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Author Topic: 'Tannable' chitin!  (Read 8581 times)

Footkerchief

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Re: 'Tannable' chitin!
« Reply #15 on: April 26, 2010, 01:42:29 pm »

Mephansteras: did you generate a new world?  If not, the material indices are probably borked.
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Mephansteras

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Re: 'Tannable' chitin!
« Reply #16 on: April 26, 2010, 01:55:25 pm »

Yeah, it was a new world. I gen a *lot* of new worlds during all my mod tests, actually.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Footkerchief

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Re: 'Tannable' chitin!
« Reply #17 on: April 26, 2010, 03:12:49 pm »

Yeah, it was a new world. I gen a *lot* of new worlds during all my mod tests, actually.

Weirdness.  Are you sure that the cave crab uses the CHITIN_MATERIALS body detail plan, rather than adding the chitin material manually?

I noticed something similar, with 'giant cave spider fatty leggings'.  I have a suspicion that it will be a very simple but arcane fix.

Are you sure it was GCS and not giant desert scorpion?  Because I just noticed that the GDS doesn't use the CHITIN_MATERIALS body detail plan.  I just submitted a bug report on that.
« Last Edit: April 26, 2010, 03:37:32 pm by Footkerchief »
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Mephansteras

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Re: 'Tannable' chitin!
« Reply #18 on: April 26, 2010, 03:21:23 pm »

Oh, that might be it. I think I copied the GDS to make the Cave Crab. I'll have to check.
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Footkerchief

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Re: 'Tannable' chitin!
« Reply #19 on: April 26, 2010, 03:32:08 pm »

Also, check your error logs to see whether the game noticed that the MATERIAL_REACTION_PRODUCT was referencing a LOCAL_CREATURE_MAT that didn't exist.
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Mephansteras

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Re: 'Tannable' chitin!
« Reply #20 on: April 26, 2010, 03:35:24 pm »

No errors, but looking at a copy of my raws it looks like material template issue was the problem.

And my Xelics were flat out missing the chitin keywords, which I think is why it went down the the sinew template and tanned it (oddly).

Hopefully that's all fixed now. I'll have to gen a new world and test it out tonight.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Footkerchief

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Re: 'Tannable' chitin!
« Reply #21 on: April 26, 2010, 03:45:14 pm »

Okay, I submitted another report for the game silently picking another material from LOCAL_CREATURE_MAT when the referenced material doesn't exist.
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Jiri Petru

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Re: 'Tannable' chitin!
« Reply #22 on: April 27, 2010, 06:51:04 am »

Is it possible to somehow make it so that shell demands in strange moods would accept chitin?

I tried adding these to the chitin template in my raws (in the save folder)...
[SHELL]
[ITEMS_HARD]
[ITEMS_SCALED]

...but it doesn't work, my dwarf still cries for shells. Do I need to gen a new world, or something?
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Max White

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Re: 'Tannable' chitin!
« Reply #23 on: April 27, 2010, 07:06:03 am »

Is it possible to somehow make it so that shell demands in strange moods would accept chitin?

I tried adding these to the chitin template in my raws (in the save folder)...
[SHELL]
[ITEMS_HARD]
[ITEMS_SCALED]

...but it doesn't work, my dwarf still cries for shells. Do I need to gen a new world, or something?

Did you mod the general raws, or the raws specific to the save?

Jiri Petru

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Re: 'Tannable' chitin!
« Reply #24 on: April 27, 2010, 07:48:08 am »

In the save folder. Perhaps it has no effect on chitin I had lying about from earlier, and only affects freshly butchered bodyparts?  :-\
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Markus Cz. Clasplashes

Lofn

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Re: 'Tannable' chitin!
« Reply #25 on: April 28, 2010, 12:07:40 am »

I -think- the shell moods require an actual shell bodypart.
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mendonca

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Re: 'Tannable' chitin!
« Reply #26 on: April 28, 2010, 02:23:35 am »

http://en.wikipedia.org/wiki/Pangolin

Sorry, just thought I would throw this in here, as the title subject made me think of this creature.

'Cave Pangolin' armour for a kobold civilisation? Wouldn't that be cool?

... as you were ...
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Kaos

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Re: 'Tannable' chitin!
« Reply #27 on: August 26, 2012, 03:21:56 pm »

Is it possible to somehow make it so that shell demands in strange moods would accept chitin?

I tried adding these to the chitin template in my raws (in the save folder)...
[SHELL]
[ITEMS_HARD]
[ITEMS_SCALED]

...but it doesn't work, my dwarf still cries for shells. Do I need to gen a new world, or something?
In the save folder. Perhaps it has no effect on chitin I had lying about from earlier, and only affects freshly butchered bodyparts?  :-\
raise!! raise from the dead!! sorry for the necro  :P

I just wanted to confirm this, I added these 3 same tags, and the chittin I got lying around is not valid but the moment my butcher processed a body part and generated a new piece of chittin after modding the raws it works, now I'm making giant grasshoper chittin helms, crafts, leggins, gauntlets and decorations
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