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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065683 times)

Splint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #945 on: March 10, 2012, 05:22:55 am »

I'm having issues with three reactions I was able to use in 34.02, but they've broken in 34.05.

Anvil casting and stone war hammers.

Here are the reactions

Code: [Select]
[REACTION:CAST_BRONZE_ANVIL]
[NAME:cast bronze anvil (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NONE:INORGANIC:BRONZE] - 2 bars
[PRODUCT:100:1:ANVIL:NONE:INORGANIC:BRONZE]
[FUEL]
[SKILL:SMELT]

[REACTION:CAST_IRON_ANVIL]
[NAME:cast iron anvil (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NONE:INORGANIC:IRON] - 2 bars
[PRODUCT:100:1:ANVIL:NONE:INORGANIC:IRON]
[FUEL]
[SKILL:SMELT]

Stonehammers

Code: [Select]
[REACTION:MAKE_STONE_W_HAMMER]
[NAME:make stone warhammer]
[BUILDING:CRAFTSMAN:NONE] - might want to place this in the craftshop or custom workshop
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

It sucks cause I was able to save a ton of points just brining a few bars and fuel at embark, and Pitchblende hammers were absolutly devestating. Had a group of three untrainined hammer dwarves feed a fortress for a year and half with these first-swing bone crushing hammers. Now they don't work and it's buggin the shit out of me.

Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #946 on: March 10, 2012, 05:31:08 am »

Nothing's wrong with them, AFAIK.

Did you forget to allow the reactions in the entities file?
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Splint

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #947 on: March 10, 2012, 05:41:06 am »

....I'm not exactly sure where I should put the following. Of all things I forget to do....
Thanks for pointing that out. I feel like a fuckin' moron, but thank you.

-headesk

Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #948 on: March 10, 2012, 08:28:56 am »

Okay, so i made some progress on the applesauce, but i hit a new snag.
I can now successfully press a basket of apples into a jug, but the end result is not exactly what i had in mind, as i end up with "basket of apples none" instead of applesauce.

The apple basket "plant"
Code: [Select]
[PLANT:PONY_APPLE_BASKET]
[NAME:basket of apples][NAME_PLURAL:baskets of apples][ADJ:apple]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
[USE_MATERIAL_TEMPLATE:SAUCE:SAUCE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen applesauce]
[STATE_NAME_ADJ:LIQUID:applesauce]
[STATE_NAME_ADJ:GAS:boiling applesauce]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]
[STATE_NAME_ADJ:LIQUID:apple cider]
[STATE_NAME_ADJ:GAS:boiling apple cider]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
[MATERIAL_VALUE:5]
[PICKED_TILE:135]
[PICKED_COLOR:6:0:0]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]

Code: [Select]
[REACTION:MAKE_APPLE_SAUCE]
[NAME:Make Apple Sauce]
[BUILDING:PONY_APPLECONTROL:CUSTOM_s]
[REAGENT:apples:1:PLANT:PONY_APPLE_BASKET:PLANT_MAT:PONY_APPLE_BASKET:PLANT]
[HAS_MATERIAL_REACTION_PRODUCT:PONY_SAUCE]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:apples:PONY_SAUCE][PRODUCT_TO_CONTAINER:liquid container]
[SKILL:PRESSING]

I copied PLANT_OIL_TEMPLATE to make SAUCE_TEMPLATE so that SHOULD be working...
do i have the order wrong or something?

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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #949 on: March 10, 2012, 12:47:41 pm »

Question bump:
My question:
I want to make a custom brewing reaction for adventure mode, so that I can get my delicious alcohol without having to actually buy it.
This is what I have so far:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?
For every plant that is brewable add:
[MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK]

and then your reaction would have this:

[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:BOOZE_MAT]

This should do the trick for generic brewing

EDIT:
@sorcerer
you have two [MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
in your plant.
Remove the second one at the bottem. DF sees a dupe and thus refuses to use either of the for safetys sake
« Last Edit: March 10, 2012, 12:50:17 pm by Hugo_The_Dwarf »
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Kromgar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #950 on: March 10, 2012, 05:42:47 pm »

How could i make it so humans are more prone to war with dwarves? Or just make them entirely at war against dwarves? Also how do I make it so I can butcher goblins and humans?
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NecroRebel

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #951 on: March 10, 2012, 06:03:22 pm »

How could i make it so humans are more prone to war with dwarves?
Look at the mountain entity's ethics, look at the plains entity's ethics, and make it so that they are very, very much different.
Quote
Or just make them entirely at war against dwarves?
Several methods work. The easiest is typically going into creature_standard, finding humans, and swapping their [INTELLIGENT] tag for [CAN_LEARN]. Creatures that can't speak are automatically hostile to those that can. Alternatively, add the [BABYSNATCHER] or [ITEM_THIEF] tokens to the plains entity. The former will make them send ambush squads and they won't be hostile to goblins.
Quote
Also how do I make it so I can butcher goblins and humans?
Alter the mountain entity's ethics such that EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER are ACCEPTABLE.
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Kromgar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #952 on: March 10, 2012, 07:25:01 pm »

How could i make it so humans are more prone to war with dwarves?
Look at the mountain entity's ethics, look at the plains entity's ethics, and make it so that they are very, very much different.
Quote
Or just make them entirely at war against dwarves?
Several methods work. The easiest is typically going into creature_standard, finding humans, and swapping their [INTELLIGENT] tag for [CAN_LEARN]. Creatures that can't speak are automatically hostile to those that can. Alternatively, add the [BABYSNATCHER] or [ITEM_THIEF] tokens to the plains entity. The former will make them send ambush squads and they won't be hostile to goblins.
Quote
Also how do I make it so I can butcher goblins and humans?
Alter the mountain entity's ethics such that EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER are ACCEPTABLE.
Ok so I got the warring to go on but peace agreements were met... anyway to stop that from happening that you know of?
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Sanure

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #953 on: March 10, 2012, 07:29:14 pm »

Ok, I have 2 questions:

1. How would I go about making a mono-gendered race survive its first couple hundred years of world gen
2. How do i make a race's offspring turn out about 10% as female?

