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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419845 times)

Inzaniak

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2295 on: March 14, 2011, 09:32:13 am »

Hi, i'm working on an Alcohol mod and i'd like to know if there is a way to add a new object to the game.
The reaction i'm working on is this:

[NAME:Malt barley]
[BUILDING:MALTHOUSE:CUSTOM_M]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BARLEY:PLANT]
[PRODUCT:100:1:NONE:NONE:NONE:NONE] (What i've to insert to make the reaction produce "Beer Malt") ("Beer Malt" will be an object used in the "Mash Tun")
[SKILL:BREWING]

Thanks for the help.
« Last Edit: March 14, 2011, 10:14:23 am by Inzaniak »
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2296 on: March 14, 2011, 12:46:37 pm »

I could help you but I'm busy, sorry  :-[
**
My question: is there a way to make a material that changes its temperature by being re-worked, and can artifacts be made to be used in a building?
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2297 on: March 14, 2011, 01:33:35 pm »

Quote
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BARLEY:PLANT]
[PRODUCT:100:1:NONE:NONE:NONE:NONE] (What i've to insert to make the reaction produce "Beer Malt") ("Beer Malt" will be an object used in the "Mash Tun")
The product needs to have an item category to fit into (see here for the list), and then it needs to be made of something. POWDER_MISC would be the closest item token. That has no subtypes, so onto the material tokens. I think the finished line would be [PRODUCT:100:1:POWDER_MISC:NONE:BARLEY:MILL]. Then you need to create the MILL material the reaction calls on. Add the following to the barley plant's entry:

Code: [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:beer malt]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
        [MILL:LOCAL_PLANT_MAT:MILL]
The first line creates a substance called 'beer malt' that uses the material template for plant powder, and the last line tells the game to use it. The lines in between handle the in-game appearance and behaviour of the material.
The reaction as it stands now will produce just powder, which will fall all over the floor.

Code: [Select]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BARLEY:PLANT]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:BARLEY:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
should fix that.

My question: is there a way to make a material that changes its temperature by being re-worked, and can artifacts be made to be used in a building?
1. No, temperature values are locked to an individual material. You can create two versions of the same material that differ in temperature and transmute one into the other.
2. No, there's no 'artifact only' tag for buildings (if that's what you're after). You can go the long way round by having a building require an object that can only be made through moods.
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Jay

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2298 on: March 14, 2011, 01:37:33 pm »

can artifacts be made to be used in a building?
Custom workshops, yes.
   [BUILD_ITEM:1:NONE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
This allows you to use any material as that component for the workshop, including artifacts.
Note that the menu also displays every single item in your fort.
You can narrow it down to certain item typess using the tokens as normal.
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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2299 on: March 15, 2011, 05:18:58 am »

What sort of material properties would a plant fibre need to have for clothing made from its cloth to provide similar protective qualities to steel armour?
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Inzaniak

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2300 on: March 15, 2011, 11:43:48 am »

Quote
The first line creates a substance called 'beer malt' that uses the material template for plant powder, and the last line tells the game to use it. The lines in between handle the in-game appearance and behaviour of the material.
The reaction as it stands now will produce just powder, which will fall all over the floor.

Thanks for the answer. Now the building works, but the powder producted in the game is named "powder" is there a way to change it to "beer malt" or "beer powder"?
« Last Edit: March 15, 2011, 12:41:17 pm by Inzaniak »
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2301 on: March 15, 2011, 12:00:21 pm »

can artifacts be made to be used in a building?
Custom workshops, yes.
   [BUILD_ITEM:1:NONE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
This allows you to use any material as that component for the workshop, including artifacts.
Note that the menu also displays every single item in your fort.
You can narrow it down to certain item typess using the tokens as normal.
very,very useful. thanks!
any way to restrict just material (i.e. a custom one for use)?
...
What sort of material properties would a plant fibre need to have for clothing made from its cloth to provide similar protective qualities to steel armour?
It will never never equal steel unless you make it insanely thick and strong - basically plate armor out of fabric.
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Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2302 on: March 15, 2011, 01:10:15 pm »

isn't cloth/clothing it's own type of object anyway?
hence adamantine clothing is just insanely valuable not god-skin
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2303 on: March 15, 2011, 01:31:13 pm »

What sort of material properties would a plant fibre need to have for clothing made from its cloth to provide similar protective qualities to steel armour?

High shear yield and shear fracture numbers.  I believe this will let it defend you against cutting attacks.  I believe cloth clothing overrides the strain-at-yield values, meaning cloth clothing CAN'T be made to defend you against bludgeoning damage (the tag that causes the override is [STRUCTURAL_ELASTICITY_WOVEN_THREAD], I think).

If you're making your own clothing items, you could try leaving off that tag and seeing what happens.
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2304 on: March 15, 2011, 01:45:58 pm »

Thanks for the answer. Now the building works, but the powder producted in the game is named "powder" is there a way to change it to "beer malt" or "beer powder"?

[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:BARLEY:MILL]

Got the arguments jumbled up a little, sorry. The last one is for the substance you created in the plant entry, the four before that are the item-subitem-material-submaterial ones.
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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.

Dutchling

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2305 on: March 15, 2011, 03:25:49 pm »

I'm trying to get some more metals/ore into the game. Just to practise with modding before I create I new race.
But I just saw this in the copper RAW:
[MOLAR_MASS:55845]
What does molar mass do? Do I need to change it? Does it affect density?
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Shandra

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2306 on: March 15, 2011, 06:04:33 pm »

Today I thought about modifieing a tileset so that dug out stones would show both colours and not only the foreground/basic colour set... Ok, i now i am inclined to believe that this ain't possible - but something i noticed as I worked on it: the wiki is mentioning on its tileset page that for tile 007 Stone as changeable via the raw files, but all i can find there (inorganic_stone_*) are the tiles used for their natural undug tiles. Is there some raw file I am missing for that tile?
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2307 on: March 15, 2011, 06:39:15 pm »

[ITEM_SYMBOL:<whatever>]
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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.

Dante

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2308 on: March 15, 2011, 06:47:47 pm »

I'm trying to get some more metals/ore into the game. Just to practise with modding before I create I new race.
But I just saw this in the copper RAW:
[MOLAR_MASS:55845]
What does molar mass do? Do I need to change it? Does it affect density?
The mass of a certain quantity (mole) of atoms. Faiiiirly sure it's not used ingame, since [SOLID_DENSITY:?] governs weight.

Shandra

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2309 on: March 15, 2011, 06:58:58 pm »

[ITEM_SYMBOL:<whatever>]
Damned... should have looked into stone_minerals more closely - thanks! Alas, then it really is not possible to get the background colour into the rough stone tile ?:/
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