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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 187839 times)

FantasticDorf

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I think so, yes, if the tree is available to one of their sites, all of it's materials and products will be available in whatever form of product they're coded to take.

Like you could add maple syrup and sugar as milling products from milling the log or extracts from the leaves. I don't know if that alone would let you mill the logs/leaves yourself in fort mode, it might. Usually logs aren't a valid reagent in those sorts of jobs, they're looking for a growth/fruit item or a plant (uprooted shrub style) like a plump helmet item

You can just have a reaction class on the log's maple syrup materially, a broad reference to logs and then create the product without referencing the log's wooden material (or go the other way and be super specific about the type of log). Worked for stuff i did regarding auto distinguishing aboveground plant seeds from mushroom seeds for some reactions for elves that i made, so that i could craft mushroom seeds seperately.
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DerMeister

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I think so, yes, if the tree is available to one of their sites, all of it's materials and products will be available in whatever form of product they're coded to take.

Like you could add maple syrup and sugar as milling products from milling the log or extracts from the leaves. I don't know if that alone would let you mill the logs/leaves yourself in fort mode, it might. Usually logs aren't a valid reagent in those sorts of jobs, they're looking for a growth/fruit item or a plant (uprooted shrub style) like a plump helmet item
I will not add any reaction, this must be trade-only material.
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DerMeister

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How make items for bone meal and cheese (plant) pile section?
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TomiTapio

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How make items for bone meal and cheese (plant) pile section?
Cheeses have [CHEESE_PLANT] or [CHEESE_CREATURE] in their material.
Here's a plant-based candy material that gets stored in the cheese pile:
Spoiler (click to show/hide)
and a modded sugarcane with candy material use:
Spoiler (click to show/hide)


[MATERIAL_TEMPLATE:BONE_TEMPLATE] 's POWDER form is called bone meal and the bone-material has the [BONE] tag.
Very ancient 40d version of DF could have bone meal modded in, using [POWDER_MISC:NONE:BONE:(CREATURE)]. http://dwarffortresswiki.org/index.php/40d:Bone_meal
I guess currently cannot make bone meal, according to the wiki.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

brolol.404

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How make items for bone meal and cheese (plant) pile section?
Cheeses have [CHEESE_PLANT] or [CHEESE_CREATURE] in their material.
Here's a plant-based candy material that gets stored in the cheese pile:
Spoiler (click to show/hide)
and a modded sugarcane with candy material use:
Spoiler (click to show/hide)


[MATERIAL_TEMPLATE:BONE_TEMPLATE] 's POWDER form is called bone meal and the bone-material has the [BONE] tag.
Very ancient 40d version of DF could have bone meal modded in, using [POWDER_MISC:NONE:BONE:(CREATURE)]. http://dwarffortresswiki.org/index.php/40d:Bone_meal
I guess currently cannot make bone meal, according to the wiki.

Are you saying that bone cant be used in as a reagent?

Would this work:

[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE] [ANY_BONE_MATERIAL] [USE_BODY_COMPONENT]

brolol.404

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Is it possible to create custom towers? So towers that dont have zombies or necromancers but instead use some other creature but still use the tower mechanics instead of being a traditional civ?

FantasticDorf

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Is it possible to create custom towers? So towers that dont have zombies or necromancers but instead use some other creature but still use the tower mechanics instead of being a traditional civ?

Nope but more wizard centric towers is a development goal, ask again in about 5 years time when Magic Arc might probably be to a suitable standard with some moddable percentiles and tags.
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Eric Blank

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You can make secrets that make not-necromancers that raise the dead that totally aren't zombies but. But it's still the same underlying process, and it sound like as of this next update they will try to take over the world if the secret doesn't modify personality traits to remove whatever is linked to taking over the world...
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Urist McMelonlover

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Anybody have any experience in creating custom world generated towns and villages with custom buildings?
I have created a custom race in game, but I am clueless when it comes to making custom world generated towns.
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brolol.404

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errorlog:

"Impoverished Word Selector"

Does this mean anything?

DerMeister

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How make reaction with reagent remains of creatures only special class?
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Putnam

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errorlog:

"Impoverished Word Selector"

Does this mean anything?

You're not selecting enough words in the SELECT_SYMBOL bits in some entity or another

TomiTapio

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How make reaction with reagent remains of creatures only special class?
see REMAINS and CORPSEPIECE tag: http://dwarffortresswiki.org/index.php/DF2014:Item_token

I'd go with "desired large creature has an unique meat material, reaction requires that material".

Cremation of any-creature corpsepieces and vermin:
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Eric Blank

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Anybody have any experience in creating custom world generated towns and villages with custom buildings?
I have created a custom race in game, but I am clueless when it comes to making custom world generated towns.

Can't, that's not possible. The buildings you see in game are 100% hardcoded and the game doesn't support modifying them.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DerMeister

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How make reaction with reagent remains of creatures only special class?
see REMAINS and CORPSEPIECE tag: http://dwarffortresswiki.org/index.php/DF2014:Item_token

I'd go with "desired large creature has an unique meat material, reaction requires that material".

Cremation of any-creature corpsepieces and vermin:
Spoiler (click to show/hide)
I make reaction making prepared "fish" from remains. But I need also reaction of grinding vermins with class edible_ground_bug into bug flour (for bug bread and bug beer).
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