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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055209 times)

Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4575 on: March 23, 2013, 05:26:24 pm »

the plugin is included in dfhack for everyone to use, just give guys a credit.
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filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4576 on: March 24, 2013, 10:19:00 am »

Hi everyone,

I created a new reaction to process pig tails to cotton thread, as the one from the farmer's workshop couldn't be tracked by the workflow plugin. Mine can be tracked, the only problem is that it works too well.

The reaction:
Spoiler (click to show/hide)

The problem is that the reaction is almost instantaneous (about 10-15 ticks, I think), whereas the one from farmer's workshop takes ages in comparison. I tried to look for the solution to this but could not find anything (there is just too much info on the forums). I looked at reactions like the Furniture Workshops Make Stone Bedroom Set and those take more time too. Obviously I am refering to the time after all the reagents have been collected.
I also looked at the building raws, suspecting that the building itself could have a modifier for job speed, but that is not the case either.

TL,DR: How can I make my reactions take some time to complete?

Thanks!
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ancusohm

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4577 on: March 24, 2013, 12:52:20 pm »

I think it would be cool to be able to make new murky pool tiles so that you could build your own rain collectors.  I believe there's a filetype dfhack command that can change tiles into murkypools,   and I know there are ways to run dfhack commands from inside dwarf fortress.   Would it be possible to mod constructions in such a way that dwarves could make murky pools?

On a related note: could you mod constructions so that dwarves made natural walls that would not deconstruct on collapse?

I know I could do it through the dfhack terminal.  I just think it would be cool to be able to do it all within Dwarf Fortress itself
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Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4578 on: March 24, 2013, 08:44:28 pm »

I'm trying to make my own custom reactions for making studded leather armor, with the options of different metal studded armor, ie steel studded leather or bronze studded leather.

So I've got a rough reaction to turn 1 metal bar into 10 metal "studs" which I plan on being used for pieces of studded leather armor or to turn into caltrops for quick weapon traps.
Spoiler (click to show/hide)
I want to make the studs be usable for other crafting, such as jewelers encrusting items with the studs like they would for jewels or just cutting metal studs. Being used in artifacts would be cool too, and I assume I could do this by defining the metal studs in their own inorganic.txt file but I'm not sure if this would work.

Should I define the studs as their own material.txt or as inorganics? It looks like inorganics are specifically for ores.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4579 on: March 24, 2013, 08:46:56 pm »

Studs are going to be items, not a material. If you notice, inorganics are every material that aren't a creature, plant or hardcoded material. See items_metal.

You probably want them to be a tool.

Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4580 on: March 24, 2013, 09:18:15 pm »

Ah. Close enough then, as long as it can be used in the needed reactions it'll be fine.

Spoiler: Like this? (click to show/hide)

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4581 on: March 24, 2013, 09:20:11 pm »

Looks fine, except for how you have your item tokens set up. You could just have it be all in one reaction, with an INORGANIC:NONE as material for the reagent and GET_MATERIAL_FROM_REAGENT:metal bar:NONE.

You want TOOL:ITEM_TOOL_METALSTUDS for the tool.

See these articles:
http://dwarffortresswiki.org/index.php/Reaction
http://dwarffortresswiki.org/index.php/Item_token

filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4582 on: March 25, 2013, 06:14:24 am »

I am kind of afraid, that my question goes unanswered so here it is again.

Spoiler (click to show/hide)
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Dwarvinator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4583 on: March 25, 2013, 07:39:22 am »

I apologise in advance, I know this is going to sound soo basic to you guys, but we alls gotta start somewhere.
I want to get an Ed Gein thing going on in my fortress. Never messed with the raws before tho. From what I can gather, I just need to delete NOMEAT, NOSKIN and NOT_BUTCHERABLE from my target creatures. Is that right?
Also, I am having difficulty locating the raws for humans, goblins, trolls, etc...may as well add dorfs, too, I spose

Edit: Thought I might add an item drop for males comprising a small leather pouch, for amusement, if at all possible.

Further Edit: Just discovered named sentients are not butcherable. Sorry to take up space..I'll get my coat.
« Last Edit: March 25, 2013, 08:03:50 am by Dwarvinator »
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filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4584 on: March 25, 2013, 07:58:49 am »

I apologise in advance, I know this is going to sound soo basic to you guys, but we alls gotta start somewhere.
I want to get an Ed Gein thing going on in my fortress. Never messed with the raws before tho. From what I can gather, I just need to delete NOMEAT, NOSKIN and NOT_BUTCHERABLE from my target creatures. Is that right?
Also, I am having difficulty locating the raws for humans, goblins, trolls, etc...may as well add dorfs, too, I spose

Edit: Thought I might add an item drop for males comprising a small leather pouch, for amusement, if at all possible.

http://en.wikipedia.org/wiki/Ed_Gein
You mean this serial killer who chopped of things from people and kept them in his house?

The raws you can find under Dwarf Fortress\raw\objects . The .txt files are the raws. I think you are looking for the entity and body raws. Hope this helps!
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Dwarvinator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4585 on: March 25, 2013, 08:44:57 am »

Ah, so that's where. Couldn't make them edible after all. Thanks though.
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Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4586 on: March 25, 2013, 09:38:19 am »

Well I am quite sure what I am doing is wrong I am removing all the tissues besides bones for a "Skeleton" creature but I doubt I am doing it right here is what I got don't laugh please :[

Spoiler (click to show/hide)
Its not even close to finish so I still have lots more to add ;_;
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4587 on: March 25, 2013, 11:18:28 am »

Someone correct me if I am wrong, but to remove a tissue you need to state [REMOVE_TISSUE:HAIR] (or whatever you want to remove). I don't see that in your code.
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filipmolnar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4588 on: March 25, 2013, 11:28:23 am »

I have no experience with body modding whatsoever. I suggest you take a look at other modded creatures and try to understand those first. If you understand how those work you will have a much easier time.
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IamanElfCollaborator

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4589 on: March 25, 2013, 11:45:57 am »

How long does it take for COMBAT_HARDNESS to move up?

I'm still trying to balance my class levelling system, and I'm trying to figure out how long it takes for combat hardness to move up a level.
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