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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430697 times)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4575 on: December 13, 2011, 06:28:19 am »

Were you looking for barrel or bin storage?
Also though the rest of this is possible, at the moment there is no real way to split stacks
Bin/barrel are both ok. Guess I'd update my "challenge" then:

I need help defining a custom item that:
 + Is stockpiled similar to plant-based goods (i.e.like dwarven syrups)
 + Can be put in containers (bin/barrel/bag etc)
 + Can be purchased at embark and during trades (i.e. like clothes bin)
 + Can be created from reactions i.e. like oil soap

As a token of gratitude, the person who can fulfill my request get to name it


What is this item, specifically? Is this solid? Non-solid? Or both, by melting and etc?
Doesnt matter as long as it satisfy my conditions. I personally cannot create it so you are free to be creative.
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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.

GloriousImp

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4576 on: December 13, 2011, 08:31:46 am »

I've temporarily post-poned making a human civ and chosen to make the reactions first, since it's a lot simplier.

So this is my workshop
Spoiler (click to show/hide)
No idea what it looks like... yet, I took it from some old modding page about rocks. Meh.

And this is what I have of the first reaction (corpses to leather)
Again, this is not balanced in any way but if I get this to work I can easily get all other reactions. And hey, it's a personal mod for myself, let an idiot have his fun.

Spoiler (click to show/hide)

As you can see I'm having trouble with PRODUCT, especially the Material token.
I've tried looking here
http://df.magmawiki.com/index.php/DF2010:Material_token

But there's no mention of copper or any other metals.
I ran into similar issues trying to produce leather instead of copper.

Where are the butcher reactions? I'd like to copy from them but I can't seem to find them.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4577 on: December 13, 2011, 08:43:48 am »

To make copper bars, you want  [PRODUCT:100:1:BAR:NONE:INORGANIC:COPPER]

There are no butcher reactions.  Butchering isn't handled with the reaction system.  The closest are the tan a hide and render fat reactions in reaction_other.txt.
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GloriousImp

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4578 on: December 13, 2011, 08:48:25 am »

Thanks a lot.

EDIT- What's the difference from:
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]

This is the format they use in normal smelting reactions. eg.
Code: [Select]
[REACTION:BRONZE_MAKING2]
[NAME:make bronze bars (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
« Last Edit: December 13, 2011, 09:12:46 am by GloriousImp »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4579 on: December 13, 2011, 10:02:54 am »

Thanks a lot.

EDIT- What's the difference from:
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]

This is the format they use in normal smelting reactions. eg.
Code: [Select]
[REACTION:BRONZE_MAKING2]
[NAME:make bronze bars (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

The difference is that Sphalerite's doesn't work and this one does :P

Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4580 on: December 13, 2011, 10:45:53 am »

Thanks a lot.

EDIT- What's the difference from:
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]

It should make no difference.  NO_SUBTYPE and NONE seem to be synonyms, as do METAL and INORGANIC.

The difference is that Sphalerite's doesn't work and this one does :P

Funny, every single custom reaction I've built with this format works fine.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4581 on: December 13, 2011, 10:47:12 am »

Thanks a lot.

EDIT- What's the difference from:
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]

It should make no difference.  NO_SUBTYPE and NONE seem to be synonyms, as do METAL and INORGANIC.

The difference is that Sphalerite's doesn't work and this one does :P

Funny, every single custom reaction I've built with this format works fine.

Really? The format you showed in your post doesn't include the product dimension, which would make it... well, not work.

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4582 on: December 13, 2011, 12:39:01 pm »

Technically, it should work, because of armor neglecting the bar sizes, if my way of understanding it is correct. However, the correct way is to add a [PRODUCT_DIMENSION:<size>] tag, where <size> is 150, or standard bar size.

Omitting the product size tag would make your product much, much smaller.
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4583 on: December 13, 2011, 02:25:04 pm »

Really? The format you showed in your post doesn't include the product dimension, which would make it... well, not work.

The format I showed doesn't include the reaction name, building, or reagents either.  Obviously, the line in my post was not the entire reaction, just the product line.  The product dimension data doesn't need to go on the same line, being a separate tag, and in way I like to format my reactions the product dimension is put on its own line. 

For example:

Code: [Select]
[REACTION:SMELT_URANIUM]
[NAME:refine uranium]
[BUILDING:ARC_FURNACE:CUSTOM_U]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:URANIUM_SPONGE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:URANIUM]
[PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4584 on: December 13, 2011, 04:40:08 pm »

Ah.

Still, the product dimension is an extremely important part of the product, and if you don't have it, it causes problems.

Zidana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4585 on: December 13, 2011, 05:17:47 pm »

So I'm trying to make Dwarven civs able to rarely produce weapons which are traditionally non-dwarven. To that end I've put the following into the Mountain entity in entity_default.txt.

[WEAPON:ITEM_WEAPON_WHIP:RARE]
[WEAPON:ITEM_WEAPON_BOW:RARE]
   [AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_BLOWGUN:RARE]
   [AMMO:ITEM_AMMO_BLOWDARTS]
[WEAPON:ITEM_WEAPON_PIKE:RARE]
[WEAPON:ITEM_WEAPON_HALBERD:RARE]
[WEAPON:ITEM_WEAPON_SWORD_2H:RARE]
[WEAPON:ITEM_WEAPON_SWORD_LONG:RARE]
[WEAPON:ITEM_WEAPON_MAUL:RARE]
[WEAPON:ITEM_WEAPON_AXE_GREAT:RARE]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE:RARE]
[WEAPON:ITEM_WEAPON_SCOURGE:RARE]
[WEAPON:ITEM_WEAPON_FLAIL:RARE]
[WEAPON:ITEM_WEAPON_MORNINGSTAR:RARE]
[WEAPON:ITEM_WEAPON_SCIMITAR:RARE]

However, upon testing, I found that dwarven civs can now produce the items marked 'rare' 100% of the time.

What am I doing wrong? Or is it not possible for weapons to be denoted as 'rare?'
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GloriousImp

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4586 on: December 13, 2011, 05:21:44 pm »

Ignore me, I am a bad post.

Spoiler (click to show/hide)
« Last Edit: December 13, 2011, 05:23:15 pm by GloriousImp »
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4587 on: December 13, 2011, 05:25:27 pm »

How do I delete posts? Because this one was dumb.
I guess that saves me the trouble of correcting you, hehe. (Posts can't be deleted without moderator intervention, as far as I know.)

I'm not certain why weapon rarity isn't acknowledged properly. I don't think anything uses it in vanilla, though, so I don't know if it's even supposed to work.
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Zidana

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4588 on: December 13, 2011, 05:35:10 pm »

I'm not certain why weapon rarity isn't acknowledged properly. I don't think anything uses it in vanilla, though, so I don't know if it's even supposed to work.

That seems to be the way of it. Did some further testing with uncommon and common tags. It's 100% with all tags or no tags. Looks like only armor and clothing items can be given a % chance to be craftable.

*sadness* :(
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GloriousImp

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4589 on: December 13, 2011, 05:37:35 pm »

On a less dumb note, don't those tags affect the chance of those items being used by bandits and being in trade caravans?
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