Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 342 343 [344] 345 346 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431945 times)

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5145 on: February 03, 2012, 11:40:49 am »

You have a surface area of 1. So all the power of it is compressed into on point of impact. make it Blunt:1000:1:

I have a question myself:

First reaction respects stack size. Second one does not. How do I change that ? I tried adding the Get_material_from_reaction to the second one, but I get misc stones then...

[REACTION:MAKE_SAUSAGE]
   [NAME:make sausages (3)]
   [BUILDING:KITCHEN:CUSTOM_S]
   [REAGENT:A:2:MEAT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:SAUSAGE_MAT][UNROTTEN]
   [PRODUCT:100:3:MEAT:NONE:GET_MATERIAL_FROM_REAGENT:A:SAUSAGE_MAT]
   [PRODUCT:15:1:BOULDER:NONE:INORGANIC:BACTERIA][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

[REACTION:MAKE_BONEMEAL]
   [NAME:grind bone to bonemeal(flux)]
   [BUILDING:KITCHEN:CUSTOM_F]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

I'm afrid you need a [REACTION_CLASS] or [HAS_MATERIAL_REACTION] on bones for this to accept using the entire stack
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5146 on: February 03, 2012, 12:34:06 pm »

Does not work.. tried reaction class flux, tried a custom materail reaction class, tired both together. Alwys produces ONE stone.

I cant use get_material_from_reagent ? I might do it wrong. The reagent is a bone, it has no actual material, as in item-token.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5147 on: February 03, 2012, 12:45:44 pm »

Does not work.. tried reaction class flux, tried a custom materail reaction class, tired both together. Alwys produces ONE stone.

I cant use get_material_from_reagent ? I might do it wrong. The reagent is a bone, it has no actual material, as in item-token.

Ok you got a inorganic flux stone called bonemeal right?

so goto whichever generic bone mat(s) you have and add:
[MATERIAL_REACTION_PRODUCT:BONE_FLUX:INORGANIC:BONEMEAL] so and example will be

Code: [Select]
[MATERIAL_TEMPLATE:BONE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:200000] cortical bone
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[BONE]
[MATERIAL_REACTION_PRODUCT:BONE_FLUX:INORGANIC:BONEMEAL]
[ITEMS_HARD]
[ITEMS_BARRED]

then your reaction should be:

Code: [Select]
[REACTION:MAKE_BONEMEAL]
   [NAME:grind bone to bonemeal(flux)]
   [BUILDING:KITCHEN:CUSTOM_F]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BONE_FLUX]
   [PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_FLUX][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

also does the two skills raelly work? does butcher and cook get trained? or does only cooks do this reaction?
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5148 on: February 03, 2012, 12:51:33 pm »

The wiki states that "Multiple skills can be listed but only one will be used." So it is only going to train 1 skill no matter what. The question comes down to whether the game ignores the [SKILL:BUTCHER] token and therefore only cooks can use the reaction and it trains cooking, or whether both cooks and butchers are able to use the reaction, and it will only train the skill that the dwarf is using to do the reaction.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5149 on: February 03, 2012, 01:13:29 pm »

About the two skills:

Both a butcher and a cook can do this.
Only one skill will be trained.

About the reaction:
Tried your solution, does not work. I will leave it like that, till someone stumbles over a solution. I tried everything I can think of.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5150 on: February 03, 2012, 01:15:46 pm »

About the reaction:
Tried your solution, does not work. I will leave it like that, till someone stumbles over a solution. I tried everything I can think of.
Did you add the [MATERIAL_REACTION_PRODUCT] to the proper materials?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5151 on: February 03, 2012, 01:21:50 pm »

Yes, of course. They have [MATERIAL_REACTION_PRODUCT:BONEMEAL:INORGANIC:BONEMEAL]

Both the material templates as well as my inorganic materials. Otherwise the reaction wouldnt even accept anything.

Still, thanks for your help. How is Regen advancing ?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5152 on: February 03, 2012, 01:54:01 pm »

I copied the blood template over to my dog (for easy use) and i want to have some gruesome venom in my dogs blood.
Just so i can enjoy starting arena and having elephants kill dogs, only to melt in the venom that their blood contains.
I got a relatively good idea how to do it, but how do i make the dogs use it as blood?
Or can i simply keep the old [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] and add the syndrom under it?
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5153 on: February 03, 2012, 02:11:51 pm »

Or can i simply keep the old [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] and add the syndrom under it?
I'm fairly certain that this will work.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5154 on: February 03, 2012, 02:16:24 pm »

Yes, of course. They have [MATERIAL_REACTION_PRODUCT:BONEMEAL:INORGANIC:BONEMEAL]

Both the material templates as well as my inorganic materials. Otherwise the reaction wouldnt even accept anything.

Still, thanks for your help. How is Regen advancing ?
Odd it should have worked :/ I guess I must do some testing, cause I know my Process small trees reaction accepts stack sizes of plants.

Also Regen is going slow, just trying to make sensable weapon attacks, then off to make the Brewery have options for brewing specific plants/boozes

Or can i simply keep the old [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] and add the syndrom under it?
I'm fairly certain that this will work.
That is Correct:

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
add syndrome stuff under here.
Logged

CandyTophat

  • Bay Watcher
  • Pixels!
    • View Profile
    • The kindom of loathing!
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5155 on: February 03, 2012, 03:32:31 pm »

I want my grass to be on fire at all times, yet i cant figure out how.
Halp?
Logged
Dwarf fortress ethics.
Of course there's an ethical way to train doctors! Toss children off short cliffs. Since they're not useful adults, injuring them isn't a waste of valuable labor, and since they're not nobles, it's ethical to use short cliffs instead of tall ones!

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5156 on: February 03, 2012, 03:36:05 pm »

I want my grass to be on fire at all times, yet i cant figure out how.
Halp?
Drop
[IGNITE_POINT:9000]
under the
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
Logged

Caldfir

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5157 on: February 03, 2012, 05:43:36 pm »

Hey, I was digging through the RAWs, and couldn't find any tissue or material for beaks/bills. 

Does this mean that beaks are using the default "unknown material"?  Or am I just stupid and can't find it?
Logged
where is up?

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5158 on: February 03, 2012, 05:51:24 pm »

It looks like the BEAK body part uses the BONE material in birds.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Prologue

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5159 on: February 03, 2012, 06:04:12 pm »

I have a problem with my custom-made gloves. It's purpose is for the military and when I assign it to my military, my dwarfs won't wear it.

Here's the raws for the gloves:
Spoiler (click to show/hide)

My dwarfs come with mittens and gloves during embark. And I've also checked my entity_default for typos and my reaction to make the gloves and there doesn't seem to be any problem with it. It just doesn't equip when assigning to the military.
« Last Edit: February 03, 2012, 06:18:21 pm by Prologue »
Logged
Pages: 1 ... 342 343 [344] 345 346 ... 357