Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 316 317 [318] 319 320 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422473 times)

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4755 on: January 08, 2012, 05:55:52 am »

It's bugged as of this version. But its CORPSEPIECE if you really must make some.

Prologue

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4756 on: January 08, 2012, 06:01:16 am »

How is it bugged? I was thinking that once I get this reaction working then I can start on bone weapons.
Logged

IamanElfCollaborator

  • Bay Watcher
  • Resident Shipper God and Freyjapiller
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4757 on: January 08, 2012, 06:10:21 am »

Well, the bone is unspecified, for one. 'bone' cant be used for anything, just like 'bars' are useless.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4758 on: January 08, 2012, 08:01:40 am »

What's the reaction to make crafts using bones only?

   [REAGENT:A:1:x:NONE:NONE:NONE]
   [PRODUCT:100:1:ANY_CRAFT:GET_MATERIAL_FROM_REAGENT:A:NONE]

What is x, is it CORPSEPIECE, CORPSE, or REMAINS?

[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:CRAFTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Prologue

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4759 on: January 08, 2012, 01:45:07 pm »

What's the reaction to make crafts using bones only?

   [REAGENT:A:1:x:NONE:NONE:NONE]
   [PRODUCT:100:1:ANY_CRAFT:GET_MATERIAL_FROM_REAGENT:A:NONE]

What is x, is it CORPSEPIECE, CORPSE, or REMAINS?

[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:CRAFTS:GET_MATERIAL_FROM_REAGENT:A:NONE]

I tired to do it your way and it uses the whole stack of bones to make one craft. Either that or my craftdwarves were too slow and made the bones rot, or something.
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4760 on: January 08, 2012, 02:12:16 pm »

Without a [REACTION_CLASS] or [HAS_MATERIAL_blah blah blah] the reagent will eat all of the stack.

so add this to BONES in the Material_Template
[MATERIAL_REACTION_PRODUCT:BONES:LOCAL_CREATURE_MAT:BONE]

Then in your reaction use

[HAS_MATERIAL_REACTION_PRODUCT:LOG_MAT] right after the Reagent after the USE_BODY_COMPONET

EDIT:
Wait my bad that will turn all of the stack into the product

so a stack of 5 bones will make 5 of the product.

Sorry
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4761 on: January 08, 2012, 09:21:10 pm »

I want armor smithing to use multiple bars for one piece of armor. I know that Material_Size should be altered for that. 1 bar = 150 material size, in theory. but even 300 and 450 sized items still need only 1 bar in my test fortress. Anyone might know why ?

And yet again: Any way to remove certain pets from migrants ? (right now I am in the mood to just remove them completely and add them to another civ. I could still order them from their liason, and my migrants wouldnt bring them along)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4762 on: January 08, 2012, 09:29:08 pm »

I want armor smithing to use multiple bars for one piece of armor. I know that Material_Size should be altered for that. 1 bar = 150 material size, in theory. but even 300 and 450 sized items still need only 1 bar in my test fortress. Anyone might know why ?

And yet again: Any way to remove certain pets from migrants ? (right now I am in the mood to just remove them completely and add them to another civ. I could still order them from their liason, and my migrants wouldnt bring them along)
For pets could make Mountain Gnomes a civ and they trade them? As for armor still taking 1 bar, I havn't dabbled in that.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4763 on: January 09, 2012, 12:14:41 pm »

what exactly does vermin_rotter do?
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.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4764 on: January 09, 2012, 12:33:29 pm »

I'm pretty sure that it causes the vermin to spawn near (potentially) rotting material, such as corpses, around butchery shops, and the like.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4765 on: January 09, 2012, 12:34:06 pm »

the wiki states that it is either attracted by rotting food, or makes food rot faster. Think of the flys that always hang around the butchery when refuse is lying around
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4766 on: January 09, 2012, 12:42:20 pm »

I have already looked at the wiki and it's very vague. Do flies make food rot faster or they are there because the food is rotting? The distinction is very important.
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.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4767 on: January 09, 2012, 01:14:14 pm »

I have already looked at the wiki and it's very vague. Do flies make food rot faster or they are there because the food is rotting? The distinction is very important.
Add [VERMIN_ROTTER] to roaches and see if they spawn near rotting food/parts

Then do two tests, Embark in a glacier and dump a piece of embarked meat. Time how long it takes to rot

Then embark where flies (or modded roaches) can spawn, and see if a dropped piece of meat rots faster.
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4768 on: January 09, 2012, 01:14:28 pm »

I have already looked at the wiki and it's very vague. Do flies make food rot faster or they are there because the food is rotting? The distinction is very important.
No one really knows. All we know is that they appear to show up around rotting food. Personally I think it probably means they are there because the food is rotting, and don't speed it up, but nobody has ever taken a close enough look at rotting food to find out.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4769 on: January 09, 2012, 01:56:22 pm »

Also has anyone figured out what the [VEGETATION] tag on grimelings does?
Logged
Pages: 1 ... 316 317 [318] 319 320 ... 357