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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188682 times)

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1335 on: August 03, 2019, 09:21:38 am »

No, because the product of reactions stays in the workshop, not on the dwarf that completed the reaction. The melted goo would never be removed from the workshop because it would no longer count as an item that can be stockpiled. The evaporating item would be more likely to pass on a syndrome in that case. I've had a lot of success making the product an edible item that dwarves then eat and contract the syndrome. But the dwarf who made the food isn't likely to be the one who eats it unless you micromanage food access

thanks. I will have to think on this one

FantasticDorf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1336 on: August 03, 2019, 10:36:26 am »

I've gotten rusty, if i start making sub-materials of bone like skull in material_template, can I apply them in reactions in relevance to a actual skull?

Just asking from referencing old guides talking about specifically using material [PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:DWARF:HEART] as a end result where the actual material template seems to be the missing factor, as bones don't have anything similar and a well noted restrictions.

I could probably de-fenestrate smaller bones into a butcher special, fingerbones, neck bones if nothing else to make it more efficient, effortlessly easy to break for respectably smaller creatures.

In theory, you can make a reaction that pulls away a specialist dummy organ (a spleen-esque) to apply elsewhere and generate a poison from, though i wanted to see if i could make skulls a little more resistant to slashing and a lot more vunerable to concentrated edged strikes and light bludgeoning compared to regular bones.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1337 on: August 03, 2019, 11:06:18 am »

I don't think so. If I remember correctly it is:

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

And according to the wiki:

CORPSEPIECE: "Does not have a material that can be specified for reactions."

Could possibly use a reaction class, but I'm not sure.

TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1338 on: August 04, 2019, 03:53:59 am »

make skulls a little more resistant to slashing and a lot more vunerable to concentrated edged strikes and light bludgeoning compared to regular bones.
A skull bodypart is special because of [CATEGORY:SKULL] and [TOTEMABLE], otherwise it's just another bodypart. Looks like there is no IS_TOTEMABLE tag for reactions.

A skullbone tissue that commands more thickness or other material?

Spoiler (click to show/hide)
« Last Edit: August 04, 2019, 04:03:25 am by TomiTapio »
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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

Shophaune

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1339 on: August 06, 2019, 05:17:24 am »

Is there any way to make a job or reaction require a specific caste to perform? No there is not.

Can I use CE_BODY_MAT_INTERACTION to have a creature conditionally grant itself a syndrome? e.g:

Instant vaporizing sweat gives the creature Syndrome 1 instantly -> Syndrome 1 makes the creature's sweat perform Interaction 1 on contact -> Interaction 1 applies Syndrome 2 if the creature doesn't currently have a syndrome of [SYN_CLASS:STOP] -> Syndrome 2 transforms the creature for 0 time, healing it fully.
« Last Edit: August 06, 2019, 09:11:46 am by Shophaune »
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Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1340 on: August 06, 2019, 03:40:22 pm »

Following up on this, would putting a METAL_ORE tag on a gem make it be able to be used the same as a stone? And would only the uncut version be considered an "ore", or would the cut version be able to be smelted too?

I don't think so, because GEMs when mined drop the item type ROUGH (for uncut gems) and cuts gems are SMALLGEM and large cut gems are GEM and I don't think the vanilla smelter reaction looks for those item types just BOULDER types with METAL_ORE on them

you could make a custom reaction that could take them, and spit out a metal

That does seem to be the case from my brief testing, but custom reactions will work just as good/even better for my plans.

New Question;
If creating a total conversion mod, where even the vanilla buildings are removed (through DFHack), is there any reason to use ITEMS_HARD, ITEMS_AMMO, etc...? According to the wiki, it seems that the ITEMS_XXX tokens are only used for reactions in the vanilla buildings, whereas tokens like BONE and LEATHER are used both for vanilla buildings and stockpiling.
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1341 on: August 06, 2019, 08:58:11 pm »

New Question;
If creating a total conversion mod, where even the vanilla buildings are removed (through DFHack), is there any reason to use ITEMS_HARD, ITEMS_AMMO, etc...? According to the wiki, it seems that the ITEMS_XXX tokens are only used for reactions in the vanilla buildings, whereas tokens like BONE and LEATHER are used both for vanilla buildings and stockpiling.

ones that would really matter I think would be ITEMS_SOFT for clothing (worldgen AI stuff) ITEMS_WEAPON so that the AI knows for that METAL to make weapons from it, ITEMS_ARMOR for the AI to know they can make METAL armor from it, ITEMS_AMMO same thing, ITEMS_ANVIL, same thing.

ITEMS_HARD I think is more for crafts and the like but the reason for that is not only for some vanilla reactions/workshops, but so that the game understands what the AI can and cannot do with said material
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Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1342 on: August 07, 2019, 10:46:47 am »

New Question;
If creating a total conversion mod, where even the vanilla buildings are removed (through DFHack), is there any reason to use ITEMS_HARD, ITEMS_AMMO, etc...? According to the wiki, it seems that the ITEMS_XXX tokens are only used for reactions in the vanilla buildings, whereas tokens like BONE and LEATHER are used both for vanilla buildings and stockpiling.

ones that would really matter I think would be ITEMS_SOFT for clothing (worldgen AI stuff) ITEMS_WEAPON so that the AI knows for that METAL to make weapons from it, ITEMS_ARMOR for the AI to know they can make METAL armor from it, ITEMS_AMMO same thing, ITEMS_ANVIL, same thing.

