Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Modding in decoration reactions  (Read 2564 times)

Ultimuh

  • Bay Watcher
  • BOOM! Avatar gone! (for now)
    • View Profile
Re: Modding in decoration reactions
« Reply #15 on: February 21, 2011, 01:10:03 am »

Watching this interesting topic.
Logged

_DivideByZero_

  • Bay Watcher
  • Not to be confused with infinity
    • View Profile
Re: Modding in decoration reactions
« Reply #16 on: February 21, 2011, 01:27:51 am »

Well this is certainly great. Thanks guys.
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: Modding in decoration reactions
« Reply #17 on: February 21, 2011, 01:34:24 am »

It's the ITEM subtype. I've only seen it used so far with GLAZE_MAT and FIRED_MAT. Still poking through the raws, though.

That's what I thought, but I was just wondering if anyone found any other arguments that work with it.

It looks like those GLAZE_MAT arguments are created in the raws as a subtype for the thing that makes the glaze (see: cassiterite for an example). I am still not quite sure why they're there at the end of the reaction, but earlier on they're used as an easy identifier for what to use in a glazing reaction. I'm guessing you could just create your own, and then use them in a similar manner? I think? This one confuses me, since it only seems to show up with decoration reactions, and there aren't many of them to extrapolate patterns from to figure this out.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Modding in decoration reactions
« Reply #18 on: February 21, 2011, 11:18:18 am »

These are just material names, you can make any if you want.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Andux

  • Bay Watcher
  • [PREFSTRING:semicolons]
    • View Profile
    • Andux's DFWiki page
Re: Modding in decoration reactions
« Reply #19 on: February 21, 2011, 06:45:13 pm »

To be specific, it can be either:
  • a material attached to the creature or plant the reagent came from
  • a MATERIAL_REACTION_PRODUCT attached to the reagent's material
So if item1 came from a sweet pod, then:
  • GET_MATERIAL_FROM_REAGENT:item1:DRINK would give you dwarven rum
  • GET_MATERIAL_FROM_REAGENT:item1:MILL would give you dwarven sugar
  • GET_MATERIAL_FROM_REAGENT:item1:EXTRACT would give you dwarven syrup
  • GET_MATERIAL_FROM_REAGENT:item1:SEED would give you the sweet pod seed material
You could probably get OIL, SOAP, LEAF, SEED, or STRUCTURAL materials from any quarry bush product, but only items made of the rock nut SEED material would have PRESS_LIQUID_MAT as a reaction product.


Tangental thought: Could you use HAS_MATERIAL_REACTION_PRODUCT to check whether a plant/creature has a SHELL/HOOF/DRINK/whatever material defined? Science doesn't know!
Logged
(Do not sign anything.) -- Fell, Planescape: Torment

MADMAN · Save Tools · WTF Tools · Generated Raws Extractor · Tweak for 0.31–34.xx

Vorthon

  • Bay Watcher
  • Now with 50% more pointless rambling!
    • View Profile
Re: Modding in decoration reactions
« Reply #20 on: February 22, 2011, 09:04:01 am »

Watching.
Logged
Pages: 1 [2]