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Author Topic: .40a-c new animal/plant reactions/itemcorpses  (Read 8448 times)

Jay

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.40a-c new animal/plant reactions/itemcorpses
« on: August 21, 2008, 06:10:22 pm »

As far as I can tell, we still haven't had any new documentation on just how to go about using the new features provided by Toady's generalization of the plants/animals raws for startprofile saving detailed in one of his dev log updates.
Can somebody shed some light on this?
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08/12/2008: I'm pretty much through with saving embark profiles. I had to generalize some of the item txt file handling for the embark profile files, so there will be the added benefit of allowing item corpses and the reaction raws to use more item types, from plants to bones to extracts etc. Corpses and their pieces as well as prepared food, being more complicated objects, are still not properly supported.
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Zironic

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #1 on: August 21, 2008, 07:57:10 pm »

You couldnt do plant to other things and stuff effectively or something to plant, before.
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Untelligent

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #2 on: August 21, 2008, 08:09:09 pm »

You couldnt do plant to other things and stuff effectively or something to plant, before.

...yes, you could.

The old method no longer works, however. Which is why there's been several queries as to the nature of the new method, like this topic.
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Deon

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #3 on: August 22, 2008, 01:36:33 am »

Wow, so we don't need to play with material order in EXE etc. and other fun stuff to make animal reactions?
I still can't believe it, until I see it myself =).
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LordNagash

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #4 on: August 22, 2008, 03:35:31 am »

Actually, it would be very useful to have ALL item tags clarified because at the moment they are pretty difficult to work with, most of the stuff on the wiki about them is conjectural
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Sean Mirrsen

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #5 on: August 22, 2008, 03:57:42 am »

All item tags are as clear as glass to me. Well, green glass at least. :)

Actually, most tags in DF raws are rather descriptive.

If you want specific questions answered, ask away.
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LordNagash

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #6 on: August 22, 2008, 05:44:29 am »

http://www.dwarffortresswiki.net/index.php/Armor_Tokens - for example. Someone seems to have updated it since I last saved it to hard disk, but stuff like SHAPED, HARD and SOFT is still conjectural.

I agree item tags are usually descriptive but when you're trying to do something really specific like make something that can *only* be made out of shell, the wiki is not much help and you end up with 'pig tail shell armor'
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Sean Mirrsen

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #7 on: August 22, 2008, 06:22:12 am »

You can have an armor be made ONLY out of shell. The problem is, only player-controlled forts respect this. In adventure mode, you will see rope reed shell armors, because the game does not know how to spawn shell-material items, and chooses plants instead. Same with bone.
The SHAPED, HARD, and SOFT are pretty well defined. METAL is metal. LEATHER is leather. HARD is wood. SOFT is cloth. SCALED is shell. BARRED is bone. You cannot (or should not be able to) wear more than one SHAPED armorpiece on a single bodypart.
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Earthquake Damage

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #8 on: August 22, 2008, 07:55:35 pm »

What is it exactly that HARD and SOFT do?  It's still unclear AFAIK.
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Sean Mirrsen

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #9 on: August 23, 2008, 02:11:32 am »

That's as clear as sunshine, actually. HARD allows the armor to be made of wood. SOFT allows it to be made of cloth, either plant fiber or silk. If there are any effects other than these, they are not pronounced enough to be noticeable.
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Deon

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #10 on: August 23, 2008, 06:54:20 am »

It was not so clear for me that HARD allowed to craft it with wood. Why wood not metal then? =)
I think that only playtesting revealed this to you, and now I know it too.
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Lazureus

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #11 on: August 23, 2008, 08:35:22 am »

That's as clear as sunshine, actually. HARD allows the armor to be made of wood. SOFT allows it to be made of cloth, either plant fiber or silk. If there are any effects other than these, they are not pronounced enough to be noticeable.

This is where I get confused.. I don't believe I've ever seen Plate Mail ever made from wood, as it has the [HARD] tag..
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Sean Mirrsen

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #12 on: August 23, 2008, 08:59:31 am »

Only elves make stuff from wood in vanilla DF, and they don't have platemails. They do make wooden gauntelts and boots and whatnot.

And it may have been playtesting, but eventually I think I saw Toady comment on these as well. I don't remember when or where it was though.
« Last Edit: August 23, 2008, 09:01:04 am by Sean Mirrsen »
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Jay

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #13 on: August 23, 2008, 12:20:37 pm »

Okay, it seems we got derailed a fair bit.
My question in the OP is fairly obvious...
How exactly do we make animal/plant products a...
A)reagent/product of a reaction
B)item corpse
?
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Pickerel

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #14 on: August 24, 2008, 04:17:19 pm »

I haven't tested it out yet, but if I hear you all correctly... does this mean that one can... now... finally... after so much waiting... smelt cows?

And get something other then ratweed from smelter reactions as well?
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