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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 333409 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1920 on: January 12, 2015, 03:24:48 pm »

Is it possible for modding raws in one file to completely screw up stuff in unrelated files?

Only if you have duplicated raws, to my knowledge.
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qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1921 on: January 12, 2015, 04:19:28 pm »

Is it possible to make an item stored in the food->plants stockpile that can't be cooked or otherwise processed?  I want to make the trees actually drop twigs and branches that can be collected and then burned for coke (and a few other things).
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Deon

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1922 on: January 12, 2015, 04:46:15 pm »

Of course, simply make a plant without EDIBLE_RAW and EDIBLE_COOKED.
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qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1923 on: January 12, 2015, 04:52:21 pm »

And also remove the [SPRING][SUMMER] tags so it's not growable in a farm plot?
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Old Greg

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1924 on: January 13, 2015, 12:46:35 am »

Sure, if you don't want it to be growable. Growable wouldn't make it edible or processable, though.

By any chance, has anyone tried making an entity with no animal-related tags (no COMMON_DOMESTIC stuff, no NO_EVIL_ANIMALS, no nothing)? Do they still domesticate nearby creatures with the [PET] tag, or will they just have no domesticated animals at all?

LukeRM

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1925 on: January 13, 2015, 05:19:42 am »

Does anyone know the proper input for [CE_BP_APPEARANCE_MODIFIER]? I've once figured out how to modify the body parts, but I lost that version of DF on an old pc, and now I'm stuck trying to replicate the effects.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1926 on: January 13, 2015, 05:22:35 am »

body part:APPEARANCE_MODIFIER:attribute:number]

LukeRM

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1927 on: January 13, 2015, 05:32:27 am »

body part:APPEARANCE_MODIFIER:attribute:number]

I know this part, I just cannot figure out what exactly goes in 'body part'. I've tried inputting the body part name (e.g, THROAT), SET_BP_GROUP:BY_CATEGORY:THROAT, BP_APPEARANCE_MODIFIER:BY_CATEGORY:THROAT, and BY_CATEGORY:THROAT, and I think way back a few other abominations, they all spit out  unrecognized errors in the log. I wonder how I managed this.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1928 on: January 13, 2015, 05:33:47 am »

body part usually goes like BP:BY_CATEGORY:EYE or summat. There's also an example in the interaction_vampire file in the interaction examples.

LukeRM

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1929 on: January 13, 2015, 05:37:58 am »

BP:BY_CATEGORY:EYE

Shieeet, I didn't think of that. Thanks.
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qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1930 on: January 13, 2015, 09:53:17 am »

So I'm trying to get oak tree to drop "dead branches" and failing.  Here's my oak tree raw:

Code: [Select]
[PLANT:OAK]
[NAME:oak][NAME_PLURAL:oaks][ADJ:oaken]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:oak]
[STATE_ADJ:ALL_SOLID:oaken]
[PREFIX:NONE]
Based on Quercus spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/Chudnoff/TropAmerican/htmlDocs_tropamerican/Quercusspp.html
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD][TREE_TILE:6]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_COLOR:ALL:TAN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW] certain species moreso than others
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:DEAD_BRANCH:STRUCTURAL_PLANT_TEMPLATE]
[STATE_COLOR:ALL:BROWN]
[DISPLAY_COLOR:2:0:0]
[SEED:acorn:acorns:6:0:0:LOCAL_PLANT_MAT:SEED]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5] *** oak has deep roots
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:acorns]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:oak leaf:oak leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:oak flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:acorn:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
[GROWTH:DEAD_BRANCH]
[GROWTH_NAME:mangrove branch:mangrove brach]
[GROWTH_ITEM:PLANT_GROWTH:NONE:PLANT_MAT:DEAD_BRANCHES:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:300000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:4:0:1:NONE]

And my DEAD_BRANCHES raw:

Code: [Select]
[PLANT:DEAD_BRANCHES]
[NAME:tree branch][NAME_PLURAL:tree branches][ADJ:tree branch]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:2]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:dead wood]

There is no error in errorlog.txt.  The oak tree is created and I can embark on a map with it, but no branches fall.  Any idea what I'm doing wrong?
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1931 on: January 13, 2015, 10:19:20 am »

So I'm trying to get oak tree to drop "dead branches" and failing.  Here's my oak tree raw:

Spoiler (click to show/hide)

And my DEAD_BRANCHES raw:

Spoiler (click to show/hide)

There is no error in errorlog.txt.  The oak tree is created and I can embark on a map with it, but no branches fall.  Any idea what I'm doing wrong?
It's not working because there's no WOOD material in the DEAD_BRANCHES plant.  And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.

Why are you making an entirely different plant for the dead branches?  Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.
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qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1932 on: January 13, 2015, 11:39:22 am »

It's not working because there's no WOOD material in the DEAD_BRANCHES plant.  And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.

Why are you making an entirely different plant for the dead branches?  Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.

Oh whoops, that's a silly mistake.

Maybe I'm not following what you're suggesting (I'm new to this kind of RAW modding), but I wanted to have a different plant because I didn't want it treated as wood logs for the purpose of carpenters and wood burning.  I'm looking into doing a playable elf race mod and this is a way for them to get raw wood which they can then process through another building and then start making wood items.
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1933 on: January 13, 2015, 12:03:37 pm »

It's not working because there's no WOOD material in the DEAD_BRANCHES plant.  And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.

Why are you making an entirely different plant for the dead branches?  Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.

Oh whoops, that's a silly mistake.

Maybe I'm not following what you're suggesting (I'm new to this kind of RAW modding), but I wanted to have a different plant because I didn't want it treated as wood logs for the purpose of carpenters and wood burning.  I'm looking into doing a playable elf race mod and this is a way for them to get raw wood which they can then process through another building and then start making wood items.

I meant something like this.  It hasn't been tested, but it should drop an item made of wood (as opposed to a log).  The wood material can then be preserved in reactions that use the DEAD_BRANCHES.
Code: [Select]
[PLANT:OAK]
[NAME:oak][NAME_PLURAL:oaks][ADJ:oaken]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:oak]
[STATE_ADJ:ALL_SOLID:oaken]
[PREFIX:NONE]
Based on Quercus spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/Chudnoff/TropAmerican/htmlDocs_tropamerican/Quercusspp.html
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD][TREE_TILE:6]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_COLOR:ALL:TAN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW] certain species moreso than others
[EDIBLE_COOKED]
[SEED:acorn:acorns:6:0:0:LOCAL_PLANT_MAT:SEED]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5] *** oak has deep roots
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:acorns]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:oak leaf:oak leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:oak flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:acorn:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
[GROWTH:DEAD_BRANCH]
[GROWTH_NAME:mangrove branch:mangrove branch]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:300000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:4:0:1:NONE]
The lack of a size implies that the game considers all growths to be the same size.  Once you have the tree working, just look at a branch and see how much it weighs relative to a log of the same tree.  That should give you a baseline of how many branches to require in your reactions.

Also, what is the NO_DIVERSE_WOOD thing in there?  Looks like a tag that's been disabled, but it's not in the original oak raws.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

qorthos

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1934 on: January 13, 2015, 12:09:22 pm »

Okay, I think I see how that works.  I will test it this evening.

The tag in the raws is used by Meph for wood diversity.  Most logs from trees default to "rough wooden log" with that tag disabled.
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