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Editing 40d Talk:Modding guide
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− | + | [re: Creating separate .txt file for new creatures] | |
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This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. | This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. | ||
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My word processer won't let me save .txts. Does that matter? | My word processer won't let me save .txts. Does that matter? | ||
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT) | :Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT) | ||
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== Adventure mode? == | == Adventure mode? == | ||
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Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb? If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC) | Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb? If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC) | ||
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== Making Coke from Other Materials == | == Making Coke from Other Materials == | ||
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− | :I believe that gneiss uses the "METAMORPHIC" subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the "layer" and "soil" matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with "NO_SUBTYPE". | + | :I believe that gneiss uses the "METAMORPHIC" subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the "layer" and "soil" matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with "NO_SUBTYPE". |
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