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Author Topic: [MODDING] General modding questions thread  (Read 153863 times)

bloop_bleep

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Oh, it's just a comment out. It's not actually any special syntax, it's just to remove the opening [ so that the game doesn't read that tag, without removing it completely so it can easily be added back in.
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Rekov

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What do things like [DRINK:LOCAL_PLANT_MAT:DRINK] and [MILL:LOCAL_PLANT_MAT:MILL] in plant raws do exactly?

Are they necessary to call a material like PLANT_MAT:WHATEVER:DRINK?

And if that's the case, why aren't there equivalent tags for oil, or soap?

Basically I'm trying to understand why I can refer to PLANT_MAT:WHATEVER:FRUIT or PLANT_MAT:WHATEVER:LEAF as a material token, but I can't refer to PLANT_MAT:WHATEVER:MILL in order to get the powder.
« Last Edit: May 15, 2020, 12:43:22 am by Rekov »
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Hugo_The_Dwarf

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What do things like [DRINK:LOCAL_PLANT_MAT:DRINK] and [MILL:LOCAL_PLANT_MAT:MILL] in plant raws do exactly?

Are they necessary to call a material like PLANT_MAT:WHATEVER:DRINK?

And if that's the case, why aren't there equivalent tags for oil, or soap?

Basically I'm trying to understand why I can refer to PLANT_MAT:WHATEVER:FRUIT or PLANT_MAT:WHATEVER:LEAF as a material token, but I can't refer to PLANT_MAT:WHATEVER:MILL in order to get the powder.

[DRINK] controls what is produced via normal brewing, well that used to be the case until Toady split that reaction into the RAWs, but I'm pretty sure it still allows the AI if it has access to that plant, to bring that material as a booze item to sell

[MILL] ergo the same, if it gets milled in a Quern or Millstone (powered) it will produce a bag-able material and the AI will use it for Trade

There are no tags for OIL and SOAP because there are reactions to make use of them and to make them.
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Rekov

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The two brewing reactions in the raws use [PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT] and [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT] as the products.

So is DRINK_MAT and SEED_MAT hard-coded things that works for brewing, but there isn't an equivalent MILL_MAT that works for powder? I've had to use a material reaction product for a custom reaction that produces powder from a custom plant. And while it works for creating powder, something is going wrong somewhere, because when I use that powder in further reactions, something gets messed up.
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Mim

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Okay, so in Tolkien's world of Middle-earth, Dwarves are immune to human diseases. This means in my mod I would have to make them immune to infections from wounds and infections from rot. Would this make the game too easy?
« Last Edit: May 15, 2020, 04:37:12 pm by Mim »
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TomiTapio

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Okay, so in Tolkien's world of Middle-earth, Dwarves are immune to human diseases. This means in my mod I would have to make them immune to infections from wounds and infections from rot. Would this make the game too easy?
No, it would not. Infections are nothing;
sieges (without trap corridor or walling off) and werecreature-epidemic
 and tantrum spirals are the real enemy. Plus the occasional 20-ton megabeast.

Too easy would be "all dwarves get dodging skill of 5 to 20 at birth".
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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

Rekov

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I am having a problem with using powder as a reagent, when that powder is contained within a bag within a barrel:

Code: [Select]
Alternate version of above reaction in case dust bags are contained in barrels.
[REACTION:MIX_DUSKTHORN_ESSENCE_BARREL]
[NAME:mix duskthorn essence]
[BUILDING:ALCHEMIST_HOLLOW:CUSTOM_SHIFT_D]
[REAGENT:powder:150:POWDER_MISC:NONE:PLANT_MAT:DUSKLEAF:MILL]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:powder]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bag container:1:NONE:NONE:NONE:NONE]
[CONTAINS:bag]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:flask:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:DUSKLEAF:EXTRACT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:flask]
[SKILL:ALCHEMY]

All of the reagents are gathered, and the reaction does produce an extract in the flask. Neither the powder nor the oil get consumed though, and the extract isn't usable in further reactions.

