Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 462 463 [464] 465 466 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1053978 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6945 on: January 09, 2014, 01:54:03 pm »

You need to add it to the entity you play. "PERMITTED_REACTION:name"

If you play elvse, its the ENTITY:FOREST you need to add the reaction to.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Urist McEngraver

  • Bay Watcher
  • I like german.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6946 on: January 09, 2014, 01:58:07 pm »

Ah, here's my issue. In entity_default I had [PERMITTED:REACTION:BONEDAGGER1] and not PERMITTED_REACTION:BONEDAGGER1. Derp.
Logged
Also, if you've got wooden furniture in the dining hall, you have some big issues anyways.
This is Dwarf Fortress, not the Fluffy Wambler Express.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6947 on: January 09, 2014, 03:14:42 pm »

Did anyone see "tissue/bodypart is condensed" before? I just had a pet that... condensed. Just like things drown, or freeze.. it... condensed.  ???
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6948 on: January 09, 2014, 03:31:44 pm »

Did anyone see "tissue/bodypart is condensed" before? I just had a pet that... condensed. Just like things drown, or freeze.. it... condensed.  ???
I haven't seen it first-hand, but Toady had that with the cave floaters:
Quote from: Toady One on 02/17/2010
...I forgot to set the boiling point of the gas inside the body of a floating creature, so the poor thing died with the message "<name> has condensed." The former gas was in a puddle. You'll still be able to get this to happen if you lure them out of the caves onto a glacier. ...
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6949 on: January 09, 2014, 03:54:51 pm »

Ah, that makes sense. The Shadow Hound had some gaseous tissues. Should have been used to make some attacks pass through, but well... not such a good idea it seems.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gashcozokon

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6950 on: January 09, 2014, 04:34:47 pm »

You want this:
Code: [Select]
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
To make this work, you need [REACTION_CLASS:SAND] in all your sand material definitions.

Updated, thank you. The reaction now reads properly looking for SAND powder, and SAND sand-containing item. However it still is only tasking the charcoal and not any of the sand bags.
Spoiler (click to show/hide)
I have also tried both combinations of single reagents, the sandbag alone, will still allow you to order the job, the latter claims you have no sand.
At this point I am considering changing tack, and attempting to utilize Raw Glass, as is both craftable and obtainable from trade.
The change to product should be simple:
   [PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
reagent however is still unclear to me, does this look correct?
   [REAGENT:A:150:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
Logged

.

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6951 on: January 09, 2014, 04:42:13 pm »

This reaction makes glass bins using only green glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:GLASS_GREEN:NO_SUBTYPE]
[PRODUCT:100:1:BIN:NONE:GLASS_GREEN:NO_SUBTYPE]
This reaction uses any kind of glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Note the 1 instead of your 150 (otherwise you'd need 150 items of rough glass)

EDIT: Also your spoilered reaction is broken because you missed an argument: [REAGENT:sandbag:1:NONE:NONE:NONE:NONE] (also the REACTION_CLASS:SAND should only be on the powder, not on the bag)
« Last Edit: January 09, 2014, 06:05:15 pm by MagmaMcFry »
Logged

Gashcozokon

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6952 on: January 09, 2014, 04:53:50 pm »

This reaction makes glass bins using only green glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:MATERIAL_NAME:GLASS_GREEN]
[PRODUCT:100:1:BIN:NONE:MATERIAL_NAME:GLASS_GREEN]
This reaction uses any kind of glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Note the 1 instead of your 150 (otherwise you'd need 150 items of rough glass)

EDIT: Also your spoilered reaction is broken because you missed an argument: [REAGENT:sandbag:1:NONE:NONE:NONE:NONE] (also the REACTION_CLASS:SAND should only be on the powder, not on the bag)

BAM! It works. Oh Thank you muchly. this totally made my day.  the 150 was a copy&paste error because I didn't realize it was quantity. But this is working now, and my frozen ocean beach front 55Z Volcano map has less need for Trees now.
Logged

.

Urist Mc Dwarf

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6953 on: January 09, 2014, 05:24:22 pm »

I want a creature to drop a nether-cap log on death. how do I do this?

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6954 on: January 09, 2014, 05:30:05 pm »

I want a creature to drop a nether-cap log on death. how do I do this?

I believe this should work:
Code: [Select]
[ITEMCORPSE:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD]
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6955 on: January 09, 2014, 05:59:58 pm »

This reaction makes glass bins using only green glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:MATERIAL_NAME:GLASS_GREEN]
[PRODUCT:100:1:BIN:NONE:MATERIAL_NAME:GLASS_GREEN]

MATERIAL_NAME? I'm pretty sure it should be GLASS_GREEN:NO_SUBTYPE.

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6956 on: January 09, 2014, 06:04:55 pm »

Er, yes. I browsed the wiki too quickly.
Logged

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6957 on: January 09, 2014, 08:54:31 pm »

Is it possible to make a reaction that takes one lot of extract-inna-barrel and turns it into ten lots of extract-inna-vial? I'd like to be able to turn the venom (and lye) the traders bring into single units, because as it stands the single stack they bring gets used up all at once.

I have tried writing the reaction, but I gave up when the latest attempt crashed the game. :/
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6958 on: January 10, 2014, 03:08:27 am »

Does anyone have any idea how to make a reaction produce a piece of furniture?
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #6959 on: January 10, 2014, 03:30:07 am »

Does anyone have any idea how to make a reaction produce a piece of furniture?
PRODUCT:100:1:CHAIR:NONE:INORGANIC:MARBLE

or BED, DOOR, FLOODGATE, whatever you like. Look at the wiki for item token and reaction token. They have a full list.

Sutremaine: Yes, thats possible. You need 12 reagents, the poison, the barrel and 10 times 1 vial, use DOES_NOT_DETERMINE_PRODUCT_AMOUNT on the poison, and the product is 10 times this:

 [PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:pioson id:EXTRACT][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:1] (1-10)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: 1 ... 462 463 [464] 465 466 ... 544