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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076789 times)

Old Greg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #975 on: March 13, 2012, 04:28:46 pm »

@Lordinquisitor: Nihilist has it, we've been using it in the pogeymans mod. 1:2 is resistant, 2:1 would be weak. In practice, you seem to have to jack the numbers up quite a bit to get a dramatic effect, though (we've been using factors of 100).

Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #976 on: March 13, 2012, 04:45:20 pm »

Okay, after lots of back and forth i have now managed to make applesauce from apples..
now.. is there any way to make applesauce brewable while leaving the source apples unbrewable. If this is impossible, how would i go about making a barrel of drink as the result of a reaction?

Edit: okay i figured most of it out by looking at the mead raws, however, when i produce the cider all i get are DRINKS [5]

Brewing reaction
Spoiler (click to show/hide)

Source Plant
Spoiler (click to show/hide)
« Last Edit: March 13, 2012, 06:40:50 pm by Sorcerer »
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Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #977 on: March 13, 2012, 07:40:10 pm »

Yeah, thats easy, just change  [PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:applesauce:DRINK_MAT] to
 [PRODUCT:100:5:DRINK:NONE:PLANT_MAT:APPLESAUCE:DRINK_MAT]

Then make a fake plant called applesauce with no natural occurence and an alcoholic drink to it.

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Quick question: Can I make a civ hostile by default, without using baybsnatcher ? I only know about "utterances" or removing "can_speak" but that also removes their nobles and names. I dont want "evil dude 1 the evil dude" attacking, but invaders with names.
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trees

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #978 on: March 13, 2012, 07:50:11 pm »

[ITEM_THIEF] will also force hostility.
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Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #979 on: March 13, 2012, 07:54:47 pm »

clever! cheers meph!
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Nihilist

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #980 on: March 13, 2012, 07:56:10 pm »

[ITEM_THIEF] will also force hostility.
ooo good to know.
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Old Greg

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #981 on: March 13, 2012, 08:51:59 pm »

Sup gang. I'm a little stumped by an interaction modification that I know is possible. How do you make a normal material emission, solid glob style, fire multiple globs at the same target?

Alem

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #982 on: March 13, 2012, 09:29:40 pm »

I think I have a case of trying to be too fancy for myself, but here it goes. My goal is to make a reaction that randomly produces 1 item from a specific grouping of items. Specifically, I am intending a reaction to the effect of "make rune stone" and it produce any one of (currently) 3 different runes, all of which are currently toys with the only difference being name. I was attempting to avoid having multiple products with different probability if it could be helped (which I don't think it can unfortunately), but I was curious if anyone had any knowledge/ideas to try. My attempts with REACTION_CLASS gave me a handy instant crash DF reaction, and I am afraid to admit I don't understand the reaction class product tag well enough to experiment with it. Any ideas?
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Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #983 on: March 13, 2012, 10:05:59 pm »

Currently you can't really do that unfortunately, you can give a percentile chance of succeeding in each of the seperate outputs, not choosing between them
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Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #984 on: March 13, 2012, 10:34:58 pm »

Been trying to figure this out but it seems to be rather random depending on the reaction...

What exactly determines the time it takes to complete a reaction?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #985 on: March 13, 2012, 10:42:37 pm »

Clutter, skill, and number of products.

NW_Kohaku

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #986 on: March 14, 2012, 12:17:14 am »

I have some questions about some rather unusual reactions I want to create.

Basically, I want to create some reactions with a custom workshop that do the following:

1. Do nothing - takes no reagents, has no products, and simply wastes dwarven time. (A reagent that is not consumed is fine, too.)
2. Creates something from nothing - has no reagents, but has a product. Preferable, it creates a LOT of something, as in, has a dozen or so products.
3. Destroys a lot of reagents to create nothing - plenty of reagents, but no product.

I'm not all that familiar with the workshop systems, so I'm asking for confirmation before I start doing some of this extreme modding.

So, for example, I want to know if this:

Code: [Select]
[REACTION:DO_NOTHING]
[NAME:do nothing]
[BUILDING:SWEATSHOP:CUSTOM_N]
[SKILL:MASON]

Is actually valid code?  Do I need to do more, and am missing something, or does this actually work?  It just seems too short to work...

If I have similar code that consists entirely of reagents or else entirely of products, does that still work?
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Darekun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #987 on: March 14, 2012, 12:44:05 am »

Clutter, skill, and number of products.
Hm, are you sure number of products matters? I've been experimenting with a "labor magic" reaction at the (custom) magma cauldron, which has a 1% chance of producing 1 refined magic bars but otherwise does nothing. For the skill-ups I added random(average 3.5 per task) vaporizing stones which just have pretty colors, and the reaction time didn't seem to change(until the skill-ups kicked in).

1. Do nothing - takes no reagents, has no products, and simply wastes dwarven time. (A reagent that is not consumed is fine, too.)
2. Creates something from nothing - has no reagents, but has a product. Preferable, it creates a LOT of something, as in, has a dozen or so products.
3. Destroys a lot of reagents to create nothing - plenty of reagents, but no product.
These are easy, just delete the reagents and products from "regular" reactions. "Something from nothing" reactions are popular modder debug tools.

So, for example, I want to know if this:

Code: [Select]
[REACTION:DO_NOTHING]
[NAME:do nothing]
[BUILDING:SWEATSHOP:CUSTOM_N]
[SKILL:MASON]

Is actually valid code?
Looks good :J I've actually been considering something like that to let me pseudo-station civilians, now that the military interface is so much worse…
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Sorcerer

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #988 on: March 14, 2012, 06:14:15 am »

huh... that's... odd

I have one reaction, buck apples, which takes from 8-15 seconds at 100fps

[REACTION:APPLEBUCK]
   [NAME:Buck Apples]
   [BUILDING:PONY_APPLETREE:CUSTOM_B]
   [PRODUCT:100:1:PLANT:PONY_APPLE:PLANT_MAT:PONY_APPLE:PLANT]
   [SKILL:STANCE_STRIKE]

whereas this one, a slightly more advanced reaction is instant

[REACTION:PONY_CHOCO]
   [NAME:Make Chocolate]
   [BUILDING:KITCHEN:CUSTOM_C]
   [REAGENT:A:1:PLANT:COCOA:PLANT_MAT:COCOA:PLANT]
   [REAGENT:B:1:BOX:NONE:NONE:NONE][CONTAINS:A][BAG][PRESERVE_REAGENT]
   [PRODUCT:100:1:PLANT:CHOCOLATE:PLANT_MAT:CHOCOLATE:PLANT]

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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #989 on: March 14, 2012, 06:15:15 am »

huh... that's... odd

I have one reaction, buck apples, which takes from 8-15 seconds at 100fps

[REACTION:APPLEBUCK]
   [NAME:Buck Apples]
   [BUILDING:PONY_APPLETREE:CUSTOM_B]
   [PRODUCT:100:1:PLANT:PONY_APPLE:PLANT_MAT:PONY_APPLE:PLANT]
   [SKILL:STANCE_STRIKE]

whereas this one, a slightly more advanced reaction is instant

[REACTION:PONY_CHOCO]
   [NAME:Make Chocolate]
   [BUILDING:KITCHEN:CUSTOM_C]
   [REAGENT:A:1:PLANT:COCOA:PLANT_MAT:COCOA:PLANT]
   [REAGENT:B:1:BOX:NONE:NONE:NONE][CONTAINS:A][BAG][PRESERVE_REAGENT]
   [PRODUCT:100:1:PLANT:CHOCOLATE:PLANT_MAT:CHOCOLATE:PLANT]
The second one has no skill. Skills are a factor.
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