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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429904 times)

Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5145 on: February 03, 2012, 11:40:49 am »

You have a surface area of 1. So all the power of it is compressed into on point of impact. make it Blunt:1000:1:

I have a question myself:

First reaction respects stack size. Second one does not. How do I change that ? I tried adding the Get_material_from_reaction to the second one, but I get misc stones then...

[REACTION:MAKE_SAUSAGE]
   [NAME:make sausages (3)]
   [BUILDING:KITCHEN:CUSTOM_S]
   [REAGENT:A:2:MEAT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:SAUSAGE_MAT][UNROTTEN]
   [PRODUCT:100:3:MEAT:NONE:GET_MATERIAL_FROM_REAGENT:A:SAUSAGE_MAT]
   [PRODUCT:15:1:BOULDER:NONE:INORGANIC:BACTERIA][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

[REACTION:MAKE_BONEMEAL]
   [NAME:grind bone to bonemeal(flux)]
   [BUILDING:KITCHEN:CUSTOM_F]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

I'm afrid you need a [REACTION_CLASS] or [HAS_MATERIAL_REACTION] on bones for this to accept using the entire stack
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5146 on: February 03, 2012, 12:34:06 pm »

Does not work.. tried reaction class flux, tried a custom materail reaction class, tired both together. Alwys produces ONE stone.

I cant use get_material_from_reagent ? I might do it wrong. The reagent is a bone, it has no actual material, as in item-token.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5147 on: February 03, 2012, 12:45:44 pm »

Does not work.. tried reaction class flux, tried a custom materail reaction class, tired both together. Alwys produces ONE stone.

I cant use get_material_from_reagent ? I might do it wrong. The reagent is a bone, it has no actual material, as in item-token.

Ok you got a inorganic flux stone called bonemeal right?

so goto whichever generic bone mat(s) you have and add:
[MATERIAL_REACTION_PRODUCT:BONE_FLUX:INORGANIC:BONEMEAL] so and example will be

Code: [Select]
[MATERIAL_TEMPLATE:BONE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:bone]
[STATE_ADJ:SOLID:bone]
[STATE_NAME:POWDER:bone meal]
[STATE_ADJ:POWDER:bone meal]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:200000] cortical bone
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[BONE]
[MATERIAL_REACTION_PRODUCT:BONE_FLUX:INORGANIC:BONEMEAL]
[ITEMS_HARD]
[ITEMS_BARRED]

then your reaction should be:

Code: [Select]
[REACTION:MAKE_BONEMEAL]
   [NAME:grind bone to bonemeal(flux)]
   [BUILDING:KITCHEN:CUSTOM_F]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BONE_FLUX]
   [PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_FLUX][PRODUCT_DIMENSION:150]
   [SKILL:BUTCHER]
   [SKILL:COOK]

also does the two skills raelly work? does butcher and cook get trained? or does only cooks do this reaction?
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i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5148 on: February 03, 2012, 12:51:33 pm »

The wiki states that "Multiple skills can be listed but only one will be used." So it is only going to train 1 skill no matter what. The question comes down to whether the game ignores the [SKILL:BUTCHER] token and therefore only cooks can use the reaction and it trains cooking, or whether both cooks and butchers are able to use the reaction, and it will only train the skill that the dwarf is using to do the reaction.
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5149 on: February 03, 2012, 01:13:29 pm »

About the two skills:

Both a butcher and a cook can do this.
Only one skill will be trained.

About the reaction:
Tried your solution, does not work. I will leave it like that, till someone stumbles over a solution. I tried everything I can think of.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5150 on: February 03, 2012, 01:15:46 pm »

About the reaction:
Tried your solution, does not work. I will leave it like that, till someone stumbles over a solution. I tried everything I can think of.
Did you add the [MATERIAL_REACTION_PRODUCT] to the proper materials?
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Meph

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5151 on: February 03, 2012, 01:21:50 pm »

Yes, of course. They have [MATERIAL_REACTION_PRODUCT:BONEMEAL:INORGANIC:BONEMEAL]

Both the material templates as well as my inorganic materials. Otherwise the reaction wouldnt even accept anything.

Still, thanks for your help. How is Regen advancing ?
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miauw62

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5152 on: February 03, 2012, 01:54:01 pm »

I copied the blood template over to my dog (for easy use) and i want to have some gruesome venom in my dogs blood.
Just so i can enjoy starting arena and having elephants kill dogs, only to melt in the venom that their blood contains.
I got a relatively good idea how to do it, but how do i make the dogs use it as blood?
Or can i simply keep the old [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] and add the syndrom under it?
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i2amroy

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5153 on: February 03, 2012, 02:11:51 pm »

Or can i simply keep the old [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] and add the syndrom under it?
I'm fairly certain that this will work.
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5154 on: February 03, 2012, 02:16:24 pm »

Yes, of course. They have [MATERIAL_REACTION_PRODUCT:BONEMEAL:INORGANIC:BONEMEAL]

Both the material templates as well as my inorganic materials. Otherwise the reaction wouldnt even accept anything.

Still, thanks for your help. How is Regen advancing ?
Odd it should have worked :/ I guess I must do some testing, cause I know my Process small trees reaction accepts stack sizes of plants.

Also Regen is going slow, just trying to make sensable weapon attacks, then off to make the Brewery have options for brewing specific plants/boozes

Or can i simply keep the old [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] and add the syndrom under it?
I'm fairly certain that this will work.
That is Correct:

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
add syndrome stuff under here.
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CandyTophat

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5155 on: February 03, 2012, 03:32:31 pm »

I want my grass to be on fire at all times, yet i cant figure out how.
Halp?
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Hugo_The_Dwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5156 on: February 03, 2012, 03:36:05 pm »

I want my grass to be on fire at all times, yet i cant figure out how.
Halp?
Drop
[IGNITE_POINT:9000]
under the
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
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Caldfir

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5157 on: February 03, 2012, 05:43:36 pm »

Hey, I was digging through the RAWs, and couldn't find any tissue or material for beaks/bills. 

Does this mean that beaks are using the default "unknown material"?  Or am I just stupid and can't find it?
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Sphalerite

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5158 on: February 03, 2012, 05:51:24 pm »

It looks like the BEAK body part uses the BONE material in birds.
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Prologue

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #5159 on: February 03, 2012, 06:04:12 pm »

I have a problem with my custom-made gloves. It's purpose is for the military and when I assign it to my military, my dwarfs won't wear it.

Here's the raws for the gloves:
Spoiler (click to show/hide)

My dwarfs come with mittens and gloves during embark. And I've also checked my entity_default for typos and my reaction to make the gloves and there doesn't seem to be any problem with it. It just doesn't equip when assigning to the military.
« Last Edit: February 03, 2012, 06:18:21 pm by Prologue »
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