Any help is appreciated.
1. Well, you could make the creature itself live for a few hundred years, but I get the feeling that's not what you're looking for.
2. use [POP_RATIO:9] for the males and [POP_RATIO:1] for the females (put them where it defines each class, like under the [MALE] or [FEMALE] tags)

Well they will live for about a long, but i want them to be able to produce offspring thats monogendered... maybe i could make it possible for them to use any species as viable genetic material, like the Asari from mass effect(im more or less making the races from it...)
as for the second race they will be egg layers, sorta like the Salarians...

ok, for some more questions i need answers for:

1. how can i make a race that loves to fight among itself?
2. how do i make a race have a military heirachy?

thanks for everyone that answered my previous questions.
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Kromgar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #954 on: March 10, 2012, 09:24:59 pm »

So I am creating a Megabeast
The Great Destroyer
I plan to make its blood be made of Iron its shell and the rest of the body steel. Now I am unsure If I need all of what I have below does anyone know where I can find a good tutorial for this kind of thing?


Spoiler (click to show/hide)
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Hugo_The_Dwarf

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #955 on: March 10, 2012, 09:44:52 pm »

So I am creating a Megabeast
The Great Destroyer
I plan to make its blood be made of Iron its shell and the rest of the body steel. Now I am unsure If I need all of what I have below does anyone know where I can find a good tutorial for this kind of thing?


Spoiler (click to show/hide)
Look at ELEMETNAL_IRON or the BRONZE_COLLSI (bad spelling on both creature id's)

as for blood
[BLOOD:INORGANIC:IRON:LIQUID] which when spilled might horribly burn it's attackers (if it is made of steel)
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Kromgar

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #956 on: March 10, 2012, 10:02:09 pm »

So I am creating a Megabeast
The Great Destroyer
I plan to make its blood be made of Iron its shell and the rest of the body steel. Now I am unsure If I need all of what I have below does anyone know where I can find a good tutorial for this kind of thing?


Spoiler (click to show/hide)
Look at ELEMETNAL_IRON or the BRONZE_COLLSI (bad spelling on both creature id's)

as for blood
[BLOOD:INORGANIC:IRON:LIQUID] which when spilled might horribly burn it's attackers (if it is made of steel)
Another Question I forgot what would I change quadraped to, to make it six legged?

I also thought of another... So I heard its possible to polymorph creatures now is this true? If so would it be possible to create a workshop that would create a material that would turn into gas and create a polymorphing syndrome? I had an idea about transforming dwarves into stone is all hehe(Turning to stone would then cause infertility :D)
« Last Edit: March 10, 2012, 10:13:28 pm by Kromgar »
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #957 on: March 10, 2012, 10:18:28 pm »

I also thought of another... So I heard its possible to polymorph creatures now is this true? If so would it be possible to create a workshop that would create a material that would turn into gas and create a polymorphing syndrome? I had an idea about transforming dwarves into stone is all hehe(Turning to stone would then cause infertility :D)

Already mentioned in this thread many, many times. In short; yes.
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Courtesy Arloban

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #958 on: March 10, 2012, 10:23:28 pm »

Adamantine sword in adventure mode:
[REACTION:ADAMANTINE_SWORD]
[NAME:free candy sword]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:ADAMANTINE]

3 QUESTIONS:

#1. Did anyone got this: [EXTRA_BUTCHER_OBJECT:BODY_TOKEN][EBO_ITEM:ITEM_TOKEN:MATERIAL_TOKEN] to work, and if yes, how ?

#2. How can I sort the list of the pets at embark screen ? Just the order top to bottom they appear in the creature raws ? Or alphabetically, after creature ID, or after creature name ?

#3. When is a stone marked as economic and when a non-economic ? I have olivine as economic for example, it is maddening to set the stone stocks every time I embark.
#1 I actually did get it to work, but I accidently deleted it when transferring to a later version,  but I posted what I added to my creature here...
[urlhttp://www.bay12forums.com/smf/index.php?topic=100707.msg3018485#msg3018485][/url]
#2 Yes the pets show up by the order the creatures/castes themselves are in the raws, but if you move them around without regenning you may get weird pets.
#3  In earlier versions it was determined by which stones had a value multiplier, but that may have changed.

Quote
Another Question I forgot what would I change quadraped to, to make it six legged?
BODY:INSECT if you want the whole pckage, but if you just want the six legs you either make your own hexapod body, or use my cheat which is to add both QUADRUPED and ARMS_STANCE ...oh no that don't exist anymore, but it's eisier to add than hexapod and helps backwards compatability.
« Last Edit: March 10, 2012, 10:31:28 pm by Courtesy Arloban »
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Gizogin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #959 on: March 10, 2012, 11:08:11 pm »

Question bump:
My question:
I want to make a custom brewing reaction for adventure mode, so that I can get my delicious alcohol without having to actually buy it.
This is what I have so far:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?
For every plant that is brewable add:
[MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK]

and then your reaction would have this:

[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:BOOZE_MAT]

This should do the trick for generic brewing

Blargh, I was hoping I would just be able to use the existing DRINK stuff.  Oh well, if it's unavoidable, I'll have to give your method a try.  Thanks for the help.
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