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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429383 times)

Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2610 on: April 09, 2011, 01:51:20 am »

Ah, right. Extracts are created as liquids, which makes them, in the case of fire snakes and liquid fire, LIQUID_MISC:NONE:CREATURE_MAT:SNAKE_FIRE:VENOM. The VENOM part was created in the creature entry ( [USE_MATERIAL_TEMPLATE:VENOM:FLAME_TEMPLATE] ), and the CREATURE_MAT:SNAKE_FIRE tells the game it's dealing with a material that came from a fire snake. Plants work the same way, except they use PLANT_MAT.

One thing I'm not sure about is the reagent dimensions. Everything in the game uses individual units or a dimension of 150*, so there's not much choice there.
*or multiples thereof when dealing with bars of metal.

Try:
Code: [Select]
[REAGENT:extract:1:LIQUID_MISC:NONE:<creature or plant mat>:<creature or plant ID>:<given name of extract material>]
[REAGENT:container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]

With regards to extracts being created as liquids, the initial state seems to be hardcoded. Fire snakes don't alter the temperature settings of the flame template, which explicitly has no melting, freezing, or boiling points. One could probably get a solid extract by selecting a material that's frozen at fortress temperature, but I'm not sure if reactions accept NONE:NONE:[specific creature or plant material] as a reagent.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2611 on: April 09, 2011, 05:45:31 am »

hmm, maybe we could use and throw auto-burning vermin that we make from reactions?  :o
That would work in Adventure mode, probably. But in Fortress mode weapons will take only from the item_ammo file.
yeah, this was more important for adventure mode. I think I got it.
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
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At this point?  TolyK.

VVingedoom

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2612 on: April 09, 2011, 08:32:25 am »

Sup here, last hour I was trying to get these reactions to work, but multifailed, your my last hope.

First one presses blood from meat:
Code: [Select]
[REACTION:PRESS_BLOOD]
[NAME:press blood]
[BUILDING:STILL:CUSTOM_P]
[REAGENT:meat:1:MEAT:NONE:NONE:NONE]
[UNROTTEN]
[REAGENT:container:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:LIQUID_MISC:NONE:MATERIAL_TEMPLATE:BLOOD_TEMPLATE]
[PRODUCT_TO_CONTAINER:container]
[PRODUCT_DIMENSION:150]
[SKILL:PRESSING]
Second brews drink from blood:
Code: [Select]
[REACTION:BREW_BLOOD]
[NAME:brew blood rum]
[BUILDING:STILL:CUSTOM_R]
[REAGENT:blood:5:NONE:MATERIAL_TEMPLATE:BLOOD_TEMPLATE]
[UNROTTEN]
[REAGENT:container:1:NONE:NONE:NONE]
[CONTAINS:blood]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:MATERIAL_TEMPLATE:BLOOD_RUM_TEMPLATE]
[PRODUCT_TO_CONTAINER:container]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
And the blood-drink material:
Code: [Select]
[MATERIAL_TEMPLATE:BLOOD_RUM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME:ALL_SOLID:frozen blood rum]
[STATE_ADJ:ALL_SOLID:frozen blood rum]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME:LIQUID:blood rum]
[STATE_ADJ:LIQUID:blood rum]
[STATE_COLOR:GAS:RED]
[STATE_NAME:GAS:boiling blood rum]
[STATE_ADJ:GAS:boiling blood rum]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:3]
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600]
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_CREATURE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:blood rum numbness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INJECTED]
[SYN_INHALED]
[CE_NUMBNESS:SEV:30:PROB:100:START:20:PEAK:300:END:1000]
[CE_VOMIT_BLOOD:SEV:10:PROB:10:START:40:PEAK:50:END:80]
Wat I do wrong?

Upd: The only thing that partially works is blood-pressing. It uses all reagents as it should but produces 25 liquid instead of blood.

Upd2: And MATERIAL_TEMPLATE is some random stuff I wrote being pissedoff after failing and failing again. Just found out that it makes errors in errorlog, lol.
« Last Edit: April 09, 2011, 08:37:07 am by VVingedoom »
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Spectre Incarnate

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2613 on: April 09, 2011, 08:52:30 am »

I did the word generator thing back in 40d, and dear god was it boring (I like typing too, but not stuff like that...).
I absolutely love this sort of thing. I think I'll even get a dictionary of a Native American language and have some fun merging it with old Greek.
*laughs maniacally*

Quote
The usual way is to declare the castes and whatever information you deem to be integral to that caste, then to call one or more castes and work on them all at the same time.
Would you mind rearranging my groupings so I can better see what you mean for future projects?

