Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: 'Creature smithing' problems  (Read 1218 times)

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
'Creature smithing' problems
« on: October 20, 2010, 11:42:45 am »

I know it's possible to have the product of a reaction be a creature, and I've tried to implement 'war golems' so a friend of mine who's new DF doesn't have to navigate the military screen (I find to be a pain in the ass. One little finger slip can cause so many problems.) Here's the code for the reactions:

Code: [Select]
[REACTION:WAR_GOLEM1]
[NAME:raise war golem (granite)]
[BUILDING:GOLEM_LAB:CUSTOM_SHIFT_G]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:GRANITE] 
[PRODUCT:100:1:PET:WAR_GOLEM_GRANITE:TRAINED_WAR]
[SKILL:ALCHEMY]

[REACTION:WAR_GOLEM2]
[NAME:raise war golem (obsidian)]
[BUILDING:GOLEM_LAB:CUSTOM_SHIFT_O]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN] 
[PRODUCT:100:1:PET:WAR_GOLEM_OBSIDIAN:TRAINED_WAR]
[SKILL:ALCHEMY]

What'd I get wrong?
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: 'Creature smithing' problems
« Reply #1 on: October 20, 2010, 12:06:52 pm »

It isn't possible to create creatures through reactions. You can create vermin, which are more like pseudo-items than creatures, and even there seem to be a few bugs.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

JediaKyrol

  • Bay Watcher
  • I have no idea what I am doing...
    • View Profile
Re: 'Creature smithing' problems
« Reply #2 on: October 20, 2010, 01:50:44 pm »

yeah...haven't been able to forge creatures since what?...before 40d?  Maybe it'll be back when Toady gets to magic.
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: 'Creature smithing' problems
« Reply #3 on: October 20, 2010, 03:24:13 pm »

You weren't able to forge "true" creatures ever, FYI.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

JediaKyrol

  • Bay Watcher
  • I have no idea what I am doing...
    • View Profile
Re: 'Creature smithing' problems
« Reply #4 on: October 20, 2010, 05:09:28 pm »

You weren't able to forge "true" creatures ever, FYI.

could have sworn people talked about before the z level was introduced, reactions could make animals...or maybe it was just a beautiful dream...

[edit]  ...yep...just a beautiful cow-factory dream... ...we still need toady to add in magic to "summon" cows...intelligent cows...that want to be eaten!
« Last Edit: October 20, 2010, 05:19:08 pm by JediaKyrol »
Logged

zilpin

  • Bay Watcher
  • 437 forever!
    • View Profile
Re: 'Creature smithing' problems
« Reply #5 on: October 22, 2010, 11:37:36 am »


I'm more interested in Dwarven workshops building clockwork automatons from mechanisms and armor, myself.

I'd like to see more interactions between mechanisms, gears, components, etc.  Linking levers to anything.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: 'Creature smithing' problems
« Reply #6 on: October 22, 2010, 02:16:56 pm »

You weren't able to forge "true" creatures ever, FYI.

could have sworn people talked about before the z level was introduced, reactions could make animals...or maybe it was just a beautiful dream...

[edit]  ...yep...just a beautiful cow-factory dream... ...we still need toady to add in magic to "summon" cows...intelligent cows...that want to be eaten!

Definitely a dream, since prior to the introduction of Z-levels in Fortress mode, custom reactions didn't exist at all.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: 'Creature smithing' problems
« Reply #7 on: October 22, 2010, 02:21:27 pm »

One of the random quotes on the wiki's main page refers to smelting cows, but the cows in question were vermin cows.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

InsanityPrelude

  • Bay Watcher
  • O SHI--
    • View Profile
Re: 'Creature smithing' problems
« Reply #8 on: October 22, 2010, 06:59:08 pm »

Why does that make me want to mod in milkable cow-bugs?
Logged
Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

veok

  • Bay Watcher
    • View Profile
Re: 'Creature smithing' problems
« Reply #9 on: October 22, 2010, 10:32:31 pm »

Why does that make me want to mod in milkable cow-bugs?

you mean other than purring maggots?
Logged

InsanityPrelude

  • Bay Watcher
  • O SHI--
    • View Profile
Re: 'Creature smithing' problems
« Reply #10 on: October 22, 2010, 11:13:14 pm »

No, I mean literally part cow.

Or cowbats maybe. Kind of Kingdom of Loathing-ish.
Logged
Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: 'Creature smithing' problems
« Reply #11 on: October 23, 2010, 01:36:19 pm »

It isn't possible to create creatures through reactions. You can create vermin, which are more like pseudo-items than creatures, and even there seem to be a few bugs.
You can "forge" live mini-golems to throw at people.
Logged
Proud of my heritage.
Prepare to lose your sanity.