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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066620 times)

thatkid

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #615 on: February 26, 2012, 12:22:48 pm »

So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #616 on: February 26, 2012, 01:05:44 pm »

So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.

Look at the reactions for making glass, I believe some of them are in the raws somewhere as opposed to hardcoded
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #617 on: February 26, 2012, 01:18:46 pm »

So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.

Look at the reactions for making glass, I believe some of them are in the raws somewhere as opposed to hardcoded
Sand reactions are hard-coded, but what the reactions require is

[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[FUEL]

and that produces green glass (raw/items) there is no raws for glass production

EDIT:
this should help with the PRODUCT part

Material Tokens

0  INORGANIC  Placeholder for rock, used in arena mode. When given a subtype, selects a user-defined inorganic material. 
1  AMBER  Amber 
2  CORAL  Coral 
3  GLASS_GREEN  Green glass 
4  GLASS_CLEAR  Clear glass 
5  GLASS_CRYSTAL  Crystal glass 
6  WATER  Water, when placed in buckets or when mining out ice. 
7  COAL  Coal - subtype is either COKE or CHARCOAL. 
8  POTASH  Potash 
9  ASH  Ash 
10  PEARLASH  Pearlash 
11  LYE  Lye 
12  MUD  Mud 
13  VOMIT  Vomit 
14  SALT  Salt 
15  FILTH_B  Filth (brown, solid) 
16  FILTH_Y  Filth (yellow, liquid) 
17  UNKNOWN_SUBSTANCE  Unknown substance (white, liquid) 
18  GRIME  Grime 

so this would make 1 green glass bolt (in theory) and function as the hardcoded reaction would:
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:GLASS_GREEN:NONE] (not sure if it will accept NONE at the end for GLASS_GREEEN)
[FUEL]

« Last Edit: February 26, 2012, 01:22:16 pm by Hugo_The_Dwarf »
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #618 on: February 26, 2012, 01:28:33 pm »

Code: (interaction_40k.txt) [Select]
...
[INTERACTION:COLLAR_DETONATION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_IMMEDIATE]
...
Code: (creature_40k_penal_legion) [Select]
...
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[CAN_DO_INTERACTION:COLLAR_DETONATION]
[CDI:ADV_NAME:Try to remove collar]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:COLLAR]
[CDI:FLOW:UNDIRECTED_DUST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]
...
Doesn't work in arena or adventure mode no matter how much I tamper with my collar. Errorlog is clean. Explosive collar is attached.

Well, for one thing, MATERIAL_EMISSION isn't an effect at all--it's its own interaction. What you want is this:

Code: [Select]
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Try to remove collar]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:COLLAR]
[CDI:FLOW:UNDIRECTED_DUST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]
« Last Edit: February 26, 2012, 01:30:04 pm by Putnam »
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Samech

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #619 on: February 26, 2012, 02:01:39 pm »

Is there a way to make a workshop only work on the surface?
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thatkid

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #620 on: February 26, 2012, 02:03:43 pm »

So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.

Look at the reactions for making glass, I believe some of them are in the raws somewhere as opposed to hardcoded
Sand reactions are hard-coded, but what the reactions require is

[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[FUEL]

and that produces green glass (raw/items) there is no raws for glass production

EDIT:
this should help with the PRODUCT part

Material Tokens

0  INORGANIC  Placeholder for rock, used in arena mode. When given a subtype, selects a user-defined inorganic material. 
1  AMBER  Amber 
2  CORAL  Coral 
3  GLASS_GREEN  Green glass 
4  GLASS_CLEAR  Clear glass 
5  GLASS_CRYSTAL  Crystal glass 
6  WATER  Water, when placed in buckets or when mining out ice. 
7  COAL  Coal - subtype is either COKE or CHARCOAL. 
8  POTASH  Potash 
9  ASH  Ash 
10  PEARLASH  Pearlash 
11  LYE  Lye 
12  MUD  Mud 
13  VOMIT  Vomit 
14  SALT  Salt 
15  FILTH_B  Filth (brown, solid) 
16  FILTH_Y  Filth (yellow, liquid) 
17  UNKNOWN_SUBSTANCE  Unknown substance (white, liquid) 
18  GRIME  Grime 

so this would make 1 green glass bolt (in theory) and function as the hardcoded reaction would:
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:GLASS_GREEN:NONE] (not sure if it will accept NONE at the end for GLASS_GREEEN)
[FUEL]
Thanks a ton, man.

One step closer to finishing this personal mod of mine...
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Old Greg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #621 on: February 26, 2012, 05:14:25 pm »

Urk. Having issues with my Evolution Shrine. It currently evolves the creature... maybe 1 out of 10 times. That won't fly.

Spoiler: "Reaction" (click to show/hide)

Spoiler: "Evo Boulder" (click to show/hide)

I've tried making the reaction create 10 such stones, and that didn't seem to do much, aside from make it take longer. It's awkward enough to have to pasture the Charmander right on top of the shrine, I don't want to have to set the action on repeat as well.

Thoughts?

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #622 on: February 26, 2012, 05:16:35 pm »

No thoughts. Both me, hugo and narhiril have the same problem and cant find a fix. I make the reactions preserve the reagent, while narhiril tells people to station/pasture several targets near the reaction.

Currently, there is no fix for this.
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Balistic604

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #623 on: February 26, 2012, 05:24:29 pm »

Wouldn't it be possible to make it produce multiple stones, so you get more gasses? This would cause it to have a higher chance of transformation.
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #624 on: February 26, 2012, 05:28:22 pm »

[SOLID_DENSITY:20] - make that higher, higher = more dense, more dense = more gas, more gas = more chance of infection

But yes just as Meph said, there is no other way yet (aside from trying to feed it a liquid and transform that way, I believe the cat cleaning interaction make it "eat/drink" the contents it cleans)

But trying to get a contact syndrom/ ingestion is even harder then pasture with gas (only funny way would to make the creature secreate the contact transformation on its skin, but that means it will always transform instantly)
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Old Greg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #625 on: February 26, 2012, 05:35:21 pm »

Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #626 on: February 26, 2012, 05:51:10 pm »

Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.
I know an Idea if your using interactions. Everytime it goes into combat it uses an interaction on itself, that gives it another interaction say 6 months later, and when it uses that one in combat it get another interaction. do that for like 5 interactions and the 6th one will evolve it in 6 months?

Cool idea eh? if you won't use it im using it anyways :P

EDIT:
This forces it to only evolve through combat (or a source of combat every X time)
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Old Greg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #627 on: February 26, 2012, 05:58:33 pm »

That's... pretty damn perfect. I very well might use that, thanks a bunch!

And to stop it from using the earlier-tiered interactions, give them all something like, [CDI:WAIT_PERIOD:100000000000]!

Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #628 on: February 26, 2012, 06:00:07 pm »

That's... pretty damn perfect. I very well might use that, thanks a bunch!

And to stop it from using the earlier-tiered interactions, give them all something like, [CDI:WAIT_PERIOD:100000000000]!
Or the effect never wears off :P and have CANNOT USE IF ALREADY AFFECTED

but either or will work (do note I haven't had anytime to touch interactions yet :P But I still read up on them for the day I do :) )
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #629 on: February 26, 2012, 07:13:39 pm »

Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.
I know an Idea if your using interactions. Everytime it goes into combat it uses an interaction on itself, that gives it another interaction say 6 months later, and when it uses that one in combat it get another interaction. do that for like 5 interactions and the 6th one will evolve it in 6 months?

Cool idea eh? if you won't use it im using it anyways :P

EDIT:
This forces it to only evolve through combat (or a source of combat every X time)

Holy shit I love you that's great
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