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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 185631 times)

TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1350 on: August 12, 2019, 02:01:26 am »

Not possible AFAIK. "A glass cage is called a terrarium or, if filled with water for holding captured live aquatic vermin, an aquarium. "
the material determines the name of the cage/chest.
A bag is "a BOX made of plant fiber, silk, yarn, or leather."
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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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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1351 on: August 12, 2019, 05:33:55 am »

Not possible AFAIK. "A glass cage is called a terrarium or, if filled with water for holding captured live aquatic vermin, an aquarium. "
the material determines the name of the cage/chest.
A bag is "a BOX made of plant fiber, silk, yarn, or leather."

Thanks. Unfortunately that makes testing live fish a lot more work lol

Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1352 on: August 12, 2019, 09:09:45 am »

Not possible AFAIK. "A glass cage is called a terrarium or, if filled with water for holding captured live aquatic vermin, an aquarium. "
the material determines the name of the cage/chest.
A bag is "a BOX made of plant fiber, silk, yarn, or leather."

Thanks. Unfortunately that makes testing live fish a lot more work lol

If it's just for testing purposes you could just make the reaction take any material and make a glass cage.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1353 on: August 12, 2019, 10:57:13 am »

That's a good point. Thanks!

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1354 on: August 12, 2019, 01:33:21 pm »

I have been having trouble getting these food reactions working.

Ignoring the other reagents, I am looking at the following:

Fish -> Cured Fish
   [REAGENT:A:1:FISH:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:
Raw Fish -> Fish Sauce
   [REAGENT:A:1:FISH_RAW:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:
Fish -> Fish Cheese
   [REAGENT:A:1:FISH:NO_SUBTYPE:NONE:NONE]
   [PRODUCT:100:1:

How would you set up the PRODUCT line for each of these reactions?

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1355 on: August 12, 2019, 02:43:31 pm »

cured fish, not sure what that would be? I guess you could give them an extra MEAT material that isn't used as a tissue (can't get it through butchering) and basically use GET_MATERIAL_FROM_REAGENT:A:CURED were the material reaction product is CURED and is on the fish meat itself (normal MUSCLE)

fish sauce, I guess you could make it a cookable glob (like tallow) so also use tallow as a reference to allow it to be stockpiled and not cleaned (by cleaning jobs)

fish cheese, CHEESE

 [PRODUCT:100:1:MEAT:NONE:GET_MATERIAL_FROM_REAGENT:A:CURED]
 [PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:SAUCE]
 [PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:A:CHEESE]

materials on the fish should have the correct
[MATERIAL_REACTION_PRODUCT:CURED:LOCAL_CREATURE_MAT:CURED_MEAT] <- materials
[MATERIAL_REACTION_PRODUCT:SAUCE:LOCAL_CREATURE_MAT:SAUCE] <- materials
[MATERIAL_REACTION_PRODUCT:CHEESE:LOCAL_CREATURE_MAT:CHEESE] <- materials
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1356 on: August 12, 2019, 02:59:52 pm »

cured fish, not sure what that would be? I guess you could give them an extra MEAT material that isn't used as a tissue (can't get it through butchering) and basically use GET_MATERIAL_FROM_REAGENT:A:CURED were the material reaction product is CURED and is on the fish meat itself (normal MUSCLE)

fish sauce, I guess you could make it a cookable glob (like tallow) so also use tallow as a reference to allow it to be stockpiled and not cleaned (by cleaning jobs)

fish cheese, CHEESE

 [PRODUCT:100:1:MEAT:NONE:GET_MATERIAL_FROM_REAGENT:A:CURED]
 [PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:SAUCE]
 [PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:A:CHEESE]

materials on the fish should have the correct
[MATERIAL_REACTION_PRODUCT:CURED:LOCAL_CREATURE_MAT:CURED_MEAT] <- materials
[MATERIAL_REACTION_PRODUCT:SAUCE:LOCAL_CREATURE_MAT:SAUCE] <- materials
[MATERIAL_REACTION_PRODUCT:CHEESE:LOCAL_CREATURE_MAT:CHEESE] <- materials

Awesome thanks! I'll mess around with this.

For cured fish, I was thinking fish added to salt would make edible fish that doesn't rot.

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1357 on: August 12, 2019, 03:19:12 pm »

I think anything that counts as a food item (EGG, MEAT, GLOB?, CHEESE, FISH, FISH_RAW, etc) will all "rot" when not stockpiled and it makes sense since even if you had salted fish or what have you, if you toss it out into the great outdoors eventually it'll decay or be broken down (if it's not eaten by something)
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1358 on: August 12, 2019, 04:04:30 pm »

I think anything that counts as a food item (EGG, MEAT, GLOB?, CHEESE, FISH, FISH_RAW, etc) will all "rot" when not stockpiled and it makes sense since even if you had salted fish or what have you, if you toss it out into the great outdoors eventually it'll decay or be broken down (if it's not eaten by something)

Ah ok thanks. Maybe I will just remove that one then if I cant think of a reason for it.

Wannabehero

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1359 on: August 12, 2019, 04:14:42 pm »

I think anything that counts as a food item (EGG, MEAT, GLOB?, CHEESE, FISH, FISH_RAW, etc) will all "rot" when not stockpiled and it makes sense since even if you had salted fish or what have you, if you toss it out into the great outdoors eventually it'll decay or be broken down (if it's not eaten by something)

Ah ok thanks. Maybe I will just remove that one then if I cant think of a reason for it.

