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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422983 times)

i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4095 on: October 12, 2011, 01:17:30 pm »

Does anyone know how to remove a tag from a material template in a specific called use of the template? So for example if I had this
Code: [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rockfruit powder]
[STATE_COLOR:ALL_SOLID:GREY]
[DISPLAY_COLOR:0:0:1]
[MATERIAL_VALUE:10]
[EDIBLE_COOKED]
[PREFIX:NONE]

Is there anyway that I could stop a tag from the PLANT_POWDER_TEMPLATE from applying without needing to actually create a new template? I understand that for tags with a value like [BOILING_POINT:X] you could just add [BOILING_POINT:NONE], but is it possible to remove/cancel a tag like [ROTS]? If anybody knows how it would be really awesome if they could teach me. :)
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Roses

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4096 on: October 14, 2011, 08:40:20 pm »

Reaction question:
I know it's possibly to get the material of a product from the reagent, but is it also possible to get the actual item?
For example, say I want a reaction to use a weapon and give back a weapon of the same type and material, I know I could make several reactions like;
[REAGENT:A:1:WEAPON:SHORT_SWORD:NONE]
[PRODUCT:100:1:WEAPON:SHORT_SWORD:GET_MATERIAL_FROM_REAGENT:A:NONE]

But I would really like to be able to just have one reaction that goes
[REAGENT:A:1:WEAPON:NONE:NONE]
[PRODUCT:100:1:WEAPON:GET_ITEM_FROM_REAGENT:A:GET_MATERIAL_FROM_REAGENT:A:NONE]

Anyway this would be possible? Perhaps through use of [REACTION_CLASS:X]?
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4097 on: October 14, 2011, 08:46:39 pm »

Reaction question:
I know it's possibly to get the material of a product from the reagent, but is it also possible to get the actual item?
For example, say I want a reaction to use a weapon and give back a weapon of the same type and material, I know I could make several reactions like;
[REAGENT:A:1:WEAPON:SHORT_SWORD:NONE]
[PRODUCT:100:1:WEAPON:SHORT_SWORD:GET_MATERIAL_FROM_REAGENT:A:NONE]

But I would really like to be able to just have one reaction that goes
[REAGENT:A:1:WEAPON:NONE:NONE]
[PRODUCT:100:1:WEAPON:GET_ITEM_FROM_REAGENT:A:GET_MATERIAL_FROM_REAGENT:A:NONE]

Anyway this would be possible? Perhaps through use of [REACTION_CLASS:X]?
Not possible at this time.

REACTION_CLASS is only for limiting reagents.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4098 on: October 14, 2011, 10:18:06 pm »

Is it possible to define a building whose BUILD_ITEM includes a piece of ivory, from butchering an elephant or similar creature?

ETA: [BUILD_ITEM:1:CORPSEPIECE:IVORY:NONE:NONE] doesn't work.
« Last Edit: October 14, 2011, 10:36:43 pm by Sphalerite »
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Nukarama

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4099 on: October 14, 2011, 11:21:38 pm »

Query: I'm trying to make a kobold offshoot that has spines like a echidna, no new body parts or anything, just a description like "His long spines are jet black". How would I go about that?
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Reudh

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4100 on: October 14, 2011, 11:41:20 pm »

It won't say about 'his long spines' unless they're coded in as a body part that's colourable. You could simply write about the spines in the [DESCRIPTION] tag.

Roses

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4101 on: October 15, 2011, 12:00:38 am »

Reaction question:
I know it's possibly to get the material of a product from the reagent, but is it also possible to get the actual item?
For example, say I want a reaction to use a weapon and give back a weapon of the same type and material, I know I could make several reactions like;
[REAGENT:A:1:WEAPON:SHORT_SWORD:NONE]
[PRODUCT:100:1:WEAPON:SHORT_SWORD:GET_MATERIAL_FROM_REAGENT:A:NONE]

But I would really like to be able to just have one reaction that goes
[REAGENT:A:1:WEAPON:NONE:NONE]
[PRODUCT:100:1:WEAPON:GET_ITEM_FROM_REAGENT:A:GET_MATERIAL_FROM_REAGENT:A:NONE]

Anyway this would be possible? Perhaps through use of [REACTION_CLASS:X]?
Not possible at this time.

REACTION_CLASS is only for limiting reagents.

Alas, looks like there will be much copy and pasting!
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4102 on: October 15, 2011, 08:11:41 am »

Query: I'm trying to make a kobold offshoot that has spines like a echidna, no new body parts or anything, just a description like "His long spines are jet black". How would I go about that?

If you want to add parts in the description that aren't really on the creature you can falsely describe other parts. I am doing similar for my remade antmen. So the following:
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:75:95:98:100:102:105:125]
[APP_MOD_NOUN:mandibles:PLURAL]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:THICKNESS:75:95:98:100:102:105:125]
[APP_MOD_NOUN:mandibles:PLURAL]
[APP_MOD_IMPORTANCE:650]
[SET_TL_GROUP:BY_CATEGORY:EAR:CHITIN]
[TL_COLOR_MODIFIER:DARK_SIENNA:1]
[TLCM_NOUN:mandibles:PLURAL]
Gets me "Her somewhat dark sienna mandibles are slightly splayed out" and similar. I am using the ears body part because for some reason it's the only way I can get compound statements. Using other body parts (except eyes) got me "Her mandibles are dark sienna. Her mandibles are slightly splayed out.". I figure this is a hardcoded behaviour.

