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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431944 times)

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1995 on: February 20, 2011, 12:04:40 pm »

Waitwaitwaitwait....

If I set up reactions for turning whatever into weapons, I can use whatever?

Of course. Was there some reason you thought that you couldn't?
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1996 on: February 20, 2011, 12:08:16 pm »

For whatever reason, it just never really occurred to me.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Fullmoon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1997 on: February 20, 2011, 12:27:50 pm »

Here I'm trying to adapt bits of CivForge alchemy tree to .19
Question 1: is this (for example) right?
Spoiler (click to show/hide)
Question 2: how should I define something like LIQUID_MISC:NONE:INORGANIC:MERCURY ? Would some INORGANIC with melting temp about 10000 be enough, or I would need some special tags?
Question 3: Can I specify more than one liquid-in-a-jar-o as reagents (sorry for the pun)? I.e. which is right, this
Spoiler (click to show/hide)
or this
Spoiler (click to show/hide)
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Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

Iados

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1998 on: February 20, 2011, 02:56:19 pm »

is possible to make poison arrows? i know the fact that attacking with a weapon with a syndrome attached doesn't work, so i tried this... but doesn't seems to work: sometimes i see a poison gas cloud but syndrome doesn't affect the dwarf
Code: [Select]
inorganic_wyvernammo

[OBJECT:INORGANIC]

[INORGANIC:POISON_METAL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:poison]
[STATE_NAME_ADJ:LIQUID:molten poison]
[STATE_NAME_ADJ:GAS:poison gas]
[DISPLAY_COLOR:5:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1]copied data from Genesis Mod. Thanks Deon! :)
[MAT_FIXED_TEMP:13001]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:13000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:150000]
[LIQUID_DENSITY:200000]
[MOLAR_MASS:0]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:400000]
[SHEAR_FRACTURE:500000]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_ELASTICITY:260000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:100000]
[SYNDROME]
[SYN_NAME:poison arrow's hit]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_NECROSIS:SEV:150:PROB:100:LOCALIZED:SIZE_DILUTES:START:5:PEAK:40:END:100]
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1999 on: February 20, 2011, 02:58:42 pm »

I think that's all you need. That begets this:
Code: [Select]
   [REACTION:MAKE_BONE_SPEAR]
   [NAME:make a bone spear]
   [BUILDING:BONE_CARVER:CUSTOM_S]
   [REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:GET_MATERIAL_FROM_REAGENT:bone:NONE]
   [SKILL:BONECARVE]
Awesome, thanks! Now I will have squads running around in bone armour with bone spears. It is little better then cardboard, but it sounds cool!

billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2000 on: February 20, 2011, 03:00:24 pm »

So, for my first "real" modding project, I've decided to add a stone I call "awesomeite", which can be smelted for a chance at any and every metal.

Am I missing anything obvious here? I vaguely recall something about the top metal in the METAL_ORE list being the one you see in a smelter's job list...

Code: [Select]
[INORGANIC:AWESOMEITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:awesomeite][DISPLAY_COLOR:0:0:1][TILE:156]
[ENVIRONMENT:ALL_STONE:VEIN:50]
[ITEM_SYMBOL:'*']
[METAL_ORE:IRON:50]
[METAL_ORE:ALUMINUM:5]
[METAL_ORE:BISMUTH:5]
[METAL_ORE:TIN:5]
[METAL_ORE:COPPER:5]
[METAL_ORE:LEAD:5]
[METAL_ORE:SILVER:5]
[METAL_ORE:NICKEL:5]
[METAL_ORE:GOLD:5]
[METAL_ORE:PLATINUM:5]
[METAL_ORE:ZINC:5]
[SOLID_DENSITY:10000]
[MATERIAL_VALUE:11]
[IS_STONE]
[MELTING_POINT:12001]

And while I was in inorganic_stone_mineral.txt, I went through and and changed all the [ENVIRONMENT:where:how:100] tags on ores to 200. That should just double the frequency of all of them, and not do anything crazy and unexpected, yes?
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Fullmoon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2001 on: February 20, 2011, 03:14:33 pm »

billybobfred, IMO it just give you a chance to mine corresponding ore boulders with corresponding probability. Better way is to give awesomeite a '*' symbol for mined out, and add reaction to smelter as follows

[REAGENT:A:1:BOULDER:NONE:INORGANIC:AWESOMEITE]
.....
[PRODUCT:##:1:BAR:NONE:INORGANIC:$$$$$]
.....


Not sure what does [METAL_ORE:] does, IIRC it just turns boulders to '*' and puts mineral in metal ore list in z menu. The latter might be useful to disable using ore for crafts, but hardly anything more.
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Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2002 on: February 20, 2011, 03:17:00 pm »

I can not wait until moving parts are introduced into this VEHICLES !!

