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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054945 times)

thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4935 on: April 26, 2013, 08:50:04 am »

that's what I was looking at when I realized I didn't have a tan a chitin, but neither does civforge...  but I do recall civforge had tanned chitin.  Thx for the tip, I got to get ready for a bitch of a day at work today

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4936 on: April 26, 2013, 08:52:46 am »

You dont need a tan leather, tan chitin, tan scale and so forth. The reaction checks the material for the reaction_product in the material template. All reagents with tan_mat are accepted as reagents.

So it takes skin, which has a tan_mat:leather, and makes leather.
It takes scales, which has a tan_mat:tanned_scale, and makes tanned scale.
It takes chitin, which has a tan_mat:tannd_chitin, and makes tanned chitin.

One reaction for all material types. Check the masterwork tanner to see the difference between the reaction, I have a ton of examples in there.
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4937 on: April 26, 2013, 08:54:33 am »

one last question

I don't have anything that has scale_mat yet have this reaction

nm... I had a search filter on

what I don't see as embark options for gear is any chitin materials.

so that's why I was thinking this was the culprit.

I don't see tanned chitin or chitin armors, but I do have the tan_mat for chitin

Update:
under scale_template

I have this
Spoiler (click to show/hide)

I see two material_reaction_product:
could this be the problem?    [MATERIAL_REACTION_PRODUCT:SCALE_MAT:CREATURE_MAT:ANIMAL:HIDE]

I do have hide items... maybe I'm not supposed to have two material_reaction_products in the file?
« Last Edit: April 26, 2013, 09:06:42 am by thistleknot »
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Broken

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4938 on: April 26, 2013, 09:52:50 am »

I was looking the armor tokens and saw this:

ARMORLEVEL 0 armor is subject to wear as well as being used as every-day clothing by dwarves.

METAL_ARMOR_LEVELS  Metal versions of this item count as one ARMORLEVEL higher.

So, if i understand correctly, if i add METAL_ARMOR_LEVELS to, say, cloaks, this will make adamantine cloaks inmune to wear?
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smakemupagus

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4939 on: April 26, 2013, 12:26:41 pm »

I would like to be able to make potash (fertiliser), using blood or bone items. Maybe even meat products too.
Is this possible? and if so, how?
E.g.
Custom reaction, takes a stack of bones, turns it into a bar of potash. Or takes one of those barrels of blood merchants bring, turns that into potash.

no-one knows? :(

Sure.  If you download Orc Fortress in my sig:
Look up the Freelancer's Guild or the Tribal Warcrafter.  These have reactions that accept blood (bones too for that matter).  Copy the reagents.
Look up the Farmer's Market.  This has reaction that creates potash.  Copy the product from there.



vyznev

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4940 on: April 26, 2013, 02:51:42 pm »

Code: [Select]
[CREATURE:ANIMAL_EXOTIC]
[NAME:tough:tough:tough]
...
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:cheese]

I'm... pretty sure this will allow dwarves to "prefer to consume tough cheese".  Not sure if you intended that or not...
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4941 on: April 26, 2013, 03:18:12 pm »

If it has [PREFIX:NONE], you won't see "tough".

i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4942 on: April 26, 2013, 05:17:54 pm »

If it has [PREFIX:NONE], you won't see "tough".
I think he means that because there is a creature with the adjective form of it's name being "tough" if you have a dwarf that likes the chees of that creature then their description will say that they "like tough cheese" (as opposed to liking goat cheese or whatnot).
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4943 on: April 26, 2013, 06:17:43 pm »

PREFIX:NONE remedies that as well.

Meph

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4944 on: April 26, 2013, 07:11:49 pm »

Do I understand this correctly: SKILL_LEARN_RATES:0, with the addition of  SKILL_LEARN_RATE:SKILL_ID:100 and SKILL_RATE:SKILL_ID:100:0:0:0 in the same caste will create a caste that cant learn any skills besides the ones I declare in the SKILL_ID in the second and third tag.

In essence, I want a priest that can learn one skill, praying, but cant learn any other skills.
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4945 on: April 26, 2013, 09:51:04 pm »

Meph:

Quote
Like smake said, check your reaction products. Probably in the "tan a skin" reaction. Guy takes a skin, tries to make leather, but the skin material does not have the correct MATERIAL_REACTION_PRODUCT

how can I tell what skins can be used for tanning (so I can check them and see if they have the MATERIAL_REACTION_PRODUCT)?

