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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201177 times)

dennislp3

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #60 on: December 07, 2015, 02:52:43 pm »

The hardest thing I am trying to nail down at this point is how many tiles is considered 1 acre or how many are considered 1 hectare
Back when minecarts were implemented, Toady seemed to settle on the idea that a tile is 2m-by-2m (and each Z-level is 3m).  So a hectare would be a 50-by-50 tile plot, which is really big by DF standards.

yeah I just found that actually...I am already doing lots of condensing and calculations for all this stuff to fit.

I will probably cut that number in at least half (possibly even down to 1/5th) and double (or x5) the yield and call it a hectare of field for the sake of saving space while not putting it back to its silly implementation of a 3x3 farm plot feeding a fortress.

given that 1 person needs roughly 1 acre per year to eat (give or take) that would put a 100 dwarf fort at roughly 40 hectares (400 tiles at 1/5th size) which isn't that bad...thats a 10 x 40 plot for 100 dwarves (4 tiles per dwarf instead of per fort!). The labor will go up for that and you will need more farmers but you will also be planting and harvesting far less frequently as well.

The actual size needed will also depend on the crop...that puts the average output per crop around 2 per tile but some will be less and some will be more.

I guess the real question now...is whether you can alter the output of crops...the CLUSTERSIZE token only mentions the amount of plants you get from herbalism

if not I suppose I can just make it take a lot longer to gain grower XP
« Last Edit: December 07, 2015, 03:03:02 pm by dennislp3 »
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #61 on: December 07, 2015, 03:15:22 pm »

I guess the real question now...is whether you can alter the output of crops...the CLUSTERSIZE token only mentions the amount of plants you get from herbalism

I believe the CLUSTERSIZE token also affects crop yield, but don't quote me on that.

If it doesn't, though, there's a sneaky sneaky workaround you could use to artificially decrease crop yield. If a plant has multiple usable parts, it has an equal chance of dropping each; but the measure of "usable" is just whether it has any reaction products or is made out of a [STOCKPILE_PLANT_GROWTH] material. So, by adding useless growths of a junk material that's got a reaction, you can effectively reduce the crop yield by a significant proportion. You can keep the extra growths from showing up on wild plants by giving them [GROWTH_TIMING:0:0] .

You'll need to decide on a way to compensate for the reduction in seeds - possibly by making the reaction on the junk material produce seeds, or maybe by sending all successfully-harvested plants through the Quarry Bush reaction and just upping its seed output.

If you decide not to convert the chaff to seeds, you can define the material so that it'll dissolve into nothing as soon as it's picked using the heatdamage and colddamage material tags. No fuss, no muss!
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I used to work on Modest Mod and Plant Fixes.

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dennislp3

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #62 on: December 07, 2015, 03:19:08 pm »

I like the idea of having to process crops before eating or acquiring seeds. Extra sadistic but also much more realistic...which I prefer. Though that would be a good bit of extra work changing most (not berries or most garden vegetables...mostly just wheat, oats, etc) to require processing...not a bad thing.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #63 on: December 07, 2015, 03:29:25 pm »

I like the idea of having to process crops before eating or acquiring seeds. Extra sadistic but also much more realistic...which I prefer. Though that would be a good bit of extra work changing most (not berries or most garden vegetables...mostly just wheat, oats, etc) to require processing...not a bad thing.

Wheat, oats, & other grains already require processing. You can't eat the raw plants, you need to either grind them to flour and cook them, or brew them & then cook the leftover seeds.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

dennislp3

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #64 on: December 07, 2015, 03:48:59 pm »

true...I generally dont grow those plants...usually because I dont care what I grow lol
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FriarVicaris

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #65 on: December 07, 2015, 04:12:54 pm »

How would I go about making plump helmet men butcherable? I've tried to mod them so that they consist of "meat" that can be cooked or eaten raw, but I can't even butcher them as an adventurer in the testing arena. They do often drop plump helmet man tissue, which is still inedible seeing as the adventurer just licks the tissue.
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WHAT'S THE MATTER ANDY? DON'T YOU WANT TO HAVE SOME !!FUN!!?

BlackFlyme

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #66 on: December 07, 2015, 05:50:01 pm »

You can't butcher sapients in Adventure Mode anymore.