For some reason I'm having trouble getting this working with the kobolds. I'm not familiar with how they go together (even had to check if they had hair/fur).
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Kweri

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4103 on: October 15, 2011, 12:29:37 pm »

Is it possible to define a building whose BUILD_ITEM includes a piece of ivory, from butchering an elephant or similar creature?

ETA: [BUILD_ITEM:1:CORPSEPIECE:IVORY:NONE:NONE] doesn't work.
Smack a [REACTION_CLASS:IVORY_MAT] on the ivory template, then use [BUILD_ITEM:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:IVORY_MAT]
Not tested, but pretty sure it should work.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4104 on: October 15, 2011, 12:50:29 pm »

An odd little reaction issue I can't puzzle out.

Confused by the "What came first, the anvil or the smelter?" problem I made an anvil mold tool and a reaction to take some iron or steel and one of those to make an anvil.

The anvil mold shows up on embark and is craftable properly(even out of wood which it probably shouldn't be, but I haven't looked into how to fix that yet) and the two reactions show up properly in the smelter.

However even with 1 iron bar, and 1 granite anvil mold I can't make an anvil.  Is there something obvious I'm missing in these reactions?

Code: (reactions) [Select]
[REACTION:CRUDE_ANVIL_IRON]
[NAME:make iron anvil with mold]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_ANVILMOLD_GREIMOD:NONE:NONE][FIRE_BUILD_SAFE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:ANVIL:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[FUEL]
[SKILL:SMELT]

[REACTION:CRUDE_ANVIL_STEEL]
[NAME:make steel anvil with mold]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_ANVILMOLD_GREIMOD:NONE:NONE][FIRE_BUILD_SAFE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:STEEL]
[PRODUCT:100:1:ANVIL:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[FUEL]
[SKILL:SMELT]

And the tool
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_ANVILMOLD_GREIMOD]
[NAME:anvil mold:anvil molds]
[VALUE:10]
[HARD_MAT]
[TILE:8]
[SIZE:1000]
[MATERIAL_SIZE:1]

Any insight?

EDIT: Some screwing around seems to like the problem to the [FIRE_BUILD_SAFE] tag.  But granite has no ignite point, so it should be perfectly fire safe, just not magma safe.   Maybe the wiki has incorrect information and fire safe actually means magma safe.
« Last Edit: October 15, 2011, 01:09:46 pm by Greiger »
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Vattic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4105 on: October 15, 2011, 01:08:28 pm »

I've got something similar working in my own personal mod.

Reactions:
Code: [Select]
[REACTION:MAKE_CLAY_ANVIL_MOLD]
[NAME:make clay anvil mold]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_ANVIL_MOLD:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
FUEL]
[SKILL:POTTERY]

[REACTION:CAST_IRON_ANVIL]
[NAME:cast iron anvil from mold]
[BUILDING:SMELTER:NONE]
[REAGENT:A:3:BAR:NONE:METAL:IRON]
[REAGENT:B:1:TOOL:ITEM_TOOL_ANVIL_MOLD:NONE:NONE]
[PRODUCT:100:1:ANVIL:NONE:METAL:IRON]
[FUEL]
[SKILL:SMELT]

[REACTION:CAST_STEEL_ANVIL]
[NAME:cast steel anvil from mold]
[BUILDING:SMELTER:NONE]
[REAGENT:A:3:BAR:NONE:METAL:STEEL]
[REAGENT:B:1:TOOL:ITEM_TOOL_ANVIL_MOLD:NONE:NONE]
[PRODUCT:100:1:ANVIL:NONE:METAL:STEEL]
[FUEL]
[SKILL:SMELT]

The mold
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_ANVIL_MOLD]
[NAME:anvil mold:anvil mold]
[VALUE:1]
[TILE:8] or 10
[SIZE:3000]
[MATERIAL_SIZE:4]

This all works fine. I'm not sure why yours doesn't work. There are only small differences.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4106 on: October 15, 2011, 01:27:12 pm »

Yea I think I found the problem.  The [FIRE_BUILD_SAFE] tag seems to be the cause.  Without it on the mold it works fine.   Even though a look at the raws indicates granite has the default stone template value for burning (which is NONE or, 'It just don't burn').

Granite isn't magma safe though since it has a melting point below 12000 urist.  When I did a little experimental cheating and made a steel anvil mold it worked fine.  So I'm guessing there is actually no difference at all between the build fire and build magma safe tags.  And my problem was that granite is not a magma safe materiel.

I guess I'll just have to find some other way to make wood unuseable, while keeping earthenware and stone valid.  Pouring molten metal into a container made completely out of wood does sound rather dwarven in some odd physics defying way though...

Oh well, I might just make only clay valid by making a custom reaction to make the mold itself too like you did.  Thanks.
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Arek

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4107 on: October 15, 2011, 04:54:27 pm »

How can one limit certain weapons / ammo to be only made of certain material like lead or gold for example?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4108 on: October 15, 2011, 06:42:23 pm »

How can one limit certain weapons / ammo to be only made of certain material like lead or gold for example?

Make a custom reaction that makes that weapon out of that material, then don't allow said weapon on any civ.

Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4109 on: October 15, 2011, 07:46:07 pm »

Is it possible to define a building whose BUILD_ITEM includes a piece of ivory, from butchering an elephant or similar creature?

ETA: [BUILD_ITEM:1:CORPSEPIECE:IVORY:NONE:NONE] doesn't work.
Smack a [REACTION_CLASS:IVORY_MAT] on the ivory template, then use [BUILD_ITEM:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:IVORY_MAT]
Not tested, but pretty sure it should work.
Thank you, that works.  Now my dwarves can play pianos made with proper ivory keys.
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