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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1066793 times)

BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6555 on: November 19, 2013, 11:02:40 pm »

I'm trying to get a reaction to give experience, but only rarely produce a product. I've tried emulating the Masterwork prayer system of creating an inorganic "PRAYER" material that's temperature-set one degree above its own boiling point, but somehow in mine it creates magma in the workshops (shortly-thereafter nonexistent workshops) instead of vaporizing to nothing. Any ideas why, or suggestions on other ways to do this?

Thanks

For there to even be any experience gain, there must be a product. Experience is directly proportional to the amount of products created, so if nothing is created, no experience is gained.

What material does your workshop create? If you can find it in the raws, change its boiling point and its temperature to something less lethal.
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vityav

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6556 on: November 19, 2013, 11:09:04 pm »

My problem is that I want them to gain experience with every attempt, not just every success, so I want something with 100% success that just disappears alongside the rare item.

When I had the reaction set to only produce the rare item, their skill was raised so slowly that it almost never rose above dabbling for any of my dwarves. Now I have it set to produce 1 wood log with every attempt and they gain skill at a good pace, but I end up with thousands of logs creating lag.

What material does your workshop create? If you can find it in the raws, change its boiling point and its temperature to something less lethal.

I just copied over Masterwork's prayer material, which is set to 10001 degrees . If I set the boiling point low and temperature low, will it boil away without leaving magma or destroying things?

EDIT: Nope, still makes magma. Just 11 degree magma, I suppose.
« Last Edit: November 19, 2013, 11:16:42 pm by vityav »
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BlackFlyme

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6557 on: November 19, 2013, 11:20:35 pm »

10001 is actually pretty cold. Just above the freezing point for water. Not cold enough to damage most materials though.

There may be something wrong with either the reaction or the material if it is giving you magma.
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Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6558 on: November 19, 2013, 11:22:10 pm »

I'm trying to get a reaction to give experience, but only rarely produce a product. I've tried emulating the Masterwork prayer system of creating an inorganic "PRAYER" material that's temperature-set one degree above its own boiling point, but somehow in mine it creates magma in the workshops (shortly-thereafter nonexistent workshops) instead of vaporizing to nothing. Any ideas why, or suggestions on other ways to do this?

Thanks
As originally seen in my old training module which came pre-old Genesis or Masterwork :D

Code: [Select]

[MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:8998]
[BOILING_POINT:8999]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10000]
Density information.  Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2000000]
[LIQUID_DENSITY:2000000]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa.  Data scattered around the net (used compressive strength).  All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa.  Data scattered around the net (used tensile strength).  All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[NO_STONE_STOCKPILE]
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vityav

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6559 on: November 19, 2013, 11:35:31 pm »

Code: [Select]
[MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
...
This also produces blocks of magma for me. Maybe I've somehow included something odd. The setup I have copied so far:
Code: [Select]
[REACTION:PRAY]
  [NAME:pray for gold]
  [BUILDING:ARMOK_SHRINE:CUSTOM_S]
  [PRODUCT:1:1:BAR:NO_SUBTYPE:INORGANIC:GOLD][PRODUCT_DIMENSION:150]
  [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PRAYER][PRODUCT_DIMENSION:150]
  [SKILL:EXTRACT_STRAND]
and the inorganic code:
Code: [Select]
[INORGANIC:PRAYER]
   [USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE] (Was previously a Slime template)
   [STATE_NAME_ADJ:ALL_SOLID:prayer]
   [STATE_NAME:GAS:prayer]
   [STATE_ADJ:GAS:prayer]
[DISPLAY_COLOR:5:5:1]
[STATE_COLOR:GAS:PURPLE]

Other than that specific building, and added permitted reactions, I haven't copied anything else over from masterwork, or modified any other raws.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6560 on: November 19, 2013, 11:52:34 pm »

To make a reaction that trains a skill and rarely produces a product is as simple as giving a reaction with a labor and a single product with a low appearance rate.

Spoiler: As seen here. (click to show/hide)

I'm not sure about the stone magma thing, but I haven't played with temperature a lot so I'm not entirely sure how it interacts entirely. It's possible the boulder melted into molten rock, then destroyed the workshop (which wasn't made of a material that could handle the heat the rock was set at). But I'm not sure!

This is wrong. Skill gains are directly proportional to products made, not products that can be made.

Seriyu

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6561 on: November 19, 2013, 11:56:13 pm »

Oh, shoot, didn't know that. Did that change recently? I feel like old genesis training dummies didn't produce items, at least the majority of the time.

Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6562 on: November 19, 2013, 11:57:15 pm »

IIRC they produce boiling stones that do nothing.

NonconsensualSurgery

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6563 on: November 20, 2013, 12:01:07 am »

So I made a basic paladin-type secret.

Spoiler (click to show/hide)

No paladins can be found in worldgen. I would like there to be paladin towers to oppose necromancer towers. These guys are fully functional in arena testing but try as I might, they write no books and build no towers in worldgen.

It shouldn't matter, but these are the spells used by my paladin.

Spoiler (click to show/hide)

And this is the exploding creature it turns enemies into.

Spoiler (click to show/hide)

What am I doing wrong? I'm about to give up and copy someone else's similar mod, and the strange thing is I've already looked at a couple and I can't find the difference.
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Never had a bat massacre people with an axe before.
EDIT2: Oh god, the bat has got a title now.

Nahere

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6564 on: November 20, 2013, 12:09:23 am »

Tower building is hardcoded to require 50 animated creatures. If a secret does not provide an animation interaction, no towers will be built.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6565 on: November 20, 2013, 12:18:34 am »

Yeah, but there should be some paladins wandering about, though they may be hard to find in legends mode.

NonconsensualSurgery

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6566 on: November 20, 2013, 01:28:14 am »

Upon closer examination, there are paladins in worldgen. They're just exceedingly rare.

It would be hypocritical for paladins to go around raising zombies so I guess that is how it will have to be.
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EDIT2: Oh god, the bat has got a title now.

Gentlefish

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6567 on: November 20, 2013, 03:03:49 am »

Why not raise zealots?

Deon

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6568 on: November 20, 2013, 04:19:50 am »

Oh, shoot, didn't know that. Did that change recently? I feel like old genesis training dummies didn't produce items, at least the majority of the time.
They didn't but it was changed in DF2012.
Are you sure your temperature is on?
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Noobazzah

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6569 on: November 20, 2013, 08:40:18 am »

'Bout the dragonfire-proofing: I'd appreciate just a bit of general starting advice to set me in the right path. The rest I'll try and do myself, hopefully it'll be a learning experience since I haven't done much bodyparting/materials stuff yet. Might pop some additional questions here though, if I get stuck for an evening or two.
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