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Author Topic: Repeated modding failure  (Read 1327 times)

Katsuun

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Repeated modding failure
« on: March 14, 2009, 07:23:03 am »

Ok, I've made all the necessary modifications I want to my game but... they keep screwing up! I added several new races, along with creatures for that race, and two of them are working perfectly... the other three though, are not.

So I fix the problems outlined to me in the error log, reload a new game, and what happens? Its still screwed up! Strange thing is, when I check my error log this time, it spits out the errors I just fixed! I'm absolutely positive I fixed everything its showing to me, as well. Can anyone explain this for me?
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how would a Fortress based curse work?

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LegoLord

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Re: Repeated modding failure
« Reply #1 on: March 14, 2009, 07:59:29 am »

You have generated a new world, correct?  If so, show us the raw additions.  I'm not quite sure what's causing this, but I might be able to figure it out looking at what's been added.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Katsuun

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Re: Repeated modding failure
« Reply #2 on: March 14, 2009, 08:03:55 am »

The codes long, but here:

The Entity Code:
Spoiler (click to show/hide)

The Creatures:
Spoiler (click to show/hide)

And so you dont have to spend forever looking, the errors reported in the log:
Spoiler (click to show/hide)

As I said before though, I'm positive that I fixed these already...
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Myroc

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Re: Repeated modding failure
« Reply #3 on: March 14, 2009, 08:19:04 am »

Kinda of topic, but, mind flayers? Awesome, must have. :)
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Katsuun

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Re: Repeated modding failure
« Reply #4 on: March 14, 2009, 08:24:14 am »

I was wondering if anyone would notice I based this off DnD, so yeah...  ;D
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Rochndil

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Re: Repeated modding failure
« Reply #5 on: March 14, 2009, 09:01:53 am »

Good morning!

This may be a dumb question, but did you remember to delete all the files in the data/objects directory before generating? Otherwise I think it'll use THOSE files instead of what you've got in raw/objects - explaining your errors.

Rochndil, who has done that too...
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Katsuun

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Re: Repeated modding failure
« Reply #6 on: March 14, 2009, 09:10:37 am »

...  >:(

Thanks, I'll try it.
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Katsuun

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Re: Repeated modding failure
« Reply #7 on: March 14, 2009, 09:15:15 am »

Nope, it didnt work...
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Rochndil

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Re: Repeated modding failure
« Reply #8 on: March 14, 2009, 10:05:36 am »

Hello!

You seem to be missing an [OBJECT:CREATURE] tag at the head of your creature_modded file. And you have made sure that the filename at the head of each file matches up with the filename.txt? I had a lot of trouble with that myself.

Rochndil, still learning...
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Baltiel

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Re: Repeated modding failure
« Reply #9 on: March 14, 2009, 10:13:01 am »

I also noticed for Orcs, you have [DEFAULT_SITE:DRAK_FORTRESS].
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Katsuun

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Re: Repeated modding failure
« Reply #10 on: March 14, 2009, 10:26:49 am »

Tried both, still nothing. I would point out now, that Hobgoblins and Gnomes are the two working civs. So dont bother checking them.
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

LegoLord

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Re: Repeated modding failure
« Reply #11 on: March 14, 2009, 10:37:12 am »

I think it's because you're using spaces in some of the the entry names(body tokens in particular).  That doesn't work from my experience; you have to use underscores (shift + '-').
Also, I think some of the Biome tokens are off.  There are multiple types of forest in the game (tropical, temperate, etc.), and I'm fairly certain the game doesn't recognize [FOREST] as referring to any forest.  I'd point you in the direction of the Biome token index on the wiki, but it's currently having technical difficulties.  Sorry  :-\
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Katsuun

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Re: Repeated modding failure
« Reply #12 on: March 14, 2009, 10:56:49 am »

Argh... for now, I'll just have to set the mods aside and give up. I'll just download something instead. Thanks for all the help though.
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Rochndil

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Re: Repeated modding failure
« Reply #13 on: March 14, 2009, 05:18:10 pm »

Good afternoon!

When all else fails, go back to basics. You know you have races (entities) that work. SO, take one of those entity entries, copy it, rename it, and then change one thing at a time until it either works (yay!) or breaks - if it breaks, you know EXACTLY where it did so, and can try to figure out WHY. A lot of the stuff in DF raws was discovered in exactly this way by the Elder Modders.

Alternatively, you could steal a similar profile from someone's work and tweak it until it's exactly what you want.

Rochndil, who uses other folks's ideas all the time, with due credit and adulation given of course. :)

Rochndil, who spent several hours this afternoon re-designing metals...
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Build an Elf a fire, keep him warm for a day.
Drown an Elf in magma, keep him warm for the rest of his life!

LegoLord

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Re: Repeated modding failure
« Reply #14 on: March 14, 2009, 10:11:58 pm »

Oi!
http://dwarf.lendemaindeveille.com/index.php/Biome_tokens
Ere ye go, guvna!  The wiki's back up.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember
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