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Author Topic: Pony Mod: My Little Fortress  (Read 354131 times)

Kweri

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Re: Pony Mod: My Little Fortress
« Reply #135 on: May 20, 2011, 02:24:13 pm »

I was wondering whether to make them drop a log(would that make them butcherable for logs or would we have to lob them off a skyscraper or something?), or an exceptional statue.

No, butchering does not create a corpse, which the [corpse_item] tag replaces with the item in question. I think you could make them butcherable for logs with reactions or something, but I'm not sure.

I've done this with my own creature. The tissue *material* (not the tissue itself) you want to be butchered into logs needs the [BUTCHER_SPECIAL] tag. You can do [BUTCHER_SPECIAL:WOOD:NONE] and this will yield one stack of # logs (depending on creature/body part size). The problem with this is that for things like using logs to build walls, the entire stack is used as one log. So even if you have a stack of 30 treant logs, they all get used to build one wall tile.

To get around this, I have my creature's material tagged with [BUTCHER_SPECIAL:GLOB:NONE] and [REACTION_CLASS:LOG_MAT]. I then have this reaction:
Code: [Select]
[REAGENT:A:1:GLOB:NONE:NONE:NONE][UNROTTEN][REACTION_CLASS:LOG_MAT]
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[AUTOMATIC]
So after one is butchered it produces a stack of # globs, and that stack of globs automatically is processed into # individual logs.

Keep in mind that [BUTCHER_SPECIAL] is currently bugged in that it does not take into consideration the item subtype ( http://www.bay12games.com/dwarves/mantisbt/view.php?id=4574 ) - once this gets fixed I'll probably make a custom "tool" item but in the meantime glob works fine for this type of automatic reaction.
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Kweri

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Re: Pony Mod: My Little Fortress
« Reply #136 on: May 20, 2011, 02:43:27 pm »

And just to add my 2c in on dealing with apples -

For my creature I have 2 plant definitions for each type of fruit. The normal fruit, and then a bushel version of that fruit containing a MATERIAL_REACTION_PRODUCT pointing back to the "normal" fruit. Bushel version is NOT edible. My problem with using a toy or tool item was I couldn't personally figure out the right settings to get them stockpiled where I wanted them. They have, for example, [LAYS_UNUSUAL_EGGS:PLANT:NONE:BUSHEL_FRUIT_APPLE:BUSHEL], and then there's an automatic reaction:
Code: [Select]
[REAGENT:A:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BUSHEL_KWERI_MAT][UNROTTEN]
[PRODUCT:100:10:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:A:BUSHEL_KWERI_MAT]
[PRODUCT:5:10:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:A:BUSHEL_KWERI_MAT] 5% Chance of double harvest!
Ten apples (10.5 averaging in double harvest) may seem a bit much per season per creature, but mine have several other unusual egg types that they can lay so when you factor those in, it's a bit lower.

I messed around a bit with classifying the bushels as plant cheese for easier stockpiling, but even if the material wasn't classed edible my guys would eat them anyway if my plant processor got behind or was taking a break. Non-edible items in the normal plant category work fine, though, so that's where they are. Any time I make a food stockpile I go in and disable all the bushel plants in the list and leave the normal versions. My bushel stockpile is set to accept bushels and 0 barrels - there's a bug with certain custom reactions that renders materials inside barrels "invisible" and your guys will complain the items aren't available. In case of accidental barrel usage, I added a bugfix reaction as well with an added:
Code: [Select]
[REAGENT:B:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT]
This works great as long as the barrel only contains one type of bushel. Using "No Mix" orders (o-m, I believe) makes sure this is always the case. Because both the normal and bugfix reactions are set to automatic, the bushels (both in and out of barrels) all eventually get processed to edible plants.
« Last Edit: May 20, 2011, 02:50:01 pm by Kweri »
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Reelyanoob

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Re: Pony Mod: My Little Fortress
« Reply #137 on: May 20, 2011, 04:18:08 pm »

Heh, I would read your stuff after I finish what I wanted on the Ents. The butcher_special stuff could have been handy.

They're updated on my previous post.

I did some things similar to yours, some things a little different.

- Shearable apple baskets (like your bushels), auto-convert to stack of 5 apples. They also appear when the Ent is butchered.
- Convertable log on death (a log basket basically), converts to 1 log (didn't want overkill)
- Drops single red or green apple as egg, depending on caste. This could be changed to an apple basket or a log.

Apples:-

- Process to bag makes apple slices
- Process to barrel makes applesauce
- Brewing makes applejack

All 3 reactions used to convert baskets (red apple, green apple, and log) are currently in the Tanners.

Edit: forgot to add some details...done now.
« Last Edit: May 21, 2011, 03:52:32 am by Reelyanoob »
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Morhem

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Re: Pony Mod: My Little Fortress
« Reply #138 on: May 22, 2011, 01:14:40 pm »

Actually, a little installation guide for newbies like me will be quite appreciated.

Do i need just to unpack archive to raws\objects folder? Its seems not to work =(
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Morhem

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Re: Pony Mod: My Little Fortress
« Reply #139 on: May 22, 2011, 01:18:05 pm »

Ok, extract other folders too, got it.
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Fayrik

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Re: Pony Mod: My Little Fortress
« Reply #140 on: May 22, 2011, 03:25:58 pm »

Hate to say it but I'm currently unable to host the community game. If someone wants to take over the reigns, I'll probably take a turn...
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #141 on: May 29, 2011, 07:12:04 pm »

Painted Wood is working. I've uploaded the basics separately for people who want to use the code for their own mods to play with. It doesn't require paint as yet. In addition to adding painted wood definitions to all vanilla woods, I've added wood and painted wood definitions to all vanilla plants and wheat worms, based on Twilight Sparkle transforming an apple into a stagecoach; a stagecoach is just a fancy wagon and wagons are made of wood. I've included instructions and resources for adding wood painting/conjuring functionality to modded plants and trees.

