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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1076513 times)

Syreniac

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3180 on: November 23, 2012, 03:19:57 pm »

This is probably a much simpler problem than I'm thinking it is, but when making a reaction which uses a large amount of one reagent which is kept in containers (enough that it will be more than is held in one container), do I put down the amount of the reagent used in both the container's reagent entry and the contained material's entry, like this:

Code: [Select]
[REACTION:QUICKSILVER]
[NAME:make quicksilver]
[REAGENT:mecury:>>10<<:LIQUID_MISC:NO_SUBTYPE:INORGANIC:MECURY]
[REAGENT:flasks:>>10<<:FLASK:NO_SUBTYPE:NONE:NONE]
[PRESERVE_REAGENT]
[CONTAINS:mercury]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:silver:1:BAR:NO_SUBTYPE:INORGANIC:SILVER]
[PRODUCT:100:2:GLOB:NO_SUBTYPE:INORGANIC:QUICKSILVER][PRODUCT_DIMENSION:150]

Or do I do it for just one of the reagents?

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3181 on: November 23, 2012, 03:24:44 pm »

You probably only want the one flask.

Also, MECURY is probably a typo.

Also, I'm pretty sure quicksilver is literally mercury.

Syreniac

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3182 on: November 23, 2012, 03:35:15 pm »

You probably only want the one flask.

But the whole point is that I'm going to need the reaction to use several flasks worth of materials.

when making a reaction which uses a large amount of a reagent which is kept in containers (enough that it will be more than is held in one container)

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3183 on: November 23, 2012, 03:42:02 pm »

Then you'll need the amount of flasks needed to hold the total AND two different reagents for the liquids (one for the liquid in each flask).

Telgin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3184 on: November 23, 2012, 11:39:25 pm »

Is there any way to make a reaction that will accept any dye as a reagent?  The POWDER_DYE token isn't recognized (not surprising, I think I found that as part of the material for the dye in the plant stuff), and it looks like I should use POWDER_MISC, but I have no idea how to prevent the reaction from accepting flour and related powders if I use that.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3185 on: November 24, 2012, 12:04:32 am »

Is there any way to make a reaction that will accept any dye as a reagent?  The POWDER_DYE token isn't recognized (not surprising, I think I found that as part of the material for the dye in the plant stuff), and it looks like I should use POWDER_MISC, but I have no idea how to prevent the reaction from accepting flour and related powders if I use that.

Reaction classes.

Telgin

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3186 on: November 24, 2012, 12:28:10 am »

Ah, missed that part in the wiki.  That got rid of the error messages at least, time to see if they'll work like expected.  Thanks.
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Ranalcus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3187 on: November 24, 2012, 06:54:58 am »

Sorry for asking, but how to remove the "invisible" invaders?
I still want ambushes and sieges, but i want to see the enemy.
Please help.
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AutomataKittay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3188 on: November 24, 2012, 09:48:30 am »

Sorry for asking, but how to remove the "invisible" invaders?
I still want ambushes and sieges, but i want to see the enemy.
Please help.

No way to remove invisibilty from ambushers, but they can be disabled by ( IIRC ) removing the [BABYSNATCHER] tag. Pretty sure it need regen, and it's probably the only thing keeping goblin hostile to everyone.

For kobolds and elves, it would be [AMBUSHER] but I don't know how they'd act if they came to siege without that.
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MasterN

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3189 on: November 25, 2012, 01:18:31 pm »

Quote from: Putnam link=topic=100707.msg3817421Dwarf Therapist gives you the exact numerical values, by the way.[/quote
Thank you too.
Sorry for the late reply.

btw...
are value multipliers for items hard coded?
i'd like to "debug" some trapcomponents and I can't find anything in the raw files...
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AutomataKittay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3190 on: November 25, 2012, 01:27:24 pm »

btw...
are value multipliers for items hard coded?
i'd like to "debug" some trapcomponents and I can't find anything in the raw files...

http://dwarffortresswiki.org/index.php/DF2012:Item_value#Trap_component
Unfortunately, yes, for some items. I think everything that describes how value is gotten ( weapons and armors in general ) are hard-coded, otherwise you could check in raw. If it's not there, it's likely hard-coded. Decorations are hard-coded too!
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Lycaeon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3191 on: November 25, 2012, 01:27:45 pm »

Base item value and quality multipliers are hardcoded...the only moddable values are those of tools and materials.
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3192 on: November 25, 2012, 01:56:44 pm »

Base item value and quality multipliers are hardcoded...the only moddable values are those of tools and materials.
And plants, though both he plant and all of it's products have to have their value edited as a whole.
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MasterN

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3193 on: November 25, 2012, 02:56:10 pm »

thanks.

looks like there's no other choice but not to build traps if one doesn't want to have 100 dwarfs in 2 years...
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AutomataKittay

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #3194 on: November 25, 2012, 03:06:57 pm »

thanks.

looks like there's no other choice but not to build traps if one doesn't want to have 100 dwarfs in 2 years...

Tried the pop cap in d_init? I'll alway get over 200 dwarves by end of second year if I didn't capped it at 50, even doing nothing but gathering plants and drinking waters.
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