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Author Topic: Chitin should have a use  (Read 9347 times)

Alfrodo

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Re: Chitin should have a use
« Reply #45 on: May 10, 2015, 09:49:03 pm »

Assigning it [Leather] and [IS_METAL] don't work, mostly because reactions.
Assigning the tag [BONE] allows crafts, decorations and probably artifact weapons and furniture and some armour to be made, but is limited in the same ways bone is. It also has a strange side effect of producing lots of chitin units.
Assigning the tag [Pearl] or [Shell] Will likely have similar effects, allowing crafts, some armor, and decoration.

wait, why can't you have bone breastplates in the first place?

This probably isn't the job for a novice modder.
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AceSV

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Re: Chitin should have a use
« Reply #46 on: May 11, 2015, 05:34:21 pm »

What would I turn it into?
If I use [Is_Metal] and assign it normal crafting capabilities, It comes with some the side effect as chitin, well, being FORGED INTO SHAPE. Or use [Bone] and let it function as bone in crafts and such (At the side effect of both yielding many chitins from one bug and not being able to make that falmer armor I keep bringing up)

But what kind of reaction are we talking here? I don't have alot of modding experience aside from changing some values to make the game more !!FUN!!

(Kobolds far more dangerous, Humans able to wear dwarf stuff, New weapons, Cats a sovereign nation etc.)

Well, a reaction can by any kind of A+B=C or even A=C or even _=C.  Just find a way to make chitin go in and armor come out.  I've never actually touched reactions myself, but ask on the modding forum and someone will hook you up.  There is also a modding guide on the DF wiki that I think walks through a couple reactions. 

If you make a special building for it, i.e. a Chitin Workshop, you can allow only certain civs to have the workshop, which should allow only certain civs to have chitin crafts.  As a custom reaction, I think you'll also have to enable the reaction per civ anyway. 

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Alfrodo

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Re: Chitin should have a use
« Reply #47 on: May 11, 2015, 05:37:43 pm »

Man, I'd love to have that as an innovation in the next update. But I'll see what I can do. I'll go to the wiki and see if it's any help.
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Alfrodo

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Re: Chitin should have a use
« Reply #48 on: May 11, 2015, 08:06:09 pm »

Ok, so I set up reactions so that I can make a piece of chitin into a small pile of crafts.
(Which is odd, because the chitin weighs 300+ kilograms and only yields 1-3 kilograms of craft)

However, I can't find anything that lets me make armor. I'll continue fooling around.

Also, I discovered a way to make bone breastplates. Just add [Items_Barred]  and [ITEMS_SCALED] to breastplate.

Dragonbone armor, anyone?
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Alfrodo

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Re: Chitin should have a use
« Reply #49 on: May 11, 2015, 10:05:33 pm »

I did it!

https://www.dropbox.com/s/u63ge032vuzhhm6/Screenshot%202015-05-12%2021.58.10.png?dl=0

I got the reactions, materials and the like to work.

Also, you'll notice the fact that the breastplate and greaves are missing.

That's because I had a dwarf equip it and punch out a weasel.
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Alfrodo

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Re: Chitin should have a use
« Reply #50 on: May 11, 2015, 10:35:29 pm »

in entity_default (in dorf's reaction sections.)
Code: [Select]
[PERMITTED_REACTION:MAKE_CHITIN_CRAFTS]
[PERMITTED_REACTION:MAKE_CHITIN_GREAVES]
[PERMITTED_REACTION:MAKE_CHITIN_HELMET]
[PERMITTED_REACTION:MAKE_CHITIN_BREASTPLATE]
[PERMITTED_REACTION:MAKE_CHITIN_BOOTS]
[PERMITTED_REACTION:MAKE_CHITIN_GAUNTLETS]
[PERMITTED_REACTION:MAKE_CHITIN_DECORATION]
[PERMITTED_REACTION:TAN_A_SCALE]

in reaction_other
Code: [Select]
[REACTION:MAKE_CHITIN_CRAFTS]
[NAME:make chitin crafts]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]