Anyway to my question can I make all races to plain settling ?
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Sirdrake

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2003 on: February 20, 2011, 03:18:40 pm »

What token do i add to a metal so only dwarfs use it
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2004 on: February 20, 2011, 03:23:35 pm »

Not sure what does [METAL_ORE:] does

According to the wiki (eta: this page, specifically), it lets you make the ore into bars at a smelter, and the number is the % chance of producing a bar. The [METAL_ORE: ] tags for tetrahedrite are

Code: [Select]
[INORGANIC:TETRAHEDRITE]
...
[METAL_ORE:COPPER:100]
[METAL_ORE:SILVER:20]

which backs up that interpretation.


For reference, to make this I basically just copied the hematite data and changed things around a bit.
« Last Edit: February 20, 2011, 03:31:05 pm by billybobfred »
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urist mcgeorg, who lives in boatmurdered and makes over 10,000 bad decisions each day,

Fullmoon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2005 on: February 20, 2011, 03:32:14 pm »

According to the wiki, it lets you make the ore into bars at a smelter, and the number is the % chance of producing a bar. The [METAL_ORE: ] tags for tetrahedrite are

Code: [Select]
[INORGANIC:TETRAHEDRITE]
...
[METAL_ORE:COPPER:100]
[METAL_ORE:SILVER:20]

which backs up that interpretation.
Ahh, yes. It's possible to do it this way. And it's better this way. And smelter reactions are best left to alloy making.
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Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2006 on: February 20, 2011, 04:05:05 pm »

in previous versions i couldn't make bread cuz dwarves wouldn't take flour out of bags
has anybody tested this for the new version?
Which is exactly what I was wondering and I just got it working. Currently it only works for cave wheat flour. It takes a bag of flour and makes an equivalent amount of "cave wheat bread". Adding the same tokens to the other flour producing plants will get them working too.

I considered using yeast and water in the reaction but I don't know how to get dwarves filling jugs or buckets with water and I'm not sure where they'd get the yeast.

The reaction:
Code: [Select]
[REACTION:BAKE_BREAD]
[NAME:bake bread]
[BUILDING:KITCHEN:CUSTOM_B]
[REAGENT:flour:30:POWDER_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
[REAGENT:flour container:1:NONE:NONE:NONE:NONE]
[CONTAINS:flour]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:flour:BREAD_MAT]
[SKILL:COOK]

The changes in the plant raws:
Code: [Select]
[PLANT:GRASS_WHEAT_CAVE]
[NAME:cave wheat][NAME_PLURAL:cave wheat][ADJ:cave wheat]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
/*****
[USE_MATERIAL:BREAD:STRUCTURAL]
[MULTIPLY_VALUE:3]
[STATE_NAME_ADJ:ALL_SOLID:bread]
*****/
[PICKED_TILE:231][PICKED_COLOR:7:0:1]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]
[STATE_NAME_ADJ:LIQUID:dwarven beer]
[STATE_NAME_ADJ:GAS:boiling dwarven beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dwarven wheat flour]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
/*****
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]
*****/
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cave wheat seed:cave wheat seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:1]
[DEAD_SHRUB_COLOR:0:0:1]
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2007 on: February 20, 2011, 04:06:24 pm »

Also.

I want to add smashing pillar things to the trap components. So far I have this:

Code: [Select]
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_SMASHER]
[NAME:pillar:pillars]
[ADJECTIVE:smashing]
[SIZE:3000]
[HITS:1]
[MATERIAL_SIZE:5]
[WOOD]
[METAL]
[ATTACK:BLUNT:100000:20000:crush:crushes:NO_SUB:1000]

I have no idea if those numbers are any good, but anyway I want it to be possible to make them out of stone. Is there a token for that? I can't find anything on the wiki.
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Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2008 on: February 20, 2011, 04:39:30 pm »

in previous versions i couldn't make bread cuz dwarves wouldn't take flour out of bags
has anybody tested this for the new version?
Which is exactly what I was wondering and I just got it working. Currently it only works for cave wheat flour. It takes a bag of flour and makes an equivalent amount of "cave wheat bread". Adding the same tokens to the other flour producing plants will get them working too.

I considered using yeast and water in the reaction but I don't know how to get dwarves filling jugs or buckets with water and I'm not sure where they'd get the yeast.

The reaction:
Spoiler (click to show/hide)
The changes in the plant raws:
Spoiler (click to show/hide)
awesome!
thanks
« Last Edit: February 20, 2011, 04:41:47 pm by Askot Bokbondeler »
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MaximumZero

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2009 on: February 20, 2011, 07:13:52 pm »

What token do i add to a metal so only dwarfs use it

There's no token necessary for that. Just don't give the other races the requisite reaction in the entity file.

Anyway to my question can I make all races to plain settling ?

Sure, you can have them settle anywhere you like. In the entity file, the number after the specific biome_support is the frequency that they settle there.

List: http://df.magmawiki.com/index.php/Biome_token
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting
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