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Author Topic: [MODDING] General modding questions thread  (Read 153822 times)

TomiTapio

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So if I want my 3*3 workshop look like :
Chest - Chest - Chest
Empty - Chair - Empty
Table - Table - Table
What I have to do to find wich characters I have to set in my custom building txt ?

It's just graphics tile commands, and which tiles cannot be walked through. This example uses a chair:
Spoiler (click to show/hide)
« Last Edit: May 12, 2020, 06:59:25 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

bloop_bleep

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You can use this.
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KassaK

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Yes thanks, easier with the wiki tileset page ;)

Second question, I have a custom reaction with the job alchemist :

Quote
[REACTION:TRANSMUTE_FLUXSTONE]
   [NAME:Transmute stone to flux-stone]
   [BUILDING:TRANSMUTATOR:NONE]
   [REAGENT:A:150:BAR:NONE:ASH:NONE]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
      [WORTHLESS_STONE_ONLY]
   [REAGENT:drink container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:drink]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:HOMEMADEFLUX]
   [SKILL:ALCHEMIST]

The problem is I want only dwarves with alchemist skill enabled to do the job, but apparently any dwarf can do it, job enabled or not.

I know Alchemy job is special so maybe it's a normal thing ?

Any idea ? Thanks !
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Iä! RIAKTOR!

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How make demon (unique and normal) without worldgen crashes, if demon number set to 0?
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Eric Blank

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Yes thanks, easier with the wiki tileset page ;)

Second question, I have a custom reaction with the job alchemist :

Quote
[REACTION:TRANSMUTE_FLUXSTONE]
   [NAME:Transmute stone to flux-stone]
   [BUILDING:TRANSMUTATOR:NONE]
   [REAGENT:A:150:BAR:NONE:ASH:NONE]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
      [WORTHLESS_STONE_ONLY]
   [REAGENT:drink container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:drink]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:HOMEMADEFLUX]
   [SKILL:ALCHEMIST]

The problem is I want only dwarves with alchemist skill enabled to do the job, but apparently any dwarf can do it, job enabled or not.

I know Alchemy job is special so maybe it's a normal thing ?

Any idea ? Thanks !

Add alchemist as a job in the entity, then it has to be enabled on the dwarf's labors page.

How make demon (unique and normal) without worldgen crashes, if demon number set to 0?

Don't think you can, but maybe with enough different demon definition, unique or not, in the raws, it will stop happening? I have no idea what's actually causing the crash though, just on the assumption that it needs a certain minimum number of demons to work.
« Last Edit: May 10, 2020, 01:22:12 am by Eric Blank »
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KassaK

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I already have the [PERMITTED_JOB:ALCHEMIST] in my entity.

On dwarf Therapist I can On/Off the skill alchemy, but in game, dwarfs without alchemy skill enabled do the reaction with [SKILL:ALCHEMY]

Edit : And there is a mistake in my first post, it's [SKILL:ALCHEMY] and not [SKILL:ALCHEMIST], it was just for test.
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Eric Blank

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Thats weird, for me it only ever uses alchemy-enabled dwarves. But I dont use dwarf therapist, so maybe theres a bug stemming from that? Try again in a game version with your mod but without dwarf therapist
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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.

KassaK

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Yeah I dont know why but it's ok now.. ^^

Third question, how can I have a reageant boulder no flux only ?

[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]

I dont want use blocks but only boulder NO FLUX, I tried the tag WORTHLESS_STONE_ONLY but doesnt work.

And bonus question, is there a way to use only beer in reaction ? Not ale, rum or other drink but only beer (5 units)

[REAGENT:beer:150:DRINK:NONE:NONE:NONE:NONE]
   [UNROTTEN]
« Last Edit: May 10, 2020, 11:43:30 am by KassaK »
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Hugo_The_Dwarf

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Yeah I dont know why but it's ok now.. ^^

Third question, how can I have a reageant boulder no flux only ?

[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]

I dont want use blocks but only boulder NO FLUX, I tried the tag WORTHLESS_STONE_ONLY but doesnt work.

And bonus question, is there a way to use only beer in reaction ? Not ale, rum or other drink but only beer (5 units)

[REAGENT:beer:150:DRINK:NONE:NONE:NONE:NONE]
   [UNROTTEN]

You have to probably set your flux stone as not to use in the economic stone area
'z' > "Stone"
looking in here Marble and that are set to "Green" which means it can be used in reactions


As for the "beer" only you'd have to put a reaction class on the DRINK materials that are beer, and the reagent would be
Code: [Select]
[REAGENT:beer:750:DRINK:NONE:NONE:NONE][REACTION_CLASS:BEER]
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KassaK

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I was testing with marble, so maybe the tag WORTHLESS_STONE_ONLY work.

I will check that, thanks !
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KassaK

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I'm back with a new question :p

Is there a way to slower a reaction independently of the skill used ?

For example if I want to make a reaction last 5 minutes ?

Thanks !
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Hugo_The_Dwarf

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Nope sadly this is something that a lot of people have asked. The best you can do is make a series of reactions where after the 1st the rest are [AUTOMATIC] like a "craft grand war axe" you take some metal bars and it produces a tool called "Grand War Axe 10% Progress" that tool is taken by the next reaction to spit out 20% progress tool, so on and so forth until the last one is ran taking the 90% and just making the Grand War Axe item.

So it's like
Reaction 1
Reaction 2 (automatic)
Reaction 3 (automatic)
Reaction 4 (automatic)
Reaction 5 (automatic)
...
etc

Edit:
That way you can just start the reaction and then the rest auto queues and looks like the dwarf just keeps working away at it.
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KassaK

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Good idea, but in my case it doesn’t work.

I want to add a custom workshop for train skills, this is why I want to slow down the reaction to avoid them training too quickly.

With your solution it doesn’t solve the problem :p
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TomiTapio

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Good idea, but in my case it doesn’t work.
I want to add a custom workshop for train skills, this is why I want to slow down the reaction to avoid them training too quickly.
Consume boulders, vermin remains, socks!, meals, tickets-made-in-rock-toy-workshop, maybe.
My "consume meals" did not work, dummies consumed random items!!

Deon's OldGenesis training reactions, feel free to use:
Spoiler (click to show/hide)
« Last Edit: May 12, 2020, 07:03:00 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

KassaK

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Yes already checked that, but didnt find any information on the syntax --REAGENT and CONSUMEMEALS.

Dont know exactly why this line slow down the reaction, and what it does exactly and if it's a vanilla syntax or old genesis custom add.

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