It was nice while it lasted.
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FriarVicaris

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #67 on: December 07, 2015, 06:07:52 pm »

Really? What a bummer.

No wonder my character wouldn't eat kobold meat, though. I hope someone finds a workaround or makes a plugin in the future, I'd still like to have a snack of finely-prepared human sweetbread after a tough skirmish.
« Last Edit: December 07, 2015, 06:10:18 pm by FriarVicaris »
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WHAT'S THE MATTER ANDY? DON'T YOU WANT TO HAVE SOME !!FUN!!?

Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #68 on: December 07, 2015, 06:31:22 pm »

Really? What a bummer.

No wonder my character wouldn't eat kobold meat, though. I hope someone finds a workaround or makes a plugin in the future, I'd still like to have a snack of finely-prepared human sweetbread after a tough skirmish.

Max™ said in the DF Wanderer thread that he's got one up and running already. I'll ask him to come and let us know how he did it.
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Max™

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #69 on: December 07, 2015, 07:16:08 pm »

Really? What a bummer.

No wonder my character wouldn't eat kobold meat, though. I hope someone finds a workaround or makes a plugin in the future, I'd still like to have a snack of finely-prepared human sweetbread after a tough skirmish.

Max™ said in the DF Wanderer thread that he's got one up and running already. I'll ask him to come and let us know how he did it.
I just used this with another interaction that npcs don't spam (attack hint, self only, has the can do interaction: mark stuff in there like necro grants raise corpses) to enable it for adventurer use.

Code: [Select]
[INTERACTION:MARK]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:marked target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_FLASH_TILE:TILE:88:4:0:1:FREQUENCY:2000:500:START:0]
[CE_REMOVE_TAG:CAN_LEARN:START:0]

The tile just reminds me who I've already flagged with it.

Gotta remember to use it before fighting something you really want to make stuff out of, I've killed a few giants and stuff without remembering to use it first. Always annoying.
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dennislp3

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #70 on: December 07, 2015, 07:22:13 pm »

I feel like I know too much about plants now...and I am only done with about 3/4ths of the garden plants...luckily that appears to be the largest file -_-
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #71 on: December 07, 2015, 07:41:40 pm »

Really? What a bummer.

No wonder my character wouldn't eat kobold meat, though. I hope someone finds a workaround or makes a plugin in the future, I'd still like to have a snack of finely-prepared human sweetbread after a tough skirmish.

Max™ said in the DF Wanderer thread that he's got one up and running already. I'll ask him to come and let us know how he did it.
I just used this with another interaction that npcs don't spam (attack hint, self only, has the can do interaction: mark stuff in there like necro grants raise corpses) to enable it for adventurer use.

Code: [Select]
[INTERACTION:MARK]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:marked target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_FLASH_TILE:TILE:88:4:0:1:FREQUENCY:2000:500:START:0]
[CE_REMOVE_TAG:CAN_LEARN:START:0]

The tile just reminds me who I've already flagged with it.

Gotta remember to use it before fighting something you really want to make stuff out of, I've killed a few giants and stuff without remembering to use it first. Always annoying.

With DFHack you may be able add the syndrome even after the creature is dead. But that involves DFHack.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #72 on: December 07, 2015, 11:40:04 pm »

Concurring with the worldgen crash bug. SLADE is crashing too. :( It crashes at 'Finalizing civ mats', whatever that means...
« Last Edit: December 08, 2015, 08:56:08 am by Bearskie »
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InsanityPrelude

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #73 on: December 08, 2015, 01:34:19 am »

How do I use sand bags in reactions?
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #74 on: December 08, 2015, 01:52:19 am »

Code: [Select]
[REACTION:CLEAR_GLASS_MANUFACTURE_EXAMPLE_PUTNAM]
    [NAME:Make clear glass]
    [BUILDING:GLASS:NONE]
    [REAGENT:pearlash:150:BAR:NONE:PEARLASH:NONE]
    [REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][IS_SAND_MATERIAL]
    [REAGENT:bag:1:NONE:NONE:NONE:NONE][BAG][CONTAINS:sand]
    [PRODUCT:100:1:BAR:NONE:GLASS_CLEAR:NONE][PRODUCT_DIMENSION:150]
    [FUEL]
    [SKILL:GLASSMAKER]
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