QUESTION #1
Anyone figured out how to use a non-specific corpse as a reagent? (I'm working on a Castlevania-inspired mod, and it has a couple buildings for doing various useful stuff with corpses). Here's what I've tried:
CORPSE:NONE:NONE:NONE -- this makes people just pick up any item that happens to be around and use that.
CORPSE:NO_SUBTYPE:NONE:NONE -- same as above.
CORPSE:NO_SUBTYPE:CREATURE_MAT:NO_MATGLOSS -- this gets totally ignored, and no reagent is used at all.
None of these throw any errors, but they still don't work right. Anyone know where I went wrong?
Deon, I've noticed that you have reactions for cremating body parts in your Genesis mod. I thought maybe there might be a similar solution to this problem. You put [REACTION_CLASS:CREMATION] and [HAS_MATERIAL_REACTION_PRODUCT:CREMATION_MAT], but I can't find what these are referencing. In which raws did you apply these?
QUESTION #2
Some of the reactions and buildings I'm gonna be adding (and thus need to test) are high-tier things -- stuff that you don't really have the resources to do until a year or so into the game.
So, correct me if I'm wrong: I don't have to generate a new world unless I *ADD* a building or reaction (or creature or entity etc.), yes? So I can *edit* existing ones in the save's raws, and have those changes take effect in the saved game, right?
Ok, if so, what about placeholders? Can I make raw entries that are pretty much empty so that I can fill them in later once I get to it, without having to generate a new world and start my fortress from scratch?
QUESTION #3
So, I've figured out that inorganic syndromes only work if the stuff is used for a material breath attack, or if it explosively boils. So, I'm wondering a few things.
I think I read somewhere that subterranean tiles have a different temperature than outdoor tiles. What about tiles that are just "inside" but aren't subterranean? What if they're also "bright," does that have any impact?
I've observed that if you build a bridge over a outdoor tile, that tile becomes "inside" but remains "bright." What I'm wondering is if I can make a trap, with an area under a bridge stockpiled with stuff that will explosively boil once it's "outside" but is stable "inside," with a strategically-placed pressure plate linked to the bridge, such that the bridge will retract and the area will become "outside," thus setting off the hazardous materials. Is this feasible? Or does the fact that it's bright mess up the temperature I'd need? What boiling point needs to be used?
QUESTION #4
What's the default SPEED value? I want to make one caste faster, another slower, and one normal, but I don't know what the appropriate numbers are.