[REACTION:MAKE_CHITIN_GREAVES]
[NAME:make chitin greaves]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[PRODUCT:100:1:PANTS:ITEM_PANTS_GREAVES:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_CHITIN_BOOTS]
[NAME:make chitin high boots]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_CHITIN_BREASTPLATE]
[NAME:make chitin breastplate]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]

[REACTION:MAKE_CHITIN_HELMET]
[NAME:make chitin helmet]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_CHITIN_GAUNTLETS]
[NAME:make chitin gauntlets]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[PRODUCT:100:2:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_CHITIN_DECORATION]
[NAME:Polish Chitin]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REACTION_CLASS:WAX]
[REAGENT:item:1:ANY_CRAFT:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[EMPTY]
[IMPROVEMENT:100:item:COVERED:GET_MATERIAL_FROM_REAGENT:chitin:NONE]
[SKILL:BONECARVE]

[REACTION:TAN_A_SCALE]
[NAME:tan scales]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:STAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:STAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]

I don't know how to specify the reagent to be "basically anything but raw materials" like you get with bones, but I think those reactions are hardcoded, so I can't look directly at them.  Hilariously, the first thing my bone carver tried to decorate was a bone. (it didn't work)

in material_template_default
Code: [Select]
[MATERIAL_TEMPLATE:SCALE_LEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:scale leather]
[STATE_ADJ:ALL_SOLID:scale leather]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:12000]
[IMPACT_FRACTURE:12000]
[IMPACT_STRAIN_AT_YIELD:51000]
[COMPRESSIVE_YIELD:12000]
[COMPRESSIVE_FRACTURE:12000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:12000]
[TENSILE_FRACTURE:12000]
[TENSILE_STRAIN_AT_YIELD:55000]
[TORSION_YIELD:12000]
[TORSION_FRACTURE:12000]
[TORSION_STRAIN_AT_YIELD:52000]
[SHEAR_YIELD:40000] -- was 15 to 37 MPa in animal byproducts net pdf
[SHEAR_FRACTURE:27000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:40]
[IMPLIES_ANIMAL_KILL]
[LEATHER]
[ITEMS_LEATHER]

[MATERIAL_TEMPLATE:SCALE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:scale]
[STATE_ADJ:ALL_SOLID:scale]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:60000]
[SHEAR_FRACTURE:120000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MATERIAL_REACTION_PRODUCT:STAN_MAT:LOCAL_CREATURE_MAT:SCALE_LEATHER]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]


[MATERIAL_TEMPLATE:CHITIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:chitin]
[STATE_ADJ:ALL_SOLID:chitin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] used bone, no data
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ITEMS_HARD]
[ITEMS_ARMOR]
[ITEMS_SCALED]
[REACTION_CLASS:WAX]
[IMPLIES_ANIMAL_KILL]

before you ask, yes. I did assign the reaction class wax to chitin to simplify things. Wax doesn't come in the form of dead body bits, so it works.

in item_armor

Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_BREASTPLATE]
[NAME:breastplate:breastplates]
[ARMORLEVEL:3]
[UBSTEP:0]
[LBSTEP:0]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:9]
[HARD]
[SCALED]
[BARRED]
[METAL]

that's so chitin breastplates are possible. has the side effect of making bone breastplates possible, which I'm not sure why that wasn't a thing in the first place.

b_detail_plan_default
Code: [Select]

[ADD_MATERIAL:SCALE_LEATHER:SCALE_LEATHER_TEMPLATE]

I guess light armor is a thing now.
« Last Edit: May 15, 2015, 06:39:17 pm by Alfrodo »
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AceSV

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Re: Chitin should have a use
« Reply #51 on: May 12, 2015, 06:30:09 am »

Maybe you can specify Finished Goods or Furniture instead of Item for decoration?  I don't see a token for those things, but I see [ANY_RAW_MATERIAL] in the http://dwarffortresswiki.org/index.php/DF2014:Item_token so maybe you can make the reaction not [ANY_RAW_MATERIAL]
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Alfrodo

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Re: Chitin should have a use
« Reply #52 on: May 12, 2015, 06:19:14 pm »

wait, what if I make it so the reaction polishes the chitin into a gem so a gem cutter can work with it?