< FFVI clip >
Wow, that thing flew by split-second. Never would have found that, thanks.
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The in-game text has punctuation!  Who knew?
Mister Adams,
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2614 on: April 09, 2011, 11:23:14 am »

Going straight to 'select additional caste' from the caste declaration should work, I think. If castes weren't automatically selected upon creation, CASTE or USE_CASTE would require an additional SELECT_CASTE before you could start adding information to them.

Spoiler (click to show/hide)
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2615 on: April 09, 2011, 11:59:20 am »

Quick question - if I put [SOIL_SAND] in loamy sand's raws, do I have to regen the world for this to take effect? Probably yes, seeing as the same goes for editing out aquifers...
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2616 on: April 09, 2011, 06:18:28 pm »

Is there a list somewhere of the profession tokens taken by PROFESSION_NAME and CASTE_PROFESSION_NAME anywhere? I looked on the wiki, but I can't find anything.
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2617 on: April 09, 2011, 08:06:01 pm »

They're in the string dump, but not in their own section. I think MASTER_LASHER is the last of the professions.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2618 on: April 09, 2011, 10:32:36 pm »

And on a completely unrelated note, this pops up in my errorlog:

Code: [Select]
ALT_TROLL:HEMOSPECTRUM1_MALE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
ALT_TROLL:HEMOSPECTRUM1_MALE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
(repeat for all 23 other castes)

Now, the creature's body is just the dwarven body with 2HEAD_HORN tacked on and the teeth changed to something I can't remember that isn't causing any trouble anyway.  So what's the cause of this error?

eta: oh wait i found it.
« Last Edit: April 09, 2011, 10:34:24 pm by billybobfred »
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RogueArchivist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2619 on: April 10, 2011, 10:46:09 am »

What did I do wrong here? My error log is full of no tissue thickness.

Here's the first two lines of the error log.
Quote
TILE:Tissue layer not added because no BP found: BY_CATEGORY:ALL:IRON
TILE:Tissue layer not added because no BP found: BY_CATEGORY:EYE:GLASS_CLEAR

Here's the mat from the creature files.
Quote
    [TISSUE:IRON]
        [TISSUE_NAME:iron:NP]
        [TISSUE_MATERIAL:INORGANIC:IRON]       
        [MUSCULAR]       
        [FUNCTIONAL]
        [STRUCTURAL]
        [RELATIVE_THICKNESS:1]
        [CONNECTS]
        [TISSUE_SHAPE:LAYER]
    [TISSUE:GLASS_CLEAR]
        [TISSUE_NAME:clear glass:NP]
        [TISSUE_MATERIAL:GLASS_CLEAR:NONE]
        [MUSCULAR]
        [FUNCTIONAL]
        [STRUCTURAL]
        [RELATIVE_THICKNESS:1]
        [CONNECTS]
        [TISSUE_SHAPE:LAYER]
    [TISSUE_LAYER:BY_CATEGORY:ALL:IRON]
    [TISSUE_LAYER:BY_CATEGORY:EYE:GLASS_CLEAR]
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2620 on: April 10, 2011, 10:58:54 am »

It's not the tissue that's the problem, it's the body part it's attached to. The game can't find it for some reason.
'No tissue thickness' is something that I got when I hadn't added a bodypart (or rather, its associated category) to VERTEBRATE_TISSUE_LAYERS or an equivalent.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

RogueArchivist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2621 on: April 10, 2011, 11:10:32 am »

I'm a little tired, so please forgive me for being a little dumb. What bodypart am I missing? And do I need to provide more of my raws for you to determine that?
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2622 on: April 10, 2011, 11:18:10 am »

In the second case it can't find the eye, in the first case... well, anything, if I'm interpreting the error message correctly. Can you post the whole creature raw plus anything related you've added to the other raw files?

And the errorlog too, if it's not a zillion lines long.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

RogueArchivist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2623 on: April 10, 2011, 11:21:56 am »

Spoiler (click to show/hide)
Spoilered for length. Unfortunatly the error log is very long.

« Last Edit: April 10, 2011, 11:23:58 am by RogueArchivist »
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2624 on: April 10, 2011, 12:33:28 pm »

The game doesn't save up those tissue declarations for when they're needed, so the game never receives the command to make those BODY parts out of anything. Remove the two [TISSUE_LAYER:] lines from the beginning and slot them in after the [BODY:] line in each caste.

There's one other thing I notice.

Code: [Select]
        [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
            [TL_COLOR_MODIFIER:BRASS]

I couldn't find any skin on the creature, and there's nothing for the game to call it. It's also missing a frequency for the colour.

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:IRON]
[TL_COLOR_MODIFIER:BRASS:1]
[TLCM_NOUN:outer casing:SINGULAR]

You might need IRON:IRON or IRON:ALL, I'm not too hot on single-material things.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
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