Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 27 28 [29] 30 31 ... 62

Author Topic: [MODDING] General modding questions thread  (Read 153856 times)

NeoTempest

  • Escaped Lunatic
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #420 on: March 11, 2020, 02:00:38 pm »

Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]

All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
Logged

Nahere

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #421 on: March 11, 2020, 02:34:43 pm »

Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]

All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here.
Logged

NeoTempest

  • Escaped Lunatic
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #422 on: March 11, 2020, 02:39:38 pm »

Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]

All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here.

Much obliged, still working out all the kinks with regards to raws, I'll put this in my reference tab.
Logged

Silverwing235

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #423 on: March 11, 2020, 06:48:46 pm »

How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

As you apparently didn't catch it on your talkpage - this is also now prepared-ish.
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #424 on: March 11, 2020, 07:06:41 pm »

You want this: [REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here.

Extracted raws of older hardcoded materials here: like SALT and FILTH_B[rown]. http://www.dfwk.ru/Hardcoded_materials.txt
Logged
==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

CohentheBarbarian

  • Bay Watcher
    • View Profile
usable workshops for reactions
« Reply #425 on: March 13, 2020, 12:49:28 am »

would someone help out with a list of available workshops for reactions?
I got an idea for which ones I can use but im not sure of the format they
need to be written in.


[BUILDING:SMELTER:NONE]
[BUILDING:FARMER:NONE]

what other ones?



Logged

Atkana

  • Bay Watcher
  • [CURIOUSBEAST]
    • View Profile
Re: usable workshops for reactions
« Reply #426 on: March 13, 2020, 02:21:34 am »

would someone help out with a list of available workshops for reactions?
I got an idea for which ones I can use but im not sure of the format they
need to be written in.


[BUILDING:SMELTER:NONE]
[BUILDING:FARMER:NONE]

what other ones?
Basically anything you could want to know about custom reactions is listed on the wiki.

CohentheBarbarian

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #427 on: March 13, 2020, 02:59:01 am »



I'm such a goose. thanks mate!
Logged

Shizmoo

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #428 on: March 15, 2020, 06:28:04 pm »

how do I edit a dwarf's skill level? I want to make one skill 0 and another 5
Logged

Meridian

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #429 on: March 15, 2020, 10:24:34 pm »

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here.

Just gonna ask, is there anything barring me for having recipes be made at a magma forge, using ice bolders....

----
Separately, can an improved object be a reagent?
I'm assuming so long as I don't code it otherwise, it would by default.

Asking specifically because I'm adding the bread recipes provided in Adventurecraft and the like, and wondering if I can have my dwarves improve the bread loaves made (ENCRUST/COATING for spices, and GLAZE for something like an oil-glaze, etc.), but would it bar those loaves from being selected for usage in a Lavish Meal? Would it just appear as 'Finely minced wheat bread' or would it be 'Finely minced cinammon-spiced wheat bread'. A part of me assumed the former, as I don't remember pots being renamed based on whether they were glazed or what they were glazed with, although I assume the resulting value would still get increased

how do I edit a dwarf's skill level? I want to make one skill 0 and another 5
You'll want to check out 'assign-skills' part of dfhack, if you are using it.
here's the documentation manual
Read the instructions and you should be able to manually do that in DFHack
Logged

CohentheBarbarian

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #430 on: March 16, 2020, 01:07:14 am »

Spoiler (click to show/hide)

hay mates, do I have the material correct here in this interaction? and will [IS_FREQUENCY:1] give it a 1% chance weekly?
AND can I make it resurrect a unit, like with a working soul?

p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?

cheers
miles
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #431 on: March 16, 2020, 05:13:56 am »

p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?
FIREIMMUNE_SUPER means "hey AI, you are allowed to calculate walking path though dragonfire". For surviving dragonfire, one needs to make creature's materials resist the high temperature. Magma-resistant rock class or such. I don't know if an interaction or syndrome can change all tissues of a creature; OldGenesis doesn't have creature transfomation magicks.
« Last Edit: March 16, 2020, 05:16:36 am by TomiTapio »
Logged
==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

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #432 on: March 16, 2020, 07:38:34 am »

p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?
FIREIMMUNE_SUPER means "hey AI, you are allowed to calculate walking path though dragonfire". For surviving dragonfire, one needs to make creature's materials resist the high temperature. Magma-resistant rock class or such. I don't know if an interaction or syndrome can change all tissues of a creature; OldGenesis doesn't have creature transfomation magicks.

Syndromes cannot change material properties (apart from adding a force multiplier).  There is currently no means of making a creature resistant to heat or fire without transforming them into a different creature.

CohentheBarbarian

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #433 on: March 16, 2020, 03:57:42 pm »

Thanks guys, I guess I just thought it was a magic tag. Any word on whether this is the correct format?

   [IT_MATERIAL:MATERIAL:LIQUID:sunshine:WEATHER_CREEPING_GAS]
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
« Reply #434 on: March 16, 2020, 04:48:47 pm »

Not at all. LIQUID isn't a real thing and you want the raw identifier of sunshine, not its name. See the wiki. You want PLANT_MAT:BERRY_SUN:DRINK rather than LIQUID:sunshine.
Pages: 1 ... 27 28 [29] 30 31 ... 62