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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201871 times)

Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #855 on: April 24, 2016, 05:49:43 pm »

You'd have to make a reaction for each individual thing you see in the smelter. You'll sorta have to work out each one?

Ultimuh

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #856 on: April 24, 2016, 05:50:34 pm »

You'd have to make a reaction for each individual thing you see in the smelter. You'll sorta have to work out each one?

That would take some time.. But thanks for the answer.

edit: Not to mention the entity edits as well.. Bluh.. I hate editing the entity files..

Better get starting.. *sighs*
« Last Edit: April 24, 2016, 05:52:41 pm by Ultimuh »
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Teneb

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #857 on: April 24, 2016, 05:53:52 pm »

You'd have to make a reaction for each individual thing you see in the smelter. You'll sorta have to work out each one?

That would take some time.. But thanks for the answer.

edit: Not to mention the entity edits as well.. Bluh.. I hate editing the entity files..

Better get starting.. *sighs*
Frankly, you'd be better off just making a reaction that produces free fuel. There's a lot of reactions.
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Ultimuh

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #858 on: April 24, 2016, 06:05:57 pm »

Frankly, you'd be better off just making a reaction that produces free fuel. There's a lot of reactions.

That would probably be easier and faster.. However free fuel would seem a bit.. cheaty for some reason..

Maybe if such reaction required something, such as stone. Plenty of stone around but..
What would make that justifiable? Magic perhaps?

edit: Yeah.. A "magical" workshop which makes fuel from stone.. or something..
You know what? An "alchemy" table of sorts should do it.

edit2: *facepalms* Completely forgot about an "alteration table" project that I have been working on. 
I may have mentioned it a while back.. Been a while though.
« Last Edit: April 24, 2016, 06:36:35 pm by Ultimuh »
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Immortal-D

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #859 on: April 24, 2016, 06:27:19 pm »

Hi again thread :-[  I've been doing a lot of reading, and there is a particular item I just can't get my head around (taken from an existing mod I'm using to learn).

Spoiler: Inorganic Other (click to show/hide)

Does assigning a Reaction Class to a raw material (Yellowcake here) create that material when mined?  How is that different from assigning a metal probability?  I'm trying to understand how the item Yellowcake actually comes into being as a result of Pitchblende.

scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #860 on: April 24, 2016, 06:34:00 pm »

It doesn't. I'd imagine that there's a custom reaction that takes yellowcake raw material stuff (such as pitchblende, there) and puts out the finished product.
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Immortal-D

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #861 on: April 24, 2016, 06:54:12 pm »

It doesn't. I'd imagine that there's a custom reaction that takes yellowcake raw material stuff (such as pitchblende, there) and puts out the finished product.
Ooh, I see.  In Reaction_Other, there is this;

[REACTION:MAKE_YELLOWCAKE]   
   [NAME:make yellowcake]
   [BUILDING:KILN:CUSTOM_SHIFT_P]
   [REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:YELLOWCAKE]
   [REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:YELLOWCAKE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
   [PRODUCT:25:1:BAR:NO_SUBTYPE:METAL:LEAD][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:SMELT]

So Dwarves will taken the mined Pitchblende to a Kiln, and that is what creates the Yellowcake item, right?

scamtank

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #862 on: April 24, 2016, 07:03:18 pm »

They'll use a bag to catch the powdery yellowcake that's produced plus also a chance of lead bars on the side, yes.
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Ultimuh

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #863 on: April 24, 2016, 07:23:05 pm »

So I have dug out the project from my old stuff, which I mentioned earlier..


I have not actually tried using it in the new version,
but I have made sure the reaction is similar to the vanilla version of "bituminous coal to coke" reaction.

So.. Would this work?
edit: Also I am a bit unsure about the coloration of the table, so what color would suit best?
« Last Edit: April 24, 2016, 07:27:45 pm by Ultimuh »
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #864 on: April 24, 2016, 07:28:24 pm »

Might want [SKILL:DETAIL] instead of [SKILL:SMELT].

INORGANIC:NO_MATGLOSS should definitely be INORGANIC:NONE.

Ultimuh

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #865 on: April 24, 2016, 07:33:04 pm »

By the way, Is [PERMITTED_BUILDING:] still needed?
Or should I only put the [PERMITTED_REACTION:STONE_TO_COKE] into the entity file?


edit:
Nevermind, it seems like the [PERMITTED_BUILDING:] section is so short,
that I didn't notice it in the entity file.

edit2:
Might want [SKILL:DETAIL] instead of [SKILL:SMELT].

INORGANIC:NO_MATGLOSS should definitely be INORGANIC:NONE.

Thanks.

I wonder though.. If possible, I should perhaps use a custom job to build and maintain the table.
Would this be wise? And how would I be able to make this custom job?
« Last Edit: April 24, 2016, 07:42:39 pm by Ultimuh »
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Putnam

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #866 on: April 24, 2016, 07:56:05 pm »

There is no such thing as a custom job.

yovannyX

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #867 on: April 24, 2016, 08:01:50 pm »

hi again, i have another question, is there a way to make a reaction in adventure mode to craft musical instruments? i havent seen anything about that yet

ok....i figured out how to make custom instruments, and how to craft them in adventure mode, but apparently my character can´t use them, they can't be interacted with (it says: there is nothing to do with the +pine demon flute+....apparently there's something in missing here

here's the reaction:
Spoiler (click to show/hide)

here's the item (have it in my item_tool.txt file, could this be the issue?):

Spoiler (click to show/hide)
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Immortal-D

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #868 on: April 24, 2016, 08:02:34 pm »

Slowly but surely, I can be taught.  So if I were to attach the aforementioned Uranimum Reaction to say, Plump Helmets, they too could be ground up at a Kiln and turned into Yellowcake, lol.

Ultimuh

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #869 on: April 24, 2016, 08:03:00 pm »

There is no such thing as a custom job.

I figured as much.

However I made the Alchemist job to be required instead, both for constructing and maintaining the thing.
Just to make it feel a bit "Full Metal Alchemist"-ish. :p

Is there already a mod which does something similar though? I swear I have seen something like this at some point..
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