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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 420380 times)

noah22223

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3180 on: June 28, 2011, 05:48:04 am »

Yay! Tophats!
Thank you race of creatures that can make anything!
We simple players bow to you!
« Last Edit: June 28, 2011, 05:52:12 am by noah22223 »
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3181 on: June 28, 2011, 06:11:34 am »

Is there a way to tweak a standard reactions like wood burning or block cutting, or I'll need to make custom reactions out of them and just ignore standard ones?
No, one cannot edit the hardcoded reactions and workshops. We got "charcoal furnace" in Genesis which makes two charcoal stacks from a log.

Also we have three classes of wood: regular (value 1 birch, fir etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc.) so one can manage which logs go to furniture and which to fuel.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

000

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3182 on: June 28, 2011, 07:34:34 am »

No, one cannot edit the hardcoded reactions and workshops. We got "charcoal furnace" in Genesis which makes two charcoal stacks from a log.
:(
Well, I'll stick to that "charcoal furnace" solution then.
Then, about block cutting: does it require two reactions -- one for wood and another one for stone (I am cool with other blocks for now), or can it be covered witn single universal reaction given one don't plan on processing them in different workshops?

Also we have three classes of wood: regular (value 1 birch, fir etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc.) so one can manage which logs go to furniture and which to fuel.
So... One can make reactions distinguish between them? Cool. But how?
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3183 on: June 28, 2011, 10:19:36 am »

Hey, is meat a creature_mat?
I wanna make cat meat dresses, so I can finally create Urist McGaga.
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3184 on: June 28, 2011, 10:58:41 am »

Hey, is meat a creature_mat?
I wanna make cat meat dresses, so I can finally create Urist McGaga.
Meat is an item type. You could make cat muscle dresses.

MEAT:NONE:CREATURE_MAT:CAT:MUSCLE should make a cat meat.

ARMOR:ITEM_ARMOR_DRESS:CREATURE_MAT:CAT:MUSCLE should make a cat muscle dress... and that's what meat is anyway, right?
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3185 on: June 29, 2011, 03:42:35 am »

Then, about block cutting: does it require two reactions -- one for wood and another one for stone
Yep, one reaction per material type. One for sand, one for soil, one for clay etc.

Also we have three classes of wood: regular (value 1 birch, fir etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc.) so one can manage which logs go to furniture and which to fuel.
So... One can make reactions distinguish between them? Cool. But how?
They are material templates; and cannot differentiate based on template. All of them have [WOOD]  [REACTION_CLASS:REFINE_WOOD](Deon's)
but one could make [REACTION_CLASS:REFINE_GOODWOOD] and [REACTION_CLASS:REFINE_FAIRWOOD] also, for custom reactions.

My method is: the good dark-red logs stockpile is near furniture and crafts workshop, and the fuel-class logs stockpile near charcoal-furnaces.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

000

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3186 on: June 29, 2011, 02:16:37 pm »

Thanks for such great answers, TomiTapio!
but one could make [REACTION_CLASS:REFINE_GOODWOOD] and [REACTION_CLASS:REFINE_FAIRWOOD] also, for custom reactions.
...Wow, DF's raws are sure flexible!
So, if I want to mark only select few materials for reaction, I just put [REACTION_CLASS:SOME_NAME] in their raws and [REACTION_CLASS:SOME_NAME] in reaction after said reagent and bam, reaction will only use marked materials instead of any materal of type listed as reagent?
...Custom stockpiles around dedicated worckshops look like a good solution too.
« Last Edit: June 29, 2011, 02:25:39 pm by 000 »
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3187 on: June 30, 2011, 02:20:08 am »

I don't suppose anybody knows what sort of material tag I would add at the end of "[ITEMCORPSE:ITEMTAG:ITEMNAME:" in order to have the item in question be made of another creature's bones? Or, even better, another creature's spine?
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IT 000

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3188 on: June 30, 2011, 05:21:16 am »

They do but they can be funky.   You can not in any way REQUIRE a weapon to be used 2 handed, best you can do is give negatives when not multigrasped.

How do I go about doing this?

