Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Reagent Quantity Issue?  (Read 1513 times)

Upright Path

  • Bay Watcher
    • View Profile
Reagent Quantity Issue?
« on: March 21, 2011, 12:49:31 am »

Don't know whether this has a fix or not, but I've noticed that if you used 'general' item descriptions, such as REAGENT:A:300:BAR:NONE:METAL:NONE, it can take two regular 150 bars of metal of differing sorts (Copper and Iron), and it picks one of the two types if you use GET_MATERIAL_FROM_REAGENT...

So, er, the question is: If you're bein' -very- general about things like this is there a way to force it to only use a single material type?


Better example: This should require 5 bars of metal. It'll take any combination of metal bars.
Code: [Select]
[REACTION:MAKE_FULL_PLATE_ANY]
[NAME:Make Random Plate Armor]
[BUILDING:ARMORERS_SHOP:CUSTOM_R]
[BUILDING:MAGMA_ARMORERS_SHOP:CUSTOM_R]
[REAGENT:A:750:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:PANTS:ITEM_PANTS_GREAVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [FUEL]
    [SKILL:FORGE_ARMOR]
Logged

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Reagent Quantity Issue?
« Reply #1 on: March 21, 2011, 01:01:58 am »

I recall that inputting something like SHOES:NONE produces a random shoe item. I also recall that reaction produced clothing and armor are too large to be worn.

As for the material thing, there seems little point in using general terms if you want something specific.

As for the product all picking one material (the first one that got dragged in the furnace most likely), you can use 5 different reagents for 1 bar and make each prodict use one of those.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Upright Path

  • Bay Watcher
    • View Profile
Re: Reagent Quantity Issue?
« Reply #2 on: March 21, 2011, 01:08:39 am »

Well, the armor turns out wearable, this was taken care of in 31.21, or so I've heard.

As for the 'random' thing? Well, that's really for a mass production system I was working on, where you'd end up having make X of Y out of Z, for all combinations of X, Y, Z. So instead, I'm letting the Economic Stones menu take care of that. Heh.

And that last response? It's more that I'm worried about saying 5 bars picking up ANY 5 bars and picking one (first?) to be the material of all products.

It's like... Pick up 1 Copper and 4 Adamantine and get 5 pieces of copper armor out of this reaction. I'd rather it force picking up 5 copper bars.
Logged

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Reagent Quantity Issue?
« Reply #3 on: March 21, 2011, 02:52:11 am »

That was the whole point there, you would have one seperately defined reagent for each product to refer to. That way inputting 1 copper and 4 adamantine allways yields 1 copper piece and 4 adamantine pieces.

The armor size thing is good to know though, must have read over that in the changelogs and devlogs. Adventurer mode clothes making at last perhaps.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Upright Path

  • Bay Watcher
    • View Profile
Re: Reagent Quantity Issue?
« Reply #4 on: March 21, 2011, 03:08:42 am »

xD I'd rather force it to select five of the same thing. But yeah, your way works. Heh.

I could make a specialized set of reactions to make 'larger' bars. But that's rather dangerous with the whole using 50 of a 150 bar actually triggers the reaction 3 times thing. Heh.
Logged

Magentawolf

  • Bay Watcher
    • View Profile
Re: Reagent Quantity Issue?
« Reply #5 on: March 22, 2011, 10:29:59 am »

Unless I'm absolutely crazy, I think you can use the 'GET_MATERIAL_FROM_REAGENT' tag inside a REAGENT entry. I had a reaction once that did basically the opposite; it would take a full set of armor all of the same material, and return one custom piece of uber armour I'd created.

So, for fun, try something like this -

Code: [Select]
[REACTION:MAKE_FULL_PLATE_ANY]
   [NAME:Make Random Plate Armor]
   [BUILDING:ARMORERS_SHOP:CUSTOM_R]
   [BUILDING:MAGMA_ARMORERS_SHOP:CUSTOM_R]
   [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
   [REAGENT:B:600:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:PANTS:ITEM_PANTS_GREAVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
    [FUEL]
    [SKILL:FORGE_ARMOR]
Logged

Upright Path

  • Bay Watcher
    • View Profile
Re: Reagent Quantity Issue?
« Reply #6 on: March 22, 2011, 12:09:08 pm »

Done did try that. Still has the same problem.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Reagent Quantity Issue?
« Reply #7 on: March 22, 2011, 12:24:19 pm »

Quote
[REAGENT:B:600:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Technically, that should just be [REAGENT:B:600:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A].
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: Reagent Quantity Issue?
« Reply #8 on: March 22, 2011, 12:41:01 pm »

[REAGENT:A:750:BAR:NO_SUBTYPE:METAL:NONE]?
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.