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Author Topic: New version = triple the modding?  (Read 3080 times)

Arkose

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Re: New version = triple the modding?
« Reply #15 on: November 21, 2008, 02:04:27 am »

Still, those reactions you speak of sound awesome, if someone was to make a modpack where a stack of bones could be made into furniture items.

And skulls (for the skull throne).
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Footkerchief

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Re: New version = triple the modding?
« Reply #16 on: November 21, 2008, 02:09:15 am »

Still, those reactions you speak of sound awesome, if someone was to make a modpack where a stack of bones could be made into furniture items.

And skulls (for the skull throne).

Yeah, that's the proper way to do it.  Unfortunately if the bones and skull are from different animals, the throne can still only be made of one bone type.  The game does support multi-component items (buckets can have handles) but I think it currently handles extra components as a decoration, and buckets aren't in the raws anyway.
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Sean Mirrsen

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Re: New version = triple the modding?
« Reply #17 on: November 21, 2008, 02:13:50 am »

I wonder when decoration tasks become reactions?
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Footkerchief

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Re: New version = triple the modding?
« Reply #18 on: November 21, 2008, 03:46:27 am »

I wonder when decoration tasks become reactions?

I was just thinking about that too.  Decorations are really all over the place -- for decorations using metal and bone (and wood and stone as well, judging from the items caravans bring sometimes) the crafter chooses the decoration type, but you can do as many of them you want as long as you use different materials.  However, only one cloth/leather image is permitted per item.  Who knows how coins and buckets are handled (no pun intended).  The reaction would have to incorporate those restrictions somehow, and also leave room for the crafter's creativity.

Honestly, the more I think about it, decorations have so little in common with reactions that a totally separate raws structure might make sense.
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Sean Mirrsen

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Re: New version = triple the modding?
« Reply #19 on: November 21, 2008, 04:09:49 am »

Toady already made changes to reactions to incorporate al those material relation things, so something like this is not far off. After all, "one image per clothing" is just the reaction limit - [REAGENT:1:ITEM_ARMOR:NO_IMAGES:ANY_MATERIAL:NO_MATGLOSS], which could easily be circumvented by swapping the NO_IMAGES for NO_SUBTYPE, though a more flexible system would be needed for a limit of several images per item. Maybe "LESS_DECORATIONS_THAN_SIZE"? :P So a human-size (in this system) shirt would have a max of seven of any kind of decorations...
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Footkerchief

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Re: New version = triple the modding?
« Reply #20 on: November 21, 2008, 06:12:32 am »

^^^ Well that's what I'm saying, implementing those restrictions would require shoehorning all kinds of weird conditionals into reagent syntax, which doesn't really have room for them.  Your reagent is also limited to armor, when it should be able to use any item that can accept a sewn image as per its item definition (items specify what kind of decorations they can receive, not the other way around), meaning you don't need an item token for the decorated item (although you might need one for the decorating material).  Finally, the item being decorated shouldn't be a reagent at all, because those get consumed, and then you'd need a redundant product.  After all that, how does it resemble a reaction at all?

I'm trying to come up with a good raw structure for decorations but it's taking a while.  I might just post a new thread about it when I'm done, considering how far this thread has been derailed.
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Jay

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Re: New version = triple the modding?
« Reply #21 on: November 21, 2008, 08:34:07 pm »

The game does support multi-component items (buckets can have handles) but I think it currently handles extra components as a decoration
Bucket handles are a decoration.
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THLawrence

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Re: New version = triple the modding?
« Reply #22 on: November 21, 2008, 10:00:45 pm »

Quote
so you could have a "dwarf lung man" made entirely out of the dwarf lung material if you like, or one made out of sweet pod syrup

Now we must make a "_____ blood man". Why? Because it must be done. For the good of the game.
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Patarak

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Re: New version = triple the modding?
« Reply #23 on: November 21, 2008, 10:06:00 pm »

Can someone explain how the new reaction "programming" will work?

Can you make new materials or are they all hardcoded?
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flabort

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Re: New version = triple the modding?
« Reply #24 on: November 21, 2008, 10:28:10 pm »

they will not be hard coded, exept for a select few. all matierials that really matter will now be in the raws, so you can make your own, yes.
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Footkerchief

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Re: New version = triple the modding?
« Reply #25 on: November 22, 2008, 02:51:52 am »

Can someone explain how the new reaction "programming" will work?

Can you make new materials or are they all hardcoded?

AFAIK reactions will still have to reference existing materials (which can be either hardcoded, explicitly defined in the raws, or implicitly defined by other stuff in the raws), but they will be smarter about how to pass material info from the reagent to the product.  The point of the horse tallow example in the dev log was that the same reaction would also work for donkey tallow or whatever.
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Footkerchief

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Re: New version = triple the modding?
« Reply #26 on: November 22, 2008, 05:18:48 am »

Bucket handles are a decoration.

Yeah.  I think they might be unique in that regard... are there any other items that work like that?
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Gaulgath

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Re: New version = triple the modding?
« Reply #27 on: November 22, 2008, 08:56:46 am »

Bucket handles are a decoration.

Yeah.  I think they might be unique in that regard... are there any other items that work like that?

I don't think so. Buckets were sort of a test for Toady, so eventually we'll see more stuff like that.
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Jay

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Re: New version = triple the modding?
« Reply #28 on: November 22, 2008, 09:57:57 am »

Can someone explain how the new reaction "programming" will work?
We don't even KNOW yet.
The next release isn't going to be for another several months anyway.
We only have what he tells us on the dev log.
And he hasn't told us how it's going to work.
And uh, it's called modding, not programming.
Can you make new materials or are they all hardcoded?
Materials (defined as wood/stone(gems)/metal/plants) are already not hardcoded..  And since the new body structure stuff is using the body raws (as stated by Toady), that can't be either.
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Footkerchief

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Re: New version = triple the modding?
« Reply #29 on: November 22, 2008, 04:12:06 pm »

^^^ Well that's what I'm saying, implementing those restrictions would require shoehorning all kinds of weird conditionals into reagent syntax, which doesn't really have room for them.  Your reagent is also limited to armor, when it should be able to use any item that can accept a sewn image as per its item definition (items specify what kind of decorations they can receive, not the other way around), meaning you don't need an item token for the decorated item (although you might need one for the decorating material).  Finally, the item being decorated shouldn't be a reagent at all, because those get consumed, and then you'd need a redundant product.  After all that, how does it resemble a reaction at all?

I'm trying to come up with a good raw structure for decorations but it's taking a while.  I might just post a new thread about it when I'm done, considering how far this thread has been derailed.

As promised, I made the decorations thread.  It got a little out of control.  http://www.bay12games.com/forum/index.php?topic=27620.0
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