The modding questions thread sometimes gets very cluttered, and different people know more about some categories, and less about others. For creatures, I would ask hugo, for interactions I would ask narhiril, for entities, deon. I hope it is a good idea to split the old questions thread into fields. If you disagree, simply dont post here, and it will disappear from itself after a few days ;)
All reaction related questions go here.
Modding Guide on Wiki (http://dwarffortresswiki.org/index.php/Modding_guide)
Reactions Explanation (http://dwarffortresswiki.org/index.php/Reactions)
All Item Token (http://dwarffortresswiki.org/index.php/Item_token)
All Material Token (http://dwarffortresswiki.org/index.php/Material_token)
Post the results, I have the same problem with one of my reactions! :D
For sure, I hope it works, or else I made 20 extra PLAN B reactions for nothing
Hmm. I got some results
1. Yes it does target the Mill barrel with suger in it (Suger>Bag>Barrel)
2. The Target is not consumed, but it might be the fact that I use "1" instead of "150" as a requirement.
2a. It could be that the POWDER_MISC is only having "1" taken from its mass
2b. I thought all custom reactions consume the entire reagent no matter what.
EDIT:
ok it seems none of the reagents are being consumed at all. anyone see why it is acting like this?
[REACTION:BREW_GOOD_4_B]
[NAME:brew aged dwarven rum (b)]
[BUILDING:BREW_REGEN:NONE]
[REAGENT:plants:10:PLANT:NONE:PLANT_MAT:POD_SWEET:STRUCTURAL]
[REAGENT:sweetener:150:NONE:NONE:NONE:NONE][REACTION_CLASS:SWEET]
[REAGENT:sweet container:1:NONE:NONE:NONE:NONE]
[CONTAINS:sweetener]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:sweet container's container:1:NONE:NONE:NONE:NONE]
[CONTAINS:sweet container]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:barrel/pot1:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot2:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot3:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot4:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot5:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot1]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot2]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot3]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot4]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot5]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plants:SEED_MAT]
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plants:SEED_MAT]
[SKILL:BREWING]
Ah well welcome to the forums and the wonderful world of modding. Now allow me to educate
[REACTION:MAKETAPEREDWOOD]
[NAME:make tapered wood]
[BUILDING:CRAFTSMAN:SHIFT_T]
[REAGENT:A:WOOD:1:NONE:NONE] ---- Incomplete
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TAPEREDWOOD][PRODUCT_DIMENSION:150]
[SKILL:WOODCRAFT]
[REACTION:MAKEBOSTAFF]
[NAME: Make bo staff]
[BUILDING:CRAFTSMAN:SHIFT_M]
[REAGENT:A:100:1:BAR:NO_SUBTYPE:METAL:TAPEREDWOOD] --- correct, altho outdated and using Aliases but that is ok, works.
[PRODUCT:100:1:WEAPON:METAL:ITEM_BOSTAFF] --- incomplete
[SKILL:WOODCRAFT]
Before I go on, I must say there is a nifty "errorlog.txt" located in the same spot "DF.exe" is. Use that to help you troubleshoot.
ok Reagents and Products
reagent
[REAGENT:A:1:<ITEM_TYPE>:<I_SUB>:<MATERIAL_TYPE>:<M_SUB>]
A = is a custom identifier, it can be anything even contain spaces as it is a string of text.
1 = amount the reagent needs, can be and positive interger (no decimals)
<ITEM_TYPE> = right on the tin, this is a ITEM TYPE so wiki "ITEM TOKENS" for a full list of what this can be filled with
<I_SUB> = item subtypes, some item types have subs like WEAPON, TOOL, ARMOR, AMMO, HELM, etc..
<MATERIAL_TYPE> = what the material is, wiki "MATERIAL TOKENS" for a generic list. Most used are INORGANIC, CREATURE_MAT, PLANT_MAT all have subs
<M_SUB>a = Material subtypes which are for INORGANIC can be IRON or GABBRO as examples
<M_SUB>b = this is a subtype subtype, when CREATURE_MAT or PLANT_MAT is used in <MATERIAL_TYPE> this becomes the target for a material, as "<M_SUB>a" will target a creature or plant "DOG" or a "CAT" as examples
Product follows the same lines as reagents, only slightly different
[PRODUCT:100:1:<ITEM_TYPE>:<I_SUB>:<MATERIAL_TYPE>:<M_SUB>]
100 = is a percentage 0-100 this is the chance that this fill produce something
1 = amount the product gives, can be and positive interger (no decimals)
<ITEM_TYPE> = right on the tin, this is a ITEM TYPE so wiki "ITEM TOKENS" for a full list of what this can be filled with
<I_SUB> = item subtypes, some item types have subs like WEAPON, TOOL, ARMOR, AMMO, HELM, etc..
