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Author Topic: *SOLVED*  (Read 814 times)

GaxkangtheUnbound

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*SOLVED*
« on: November 22, 2010, 06:58:30 pm »

Solved.
« Last Edit: November 23, 2010, 04:19:01 pm by GaxkangtheUnbound »
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Eagle_eye

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Re: Problems with Modded Creature
« Reply #1 on: November 22, 2010, 08:21:39 pm »

for the reaction, you have one too many tags in the product line. I assume you meant rock_plant? As for the creatures, at the top of the file, did it have:

filename

[OBJECT:CREATURE]

If not, that is probably the issue.
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GaxkangtheUnbound

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Re: Problems with Modded Creature
« Reply #2 on: November 22, 2010, 08:26:00 pm »

Thanks! Didn't notice the OBJECT part missing.
I suspect the reaction thinks I'm trying to make plants with the material of rocks.
I changed the plant name from ROCK to PROCK to prevent any confusion.
EDIT:The product still comes out as "plant [5]"
. . .
« Last Edit: November 22, 2010, 08:45:02 pm by GaxkangtheUnbound »
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Untelligent

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Re: Problems with Modded Creature
« Reply #3 on: November 22, 2010, 09:49:40 pm »

Plant- and animal-related item tokens do actually use one more argument than normal. This, for example, is what you'd use to smelt some plump helmets:

[PRODUCT:100:5:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]

Change the second-to-last argument to PROCK or whatever ID your rock-plant ends up having. If you have trouble figuring out item tokens for reactions and itemcorpses, the best way to figure it out is to make an embark profile that has that item, and look at the profile in the data/init folder. The embark profiles and reactions use the same syntax for items, which is very useful.
« Last Edit: November 22, 2010, 09:52:17 pm by Untelligent »
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GaxkangtheUnbound

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Re: Problems with Modded Creature
« Reply #4 on: November 22, 2010, 10:00:08 pm »

Plant- and animal-related item tokens do actually use one more argument than normal. This, for example, is what you'd use to smelt some plump helmets:

[PRODUCT:100:5:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]

Change the second-to-last argument to PROCK or whatever ID your rock-plant ends up having. If you have trouble figuring out item tokens for reactions and itemcorpses, the best way to figure it out is to make an embark profile that has that item, and look at the profile in the data/init folder. The embark profiles and reactions use the same syntax for items, which is very useful.
Tried that. Here's the raws for the "plant"

[PLANT:PROCK]
   [NAME:processed rock][NAME_PLURAL:processed rocks][ADJ:processed rock]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:1]
      [EDIBLE_VERMIN]
      [EDIBLE_RAW]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PICKED_TILE:127][PICKED_COLOR:0:1:0]
   [DRY]
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen rock brew]
      [STATE_NAME_ADJ:LIQUID:rock brew]
      [STATE_NAME_ADJ:GAS:boiling rock brew]
      [MATERIAL_VALUE:1]
      [DISPLAY_COLOR:2:0:0]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   [FREQUENCY:0]
   [CLUSTERSIZE:5]
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Untelligent

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Re: Problems with Modded Creature
« Reply #5 on: November 22, 2010, 10:29:54 pm »

Worked for me. Did you generate a new world?

For the record, this is the reaction I used. I changed the skill and workshop so I didn't have to make a workshop and I could use my reaction-testing embark profile. I didn't change your plant at all, that technically didn't have any problems with it.

[REACTION:CREATE_ROCK]
   [NAME:process rock into food]
   [REAGENT:A:1:BOULDER:NONE:NONE:NONE]
   [PRODUCT:100:5:PLANT:NONE:PLANT_MAT:PROCK:STRUCTURAL]
   [BUILDING:SMELTER:NONE]
   [SKILL:SMELT]

« Last Edit: November 22, 2010, 10:32:31 pm by Untelligent »
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GaxkangtheUnbound

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Re: Problems with Modded Creature
« Reply #6 on: November 22, 2010, 10:32:43 pm »

Worked for me. Did you generate a new world?
Every time. I'm trying to use a fake creature to make meat. I wonder if [DOES_NOT_EXIST] will make the game crash if I try to make meat from a "creature" that doesn't exist.
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Untelligent

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Re: Problems with Modded Creature
« Reply #7 on: November 22, 2010, 10:37:10 pm »

Hmm. Meat... might not be smeltable. Because of tissues or something. Can't remember.

I thought we were talking about the plant, though? Did that work out?
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

GaxkangtheUnbound

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Re: Problems with Modded Creature
« Reply #8 on: November 22, 2010, 10:38:35 pm »

Hmm. Meat... might not be smeltable. Because of tissues or something. Can't remember.

I thought we were talking about the plant, though? Did that work out?
Not at all.
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Untelligent

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Re: Problems with Modded Creature
« Reply #9 on: November 22, 2010, 10:46:13 pm »

Maybe it's a problem with your custom building, then? Almost certain that shouldn't cause that sort of problem, but that's pretty much the only thing we did differently. Try using exactly the reaction I posted.
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The World Without Knifebear — A much safer world indeed.
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GaxkangtheUnbound

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Re: Problems with Modded Creature
« Reply #10 on: November 23, 2010, 10:53:22 am »

Haha! The reaction worked, but I got this:
rock unknown frozen creature substance chop
I'm pretty sure the problem is that the rock is lacking any tissue or meat.
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