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Author Topic: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)  (Read 3116 times)

Panthera Leo

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If anyone hasn't said thank you to Toady One for adding variables to reactions you should do some now. :P In case no one saw it yet, I'm excited about it. :)

Not quire as versatile as I'd like as it still requires a new materiel with the proper poison (syndrome), but we don't have to make a thousand and one reaction for each one now. :) In this case I have two, one for poisoning steel, and another for poisoning adamantine.

First the actual poisoned metals:

Spoiler (click to show/hide)

Next, the what determines the poison. Sense I already created a creature with a nasty poison (both made just to toy with what could be done, but the raw is striped down though)?

Spoiler (click to show/hide)

Note the line in the blood material definition:
      [MATERIAL_REACTION_PRODUCT:BLOOD_STEEL:INORGANIC:LION_STEEL]
      [MATERIAL_REACTION_PRODUCT:BLOOD_ADAMANTINE:INORGANIC:LION_ADAMANTINE]

The meat and bones (Again, tweaked form my personal version simplicity):

Spoiler (click to show/hide)

The first reaction draws the poison to be used (in this case the creature's blood), then reads the materiel value for the poisoned metal from that, and finally makes a bar. The nice thing is that after that? The only thing that has to change to add a new poison is to add a new material, and then add the proper [MATERIAL_FROM_REAGENT] in whatever extract hold's the poison to refer to the new material.

Edit: (Oops. Fixed reactions by removing 'METAL' token, and Just for the sake of argument, made both metals fairly combustible too.)

Edit2: Oops, forgot [SYN_INJECTED]
« Last Edit: February 19, 2011, 07:39:18 pm by Panthera Leo »
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D_E

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #1 on: February 18, 2011, 07:13:06 pm »

Unless something changed in .19, these metals won't actually poison anything*.  Have you tested them?

*Materials must be in liquid or gas form to inflict syndromes.  Touching, or being damaged by, solid materials doesn't.
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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Panthera Leo

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #2 on: February 18, 2011, 07:18:22 pm »

Oops, yes, the 'METAL' token is no more. :) As I said, I abridged a chunk of that, clearly I didn't proof read enough.
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D_E

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #3 on: February 18, 2011, 07:56:12 pm »

No, I mean the syndromes don't work.

Poisons in DF don't work unless they're liquid or gas.  So you can't poison someone by cutting them with a sword made of poisonous metal.

Unless this has changed in .19?

I tested your lion's steel in arena mode and it seems it doesn't work.  Although it was a quick test.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Panthera Leo

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #4 on: February 18, 2011, 08:09:53 pm »

Hmm ...

If I remember correctly, I don't think it will either until it gets stuck in them. (working on (re)testing that one now) I also tweaked it to burn out outright explode sense the first post. :P (Make it's ignition tempt one degree below most creatures 'HOMEOTHERM' and their SPECHEAT 450 so they change temp faster. I guess I should tweak their boiling temp too ... )

Then again, it was just something I pulled out of the hat to say "see here, neat hu?" :P As I said, I'm excited. I'm looking forward to see what others do. ^.^
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Girlinhat

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #5 on: February 19, 2011, 12:34:07 am »

Hmm, I don't exactly seem to follow what the exact thing is here?  What's being achieved using MATERIAL_FROM_REAGENT that's noteworthy?

Panthera Leo

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #6 on: February 19, 2011, 06:06:39 am »

Hmm, I don't exactly seem to follow what the exact thing is here?  What's being achieved using MATERIAL_FROM_REAGENT that's noteworthy?

Note worthy as a getting a brand new platinum plated Ferrari for your fifth birthday? No.

Note worthy as in doing away with 40-70% of the busy work modding? That noteworthy.

Note worthy as in making things like making race, caste, or multiple material specific reactions easy? That noteworthy.

Note worthy as in making things that were prohibitively complicated before easy? That noteworthy.

