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Author Topic: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>  (Read 1363 times)

Upright Path

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I'm trying to do what everyone seems to like to do: Beds of types other than wood.
Code: [Select]
[REACTION:MAKE_STONE_SLEEPING_SLAB]
[NAME:make stone sleeping slab]
[BUILDING:SMELTER:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NO_MATGLOSS]
[PRODUCT:100:1:BED:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:STONE]
[SKILL:MASONRY]
This of course results in a bed. Just a bed. No other material information. Nor any form of 'quality'. Not sure if reactions allow differing quality levels, but...

I was wondering if there is a way to make a generic 'bed' construction reaction that results in a bed of say 'Gabbro Bed' if a gabbro rock was used?

PS: I played around with adding a MATERIAL_REACTION_PROCESS tags to stones, to try to make it so that the GET_MATERIAL_FROM_REAGENT:A thing to work right...

EDIT: Attaching 'Quality' tag.

Does anyone have reactions resulting in items that are of different from base quality?
« Last Edit: April 05, 2010, 02:09:21 am by Upright Path »
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Kaelem Gaen

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Re: Reactions: Resulting in <Material Subtype> <Item Type>
« Reply #1 on: April 04, 2010, 09:10:32 pm »

Check out this post in the KC 2010, someone managed to get the leather/item type to show up before a bed.

http://www.bay12games.com/forum/index.php?topic=52540.msg1132667#msg1132667

Though comparing the two, maybe removing the NO_SUBTYPES and replacing them with "NONE" might work
« Last Edit: April 04, 2010, 09:12:16 pm by Kaelem Gaen »
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type>
« Reply #2 on: April 04, 2010, 09:30:00 pm »

Your suggestion doesn't quite work, as the way they managed it was basically adding Fur as a material that comes off creatures. Which the GET_MATERIAL_FROM_REAGENT:X can use.

Making a Stone a part of a creature would imply that you get it off the creature. Though, there might be a way to do this..

Or, at the very least changing it to something like:
Code: [Select]
[REACTION:MAKE_STONE_SLEEPING_SLAB]
[NAME:make stone sleeping slab]
[BUILDING:SMELTER:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]
Doesn't make a better result.
« Last Edit: April 04, 2010, 09:49:31 pm by Upright Path »
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type>
« Reply #3 on: April 04, 2010, 09:54:25 pm »

Forget it, I fail rather badly sometimes. But there is something interesting that I gleaned from this experience. I'm not sure if anyone else knew about this:

BOULDER - Reaction loses all type information about the stone in question.
STONE - Reaction has information about the stone.

This results in a <stone name> bed, complete with weight differences. Meaning a gabbro bed weighs about 10 times more than a tower cap bed.

Code: [Select]
[REACTION:MAKE_STONE_SLEEPING_SLAB]
[NAME:make stone sleeping slab]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:STONE:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]
« Last Edit: April 05, 2010, 01:32:02 am by Upright Path »
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #4 on: April 05, 2010, 02:11:37 am »

Further Question:

Does anyone have a reaction that results in an item of greater than base quality?

I've got the above reaction being ran repeatedly on bed stuff. So I'm wondering if it's possible to end up with a higher quality item.
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G-Flex

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #5 on: April 05, 2010, 02:13:10 am »

You can't do that for custom reactions, currently.
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #6 on: April 05, 2010, 02:28:57 am »

BLAST! What's the use of being able to set your highly skilled workers to custom reactions if there's no benefit? >.> Also, it seems as though beds have a predefined value that is NOT affected by material type.
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darkedone02

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #7 on: April 05, 2010, 02:56:35 am »

beds need blankets, so if possible... it be nice if there was a add-on to the beds that can give a happiness and faster sleep if they got blankets... that a health bonus due to protection from common colds.
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #8 on: April 05, 2010, 02:58:10 am »

Nice idea, but I believe that is outside the scope of the game at this point.
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Zaratustra

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #9 on: April 05, 2010, 08:36:04 pm »

Has anyone managed to make things from bone?

Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #10 on: April 06, 2010, 01:12:23 am »

I'm just tossing this out as an idea that might work. I don't know though

[REACTION:BONE_AXE]
[NAME:make bone axe]
[REAGENT:A:1:BONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_WAR:GET_MATERIAL_FROM_REAGENT:A:BONE]
[SKILL:BONECARVER]
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Warlord255

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #11 on: April 06, 2010, 11:56:39 am »

beds need blankets, so if possible... it be nice if there was a add-on to the beds that can give a happiness and faster sleep if they got blankets... that a health bonus due to protection from common colds.

Best workaround I can think of would be taking a wooden bed, a cloth object, and turning them into a "padded bed" with the "padded" being a dummy wood.
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #12 on: April 06, 2010, 12:50:20 pm »

That would work, I believe, but it couldn't provide any extra health benefits.
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NRN_R_Sumo1

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #13 on: April 06, 2010, 09:53:40 pm »

That would work, I believe, but it couldn't provide any extra health benefits.
Are you sure?
raise the value of it, and the dwarf will be happier, thus not chopping off the limbs of others of trying to drown itself.
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Upright Path

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Re: Reactions: Resulting in <Material Subtype> <Item Type> <QUALITY>
« Reply #14 on: April 06, 2010, 09:59:23 pm »

You could I s'pose. If the 'padded' dummy wood has an extra-ordinary value modifier. Though, the difference between VALUE:1 and VALUE:10 is 10x better.

If the reactions could result in better quality, it would be even better. Heh.
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