I'll update the main mod with painted wood once I've added in dye plants, the megabeasts, animal ponies and Reelyanoob's fixed apple ents. Speaking of megabeasts, if anyone has a material definition file for Latex, I'd like to use it for some of the trojan pony megabeasts.
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Interus

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Re: Pony Mod: My Little Fortress
« Reply #142 on: May 29, 2011, 07:55:59 pm »

Ah, you confused me because when I looked at the download I couldn't find a template file.

Mine look like this with a template:
Code: [Select]
[PLANT:MANGROVE]
[NAME:mangrove][NAME_PLURAL:mangroves][ADJ:mangrove]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:mangrove]
[STATE_ADJ:ALL_SOLID:mangrove]
[PREFIX:NONE]
[REACTION_CLASS:PAINTABLE]
[USE_MATERIAL_TEMPLATE:MIDNIGHT_BLUE:WOOD_TEMPLATE_MIDNIGHT_BLUE]
[STATE_NAME:ALL_SOLID:dimple painted mangrove]
[STATE_ADJ:ALL_SOLID:dimple painted mangrove]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:EMERALD:WOOD_TEMPLATE_EMERALD]
[STATE_NAME:ALL_SOLID:emerald painted mangrove]
[STATE_ADJ:ALL_SOLID:emerald painted mangrove]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:RED:WOOD_TEMPLATE_RED]
[STATE_NAME:ALL_SOLID:redroot painted mangrove]
[STATE_ADJ:ALL_SOLID:redroot painted mangrove]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:BLACK:WOOD_TEMPLATE_BLACK]
[STATE_NAME:ALL_SOLID:sliver painted mangrove]
[STATE_ADJ:ALL_SOLID:sliver painted mangrove]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FLAX:WOOD_TEMPLATE_FLAX]
[STATE_NAME:ALL_SOLID:rope reed painted mangrove]
[STATE_ADJ:ALL_SOLID:rope reed painted mangrove]
[PREFIX:NONE]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]
[PREFSTRING:roots]
[WET]
[BIOME:SWAMP_MANGROVE]
[SAPLING]

Though obviously I only use 5 colors, while you use 16.

I haven't fully gotten around to testing it, since paint was screwing up for me and I guess asking for an empty container even though it was supposed to go in the oil's container.  I think the main difference is that I don't need all those MATERIAL_REACTION_PRODUCT lines, since the painting calls for the template type instead.  I doubt it's actually much quicker though, since you still have to change the same two lines for color/plant combo, and the rest is just copy-pasted either way.  And does the position of those lines prevent you from repainting logs?  That was something I was worried about.  Oh, and I guess they fulfill the same purpose as that paintable tag I use.

It really makes me happy that their are published mods for this though, since I remember reading that it probably wasn't possible a few months ago.
« Last Edit: May 29, 2011, 07:58:40 pm by Interus »
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #143 on: May 29, 2011, 08:12:00 pm »

Yes, having those tags does prevent painted logs being repainted:

Spoiler (click to show/hide)

Since only the base wood has those reaction product tags, they're the only ones used. I tried to specify LOCAL_PLANT_MAT:WOOD, as you can see, but that just ended up having the wood repainted, I don't know why. Reaction tokens gives you precise control over what gets accepted. The new material would have to be tagged with [WOOD], too, so you'd still need a reaction product tag to stop it being repainted.
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Interus

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Re: Pony Mod: My Little Fortress
« Reply #144 on: May 29, 2011, 09:21:55 pm »

The reason it was still painting things over when they were painted was because they still had the [WOOD] tag so that they could be used in any reactions that need wood.  But doing it your way, you could also get rid of things like painting wood brown, and being able to paint things other colors if you wanted to.  By like, copying all the tags except for the color that was already used, you could repaint a log into a different color, though it would require micromanaging to avoid that.  You could also do it to avoid painting brown logs brown, and other colored woods into the color they already are.
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mross

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Re: Pony Mod: My Little Fortress
« Reply #145 on: May 30, 2011, 11:40:01 pm »

Are there any mods or utilities that allow for altering characteristics of the starting seven (genders, castes)? For example Companion, Runesmith, Therapist
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Rumrusher

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Re: Pony Mod: My Little Fortress
« Reply #146 on: May 31, 2011, 12:25:46 am »

Are there any mods or utilities that allow for altering characteristics of the starting seven (genders, castes)? For example Companion, Runesmith, Therapist
Dfusion.
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mross

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Re: Pony Mod: My Little Fortress
« Reply #147 on: May 31, 2011, 07:15:26 am »

thanks brah
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mross

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Re: Pony Mod: My Little Fortress
« Reply #148 on: June 03, 2011, 07:40:05 pm »

Wow, Dfusion is utterly unusable. Runesmith also fails.

Any other ideas?
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darkflagrance

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Re: Pony Mod: My Little Fortress
« Reply #149 on: June 03, 2011, 09:05:06 pm »

Wow, Dfusion is utterly unusable. Runesmith also fails.

Any other ideas?

If they fail you probably require a tool custom-written for this mod. Which sadly does not exist.

From a modding standpoint, you can also change the frequencies of each caste in the raws; for example, set the frequency of a caste you do not wish to appear to 0. But if you wish for a specific, complex combination of castes, you are probably screwed.
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