Quote
Chitin might be polished and used for crafts. Some insects are gem like and very pretty.

I'll rename the reaction to "polish chitin" instead.

Darn. It when I tested it, it only yielded a pile of "cut gems" that can't be used.
« Last Edit: May 12, 2015, 06:38:54 pm by Alfrodo »
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Alfrodo

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Re: Chitin should have a use
« Reply #53 on: May 12, 2015, 07:00:39 pm »

came to a little compromise. Set it to all_crafts.

Now only rings, scepters and the like can be graced with chitin, so now dwarves will not attempt to decorate bones, other pieces of chitin or dead cats.
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Dwarf4Explosives

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Re: Chitin should have a use
« Reply #54 on: May 13, 2015, 03:44:11 am »

PTW. Also, more evolved? Seriously?
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BoredVirulence

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Re: Chitin should have a use
« Reply #55 on: May 13, 2015, 08:55:51 am »

PTW. Also, more evolved? Seriously?

In that particular derail, more evolved meant more complex. Compare the anatomy of an insect to something like a rat. The bodily systems are much more complex, and scale better.
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Alfrodo

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Re: Chitin should have a use
« Reply #56 on: May 13, 2015, 05:15:57 pm »

Rerailing...
(Choo Choo!)

I think I might also do the same for scales. While I'm at this.

Although, scales are quite different... Scales are still more prone to rotting and aren't exactly an exoskeleton.. So think I might have to make a "treated scales." I'm guessing scales comes up more often in suggestion posts. (With new posters spouting off LOL SCALES SHOULD BE ARMORIFIABLE DO NOW DEVS probably coming up frequently.)


That's a picture of fish leather, so we can assume it still needs to be tanned. Should I put the same reaction on scales to have it be turned into leather? Or should I have a separate "scale leather" material? So that scale leather armor can be a bit stronger?

So we have these light armors:
Wooden (Elven Only) Leather, Chitin, Bone, Shell, Candy and Scale.

and the Heavy armors. Copper, (Bismuth) Bronze, Iron, Steel.
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Alfrodo

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Re: Chitin should have a use
« Reply #57 on: May 13, 2015, 09:43:15 pm »

ummm.. after some modding and reaction work, I got the reaction to sorta work.

After the scale was tanned, it yielded a "anaconda fatty."

Is the game insulting me?



... I also just got my dwarves to make -anaconda fatty armor-

wat
« Last Edit: May 13, 2015, 09:49:09 pm by Alfrodo »
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Alfrodo

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Re: Chitin should have a use
« Reply #58 on: May 13, 2015, 09:55:20 pm »

Okay.

Someone else tried to do the exact same thing and ran into the same problem.

It's fixed now.
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Neonivek

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Re: Chitin should have a use
« Reply #59 on: May 14, 2015, 03:54:30 am »

Sounds weird but I'd honestly think that Chitin would need to be processed into another type of material.

I'd propose that Chitin gets processed into "Chitin Plates"

Since frankly... saying Chitin is like saying "Skeleton"... and "decorate with skeleton" or "Skeleton Crafts" when really you just want pieces of it.

Plates though! can easily be expanded to include other kinds of animals. Turtle Shell could, for example, be turned into Turtle Plates. As would Rhino Hide...

It should frankly be registered under Bone Armor (since Chitin is bone armor and would be crafted the same way) but the game should recognize that you are using Chitin or shell and call it those respectively.

So when you make Bone armor and use Turtle Shell it should make "Shell Armor" and when you use Giant Ant Chitin it should make "Chitin Armor" and when you use Dragon Bones it should be "Bone armor" and when you use tusks and horns it should make "Ivory Armor"
« Last Edit: May 14, 2015, 03:57:58 am by Neonivek »
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