I have a reaction that is identical to the one posted above, except without the bag container reagent, and that reaction works perfectly. Is it just not possible to use a reagent within nested containers?
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TomiTapio

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   [REAGENT:powder:150:POWDER_MISC:NONE:PLANT_MAT:DUSKLEAF:MILL]
   [REAGENT:bag:1:NONE:NONE:NONE:NONE]   [CONTAINS:powder]   [PRESERVE_REAGENT]   [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:bag container:1:NONE:NONE:NONE:NONE]   [CONTAINS:bag]
      [PRESERVE_REAGENT]      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
   [REAGENT:oil container:1:NONE:NONE:NONE:NONE]      [CONTAINS:oil]
      [PRESERVE_REAGENT]      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:flask:1:FLASK:NONE:NONE:NONE]      [EMPTY]      
I don't think one should command the bag holding barrel. Just the bag and the powder. No barrel.
Oil container is needed. Maybe put the result into a glass vial, or bucket, instead of leather flask?

Spoiler (click to show/hide)
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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

Rekov

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If I drop the barrel reagent, then I literally cannot use the powder unless there aren't enough barrels. If there are enough barrels, the dwarves will put the bag of powder into one of them.

The solution is probably going to be editing my reaction that produces the powder, and having the powder get stored in buckets instead of bags.
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Mim

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I've been thinking about playing the game with DFHack's digging invaders, and perhaps recommending that The Lord of the Rings mod be played with it. After all, Orcs breached the Rammas Echor of Minas Tirith and also the culvert of Helm's Deep, and I think it would feel weird without Orcs being able to dig into your fort. Is playing with digging invaders any fun, or is it too difficult? I suppose I could test it, but I suck at the game to much for it to be a reliable test, as I haven't played DF for quite some time now.

EDIT: Hmm. Perhaps this belongs in the DFHack thread.
« Last Edit: May 17, 2020, 08:35:02 am by Mim »
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AshTheTiefling

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So, I've wanting to make a challenge fortress where the dwarves only use bone for stuff, weapons, doors, beds, everything (In an evil biome for added Fun!) To make this work, I need to essentially make it so bone is a viable material for tools, weapons (you already make bows, so that's something) and furniture, any idea on how to make that possible?
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You know what was happening? The terrifying master, nearly maxed all combat skills, was hitting me with some copper earring. Over and over. It took it few days, but he managed to beat me with copper earring.
Welcome to... Megabeast Park! *Raaawr!*

TomiTapio

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So, I've wanting to make a challenge fortress where the dwarves only use bone for stuff, weapons, doors, beds, everything (In an evil biome for added Fun!) To make this work, I need to essentially make it so bone is a viable material for tools, weapons (you already make bows, so that's something) and furniture, any idea on how to make that possible?
My wooden funs: just put bone instead as a reagent.
You might want a reaction that destroys all metal bars in your Challenge Fort. "Metal bars into bone-on-cloth armorleather" maybe.

Spoiler (click to show/hide)

How the heck does one make mug/goblet/chalice/flask/jug/kitchenpot out of BONE?
Answer: 1cm by 15cm strips of bone, plus animal-tissues glue. Maybe animal leath...no.
The time is: LEET (13:37).
« Last Edit: May 20, 2020, 05:37:49 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

AshTheTiefling

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How the heck does one make mug/goblet/chalice/flask/jug/kitchenpot out of BONE?
Answer: 1cm by 15cm strips of bone, plus animal-tissues glue. Maybe animal leath...no.

Or the SKULLS OF YOUR ENEMIES,

BLOOD FOR ARMOK!
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You know what was happening? The terrifying master, nearly maxed all combat skills, was hitting me with some copper earring. Over and over. It took it few days, but he managed to beat me with copper earring.
Welcome to... Megabeast Park! *Raaawr!*

Emperor Sheev

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Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).
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TomiTapio

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Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).
Tried "RANDOM_NEARBY_LOCATION - Used with LOCATION." and
"SUMMON_UNIT - Creates a new unit at the target" combo?
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token
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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
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