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Author Topic: Noob reactions problem  (Read 2579 times)

GrizzlyAdamz

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Noob reactions problem
« on: July 22, 2012, 10:39:16 am »

I'm trying to change a mod over from using bars of metal and coal, (blacksmith's friend), to using a toy of the same material.
Forget seeing if it would still work as a fuel, df crashes when I try to use this reaction:
Spoiler (click to show/hide)


I was just copying the template provided by the hilts in the same mod,
Spoiler (click to show/hide)

And added in the size tags in case they were needed- was my first attempt, and I'm putting this here so that I might have more to work with after work, (though I might check throughout the day, hehe).

I'm trying to do this to get around the +1 cost of every craft in adv mode, which coupled with the weight of the mats, really breaks the functionality imo. Originally I was just going to double the scavenging output, but I figured I'd try for a neater solution.

What am I doing wrong?
My thanks for your time.
« Last Edit: July 22, 2012, 10:41:07 am by GrizzlyAdamz »
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Hugo_The_Dwarf

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Re: Noob reactions problem
« Reply #1 on: July 22, 2012, 10:59:48 am »

ITEM_TOY should just be TOY:ITEM_TOY.....

   [PRODUCT:100:5:TOY:ITEM_TOY_BAR:COAL:COKE]

Issue solved
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #2 on: July 22, 2012, 11:15:40 am »

Then why would the bugger I copied work? I could make the hilts just fine in-game.
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #3 on: July 22, 2012, 11:18:42 am »

Gah, can't modify posts on this device; disregard this and the previous post.
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Hugo_The_Dwarf

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Re: Noob reactions problem
« Reply #4 on: July 22, 2012, 11:21:25 am »

Then why would the bugger I copied work? I could make the hilts just fine in-game.
ITEM_ID
14  TOY  item_toy.txt  Toys. 

also look more closely at the one you copied:

Quote
   [PRODUCT:100:1:TOY:ITEM_TOY_HILT:GET_MATERIAL_FROM_REAGENT:hilt:NONE]
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #5 on: July 22, 2012, 01:19:31 pm »

Well I'd  hate to get back and find the problem's more complicated. Is the [fuel] bit in a reaction just stating it's consumed, or is it wrapped up with the [coal] mat tags in some way? What I saw on the wiki had me concerned, might as well ask.
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Hugo_The_Dwarf

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Re: Noob reactions problem
« Reply #6 on: July 22, 2012, 01:26:26 pm »

FUEL makes it require a BAR of COAL which is CHARCOAL or COKE. altho I've never tried using a other ITEM TYPES made from fuel
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #7 on: July 22, 2012, 04:32:05 pm »

Is there any reason I couldn't just add it as another consumed reagent? Does it complicate with furnaces/ovens?
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Hugo_The_Dwarf

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Re: Noob reactions problem
« Reply #8 on: July 22, 2012, 04:35:48 pm »

If you want ot use your custom TOY as the fuel then just remove [FUEL] from the reaction. And pretend the consumed TOY is the fuel replacement.
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #9 on: July 22, 2012, 05:36:14 pm »

Exactly- would that make issues with 'ovens' or is it primarily a fortress mode kinda thing?
 
Also, thank you for all your answers- there's been a new reply every time I've checked!
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Hugo_The_Dwarf

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Re: Noob reactions problem
« Reply #10 on: July 22, 2012, 05:50:15 pm »

Well the only alterations that could affect what uses FUEL is the "reactions_smelter.txt" for alloy making.

Also if a OVEN is what you are making for... Cooking? Smelting? in Adv. Mode well those custom reactions lacking [FUEL] and instead having the fuel be replaced with a new "fuel" like reagent it will function the same. But for Fortress Mode any building/furnace that has [NEEDS_MAGMA] like a magma smelter ignores the [FUEL] tag, but a custom fuel source through a reagent won't matter.

So it's all about What, Where, How
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #11 on: July 22, 2012, 09:25:38 pm »

Mk, thanks again. I'll figure it out.
Here's an example of a reaction:

Spoiler (click to show/hide)

Since there aren't any obfuscating factors, (the 'forge' is just a preserved reagent), if it doesn't work as is the 'additional reagent' plan should go swimmingly. In the morning.
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Hugo_The_Dwarf

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Re: Noob reactions problem
« Reply #12 on: July 22, 2012, 11:31:35 pm »

[PRODUCT:100:1:TOOL:ITEM_TOOL_KNIFE_CARVING:GET_MATERIAL_FROM_REAGENT:metal:NONE][FORGE_EDGE]

FORGE_EDGE??? you mean FORCE_EDGE?? Right?

Also
   [REAGENT:fuel:1:TOY:ITEM_TOY_BAR:COAL:NO_MATGLOSS]
does this work? I know I the errorlog screamed at me when I used:
   [REAGENT:fuel:150:BAR:NONE:COAL:NONE]

in one of my own custom reactions.
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Quietust

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Re: Noob reactions problem
« Reply #13 on: July 23, 2012, 10:37:49 am »

   [REAGENT:fuel:1:TOY:ITEM_TOY_BAR:COAL:NO_MATGLOSS]
does this work? I know I the errorlog screamed at me when I used:
   [REAGENT:fuel:150:BAR:NONE:COAL:NONE]

in one of my own custom reactions.
Of course it works - the stock reactions for making pig iron and steel use "[REAGENT:foo:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]", and they work just fine ("NO_SUBTYPE" and "NO_MATGLOSS" are treated the same as "NONE").
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GrizzlyAdamz

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Re: Noob reactions problem
« Reply #14 on: July 23, 2012, 12:11:12 pm »

No idea for FORCE_EDGE, copy/pasted, will look into it.- would explain why 'sharp' items like simple stone axes behave like blunt weapons.
Will be testing that toy fuel thing shortly.
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