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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065218 times)

Sphalerite

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1095 on: March 27, 2012, 01:31:25 pm »

Reaction time seems to be determined only by the skill of the dwarf, and the degree of clutter of the workshop.  You can't set a time that the reaction takes otherwise.

One possible workaround would be to make two reactions.  The first one takes the raw materials and produces a few thousand useless and un-sockpileable items.  The second triggers automatically after the first and consumes those items to make your desired product.  In theory, it should act like one very slow reaction.
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Talvieno

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1096 on: March 27, 2012, 01:33:40 pm »

Okay, I can't seem to figure this one out. Say I have this code:

Spoiler (click to show/hide)

And say it extends down with bismuth bronze, steel, silver, all of that. Is there any way to get all of that done and use only one reaction?
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TerminatorII

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1097 on: March 27, 2012, 01:36:21 pm »

how would that reaction look in RAW format? I know how to make a reaction, but how to make a reaction spawn then consume to make another reagent?
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TerminatorII

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1098 on: March 27, 2012, 01:40:55 pm »

as all ammo is defined as
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]

and the inorganic_metal defines waht metals can be made into ammo. However, If you want it in a seperate building? looks to me like you would need each one spelled out seperately.
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No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1099 on: March 27, 2012, 01:43:57 pm »

Ok quick question.... is there a way to set a minimum amount of time required for a custom reaction?
No. The only way to increase the amount of time a reaction requires is to make a reaction take multiple steps (so the iron ore becomes "partially processed iron ore", then "mostly processed iron ore", and then finally becomes iron. Alternatively you could limit the skill levels of your dwarves so that they were unable to become skilled in the required skill for the reaction.

how would that reaction look in RAW format? I know how to make a reaction, but how to make a reaction spawn then consume to make another reagent?
You would need multiple reactions. (i.e. part 1, part 2, etc.)

Okay, I can't seem to figure this one out. Say I have this code:
-snip-
And say it extends down with bismuth bronze, steel, silver, all of that. Is there any way to get all of that done and use only one reaction?
You could add a [REACTION_CLASS:XXX] to all of the things you wanted and then have a reaction that calls for something with that given reaction class I believe.

@Destroid:
The only thing that I notice looking at some of them is that you have [BIOME:SUBTERRANEAN_XXX] and then [UNDERGROUND_DEPTH:0:3] when you really only need [UNDERGROUND_DEPTH:1:3] (they have no aboveground biomes so they will never appear at level 0 on the surface.
« Last Edit: March 27, 2012, 01:45:47 pm by i2amroy »
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TerminatorII

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1100 on: March 27, 2012, 01:48:58 pm »

ok great multiple reactions.... but how would it look?????? I can't find a guide to raw formatting anywhere and the raws are no where near close to waht they were 2-3 years ago when I last did modding.
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No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1101 on: March 27, 2012, 02:13:12 pm »

The raws for my iron ore example would look something like this:

In the inorganic_metal.txt
Code: [Select]
[INORGANIC:PARTIAL_IRON_1]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:partially processed iron]
[STATE_NAME_ADJ:LIQUID:molten partially processed iron]
[STATE_NAME_ADJ:GAS:boiling partially processed iron]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]

[INORGANIC:PARTIAL_IRON_2]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mostly processed iron]
[STATE_NAME_ADJ:LIQUID:molten mostly processed iron]
[STATE_NAME_ADJ:GAS:boiling mostly processed iron]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]

In the reaction_smelter.txt
Code: [Select]
[REACTION:PROCESS_HEMATITE_1]
[NAME:Process Hematite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:HEMATITE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PARTIAL_IRON_1][PRODUCT_DIMENSION:150]

[REACTION:PROCESS_PARTIAL_IRON_1]
[NAME:Process Partially Processed Iron Bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:PARTIAL_IRON_1]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PARTIAL_IRON_2][PRODUCT_DIMENSION:150]

[REACTION:PROCESS_PARTIAL_IRON_2]
[NAME:Process Mostly Processed Iron Bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:PARTIAL_IRON_2]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]

This will take hematite and convert it into "partially processed iron bars". These are bars of metal that are functionally equivalent to iron but are unable to be used to make anything. The second reaction then takes these and changes them into "mostly processed iron bars". The final reaction then takes these "mostly processed iron bars" and converts them into normal, usable, iron bars.
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Sphalerite

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1102 on: March 27, 2012, 02:31:19 pm »

You might want to put [AUTOMATIC] on all the reactions after the first one, so they'll be triggered automatically in sequence once the first is done.  Also, at least one of them should have [FUEL], unless you want it to run without needing coal or magma.
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Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1103 on: March 27, 2012, 06:55:39 pm »

Im trying to make farming a bit more interresting by introducing domestication of plants. I have created a duplicate of a plant (in this case, carrots) removed the seeds from the original and reduced the frequency of the domesticated one to zero.
I then added a reaction that should technically make a domesticated seed out of the original plant.

Code: [Select]
[REACTION:DOMESTICATE_CARROT]
[NAME:domesticate plant]
[BUILDING:KITCHEN:CUSTOM_C]
[REAGENT:wild plant:1:PLANT:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:DOMESTIC]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:wild plant:DOMESTIC]

I manage to make "domesticated carrot seeds" they are stored in barrels, moved to food depot but they don't show up on the correct stocks and they are not plantable.. I assume i have something backwards in that product line and not creating proper seeds...

The Wild Carrots have
Code: [Select]
[MATERIAL_REACTION_PRODUCT:DOMESTIC:PLANT_MAT:CARROTS_DOMESTIC:SEED]

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Sphalerite

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1104 on: March 27, 2012, 08:14:21 pm »

Where do you have CARROTS_DOMESTIC defined?
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Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1105 on: March 27, 2012, 08:21:40 pm »

just below the other carrots in the plants file

Spoiler (click to show/hide)
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TerminatorII

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1106 on: March 27, 2012, 08:28:34 pm »

@Sphalerite Thanks for the tag [AUTOMATIC] didn't know that existed, but it's what I was looking for!
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No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

armeggedonCounselor

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1107 on: March 27, 2012, 08:54:23 pm »

Is it possible to have a reaction that produces and consumes nothing, but trains a skill?

I am making a cheaparse(tm) adventurer.
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1108 on: March 27, 2012, 08:56:13 pm »

Dwarf Chocolate has some that don't work.

You need a product, I'm pretty sure. You could have, say, a boulder that evaporates at normal outside temperature called "sweat".

armeggedonCounselor

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1109 on: March 27, 2012, 09:00:00 pm »

Dwarf Chocolate has some that don't work.

You need a product, I'm pretty sure. You could have, say, a boulder that evaporates at normal outside temperature called "sweat".

So make a new inorganic something or other?

I think I can do that.

Hopefully this won't will lead to my world evaporating as soon as I start.
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It's an incredibly useful technique that will crash the computer if you aren't careful with it.
That really describes any programming.
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