, unrelated, but if I add [AQUIFER] to any of those materials, the entire world becomes an aquifer. How do I make an aquifer only show up in rare locations?

Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1696 on: November 14, 2019, 04:10:56 pm »

I'm not sure soils can form as anything other than layers. Also, I'm pretty sure that Aquifers can only form in layers. So not having an materials that are strictly layers is probably messing that up
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TheFlame52

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1697 on: November 14, 2019, 05:08:42 pm »

I've had disco dirt when I duplicated raws. I don't see any duplicate entries, though.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1698 on: November 14, 2019, 05:27:09 pm »

I'm not sure soils can form as anything other than layers. Also, I'm pretty sure that Aquifers can only form in layers. So not having an materials that are strictly layers is probably messing that up

Thanks. I will just make duplicate copies of the soils (with different ID names)

So the top soil layer will be:

[SOIL] humus, loam, peat, chalk, clay, sand, silt
with clusters of [IS_STONE] bark, leaf, pine needle, twig
and different clusters of [IS_STONE] humus, loam, peat, chalk, clay, sand, silt

The sedimentary layer will be:

[IS_STONE] humus, loam, peat, chalk, clay, sand, silt
with clusters of [IS_STONE] humus, loam, peat, chalk, clay, sand, silt

The igneous extrusive layer will be:

[IS_STONE] chalk, clay, sand, silt
with clusters of [IS_STONE] chalk, clay, sand, silt

The metamorphic layer will be:

[IS_STONE] chalk, clay, sand, silt
with clusters of [IS_STONE] chalk, clay, sand, silt
and clusters of [UNDIGGABLE] [IS_STONE] sandstone, siltstone

The igneous intrusive layer will be:

[IS_STONE] chalk, clay, sand, silt
with clusters of [IS_STONE] chalk, clay, sand, silt
and clusters of [UNDIGGABLE] [IS_STONE] sandstone, siltstone, shale, obsidian

What gives the caverns soil?

Teneb

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1699 on: November 14, 2019, 06:19:03 pm »

Nothing gives caverns soil. The game just pre-muddies and grasses them if there is a single tile of water in the layer.

I think you can turn slade into soil, though.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1700 on: November 14, 2019, 08:36:16 pm »

Nothing gives caverns soil. The game just pre-muddies and grasses them if there is a single tile of water in the layer.

I think you can turn slade into soil, though.

Interesting thanks.

I got it working using my plan above. disco tiles are gone

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1701 on: November 15, 2019, 12:13:43 pm »

Can the size, shape, name and material of the embark wagon be modified by changing the wagon raws? What tells the game that this is the new wagon to use?

Teneb

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1702 on: November 15, 2019, 12:39:38 pm »

Can the size, shape, name and material of the embark wagon be modified by changing the wagon raws? What tells the game that this is the new wagon to use?
I don't think so, no.
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Monstrous Manual: D&D in DF
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Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1703 on: November 15, 2019, 01:42:24 pm »

That things been hardcoded forever. It just chooses randomly from all the wood mats available to the civ, so controlling those is all you can really do.
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Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1704 on: November 15, 2019, 02:20:27 pm »

Can the size, shape, name and material of the embark wagon be modified by changing the wagon raws? What tells the game that this is the new wagon to use?

You could maybe do some DFHack shenanigans to get different "wagons" but other than that it is just another hard coded building
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1705 on: November 15, 2019, 02:37:26 pm »

All right thanks. I figured it was hard-coded

Flying Teasets

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1706 on: November 15, 2019, 04:03:37 pm »

What biome most closely resembles the Mediterranean?
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1707 on: November 15, 2019, 04:42:19 pm »

What biome most closely resembles the Mediterranean?
probably temperate shrubland
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