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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1043198 times)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3045 on: November 01, 2012, 05:12:30 pm »

It will.

Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3046 on: November 01, 2012, 05:31:24 pm »

I'm fiddling now with making reactions for specific metal-grade weapons.


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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3047 on: November 01, 2012, 05:52:40 pm »

It's the latter.

Mr Space Cat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3048 on: November 01, 2012, 06:16:54 pm »

If I were to add :NONE:INORGANIC:COPPER to, say, [ITEM_TRAPCOMP_LARGESERRATEDDISC] would that require all copper discs used to be copper as well?
Spoiler (click to show/hide)

If not, how could I do this?
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3049 on: November 01, 2012, 06:37:58 pm »

Quote
If not, how could I do this?

Your pretty close. The NONE:NONE at the end is the part where the metal goes. So it is:

[REAGENT:large serrated discs:3:ITEM_TRAPCOMP_LARGESERRATEDDISC:INORGANIC:COPPER]

If I remember right.

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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3050 on: November 01, 2012, 06:53:02 pm »

No, it's [REAGENT:large serrated discs:3:ITEM_TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC:INORGANIC:COPPER]

Reagents work like this:

REAGENT:item identifier:NUMBER OF ITEMS:item token:material token.

Item tokens are ALWAYS two parts: the item type (in this case, ITEM_TRAPCOMP) and the specific item (in this case, ITEM_TRAPCOMP_LARGESERRATEDDISC).

Material tokens are also always two parts: the material type (here, INORGANIC) and the specific material (here, COPPER). You can never have less than 2 parts to your item token or less than 2 parts to your material token.

Note that GET_MATERIAL_FROM_REAGENT is a bit different. That's GET_MATERIAL_FROM_REAGENT:identifier:material reaction product. That last part can be replaced with NONE if you want.
« Last Edit: November 01, 2012, 06:55:24 pm by Putnam »
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NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3051 on: November 01, 2012, 10:05:06 pm »

I was making some cheat reactions so I can play DF as a sandbox game, but there are problems.

The stone block reaction makes nothing, and the wood block reaction creates "block" which builds into "unknown material wall".

Using the Accelerated DF mod for the wood material.

Code: [Select]
reaction_cheat

[OBJECT:REACTION]

[REACTION:CHEAT_STONE_BLOCK]
[NAME:manifest stone blocks]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_S]
[PRODUCT:100:10:BLOCKS:INORGANIC:MARBLE]
[SKILL:ALCHEMY]

[REACTION:CHEAT_WOOD_BLOCK]
[NAME:manifest wood blocks]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_W]
[PRODUCT:100:10:BLOCKS:PLANT_MAT:BLANK_TREE:WOOD]
[SKILL:ALCHEMY]

[REACTION:CHEAT_FOOD]
[NAME:manifest meat]
[BUILDING:KITCHEN:CUSTOM_ALT_M]
[PRODUCT:100:10:FOOD:CREATURE_MAT:ANIMAL:MUSCLE]
[SKILL:ALCHEMY]

[REACTION:CHEAT_DRINK]
[NAME:manifest drink]
[BUILDING:KITCHEN:CUSTOM_ALT_D]
[PRODUCT:25:10:DRINK:PLANT_MAT:PLUMP_HELMET:DRINK]
[PRODUCT:25:10:DRINK:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[PRODUCT:25:10:DRINK:PLANT_MAT:SWEET_POD:DRINK]
[PRODUCT:25:10:DRINK:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[SKILL:ALCHEMY]
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3052 on: November 01, 2012, 10:23:37 pm »

Your missing the "NONE", it should be:

[REACTION:CHEAT_STONE_BLOCK]
   [NAME:manifest stone blocks]
   [BUILDING:CRAFTSMAN:CUSTOM_ALT_S]
   [PRODUCT:100:10:BLOCKS:NONE:INORGANIC:MARBLE]
   [SKILL:ALCHEMY]


[REACTION:CHEAT_WOOD_BLOCK]
   [NAME:manifest wood blocks]
   [BUILDING:CRAFTSMAN:CUSTOM_ALT_W]
   [PRODUCT:100:10:BLOCKS:NONE:PLANT_MAT:WIDOW_TEAR:WOOD]
   [SKILL:ALCHEMY]

I don't work with wood much, but that should work. Did you mod in a "Blank" tree that you would prefer to use?
« Last Edit: November 01, 2012, 10:30:35 pm by Stirk »
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darklord92

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3053 on: November 02, 2012, 09:30:16 am »

I'm a bit confused as to why this reaction is producing 10000 thread items instead of a single spool of thread ( wiki says thread needs 10000 to produce properly )

[REACTION:AGU_REFINETHREAD]
   [NAME:Extract plastic strands]
   [BUILDING:REFINERY:CUSTOM_C]
   [REAGENT:plastic:1:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]
   [PRODUCT:100:10000:THREAD:NO_SUBTYPE:INORGANIC:PLASTIC]
   [FUEL]
   [SKILL:EXTRACT_STRAND]
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3054 on: November 02, 2012, 09:42:08 am »

Try using PRODUCT_DIMENSION instead of just having 10000 products.

Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3055 on: November 02, 2012, 08:10:30 pm »

I wanted to make a syndrome that would turn dwarves into a tank temporarily, is this even possible?
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ArKFallen

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3056 on: November 02, 2012, 08:35:46 pm »

I wanted to make a syndrome that would turn dwarves into a tank temporarily, is this even possible?
Code: [Select]
[SYNDROME]
[SYN_NAME:Tank Driver]
[SYN_INGESTED][SYN_CONTACT][SYN_INHALED]
[CE_BODY_TRANSFORMATION:START:#:END:#][CE:CREATURE:TANK_CREATURE_ID:TANK_CASTE_ID]
The TANK_CREATURE_ID is the _X_ part of the tag [CREATURE:_X_] and the caste is the [CASTE:_Y_]. Put something to this effect at the end of a material(any kind). Though I don't recommend SYN_CONTACT because there's a chance that tank driving will infect more than the desired individuals.
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Stirk

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3057 on: November 02, 2012, 08:53:11 pm »

Quote
The TANK_CREATURE_ID is the _X_ part of the tag [CREATURE:_X_] and the caste is the [CASTE:_Y_]. Put something to this effect at the end of a material(any kind). Though I don't recommend SYN_CONTACT because there's a chance that tank driving will infect more than the desired individuals.

Ah thanks, that was easier then I thought.
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Person

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3058 on: November 02, 2012, 09:13:27 pm »

If I want to use a specific grown plant as a reagent, what's the right format to do so? 
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3059 on: November 02, 2012, 09:25:07 pm »

If I want to use a specific grown plant as a reagent, what's the right format to do so?
[REAGENT:A:1::PLANT:PLANT_ID:PLANT_MAT:PLANT_ID:STRUCTURAL]
The underlined should be the plant's ID. The bold could be something else if your using a plant that isn't composed of its STRUCTURAL material, but that likely won't be a problem unless you're dealing with weird mods.
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