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Author Topic: Black Powder Firearms  (Read 107450 times)

Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #210 on: August 01, 2012, 12:12:23 am »

80 units? 150 units?
Erm
POWDER_MISC items are like BAR and LIQUID_MISC where they have dimensions of 150
150 is acually = to [1] stack/bar/item

Soooo.... How did you manage to make a stack of "80" POWDER_MISC gunpowder when the GP making reactions only produce "150" aka [1] stack of it in a bag?

The real issue is:

   [REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
   [REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]

The RED text shows the error
[CONTAINS:xxxx] looks for a REAGENT_ID

so really the container reagent should look like:
   [REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]

Problem solved folks.
It takes 60 gunstones, [1] stack of bagged gunpowder, and 1/10th of a piece of cloth (which uses the whole cloth anyways)
To make 60 bullets (I hope, since quietust has informed me about how reactions do ratio things.)
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SandyCaesar

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Re: Black Powder Firearms
« Reply #211 on: August 01, 2012, 12:23:18 am »

Sorry, I didn't mean a stack of 80 powder. I meant I had 80 units of gunpowder total; now I have a total of 150 bags of gunpowder. (Thank Armok explosions aren't modeled yet, the gunpowder stash is right next to the forges and the furnaces. If they caught a stray spark the results would be rather special.)

Anyway, I just made the edits on the raw files; the cartridge reactions now read:

Code: [Select]
[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

[REACTION:CARTRIDGES_S]
[NAME:prepare small cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

[REACTION:CARTRIDGES_B]
[NAME:prepare buckshot cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:180:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[REAGENT:D:2000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BUCKSHOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]

It still isn't letting me make any of the cartridges. Any help?
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Hugo_The_Dwarf

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Re: Black Powder Firearms
« Reply #212 on: August 01, 2012, 01:50:53 am »

remove [ANY_PLANT_MATERIAL] from the CLOTH reagent and give it a go
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SandyCaesar

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Re: Black Powder Firearms
« Reply #213 on: August 01, 2012, 02:18:17 am »

Still nope. Strangely, the workbench still asks for plant cloth. Changes to the raws should be reflected in-game immediately, right?

Completely unrelated, has anyone successfully gotten dwarves to practice their marksmanship with spring guns? I just want to know if it's possible at the moment; my spring gun-equipped marksmen are lounging around, and an attempt to get them to kill a goblin thief resulted in a broken arm for one of them when they decided to charge in with bayonets (instead of shooting him). I suspect this is more my problem in configuring them.
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SandyCaesar

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Re: Black Powder Firearms
« Reply #214 on: August 03, 2012, 06:49:24 pm »

So, er, I hate to be a bother, but it seems that in addition to my cartridge woes, I can't get spring guns to work. From what I understand, they're supposed to be loaded with gunstones (like BBs) and fired. It seems that Arena mode respects that, but I can't get my dwarves in Fortress Mode to understand.

Perhaps it's because they only know how to use quivers and crossbows...?
« Last Edit: August 04, 2012, 07:26:14 pm by SandyCaesar »
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meeneque

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Re: Black Powder Firearms
« Reply #215 on: September 07, 2012, 06:19:05 am »


so really the container reagent should look like:
   [REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]

Problem solved folks.

Sorry but it is not true. When you change reaction like that, you have B-containing bag in ingredients listed in the workshop.

 The only error I found is in:
[PRODUCT_TO_CONTAINER:bag] which in this case should be (?) used with reagrent ID. ie
[PRODUCT_TO_CONTAINER:C]
otherwise I'm getting gunpowder out of the bag, lying in the workshop.
On the other end I've been playing with this mod for two weeks and have yet to make one cartridge. So I'll probably give it up, cause I'm no reaction master and obviously something is not right. I Have a lot of gunstones, cloth and gunpowder and still get:
Urist McUrist cancels prepare small cartridges: Needs 1 gunpowder
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smakemupagus

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Re: Black Powder Firearms
« Reply #216 on: September 07, 2012, 11:11:49 am »

Well, Hugo was right, that the [CONTAINS:xxxx] token has to match a valid reagent ID.  And the ID "powder" wasn't defined as the name of any of the reagents in the first reaction you posted. 

