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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334389 times)

InsanityPrelude

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3570 on: November 08, 2015, 01:16:24 am »

Is there a reason this reaction uses an entire stack of bones? (It makes a corresponding number of blocks, but that part at least makes sense since, thinking I wouldn't have to, I didn't put DOES_NOT_DETERMINE_PRODUCT_AMOUNT anywhere.)

Code: [Select]
[REACTION:CRAFT_BONE_BLOCKS]
[NAME:craft bone block]
[BUILDING:FURNITURE_WORKSHOP:CUSTOM_L]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]

I mean it's convenient, but it feels cheaty this way. And it does it with any other furniture I try to make off the same pattern, so I can't make the throne of bone my king deserves unless I want like 30 bone thrones.
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And then what?  Mine the sky? . . .  Actually, that'd be awesome.

Jay

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3571 on: November 08, 2015, 02:27:48 am »

The number should properly correspond to the number of reagents used per product and not the number of stacks, but presently they will use as much of a stack as possible to make as many multiples of products as possible in one go, yes.
Wait until the next release --
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I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once)
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Mishimanriz: Histories of Pegasi and Dictionaries

Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3572 on: November 08, 2015, 04:06:07 am »

If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.

Sure thing. Your code above (the CDI tags) only gives units permissions on how they will use an interaction. The interaction itself - it's effects and nature - must be specified in the interaction raws. So an interaction to raise corpses and transform said corpses into an iron colossus would look like this:

Code: [Select]
[INTERACTION:SUMMON_IRON] name of interaction
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE] corpse is labelled as A
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A] animate A
[IE_IMMEDIATE]
[SYNDROME] transform A using syndrome
[CE_BODY_TRANSFORMATION:PROB:100:START:0] no END (permanent)
[CE:CREATURE:HOLY_SHIT_IRON_COLOSSUS:DEFAULT]

Then your CDI tags, you put it in whoever you plan to be an iron colossi-summoning madman. Couple of errors in your earlier one, I highlighted them.

Spoiler (click to show/hide)


Is there a reason this reaction uses an entire stack of bones?
Have you tried using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on your bone reagent? I seem to recall it working for me.
« Last Edit: November 08, 2015, 04:17:42 am by Bearskie »
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Jay

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3573 on: November 08, 2015, 04:55:56 am »

Last I tried, when I used that tag in a similar scenario, they used the entirety of the stacks that came in and I got nothing back from the excess.

A stop-gap solution, if that's still the case, to have the job only complete once, while still properly consuming the right number of reagents, would be to require another reagent (like a stone) that doesn't stack in addition to the bones. Then they'll only make one throne and use exactly how many bones you want them to. You can even [PRESERVE_REAGENT] the other item, doesn't matter, as long as it does determine product amount.
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Mishimanriz: Histories of Pegasi and Dictionaries

Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3574 on: November 08, 2015, 09:21:29 am »

^ Just tested, it's working for me. I'm using cheese stacks as reagent, if that matters.

DrunkGamer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3575 on: November 08, 2015, 09:24:32 am »

Small question after reading through the wiki and not finding anything (Or me being too stupid to find anything)

Is there any way to make it impossible for a weapon to be made out of wood? I mean, making pure wood muskets doesn't really seem well...
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3576 on: November 08, 2015, 11:05:54 am »

*blinks*

How are you making weapons out of wood in the first place? D'you mean you can make wood picks, wood warhammers and such?

scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3577 on: November 08, 2015, 11:06:26 am »

Elves have that thing where they make normally metallic weapons and armor from wood. Just don't let elves use rifles, or give them something more appropriate.
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ThatZommy

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3578 on: November 08, 2015, 01:31:45 pm »

If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.

Sure thing. Your code above (the CDI tags) only gives units permissions on how they will use an interaction. The interaction itself - it's effects and nature - must be specified in the interaction raws. So an interaction to raise corpses and transform said corpses into an iron colossus would look like this:

Code: [Select]
[INTERACTION:SUMMON_IRON] name of interaction
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE] corpse is labelled as A
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A] animate A
[IE_IMMEDIATE]
[SYNDROME] transform A using syndrome
[CE_BODY_TRANSFORMATION:PROB:100:START:0] no END (permanent)
[CE:CREATURE:HOLY_SHIT_IRON_COLOSSUS:DEFAULT]

Then your CDI tags, you put it in whoever you plan to be an iron colossi-summoning madman. Couple of errors in your earlier one, I highlighted them.

Spoiler (click to show/hide)


Is there a reason this reaction uses an entire stack of bones?
Have you tried using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on your bone reagent? I seem to recall it working for me.

Thanks, that helps a lot. The only issue I have now is finding a token for USAGE_HINT that works well. None of them could really be used as "I want to sacrifice this to the gods", especially when it results in such a deadly follower.
But anyways, thanks again.
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Er, atleast I think that's right.

Immortal-D

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3579 on: November 08, 2015, 03:45:10 pm »

When setting the items required to build a Workshop, is it possible to use a 'Either/Or' parameter?  For example, can I say the Workshop needs a Bronze Cauldron or an Iron one?

Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3580 on: November 08, 2015, 05:40:16 pm »

*blinks*

How are you making weapons out of wood in the first place? D'you mean you can make wood picks, wood warhammers and such?

AFAIK anything with ammo can be made with wood.

keupo

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3581 on: November 08, 2015, 08:24:02 pm »

I'm trying to add a reaction at smelters to produce mercury from cinnabar. The reaction works, but the dwarves won't use the (called for) container. Resulting in mercury puddles. Any thoughts?

In reaction_smelter:
Code: [Select]
[REACTION:MERCURY_MAKING]
[NAME:make liquid mercury]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NO_SUBTYPE:METAL:MERCUY] [PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:liquid container]
[FUEL]
[SKILL:SMELT]
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Immortal-D

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3582 on: November 08, 2015, 10:21:03 pm »

I'm trying to add a reaction at smelters to produce mercury from cinnabar. The reaction works, but the dwarves won't use the (called for) container. Resulting in mercury puddles. Any thoughts?
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3583 on: November 09, 2015, 10:09:41 am »

Despite what the wiki says, vanilla LIQUID_MISC reactions don't have a product dimension.  And you misspelled MERCURY in the product line.
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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!
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keupo

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3584 on: November 09, 2015, 10:45:28 am »

Good eye on the typo, but fixing it didn't help.

Also weirdly, the reaction did work, even with the typo (expect for the jugs).

...

It seems that the [METAL_ORE:MERCURY:100] tag in inorganic_stone_mineral.txt must have overridden my reaction and set-up some default smelting reaction instead. Deleting it removes the reaction from my smelters.

Looking at mods that have attempted the same thing, they all seem to avoid smelters. I suspect that smelting to container just isn't possible.
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