I'm thinking either the material template says it's tannable (but then again, isn't this just a circular question?  wouldn't it say if it was tannable by specifiying MATERIAL_REACTION_PRODUCT)... there's got to be a a to b relationship, if a is MATERIAL_REACTION_PRODUCT, then b is tan_mat or... something else.

what I'm seeing are these
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:TANNED_CHITIN]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:SCALE]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER][REACTION_CLASS:EXOTIC]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER][REACTION_CLASS:LEATHER_NORMAL]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:TANNED_DRAKESCALE]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

Shouldn't I be looking for these key terms and making sure each and everyone has a match?

I'm about to test my other hypothesis though, see where this error started...

UPDATE:
I figured where the error occured at.

between accelerated mod and civilization forge (neither had a skin prior).

So... this means if I can limit my search to just the differences between say... accelerated civforge and accelerated, I should be able to find the f up?
« Last Edit: April 26, 2013, 10:00:55 pm by thistleknot »
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thistleknot

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4946 on: April 27, 2013, 08:55:34 am »

I found the source of my problem.

Tanned_chittin

I took my clean version of civforge accelerated merge and removed all creatures that were brought to the table, saw I was still getting animal skin

so then I started looking at material templates.

I commented out

MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TANNED_CHITIN

and it went away...

So I guess tanned_chitin isn't defined at this point.  Have to see if I can fix it and reproduce it

I got it now, animal doesn't have a tanned_chittin:tanned_chittin_template something or other...

Fixed:
added this to creature_accelerated
   [USE_MATERIAL_TEMPLATE:TANNED_CHITIN:TANNED_CHITIN_TEMPLATE]

update
im gonna change that to local vs animal n ensure chittinous creatures have it. also gonna see how civforge handled it
« Last Edit: April 27, 2013, 09:30:34 am by thistleknot »
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Kat

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4947 on: April 27, 2013, 11:44:35 am »

I would like to be able to make potash (fertiliser), using blood or bone items. Maybe even meat products too.
Is this possible? and if so, how?
E.g.
Custom reaction, takes a stack of bones, turns it into a bar of potash. Or takes one of those barrels of blood merchants bring, turns that into potash.

no-one knows? :(

Sure.  If you download Orc Fortress in my sig:
Look up the Freelancer's Guild or the Tribal Warcrafter.  These have reactions that accept blood (bones too for that matter).  Copy the reagents.
Look up the Farmer's Market.  This has reaction that creates potash.  Copy the product from there.

Ok.
So what I am looking at here is something along the lines of:

[Reaction:Bonemeal_fertiliser]
[Name:grind bones]
[Building:????] - I think the Quern or Millstone would work best here?
[reagent:bone:1:none:none:none:none][use_body_component][Any_bone_material]
[product:100:1:Bar:none:potash:none][product_dimension:150]
[skill:milling]

[Reaction:Blood_bone_fertiliser]
[Name:make blood and bone meal]
[Building:????] - Unsure - Kiln perhaps?
[reagent:bone:1:none:none:none:none][use_body_component][Any_bone_material]
[reagent:blood:150:none:none:none:none][reaction_class:blood]
[reagent:blood barrel:1:barrel:none:none:none][preserve_reagent][does_not_determine_product_amount][contains:blood]
[product:100:2:Bar:none:potash:none][product_dimension:150]
[skill:????] - Unsure - if it's the kiln, then Smelt ?
And to use this reaction, I'd have to put [Reaction_class:blood] under the blood template in the material_template file ?

Does that seem ok so far?
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Trapezohedron

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4948 on: April 27, 2013, 02:07:44 pm »

Yeah. You're set.
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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4949 on: April 27, 2013, 06:34:04 pm »

I assume that he has a pet. A tame creature, PET tag, with itemcorpse.

I thought about that problem, but couldnt find a nice solution either.
Yes this. I've tried all the combinations I can think of, but it looks like there's no real solution. Ah well.

Add an upperbody EBO right after the itemcorpse that is the same as the itemcorpse?
Unfortunately if an itemcorpse tag is present, then butchering either a pet or a bodypart returns nothing.
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