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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 188716 times)

YomToxic

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1575 on: October 21, 2019, 05:10:35 pm »

Been using this from RoTMK for a while,

Code: [Select]
[REACTION:PENETRATE_AQUIFER]
[NAME:Get water (deconstruct pipe to deploy)]
[BUILDING:DRILL:NONE]
[PRODUCT:100:23000:LIQUID_MISC:NONE:WATER:NONE]

but I'd like to boost its output. As in, a torrent of water in one use instead of the 2~3 units of water per use. How would I go around using this? More [PRODUCT], or more than 23000? Both?
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1576 on: October 22, 2019, 06:03:26 am »

Maybe multiple PRODUCT lines, each with own chance,
so don't know how much gonna get this time.

[PRODUCT:100:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:50:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:30:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:20:23000:LIQUID_MISC:NONE:WATER:NONE]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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YomToxic

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1577 on: October 22, 2019, 06:09:47 am »

Maybe multiple PRODUCT lines, each with own chance,
so don't know how much gonna get this time.

[PRODUCT:100:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:50:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:30:23000:LIQUID_MISC:NONE:WATER:NONE]
[PRODUCT:20:23000:LIQUID_MISC:NONE:WATER:NONE]

Tried that, for some reason - the products all work; but the end result is always the same. Around 4~5 units of water is produced when the building is disassembled.
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assimilateur

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1578 on: October 23, 2019, 05:59:50 am »

You know how you're only supposed to get a non-breedable pair of wagon-pulling livestock when you embark? For the last couple of games I have been getting a female and male yak. Any idea what might have caused this? I'm asking this here because I'm almost sure it has to do with modding. The thing is, the only change to domestic animals I remember making is setting [GRASSTRAMPLE:0], and all the standard animals are also available for purchase when embarking.
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1579 on: October 24, 2019, 12:00:58 pm »

Is there an item/reaction tag that prevents an item from getting a quality rating when created and is instead just the basic/default quality "chair/bed/ring"?

Ulfarr

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1580 on: October 24, 2019, 12:40:55 pm »

There is [UNIMPROVABLE] but I'm not sure if it works with items that aren't defined as tools. I've tried to use it with some custom ammo but it was listed as non-recognizable (or something along these line) token in the errorlog.

edit: I misunderstood what you were asking
« Last Edit: October 24, 2019, 12:43:34 pm by Ulfarr »
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

CohentheBarbarian

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1581 on: October 24, 2019, 05:13:23 pm »

would someone kindly show me how to mod Super Fire Immunity from drinking dragon blood/eating its heart?
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ZM5

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1582 on: October 25, 2019, 12:29:53 am »

It'd require a transformation syndrome into a fire-immune creature.
I.e [CE_BODY_TRANSFORMATION:START:0]
      [CE:CREATURE:FIREIMMUNECREATUREHERE:DEFAULT]

Can't add it via syndromes otherwise. The FIREIMMUNE and FIREIMMUNE_SUPER tokens, on top of just being AI switches and not being responsible for fire immunity anymore (thats relegated to materials), cannot be added via CE_ADD_TAG.
« Last Edit: October 25, 2019, 12:32:31 am by ZM5 »
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brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1583 on: October 25, 2019, 11:34:37 am »

Is this the correct way to use a plant growth in a reaction?

Code: [Select]
[REAGENT:A:1:PLANT_GROWTH:hf_BOXWOOD:hf_BOXWOOD_GROWTH:NONE:NONE][ANY_PLANT_MATERIAL]
This is the plant:
Code: [Select]
[PLANT:hf_BOXWOOD]
 [NAME:boxwood][NAME_PLURAL:boxwoods][ADJ:boxwood]
 [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
 [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
 [PICKED_TILE:176][PICKED_COLOR:2:2:1]
 [DRY][BIOME:ANY_TEMPERATE]
 [VALUE:1]
 [SPRING][SUMMER][AUTUMN][WINTER]
 [USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
  [STATE_COLOR:ALL:GREEN]
  [DISPLAY_COLOR:2:0:0]
  [STOCKPILE_PLANT_GROWTH]
 [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
 [SEED:boxwood seed:boxwood seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
 [FREQUENCY:60]
 [CLUSTERSIZE:3]
 [PREFSTRING:clean hedges]
 [GROWTH:hf_BOXWOOD_GROWTH]
  [GROWTH_NAME:boxwood:boxwoods]
  [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
  [GROWTH_DENSITY:1000]
  [GROWTH_TIMING:60000:119999]
  [GROWTH_PRINT:176:176:2:2:1:60000:119999:2]
  [GROWTH_DROPS_OFF]

Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1584 on: October 25, 2019, 11:37:42 am »

It looks correct, is it giving you trouble?
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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.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1585 on: October 25, 2019, 12:05:12 pm »

It looks correct, is it giving you trouble?

Thanks. I haven't tested it yet (I don't have a computer with me to test it). I just wanted to make sure it looked right before I made a bunch of similar reactions and then had to go back and rewrite them all lol

It looks like it may actually be this, but I'm not sure. Maybe this does the same thing?

Code: [Select]
:PLANT_GROWTH:NONE:PLANT_MAT:hf_BOXWOOD:hf_BOXWOOD_GROWTH]

Roses

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1586 on: October 25, 2019, 12:12:28 pm »

Reactions go ITEM_DEFINITION:MATERIAL_DEFINITION, PLANT_GROWTH:NONE is your item definition (PLANT_GROWTH is your item type and they have no subtypes). PLANT_MAT:PLANT_TOKEN:PLANT_MATERIAL is your material definition, just like INORGANIC:INORGANIC_MATERIAL. So I'm fairly certain the first reaction you posted wouldn't work, but
Code: [Select]
:PLANT_GROWTH:NONE:PLANT_MAT:hf_BOXWOOD:hf_BOXWOOD_GROWTH] should
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Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1587 on: October 25, 2019, 12:39:39 pm »

Shit, yeah, you're correct.
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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.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1588 on: October 25, 2019, 12:45:39 pm »

Reactions go ITEM_DEFINITION:MATERIAL_DEFINITION, PLANT_GROWTH:NONE is your item definition (PLANT_GROWTH is your item type and they have no subtypes). PLANT_MAT:PLANT_TOKEN:PLANT_MATERIAL is your material definition, just like INORGANIC:INORGANIC_MATERIAL. So I'm fairly certain the first reaction you posted wouldn't work, but
Code: [Select]
:PLANT_GROWTH:NONE:PLANT_MAT:hf_BOXWOOD:hf_BOXWOOD_GROWTH] should
Shit, yeah, you're correct.
Thanks. I will try this out. I'm using it to make a hedge from harvested boxwood and something similar for rose bushes and other garden flowers/plants.

brolol.404

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1589 on: October 25, 2019, 01:28:42 pm »

Code: [Select]
[REAGENT:A:1:PLANT_GROWTH:NONE:PLANT_MAT:hf_BOXWOOD:hf_BOXWOOD_GROWTH]

Also, would this give me back the seeds for boxwood that I could then plant? Or is the boxwood growth material different than the boxwood seed material?

Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Would it need to be:

Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
Or are both of these wrong?
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