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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 204771 times)

Dozebôm Lolumzalìs

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #345 on: January 04, 2016, 05:58:48 pm »

Will this work?

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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #346 on: January 04, 2016, 06:10:33 pm »

If a syndrome needs a certain counter to trigger, does it count as present before the counter is reached?

yes

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #347 on: January 04, 2016, 07:06:50 pm »

Is it possible to affect adaptation with DFHack?

If Syndrome A is triggered on the first of Granite, and lasts one month, and is triggered again on the last day of Granite, does the syndrome continue for another month?

any effect in a reapplied syndrome that has either not reached its START time, or has reached its START time but not it's END time, will have it's END time moved to phase <END> + <current syndrome phase>.

if an effect to an ongoing syndrome that is reapplied has reached its START and END phases, the effect will not be reapplied.

if all effects of a syndrome reach both the start and end times, the syndrome ends and is removed from the creature.
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Gentlefish

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #348 on: January 04, 2016, 08:52:46 pm »

...Trying to replace the music, I've converted some .mp3's of the music I wanted to .ogg and renamed them to replace song_game and song_title.

However, when I tried to start the game, I didn't get a window, but my computer's fans spun up so I checked current programs and it said DF.exe was indeed running.

Is there something I'm missing, or is the music currently not able to be replaced?

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #349 on: January 04, 2016, 09:03:55 pm »

You properly convert them to ogg? I mean, seems like an obvious question, but those are always best to ask first regardless.

Gentlefish

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #350 on: January 04, 2016, 09:22:49 pm »

I did use an online converter, but VLC recognizes and plays them as .ogg

...They are also > 1,000 kb each if size could be the problem.

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #351 on: January 04, 2016, 11:42:23 pm »

Doubt it. Fortbent's song_title is 2,865 KB (being this song converted to .ogg)

Tuturu Jones

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #352 on: January 05, 2016, 04:45:27 pm »

I'm trying to make a new reaction to mill dyes into bars, to avoid bags and hopefully help with FPS. I've got two reactions, one to mill the plants into dye bars and one to use the bars themselves to dye cloth. They didn't seem to work, I have plants that can be milled but the game never finds the reagent, can someone look at them and help me out?

Also, can this actually be done?


Code: [Select]
[REACTION:MILL_DYES]
[NAME:Mill dyes into bars]
[BUILDING:CLOTH_BENCH:CUSTOM_A]
[REAGENT:plant:1:NONE:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:DYE_MAT]
[HAS_MATERIAL_REACTION_PRODUCT:DYE_SEED_MAT]
[PRODUCT:100:1:BAR:NONE::GET_MATERIAL_FROM_REAGENT:plant:DYE_MAT] [PRODUCT_DIMENSION:150]
[SKILL:MILLING]


[REACTION:DYE_BAR_CLOTH]
[NAME:Dye cloth with a bar]
[BUILDING:CLOTH_BENCH:CUSTOM_C]
[REAGENT:A:1:BAR:NONE:NONE:NONE][REACTION_CLASS:IS_DYE]
[REAGENT:B:1:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:CLOTH:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE] [PRODUCT_DIMENSION:150]
[SKILL:DYER]
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Gentlefish

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #353 on: January 05, 2016, 05:42:07 pm »

You seem to have an extra colon in there, at line 8;
Code: [Select]
[PRODUCT:100:1:BAR:NONE::GET_MATERIAL_FROM_REAGENT:plant:DYE_MAT]
...And that's all I'll pitch in. I'm not sure if you have to define the bars themselves as objects, I haven't been modding at all recently.

QE: And it turns out my problem was I didn't have my headphones on. Oops.

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #354 on: January 05, 2016, 05:45:03 pm »

Do you have the proper material reaction product and reaction class tags in place?
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #355 on: January 05, 2016, 06:22:03 pm »

I'm trying to make a new reaction to mill dyes into bars, to avoid bags and hopefully help with FPS. I've got two reactions, one to mill the plants into dye bars and one to use the bars themselves to dye cloth. They didn't seem to work, I have plants that can be milled but the game never finds the reagent, can someone look at them and help me out?

Also, can this actually be done?


Code: [Select]
[REACTION:MILL_DYES]
[NAME:Mill dyes into bars]
[BUILDING:CLOTH_BENCH:CUSTOM_A]
[REAGENT:plant:1:NONE:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:DYE_MAT]
[HAS_MATERIAL_REACTION_PRODUCT:DYE_SEED_MAT]
[PRODUCT:100:1:BAR:NONE::GET_MATERIAL_FROM_REAGENT:plant:DYE_MAT] [PRODUCT_DIMENSION:150]
[SKILL:MILLING]


[REACTION:DYE_BAR_CLOTH]
[NAME:Dye cloth with a bar]
[BUILDING:CLOTH_BENCH:CUSTOM_C]
[REAGENT:A:1:BAR:NONE:NONE:NONE][REACTION_CLASS:IS_DYE]
[REAGENT:B:1:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:CLOTH:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE] [PRODUCT_DIMENSION:150]
[SKILL:DYER]

I'm pretty sure it can't be done yet. Maybe with DFHack.

You'll notice in your second reaction that you're not actually doing anything with the bar. You're requiring a bar, but then you just turn the cloth B into another cloth made of B-stuff.

The vanilla reaction adds the dye as an improvement to the cloth or thread, but it's a type of improvement that's not usable in the raws yet.
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Tuturu Jones

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #356 on: January 06, 2016, 11:25:36 pm »

Oh, that's a shame, no idea how to use DFHack for this. Any idea if it's possible to remove bags from the reaction and keeping the dyes as a powder? Maybe being able to use glass vials or something.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #357 on: January 07, 2016, 10:42:23 am »

Oh, that's a shame, no idea how to use DFHack for this. Any idea if it's possible to remove bags from the reaction and keeping the dyes as a powder? Maybe being able to use glass vials or something.

I don't think so.

However, it's certainly possible to take powder-dye out of their barrels and put it back into bags, making them usable. If you write a reaction to expect dye in a barrel, you can take a bag as a reagent and just transfer the dye over to the bag. This won't fix the powder barrel bug, but it'll let you reclaim any dye you would have lost if you forget to do the no-barrels workaround from the beginning.

There's one major pitfall here: if you allow more than one powder to transfer at a time, you may take a stack of assorted dyes and convert them all to the dye that's top in the stack. You can avoid this by either defining a different reaction for each kind of dye, or limiting the reaction to one powder at a time.
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #358 on: January 07, 2016, 06:19:24 pm »

Question:

Is anyone aware of any innate properties of inorganics vs plant materials? For instance if I copy the raws for copper to a tree will a sword made of said tree function exactly the same as a sword made of copper? Or is there something under the hood that makes the game treat the two differently?
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BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #359 on: January 07, 2016, 06:24:32 pm »

The swords will function in the same way. The properties defined on the material level won't effect it on the PLANT/ANIMAL/INORGANIC level.

A few Elf Retreat mods used things like Ironwood without any issues I am aware of.

Though the game will still differentiate on the source level. One will be regarded as PLANT:X:Y, while the other is INORGANIC:X. It may affect some reactions, but I do not know of any off the top of my head.
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