Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 144 145 [146] 147 148 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430018 times)

Mechanist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2175 on: March 05, 2011, 12:56:32 pm »

I think you want to add this:
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MARBLE]

That's how other reactions seem to phrase things.

thanks, i will try this now

EDIT: no dice

What's wrong? the reaction doesn't produce the stone?

Or the civilisations don't have the stones available for trading?
i have added the reaction BASE_METAL in every civ and the reaction currently has:
Code: [Select]
[REACTION:BASE_METAL]
[NAME:O]
[BUILDING:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TIN][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GOLD][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MARBLE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HEMATITE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:OLIVINE]
but the stones dont show up in embark screen (only show up if the civ already have that)
the metals works perfect
Logged

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2176 on: March 05, 2011, 01:05:46 pm »

in my thread i had misspelled [PERMITTED_REACTION:BASE_METAL] as [PERMITED_REACTION:BASE_METAL], you sure that isn't the problem?
« Last Edit: March 05, 2011, 01:12:04 pm by Askot Bokbondeler »
Logged

Mechanist

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2177 on: March 05, 2011, 02:12:48 pm »

in my thread i had misspelled [PERMITTED_REACTION:BASE_METAL] as [PERMITED_REACTION:BASE_METAL], you sure that isn't the problem?
I have noted that when i pasted the line over other permitted reactions, and metals are working fine as i stated above.
Logged

Kat

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2178 on: March 05, 2011, 04:00:41 pm »

you might be out of luck, and stone availability is coded elsewhere or something :|
Logged

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2179 on: March 07, 2011, 05:55:27 am »

I will ask one simple question:

How can I make wax from plants? Or is it hardcoded for honeycombs only?

EDIT: Also, how should building material lines look to make a workshop with 'wooden grate' and 'clay jug'?
« Last Edit: March 07, 2011, 06:13:25 am by Haspen »
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2180 on: March 07, 2011, 06:49:40 am »

I will ask one simple question:

How can I make wax from plants? Or is it hardcoded for honeycombs only?
wax is a glob-like material. You can define your own glob-like objects or just refer to wax on your plant processing reaction.
EDIT: Also, how should building material lines look to make a workshop with 'wooden grate' and 'clay jug'?
read up on item type tokens. Grates and tools are both there.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Haspen

  • Bay Watcher
  • Cthuwu
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2181 on: March 07, 2011, 06:56:55 am »

I will ask one simple question:

How can I make wax from plants? Or is it hardcoded for honeycombs only?
wax is a glob-like material. You can define your own glob-like objects or just refer to wax on your plant processing reaction.
EDIT: Also, how should building material lines look to make a workshop with 'wooden grate' and 'clay jug'?
read up on item type tokens. Grates and tools are both there.

Wax: I don't ask how to make new wax material, I want to know what to write to turn a plant into wax in a reaction :P
Building: I know the token names - I don't know into which NONE to put them :P Solved, found building token page.

EDIT: New problem!

So I made this reaction:

Code: [Select]
[REACTION:DRY_TOAD_ROOT]
[NAME:dry toad root]
[BUILDING:HERBALIST_SHOP:CUSTOM_T]
[REAGENT:toad root:1:PLANT:ROOT_TOAD:NONE:NONE]
[PRODUCT:dry toad root:1:PLANT:ROOT_TOAD_DRY:NONE:NONE]

Workshop is fine, the 'toad root' plant shows in underground, but:
-Dwarves pick random plants for the reaction,
-Nothing is produced.

How to fix that?
« Last Edit: March 07, 2011, 07:55:56 am by Haspen »
Logged
SigFlags!
Quote from: Draignean@Spamkingdom+
Truly, we have the most uniquely talented spy network in all existence.
Quote from: mightymushroom@Spamkingdom#
Please tell me the Royal Physician didn't go to the same college as the Spymaster.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2182 on: March 07, 2011, 08:01:10 am »

Code: [Select]
[REACTION:DRY_TOAD_ROOT]
   [NAME:dry toad root]
   [BUILDING:HERBALIST_SHOP:CUSTOM_T]
   [REAGENT:toad root:1:PLANT:NONE:PLANT_MAT:ROOT_TOAD:PLANT]
   [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:ROOT_TOAD_DRY:PLANT]
Should do it.

You did a few errors:
1) The reagent goes this way:
[REAGENT:name:amount:type:subtype:material type:material:part material(used for plants and animals only)]
2) In the product line, you replaced the "chance" (in %) with "dry toad root"; you do not need "product name" at all.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2183 on: March 07, 2011, 12:16:22 pm »

How would I get an untanned skin out of a reaction? CORPSEPIECE?
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2184 on: March 07, 2011, 02:47:27 pm »

How would I get an untanned skin out of a reaction? CORPSEPIECE?
Not that I know of, same to CORPSE or FOOD. There are probably extra attributes needed for these items which the player dont have access to yet.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2185 on: March 07, 2011, 02:50:03 pm »

Well, the game isn't complaining about the CORPSEPIECE subtype I gave it, but I've yet to test if it actually works or not.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2186 on: March 07, 2011, 03:00:07 pm »

Well, the game isn't complaining about the CORPSEPIECE subtype I gave it, but I've yet to test if it actually works or not.
Make it adventurer-enabled and do arena testing. I crash everytime I try to assign a material to it. Else it produce nothing. CORPSEPIECE:DOG or CORPSEPIECE:SKIN or CORPSEPIECE:DOG:SKIN OR CORPSEPIECE:SKIN:DOG produce nothing. Anything with more tags added crash the game.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2187 on: March 07, 2011, 03:10:17 pm »

Yeah, same here. There goes that idea.
Logged

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2188 on: March 07, 2011, 07:18:48 pm »

I can't tell if this material / tissue modification is working.

Giant Eagle code used as base:
   [USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]

Modded creature code:
[USE_MATERIAL_TEMPLATE:NAIL:CLAW_TEMPLATE_STR]
[USE_TISSUE_TEMPLATE:NAIL:CLAW_TEMPLATE_STR]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

What this should do is take the material defined in the claw template (which is identical to the nail template except for the entry name and material name) and call it NAIL. Then the next line says the NAIL should act according to the claw template (differs from the nail template only in entry and tissue name), and finally the NAIL is stuck to the front of everything in the finger and toe categories. Yes?

But I can't get it to show up. I saw a bit of nail upon butchering a modded creature in the arena, which was what prompted the extra mod (one caste is more human-looking, so the difference matters to me at least), but I haven't seen any since. Lots of aimed scratching gouging in the arena yielded no hits on the claw or nail, and it hasn't turned up in butchering a couple of hundred combatants who were all the same size. Perhaps it shouldn't appear in the first place.
Logged
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.

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2189 on: March 07, 2011, 07:21:07 pm »

Why are you trying to attack the creature as opposed to just giving it an attack using that tissue, taking control of it, and trying to attack?
Logged
Pages: 1 ... 144 145 [146] 147 148 ... 357