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Author Topic: [0.34.XX] Dwarven Higher Learning Mod v2.2 - Menaces with Spikes of Paper!  (Read 46776 times)

Acanthus117

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Re: Dwarven Higher Learning Mod v2.0 - Menaces with Spikes of Knowledge!
« Reply #30 on: July 06, 2010, 10:51:12 pm »

This is some awesome shiz man!
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Shukaro

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Re: Dwarven Higher Learning Mod v2.0 - Menaces with Spikes of Knowledge!
« Reply #31 on: July 06, 2010, 11:05:42 pm »

To SiegeOps, yes, any noneconomic stone can be used. It will respect economic status.

And thanks everyone for the support.  :D
« Last Edit: July 06, 2010, 11:33:48 pm by Shukaro »
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Ratbert_CP

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Re: Dwarven Higher Learning Mod v2.0 - Menaces with Spikes of Knowledge!
« Reply #32 on: July 07, 2010, 08:34:24 am »

I find it somehow comforting that cadavers are classified as "toys"...  In a purely dwarfy way, of course!  :)
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Shukaro

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Re: Dwarven Higher Learning Mod v2.0 - Menaces with Spikes of Knowledge!
« Reply #33 on: July 07, 2010, 08:39:21 am »

Yeah, that just seemed to be the least risky of the item definition tokens to use. I'll probably change it to something else to avoid "microcline cadavers" from craftdwarfs workshops if I can make sure it won't cause any wonky behavior.
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shadow_slicer

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Re: Dwarven Higher Learning Mod v2.0 - Menaces with Spikes of Knowledge!
« Reply #34 on: July 07, 2010, 01:53:03 pm »

Shouldn't the bar produced by the smithing practice (weapon and armor smithing) be the same type as the bar used as a reactant?

[REACTION:TRAIN_WEAPONSMITHING]
   [NAME:practice weaponsmithing]
   [BUILDING:TRAINING_WORKSHOP:CUSTOM_W]
   [REAGENT:A:1:WEAPON:NONE:METAL:NONE][PRESERVE_REAGENT]
   [REAGENT:B:150:BAR:NONE:METAL:NONE]
   [REAGENT:C:1:TOY:ITEM_CHALK_TABLET:NONE:NONE]
   [PRODUCT:90:1:TOY:ITEM_CHALK_TABLET:GET_MATERIAL_FROM_REAGENT:C:NONE]
   [PRODUCT:90:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT: A B:NONE][PRODUCT_DIMENSION:150]
   [SKILL:FORGE_WEAPON]
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Shukaro

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Yeah, thanks for pointing out the error, fixed now.
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drayath

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Hi,
   Just been playing around with this have a couple of minor bugs for you

*** Error(s) found in the file "raw/objects/building_library.txt"
Unrecognized Labor Token:
CARPENTRY    (soulkd be CARPENTER)
CARPENTRY    (soulkd be CARPENTER)
*** Error(s) found in the file "raw/objects/reaction_library.txt"
TRAIN_SURGERY:Unrecognized Material Token: GET_MATERIAL (GET_MATERIAL:FROM_REAGENT instead of GET_MATERIAL_FROM_REAGENT)
TRAIN_WOUND_DRESSING:Unrecognized Material Token: GET_MATERIAL (etc)
TRAIN_SUTURING:Unrecognized Material Token: GET_MATERIAL (etc)
TRAIN_BONE_SETTING:Unrecognized Material Token: GET_MATERIAL (etc)
TRAIN_DIAGNOSING:Unrecognized Material Token: GET_MATERIAL (etc)
Unrecognized Skill Token: SUTURING   (should be SUTURE)
Unrecognized Skill Token: SUTURING   (should be SUTURE)

Just as a note if you are not aware, after you start the gen of a world there is an errorlog.txt written to the df folder containing any syntax error in the raw files, though without suggested corrections :)
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Shukaro

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Alright thanks for the bug report! Didn't know about the error log before now, whole lot easier than manually finding typos.
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dennislp3

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I am getting (after the above changes) one error

*** Error(s) found in the file "raw/objects/reaction_library.txt"
TRAIN_BONE_SETTING:Unrecognized Material Token: C

I am not a modder and I cant figure out for the life of me any C that is out of place in my file...here is the section

[REACTION:TRAIN_BONE_SETTING]
   [NAME:practice bone setting]
   [BUILDING:MEDICAL_WARD:CUSTOM_B]
   [REAGENT:A:1:SPLINT:NONE:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:B:1:WOOD:NONE:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:C:1:TOY:ITEM_CHALK_TABLET:NONE:NONE]
   [PRODUCT:75:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [PRODUCT:90:1:TOY:ITEM_CHALK_TABLET_GET_MATERIAL_FROM_REAGENT:C:NONE]
   [SKILL:SET_BONE]

I assume it has something to do with reagent C...but I am too stupid to see what...
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Shukaro

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That's odd, I have the same raw. What version of DF are you using, and do you use any other mods?
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dennislp3

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I am using version 31.08 and I am using version .42 of the Ironhand Graphics set (so most recent of everything)

I am totally baffled by it...I will try it with Vanilla 31.08 real quick and see what happens...although I see absolutely NO reason why this would be affected by the graphics set...

EDIT

Ok so I dont understand it....at...all...

I reproduced it with the graphics set one about 4 times (deleting the error log every time)

I then used vanilla and got no error

I then deleted my reaction_library file and repasted the corrected one you have posted...and it worked

I dont know where the error came from or anything...but it is resolved so....idk...perhaps I accidentally added a C somewhere else in the file that affected that particular thing?

spose at least now I dont feel so stupid...simply because I couldnt find an answer and its fixed now lol
« Last Edit: July 09, 2010, 06:39:42 pm by dennislp3 »
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Shukaro

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That's weird, seems like it was just a typo of some sort. Although if it's reproducible with the Ironhand graphics set, then I'll check for possible conflicts.
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Shukaro

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Just a heads up, I'll be gone for the next week. So, can't do more updates until afterward. So, yeah.
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The Architect

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If you could tie it to the dwarfs Student skill, perhaps toss in a "Librarian" with Teaching skill...  Set limits on how high you could train, based on these factors (and perhaps the availability of lab materials), then this would be a very cool mod.  Not that it isn't as it stands!

Wow, what a great idea! I can imagine this becoming the first mod officially adopted into DF by Toady if you got it to such a balanced polish.
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Snook

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You have no idea how happy this mod makes me. Haven't even used it yet (installing now...) but I'm really looking forward to setting up a library wing in my new fortress for my doctors, smiths, jewelers, and engravers. :D
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