It's nothing to throw a party over per say, but It's still awesome. It's one of those short-cuts that die-hard "do it the only way sisy" mentalities reject, but make things so much simpler. It opens the door to all kinds of neat stuff people would have ignored before because of the hundreds of pages of text it would have taken before. I noticed someone having trouble with it before; So, I made this misshapen thread, hoping to help someone, and see what they make of it. ^.^

It's doing what built in (multiple) class inheritance or virtual look-up tables functionality did to the programming language C++. (Which is to make things 1,000% simpler while still retaining the the freedom and power of simplicity plain 'C' has, while also staying away from the over simplifications of C#)
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silverskull39

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #7 on: February 19, 2011, 11:25:45 am »

is there a way to use the [GET_MATERIAL_FROM_REAGENT] to make a reaction that produces barrels of miscellaneous blood? I.e. the reaction gets the blood from the creature whose meat was used as a reagent. I'm trying to make a reaction at the new screw press to make dwarves press meat to get a barrel of blood and "dwarven jerky" which can then be cooked/spiced to make "normal" jerky, but I can't get it to make barrels of blood right. The best I've done so far is "pea fowl n/a", which leaves me to believe it can be done, but I'm running out of ideas as to how to do it.
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Deon

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #8 on: February 19, 2011, 01:19:11 pm »

Quote
[REACTION:DRAW_BLOOD]
   [NAME:draw blood]
   [BUILDING:ARTIFACT_FORGE:NONE]
   [REAGENT:CONTAINER:1:TOOL:NONE:NONE:NONE]
      [EMPTY]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [HAS_TOOL_USE:LIQUID_CONTAINER]
   [PRODUCT:100:3:LIQUID_MISC:NONE:CREATURE_MAT:LIONMAN:BLOOD]
      [PRODUCT_TO_CONTAINER:CONTAINER]
      [PRODUCT_DIMENSION:150]
   [SKILL:DRESS_WOUNDS]
What are you drawing the blood from? It looks like you just spawn it in a jug, and then use it to make steel. It's the same as "take a jug and a steel bar, make a steel bar".

Also, why PRODUCT_DIMENSION:150?

And yep, you cannot poison with solid materials, because they do not enter blood nor are inhaled.

But the reactions system is definitely improved and expanded.
« Last Edit: February 19, 2011, 01:21:03 pm by Deon »
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Deon

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #9 on: February 19, 2011, 01:20:15 pm »

is there a way to use the [GET_MATERIAL_FROM_REAGENT] to make a reaction that produces barrels of miscellaneous blood? I.e. the reaction gets the blood from the creature whose meat was used as a reagent. I'm trying to make a reaction at the new screw press to make dwarves press meat to get a barrel of blood and "dwarven jerky" which can then be cooked/spiced to make "normal" jerky, but I can't get it to make barrels of blood right. The best I've done so far is "pea fowl n/a", which leaves me to believe it can be done, but I'm running out of ideas as to how to do it.
What do you use as a reagent? CORPSEPIECE?

The resulting reaction product should be:

   [PRODUCT:100:3:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:SAID_REAGENT:BLOOD]
      [PRODUCT_TO_CONTAINER:SAID_CONTAINER]

You should include SAID_CONTAINER as a reagent and SAID_REAGENT as a reagent bodypart you are taking the blood from.
« Last Edit: February 19, 2011, 01:22:06 pm by Deon »
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silverskull39

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #10 on: February 19, 2011, 01:28:43 pm »

This is my current reaction.

Spoiler (click to show/hide)

it currently produces "liquid[15]"
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Deon

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #11 on: February 19, 2011, 01:29:48 pm »

Hmm, I didn't know MEAT is a valid item token. Does it take creature meat, did you check it?

P.S. Yeah, apparently it is. I'll check it.
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silverskull39

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #12 on: February 19, 2011, 01:32:22 pm »

yes it does. currently, peafowl meat, and I've gotten it to spit out "peafowl n/a[15]" but I can't seem to get it to pick the blood.
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Dwarf fortress threads can sound so.... unethical
it would be unethical if this wasn't the bay12 forums
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Deon

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #13 on: February 19, 2011, 01:41:19 pm »

What did you use for "peafowl n/a"? Because the above reaction produces just liquid[15].
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silverskull39

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Re: Variable poisons simplifed. (Practile example of MATERIAL_FROM_REAGENT)
« Reply #14 on: February 19, 2011, 01:42:49 pm »

I believe it was [PRODUCT:100:3:LIQUID_MISC:LIQUID_CREATURE_MAT:GET_MATERIAL_FROM_REAGENT:meat:NONE], but hang on and I'll confirm.

EDIT:ack... not LIQUID_MISC:LIQUID_CREATURE_MAT, but LIQUID_MISC:NONE,

so it was [PRODUCT:100:3:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:meat:NONE]

and I just confirmed it.
« Last Edit: February 19, 2011, 01:48:38 pm by silverskull39 »
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Dwarf fortress threads can sound so.... unethical
it would be unethical if this wasn't the bay12 forums
Bay12: A short, sturdy forum fond of !!science!! and derailment.
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Now back to your regularly scheduled thread derailment.
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