Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: The Science of Boiling Rocks  (Read 4439 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: The Science of Boiling Rocks
« Reply #15 on: August 27, 2012, 01:06:22 pm »

PTW
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: The Science of Boiling Rocks
« Reply #16 on: August 27, 2012, 01:27:46 pm »

There's a bug where the game doesn't properly save whether syndrome effects with a PROB of less than 100 have actually come into effect, and so will apply them all to the affected creature upon saving and loading.

I see, yes that explains that on re-load they all become the one at the top of the list (female minotaurs, or whatever it was.) Thanks for confirming.

peregarrett

  • Bay Watcher
  • Гномовержец Enjoyed throwing someone recently
    • View Profile
Re: The Science of Boiling Rocks
« Reply #17 on: August 28, 2012, 02:50:13 pm »

Hi. I'm trying to make reaction that make certain creatures bleed. here's the stuff I made

Code: [Select]
[INORGANIC:BLEEDING_SACRIFICE_STONE]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_COLOR:ALL:CARMINE]
[STATE_NAME:ALL:aura of sacrificing]
[STATE_ADJ:ALL:sacrificing aura]
[SYNDROME]
[SYN_NAME:bleeding sacrifice]
[SYN_AFFECTED_CLASS:SACRIFICE_CREATURE]
[SYN_INHALED]
[CE_BLEEDING:SEV:100:PROB:100:VASCULAR_ONLY:START:0:PEAK:500:END:1000]

Code: [Select]
[REACTION:SACRIFICE_ANIMAL]
[NAME:spill the blood of beast]
[BUILDING:TREEALTAR:CUSTOM_M]
[PRODUCT:100:10:STONE:NONE:INORGANIC:BLEEDING_SACRIFICE_STONE]
[SKILL:ANIMALCARE]
Reaction makes 10 boulders, they produce cloud, but doesn't affect creature. Yes, I added CREATURE_CLASS:SACRIFICE_CREATURE to that creature.
What could be wrong?
« Last Edit: August 28, 2012, 02:51:58 pm by peregarrett »
Logged
Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

celem

  • Bay Watcher
    • View Profile
Re: The Science of Boiling Rocks
« Reply #18 on: August 28, 2012, 05:43:43 pm »

uhhhmm.

I think you want START:1

0 is never not right now
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: The Science of Boiling Rocks
« Reply #19 on: August 28, 2012, 05:54:12 pm »

START:0 works, why shouldnt it ?
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 :::

celem

  • Bay Watcher
    • View Profile
Re: The Science of Boiling Rocks
« Reply #20 on: August 28, 2012, 08:51:28 pm »

Well as i said above, i thought that meant it never started, though admittedly i just always use 1
Logged
Marksdwarf Pillboxes
I wish I had something cool to say about this.  Because it's really cool.

Di

  • Bay Watcher
    • View Profile
Re: The Science of Boiling Rocks
« Reply #21 on: August 28, 2012, 10:40:04 pm »

All interaction examples use 0.
[CE_BLEEDING:SEV:100:PROB:100:VASCULAR_ONLY:START:0:PEAK:500:END:1000]
What could be wrong?
The wiki is our friend:
Quote
BP:BODY_PART:TISSUE -
Specifies which body parts and tissues are to be affected by the syndrome. BODY_PART can be BY_CATEGORY:x to target body parts with a matching [CATEGORY:x] body token (or ALL to affect everything), BY_TYPE:x to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:x to target individual body parts by their ID (as specified in the [BP] token)
So it should be something like [CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:VASCULAR_ONLY:START:0:PEAK:500:END:1000] or [CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:0:PEAK:500:END:1000]

Also, selem, try changing [CAUGHT_IN_FLAMES:A_D:UCR_A] to [CAUGHT_IN_FLAMES:A_D:UCR] in announcements.txt this may help detecting whether creature was caught in cloud. (I hope so)
« Last Edit: August 28, 2012, 10:53:34 pm by Di »
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: The Science of Boiling Rocks
« Reply #22 on: August 29, 2012, 03:34:51 pm »

I thought of something.  Is there a way to make a building that is blocked on all sides, trapping the builder inside until the building is deconstructed?  If so, you can keep them on a one-block tile and have them produce the interaction.  There are some notable disadvantages to this approach, but it might be worth a try...

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: The Science of Boiling Rocks
« Reply #23 on: August 29, 2012, 07:26:19 pm »

Yes, possible, but they cant claim any reagents while inside that box, so it only works with "free" reactions. So... no, not really ^^
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 [2]