This behavior is supposed to be handled by the [ROTS] token in the material definition.  Without this token, items shouldn't be able to rot, even when not stockpiled.  At least that is my understanding, I have not tested it.  Could be fun to test it by adding the [ROTS] token to the stone template, for science...
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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 #1360 on: August 12, 2019, 04:20:41 pm »

I think anything that counts as a food item (EGG, MEAT, GLOB?, CHEESE, FISH, FISH_RAW, etc) will all "rot" when not stockpiled and it makes sense since even if you had salted fish or what have you, if you toss it out into the great outdoors eventually it'll decay or be broken down (if it's not eaten by something)

Ah ok thanks. Maybe I will just remove that one then if I cant think of a reason for it.

This behavior is supposed to be handled by the [ROTS] token in the material definition.  Without this token, items shouldn't be able to rot, even when not stockpiled.  At least that is my understanding, I have not tested it.  Could be fun to test it by adding the [ROTS] token to the stone template, for science...

True, but I found even adding [ROTS] to say metal (I did this because I was tired of arrows and other gear getting stuck in rivers/pools I didn't feel like draining) they did not rot, in the slightest. So I guess yea could remove [ROTS] but that behavior is only applied to CORPSE, CORPSEPIECE and the aforementioned consumable item types
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1361 on: August 12, 2019, 11:57:46 pm »

I think a fish creature could have multiple cheese materials inside it, one of the cheeses could be the dried or smoked or salted or pickled fish meat.
[REACTION_CLASS:CHEESE] [CHEESE_CREATURE] make a material cheesy.

Spoiler (click to show/hide)
And the milks have
[REACTION_CLASS:MILK]  [MATERIAL_REACTION_PRODUCT:CHEESE_MAT:LOCAL_CREATURE_MAT:CHEESE11111]  [LIQUID_MISC_CREATURE]

ps. rock salt boulder into edible plant bits:
Spoiler (click to show/hide)
« Last Edit: August 13, 2019, 12:24:53 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

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1362 on: August 13, 2019, 03:44:33 pm »

Thanks for all of the help with this one. I am still getting no product and no errorlog. any help with this?

Reaction:
Code: [Select]
[REACTION:fe_FISH_CHEESE]
[CATEGORY:fe_FISH_PROCESSING]
[CATEGORY_NAME:Fish Processing]
[CATEGORY_KEY:CUSTOM_SHIFT_P]
[NAME:process fish cheese]
[BUILDING:fe_FISH_PROCESSING_WORKSHOP:CUSTOM_SHIFT_L]
[REAGENT:A:1:FISH_RAW:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:A:fe_FISH_CHEESE]
[SKILL:DISSECT_FISH]

Creature:
   
Code: [Select]
[USE_MATERIAL_TEMPLATE:fe_FISH_CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:fish cheese]
[STATE_NAME_ADJ:LIQUID:liquid fish cheese]
[STATE_NAME_ADJ:GAS:boiling fish cheese]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE]
[REACTION_CLASS:fe_FISH_CHEESE]

My guess is that the FISH RAW doesnt carry over the creature materials. So I either need to use VERMIN as the reagent (live fish) or change the product line. Im not sure though.

Hugo_The_Dwarf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1363 on: August 13, 2019, 07:26:51 pm »

Thanks for all of the help with this one. I am still getting no product and no errorlog. any help with this?

Reaction:
Code: [Select]
[REACTION:fe_FISH_CHEESE]
[CATEGORY:fe_FISH_PROCESSING]
[CATEGORY_NAME:Fish Processing]
[CATEGORY_KEY:CUSTOM_SHIFT_P]
[NAME:process fish cheese]
[BUILDING:fe_FISH_PROCESSING_WORKSHOP:CUSTOM_SHIFT_L]
[REAGENT:A:1:FISH_RAW:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:A:fe_FISH_CHEESE]
[SKILL:DISSECT_FISH]

Creature:
   
Code: [Select]
[USE_MATERIAL_TEMPLATE:fe_FISH_CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:fish cheese]
[STATE_NAME_ADJ:LIQUID:liquid fish cheese]
[STATE_NAME_ADJ:GAS:boiling fish cheese]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE]
[REACTION_CLASS:fe_FISH_CHEESE]

My guess is that the FISH RAW doesnt carry over the creature materials. So I either need to use VERMIN as the reagent (live fish) or change the product line. Im not sure though.

Put this [MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE] on a material the fish is MADE of like BONE, or FAT, or SCALE, or MUSCLE,LIVER,KIDNEY,HEART basically anything it is made from. Having it on the cheese doesn't help because [MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE] says "this material, can be turned into fe_FISH_CHEESE via the id fe_FISH_CHEESE

However I would have also expected some sort of output regardless, it just wouldn't be.. Cheese. I mean it would be a CHEESE itemtype but the material would be something random (like fish SCALE or something)

The sad thing is that reaction looks perfect to me, but I'll go over it with a fine tooth comb (will edit this later)
EDIT:
I see no issue with the reaction
« Last Edit: August 13, 2019, 07:48:07 pm by Hugo_The_Dwarf »
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1364 on: August 14, 2019, 06:49:51 am »

Thanks for taking a look at this.

Put this [MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE] on a material the fish is MADE of like BONE, or FAT, or SCALE, or MUSCLE,LIVER,KIDNEY,HEART basically anything it is made from. Having it on the cheese doesn't help because [MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE] says "this material, can be turned into fe_FISH_CHEESE via the id fe_FISH_CHEESE

I'm not sure what you mean by this. Should I move this tag into another material like this:

[SELECT_MATERIAL:FAT]
[MATERIAL_REACTION_PRODUCT:fe_FISH_CHEESE:LOCAL_CREATURE_MAT:fe_FISH_CHEESE]

Or actually change the tag to include a different material?

Would this change the reaction?
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