But I don't see anything obviously wrong with the one that you SandyCaesar edited.  I wonder if you're now running into the "bag in barrel" issue, where reagents are hidden from custom reactions if they're nested too deep in a stack of containers.

Jake

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Re: Black Powder Firearms
« Reply #217 on: September 16, 2012, 05:15:19 am »

Sorry it's been a while, folks. Not only did it take me ages to find the Flash drive holding the backup copy of BPFA, real-life personal issues ambushed me for a while. I won't go into detail here, but while they're a long way from being fixed and probably won't ever be entirely, they're currently under control.

Anyway, the new gun components are complete:
Quote from: item_tool_guns.txt
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_L]
[NAME:large firelock:large firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_FIRELOCK_S]
[NAME:small firelock:small firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_L]
[NAME:large spring-lock:large spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_S]
[NAME:small spring-lock:small spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_FLINT]
[NAME:striker:strikers]
[VALUE:1]
[TILE:.]
[SIZE:1]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_BOX_FL_L]
[NAME: box of large firelocks:boxes of large firelocks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_BOX_FL_S]
[NAME: box of small firelocks:boxes of small firelocks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_BOX_SL_L]
[NAME: box of large spring-locks:boxes of large spring-locks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_BOX_SL_S]
[NAME: box of small spring-locks:boxes of small spring-locks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
My next job is going to be to create reactions for making them. Large firelocks or spring-locks will each take half a bar of steel to make, small ones a third of one. Boxes of firelocks will take ten of each kind plus a wooden chest; straw will be added if and when it's introduced into vanilla DF. Strikers are still up in the air somewhat, but I intend for one boulder of flint -and possibly other materials- to make several hundred of them by way of compensating for it being relatively rare.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

bennerman

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Re: Black Powder Firearms
« Reply #218 on: September 25, 2012, 04:41:41 pm »

Ok, how, exactly, do I get this to work in adventure mode? sorry  ???
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Droid15243Z

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Re: Black Powder Firearms
« Reply #219 on: October 05, 2012, 12:30:12 am »

Can I add this to a mod I'm making? I'll give you credit and make a link to this page. :)
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I intend to make many mods one day! If only I had more time to learn and my siblings stopped deleting my work whenever I refuse to be blackmailed.

Jake

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Re: Black Powder Firearms
« Reply #220 on: October 05, 2012, 01:20:45 am »

Can I add this to a mod I'm making? I'll give you credit and make a link to this page. :)
Be my guest.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Droid15243Z

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Re: Black Powder Firearms
« Reply #221 on: October 05, 2012, 02:36:25 am »

Can I add this to a mod I'm making? I'll give you credit and make a link to this page. :)
Be my guest.
[/quote]
Thankyou!
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I intend to make many mods one day! If only I had more time to learn and my siblings stopped deleting my work whenever I refuse to be blackmailed.

LordBaal

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Re: Black Powder Firearms
« Reply #222 on: November 28, 2012, 12:41:42 pm »

Is this mod working with the latest version of the game?
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Triskelli

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Re: Black Powder Firearms
« Reply #223 on: November 28, 2012, 01:45:28 pm »

I know this may be outside the scope of this mod, but has anyone tried adding a "cannon" creature to this mod, much the same as wagons in the vanilla game?  It'd be gamey as all hell, yes, but it *could* work.  I might even take a stab at it after finals.  But as for how it would work on an in-game level...

Well, there are one of two possibilities:  One is using an interaction to throw cannonballs, but the downside is how erractic and how quickly these things are thrown when uncontrolled.

A different, rather ingenious method would be giving cannons the ability to "throw" cannonballs as a resource, but I'm still puzzling out how that might work.  Any ideas?
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Jake

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Re: Black Powder Firearms
« Reply #224 on: January 06, 2014, 06:10:48 am »

Bloody hell, it's been a while.

Sorry for the long absence, everyone. My life kind of self-destructed and it took me a long time to put it all back together. I'm getting there now, though, and now I'm back into DF -with a shiny new gaming PC into the bargain!- development work will be resuming just as soon as I finish going over my notes.

In fact, here's a Dropbox link to the in-progress version. I got as far as creating individual "firelock" items as well as "crate of firelocks" items for import from the caravans, I just stalled on the reactions to go from one to the other.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!
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