ITEMS_HARD I think is more for crafts and the like but the reason for that is not only for some vanilla reactions/workshops, but so that the game understands what the AI can and cannot do with said material

Completely forgot about worldgen and AI, that does throw a wrench into things
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Shophaune

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1343 on: August 07, 2019, 01:23:51 pm »

Is there any way to have a region interaction happen immediately? Testing whether mine's working is really hard with no control over when it happens.
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1344 on: August 08, 2019, 04:23:53 am »

Is there any way to have a region interaction happen immediately? Testing whether mine's working is really hard with no control over when it happens.
No, can't force it to trigger.
A fresh 7-dwarf embark with food and water, at 300 simulation ticks per second, and remove all "pause" type things from init/announcements, perhaps.
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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

Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1345 on: August 08, 2019, 03:59:19 pm »

I'm a little confused about growth timers. The wiki states "Specifies at which part of the year the growth appears. Default is all year round." But the way it is used in the raws makes it seem more like how many ticks it takes from planting to the growth being available. If it really is a point in the year then a plant like (raws truncated for readability)
Code: [Select]
[PLANT:STRING_BEAN]
[NAME:string bean plant][NAME_PLURAL:string bean plants][ADJ:string bean plant]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWTH:POD]
[GROWTH_NAME:string bean pod:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:120000:200000]
[GROWTH_PRINT:'%':'%':2:0:1:120000:200000:3]
[GROWTH_HAS_SEED]
would have growths immediately if planted in the summer, but wouldn't have any growths from autumn through spring? Am I misunderstanding something?
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1346 on: August 08, 2019, 05:32:51 pm »

I'm a little confused about growth timers. The wiki states "Specifies at which part of the year the growth appears. Default is all year round." But the way it is used in the raws makes it seem more like how many ticks it takes from planting to the growth being available. If it really is a point in the year then a plant like (raws truncated for readability)
Code: [Select]
[PLANT:STRING_BEAN]
[NAME:string bean plant][NAME_PLURAL:string bean plants][ADJ:string bean plant]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWTH:POD]
[GROWTH_NAME:string bean pod:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:120000:200000]
[GROWTH_PRINT:'%':'%':2:0:1:120000:200000:3]
[GROWTH_HAS_SEED]
would have growths immediately if planted in the summer, but wouldn't have any growths from autumn through spring? Am I misunderstanding something?

Yeah to me growth timing is an odd thing becuase they do go off of a set time rather than the old GROWDUR for plants (which is the time since the seedling/sapling started)

so  yeah if this plant was mature right before (and maybe in the middle of??) that growth timing it'd produce those growths. Tad less controllable than normal growing settings.

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Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1347 on: August 09, 2019, 11:38:02 am »

I'm a little confused about growth timers. The wiki states "Specifies at which part of the year the growth appears. Default is all year round." But the way it is used in the raws makes it seem more like how many ticks it takes from planting to the growth being available. If it really is a point in the year then a plant like (raws truncated for readability)
Code: [Select]
[PLANT:STRING_BEAN]
[NAME:string bean plant][NAME_PLURAL:string bean plants][ADJ:string bean plant]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWTH:POD]
[GROWTH_NAME:string bean pod:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:120000:200000]
[GROWTH_PRINT:'%':'%':2:0:1:120000:200000:3]
[GROWTH_HAS_SEED]
would have growths immediately if planted in the summer, but wouldn't have any growths from autumn through spring? Am I misunderstanding something?

Yeah to me growth timing is an odd thing becuase they do go off of a set time rather than the old GROWDUR for plants (which is the time since the seedling/sapling started)

so  yeah if this plant was mature right before (and maybe in the middle of??) that growth timing it'd produce those growths. Tad less controllable than normal growing settings.

That is odd behavior, but I guess it explains why all the plants have all four seasons listed on them. The way the growths are set up though it really does feel like they should be more akin to the old GROWDUR. It just seems weird to me that something planted at the start of a season would behave so differently than something planted towards the end of a season, but oh well, it's good to know at least
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Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1348 on: August 10, 2019, 03:41:36 pm »

Also as to a note why it has all 4 seasons, is that all surface plants have all seasonal tags on them (at least the plant_standard.txt ones. I haven't gone through ALL the new plants yet) however some underground plants are not all seasonal, which "doesn't" really make sense.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1349 on: August 11, 2019, 06:52:21 pm »

Is there anyway to make a terrarium the product of a reaction?
[PRODUCT:100:1:CAGE:TERRARIUM:GET_MATERIAL_FROM_REAGENT:A:NONE]?

I am trying to make a reaction that makes an aquarium (livewell/tank) out of any buildmat (wood/stone/metal instead of glass). Is this possible?
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