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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1043071 times)

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #630 on: February 26, 2012, 07:15:47 pm »

*leans back and waits for hugo to finish his fancy idea*

Well done. Any progress on the broodmothers/pet/dwarf/transform non-sense we were up to ?
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #631 on: February 26, 2012, 07:18:35 pm »

Idea of transforming people at workshops makes me want to mod Cybermen. Do you take people to workshops, or do you make boiling syndrome boulders at the workshop and put them next to people?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #632 on: February 26, 2012, 07:22:43 pm »

Take people, create boiling stone.  OR Pasture a ton of pets nearby, create boiling stone.

What hugo just proposed is something else, a nice timer for a transformation, but preset for each creature of its kind. Would be nice to add it to invaders. Kill them quickly, or they transform into hulks, making your life harder.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #633 on: February 26, 2012, 07:27:29 pm »

Kinda kills my idea of a Cyber conversion chamber, but gives me the idea of megabeasts with life-cycles or an infectious mutation with several phases
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #634 on: February 26, 2012, 07:34:37 pm »

Several phases will be difficult, since only one transformation can affect a creature at a certain time.

You cant do Creature A => Creature B => Creature C. Sadly.

Might work with: Creature A => B, then nicely timed back to A, then A => C
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #635 on: February 26, 2012, 07:35:53 pm »

Maybe creature B secretes a material on it's skin that gives it syndrome for becoming creature C, and so on?
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #636 on: February 26, 2012, 07:39:29 pm »

Does not work, since it is not Creature B, but Creature A transformed to Creature B. The game still knows it is Creature A.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #637 on: February 26, 2012, 07:47:07 pm »

Is that why, if you butcher the corpse of a transformed creature, the products are of the original form but in the amount the new form should return? Tested by butchering a human transformed into a dragon.
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Abregado

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #638 on: February 26, 2012, 08:46:05 pm »

having issues with [MATERIAL_REACTION_PRODUCTS] and seed production... It changes the plant into the next stage but only produces generic "seeds". If i change the reaction to produce a specific seed (rather than GET_MATERIAL_FROM_REAGENT) it works perfectly. Trying to avoid making new reactions for every new plant i add.

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #639 on: February 26, 2012, 09:17:45 pm »

@HugoLuman & Meph: Several phases honestly wouldn't be hard to implement. If you want it to change into different things one after another just use queued transformation as shown here. It could begin the queue during a fight with the queued transformation interaction or hugo's tiered idea which ends in the queued transformations.

If the phases are enhancements just use repeating and delayed attribute modifiers, because they stack.

having issues with [MATERIAL_REACTION_PRODUCTS] and seed production... It changes the plant into the next stage but only produces generic "seeds". If i change the reaction to produce a specific seed (rather than GET_MATERIAL_FROM_REAGENT) it works perfectly. Trying to avoid making new reactions for every new plant i add.

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]
Try putting [MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE2:SEED] under your PLANT_PREP_MAT one.
Currently it is looking for a material reaction product entry matching the string "SEED" in your plant material and can't find it.
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Abregado

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #640 on: February 26, 2012, 09:26:52 pm »

Quote
Try putting [MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE2:SEED] under your PLANT_PREP_MAT one.
Currently it is looking for a material reaction product entry matching the string "SEED" in your plant material and can't find it.

So once a HAS_MATERIAL_REACTION_PRODUCT tag is used in a reaction you cant reference LOCAL_PLANT_MATs with a GET_MATERIAL_FROM_REAGENT tag anymore?

ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #641 on: February 26, 2012, 09:31:20 pm »

Quote
Try putting [MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE2:SEED] under your PLANT_PREP_MAT one.
Currently it is looking for a material reaction product entry matching the string "SEED" in your plant material and can't find it.

So once a HAS_MATERIAL_REACTION_PRODUCT tag is used in a reaction you cant reference LOCAL_PLANT_MATs with a GET_MATERIAL_FROM_REAGENT tag anymore?
I'm pretty sure you can but you didn't didn't mention a local_plant_mat in the reaction so it didn't look for one... and I didn't post that product line because I don't remember the format for it :-[
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Abregado

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #642 on: February 26, 2012, 09:44:15 pm »

well in this case the reagent already has a SEED plant mat, but it wont reference it in any reaction I make that includes a HAS_REACTION_MATERIAL_PRODUCT.

Tried with your method but same result. This this what you meant?

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

[PLANT:BLOOD_FUNGUS_STAGE2]
[NAME:prepared blood fungus][NAME_PLURAL:prepared blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #643 on: February 26, 2012, 10:10:12 pm »

well in this case the reagent already has a SEED plant mat, but it wont reference it in any reaction I make that includes a HAS_REACTION_MATERIAL_PRODUCT.

Tried with your method but same result. This this what you meant?

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

[PLANT:BLOOD_FUNGUS_STAGE2]
[NAME:prepared blood fungus][NAME_PLURAL:prepared blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]
It is. But I'm stumped on why the plant production works but the seeds don't. Try using
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE:STRUCTURAL]
instead just to see what happens. If that doesn't work I'm sorry to have wasted your time.
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Abregado

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #644 on: February 26, 2012, 10:22:39 pm »

even when i do this, it still creates generic seeds..

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

which is strange because this other one works
Code: [Select]
[REACTION:CULTIVATE_BLOOD_FUNGUS]
[NAME:cultivate blood fungus]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BLOOD_FUNGUS:STRUCTURAL]
[PRODUCT:100:3:SEEDS:NONE:PLANT_MAT:BLOOD_FUNGUS:SEED]
[SKILL:HERBALISM]

this one doesnt work either
Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:PLANT_MAT:BLOOD_FUNGUS:STRUCTURAL]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

So i guess you can only produce seeds using a specific target, rather than through GET_MATERIAL_FROM_REAGENT
« Last Edit: February 26, 2012, 10:27:18 pm by Abregado »
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