Quote
As for making something use the two handed all the time regardless of user size I thin setting the two handed tag to 0 forces 2 handed.

Just tested it, didn't work.
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3189 on: June 30, 2011, 08:58:58 am »

I don't suppose anybody knows what sort of material tag I would add at the end of "[ITEMCORPSE:ITEMTAG:ITEMNAME:" in order to have the item in question be made of another creature's bones? Or, even better, another creature's spine?
I heard the code and wrote it down for future use:
"[PRODUCT:100:1:WEAPON:ITEM_WEAPON_FLAIL:CREATURE_MAT:CAT:BONE] produced a cat bone flail just fine for my goblin in the arena."
spine is two body parts "middle spine" and "lower spine". Spine is not a material, so no items made of spine.


BTW I put out another ASCII Genesis sub-release about 12 hours ago. This time with fewer hostile civs, no werewolves no illithids.
« Last Edit: June 30, 2011, 09:04:03 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Haspen

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3190 on: June 30, 2011, 09:12:49 am »

Pardon the offtopic but...

TomiTapio, is your font a little off in the last post or my eyes are getting weird? I could swear it's a bit too tall...
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noah22223

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3191 on: June 30, 2011, 09:17:50 am »

It is! It freaking is! TOMI IS CTHULHU, IT IS THE ONLY ANSWER!
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3192 on: June 30, 2011, 12:47:54 pm »

I have a clown called the Dark Lord which fires powerful shadow blasts and overwhelms it's opponents by releasing bursts of dark energy, and I'm wondering if it's possible to make the fired globs explode.
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thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3193 on: June 30, 2011, 04:39:22 pm »

Jaxy, you could make the globs have a low boiling point, an even lower ignite point, and a high fixed temp. I think that might cause an explosion. Maybe. It could also kill the Dark Lord where he stands, I dunno.

Does anyone know how to mod in different crafts? Like, say I wanted to add in torcs, which are a kind of amulet? I don't think that's even possible, but still.
Also, anybody have that answer to making itemcorpses out of a bone mat?Figured it out. [ITEMCORPSE:WEAPON:ITEM_WEAPON_SWORD_SHORT:CREATURE_MAT:creaturename:BONE] is how it's done.
« Last Edit: June 30, 2011, 05:16:51 pm by thatkid »
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3194 on: June 30, 2011, 05:04:12 pm »

They do but they can be funky.   You can not in any way REQUIRE a weapon to be used 2 handed, best you can do is give negatives when not multigrasped.

How do I go about doing this?

Quote
As for making something use the two handed all the time regardless of user size I thin setting the two handed tag to 0 forces 2 handed.

Just tested it, didn't work.

About quote #2 it could be that it has changed but I hadn't seen any indication of it, but that's pretty much the only real way to make a weapon two handed regardless of size, other than possibly an absurdly large number there, which dosn't seem to be working if I recall your previous post right.  Perhaps 10000000 is above the upper bounds allowable for the variable, try a number at about 200000, that should not be too huge but still be well above what you need.  EDIT: Just checked, yea, while 0 used to work it appears to either be bugged or to have changed, sorry about that.

As for quote 1 you give the Two Handed raw value on the weapon a number higher than the maximum estimated size of the creature.  Which on default creatures I guesstimate at about 150% the number for bodysize in the creature raws.

To test if a weapon is properly two handed the easiest way is to go into arena mode, create your critter you want armed only with the weapon, then manually control the creature.  Drop the weapon and pick it up again, then check your inventory and see how it says you are holding your weapon.  If it's only in one hand something is wrong, if it's 'multigrasp' it is properly a two handed weapon.

In dwarf mode, in case you are modifying a save raws for a fortress, you need to assign the weapon to a 'dwarf' and make sure they are not using a shield, another weapon, or a crutch, and all their limbs are functional.  And if the weapon shows up in the dwarf's inventory with the words "multigrasp" it is two handed.

If all of that doesn't work here's an example raw of a weapon I know is two handed to non-herculean, normal sized creatures, perhaps something got messed up somehow.  It should be two handed for most of your creatures, although the abnormally large and most muscular may be able to use it one handed

Spoiler (click to show/hide)
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