<MATERIAL_TYPE> = what the material is, wiki "MATERIAL TOKENS" for a generic list. Most used are INORGANIC, CREATURE_MAT, PLANT_MAT all have subs
<M_SUB>a = Material subtypes which are for INORGANIC can be IRON or GABBRO as examples
<M_SUB>b = this is a subtype subtype, when CREATURE_MAT or PLANT_MAT is used in <MATERIAL_TYPE> this becomes the target for a material, as "<M_SUB>a" will target a creature or plant "DOG" or a "CAT" as examples
NOTE <MATERIAL_TYPE> can be GET_MATERIAL_FROM_REAGENT which "<M_SUB>a" is now targeting the "Custom Reagent Identifier" and "<M_SUB>b" is NONE unless there is a HAS_MATERIAL_REACTION_PRODUCT on the reagent, then it is the same as the reagents HMRP
so to correct your reactions
[REACTION:MAKETAPEREDWOOD]
[NAME:make tapered wood]
[BUILDING:CRAFTSMAN:SHIFT_T]
[REAGENT:A:1:WOOD:NONE:NONE:NONE] --- now it acaully looks for WOOD "logs" instead of "1" as an item type
[PRODUCT:100:1:BAR:NONE:INORGANIC:TAPEREDWOOD][PRODUCT_DIMENSION:150]
[SKILL:WOODCRAFT]
[REACTION:MAKEBOSTAFF]
[NAME: Make bo staff]
[BUILDING:CRAFTSMAN:SHIFT_M]
[REAGENT:A:150:BAR:NONE:INORGANIC:TAPEREDWOOD]
[PRODUCT:100:1:WEAPON:ITEM_BOSTAFF:GET_MATERIAL_FROM_REAGENT:A:NONE] --- ITEM_BOSTAFF did you really name it as such in the raws? {ITEM_WEAPON:ITEM_BOSTAFF}?
[SKILL:WOODCRAFT]
thanks, it works like a glove!
[REACTION:BREW_DRINK_FROM_BAG_GROWTH]
[NAME:brew drink from fruit/leaf(bag)]
[BUILDING:STILL:NONE]
[REAGENT:growth:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:bag item:1:BOX:NONE:NONE:NONE]
[BAG]
[CONTAINS:growth]
[PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:container:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:growth:DRINK_MAT]
[PRODUCT_TO_CONTAINER:container]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:growth:SEED_MAT]
[SKILL:BREWING]
extracts as well...
[REACTION:EXTRACT_FROM_BAG_GROWTH]
[NAME:make extract from fruit/leaf(bag)]
[BUILDING:STILL:NONE]
[REAGENT:growth:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:EXTRACT_MAT]
[UNROTTEN]
[REAGENT:bag item:1:BOX:NONE:NONE:NONE]
[BAG]
[CONTAINS:growth]
[PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:flask:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:growth:EXTRACT_MAT]
[PRODUCT_TO_CONTAINER:flask]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:growth:SEED_MAT]
[SKILL:BREWING]
I have got a weird problem regarding glazing.
I created slag and amended it from stone to metal to avoid the stockpile problems when adding the [METAL_ORE:SLAG:12] tag to the various ores. By stockpile problem I mean, that the METAL_ORE tag creates bars of slag, which can't be matched to the stone definition of slag and ends up sitting forever in the workshop till I decide to glaze something. Weirdly the [MATERIAL_REACTION_PRODUCT:GLAZE_MAT:INORGANIC:SLAG_GLAZE] token does recognise it properly.
Now Slag is defined as following:
[INORGANIC:SLAG]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:slag]
[STATE_NAME_ADJ:LIQUID:molten slag]
[STATE_NAME_ADJ:GAS:boiling slag]
[DISPLAY_COLOR:3:7:0]
[BUILD_COLOR:3:7:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:11493]
[BOILING_POINT:14000]
[MATERIAL_REACTION_PRODUCT:GLAZE_MAT:INORGANIC:SLAG_GLAZE]
[SOLID_DENSITY:3253]
[LIQUID_DENSITY:2928]
[MOLAR_MASS:30905]
[IMPACT_YIELD:455000]
[IMPACT_FRACTURE:700000]
[IMPACT_STRAIN_AT_YIELD:268]
[COMPRESSIVE_YIELD:455000]
[COMPRESSIVE_FRACTURE:700000]
[COMPRESSIVE_STRAIN_AT_YIELD:268]
[TENSILE_YIELD:130000]
[TENSILE_FRACTURE:200000]
[TENSILE_STRAIN_AT_YIELD:62]
[TORSION_YIELD:130000]
[TORSION_FRACTURE:200000]
[TORSION_STRAIN_AT_YIELD:159]
[SHEAR_YIELD:130000]
[SHEAR_FRACTURE:200000]
[SHEAR_STRAIN_AT_YIELD:159]
[BENDING_YIELD:130000]
[BENDING_FRACTURE:200000]
[BENDING_STRAIN_AT_YIELD:62]
[MAX_EDGE:10000]
[ITEMS_HARD][ITEMS_METAL][ITEMS_BARRED][ITEMS_SCALED]
Also with metal-properties the Kiln takes the slag and glazes an unglazed clay product as intended. It also has the defined colour. The problem is, that the slag does not disappear in the workshop after usage. So I could basically glaze unlimited clay products with just one slag.
just a note: I did not have this problem when slag was defined as stone boulder. I could make custom reactions for each of the automatic smelt ore into metal reactions and remove the METAL_ORE tags and add a boulder of slag as side product. But then then my ore stockpile menu will basically end up empty, which does not look good either.
So to sum up, what I would like to do is following:
1) add slag as side product to each one of the smelt ore into metal reactions
2) make the slag useable for glazing and actually disappear after usage
3) keep the ores as ores in the stockpile menu
Any ideas?
I'm trying to allow my dwarves to put horns on their helms, i've come up with the following which should for example create a steel horned helm from a steel helm. However how could i go about detailing the horn used? Could i possibly do something crazy like pass variable B to an item prefix?
[REACTION:HELM_HORNED]
[NAME:Adorn a helm with horn]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:HELM:NONE:NONE:NONE][NOT_IMPROVED]
[REAGENT:B:2:HORN:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[PRODUCT:100:1:HELM:ITEM_HELM_HORNED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CRAFTSMAN]
It'd be easier to just use the improvement tag but i'd want to specify the shape, to which i'm 100% sure isn't possible.
Why isn't this reaction showing up in adventure mode?[REACTION:THROWING_KNIFE_MAKING]
[NAME:make bone throwing knife]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:ITEM_AMMO_KNIVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
Why can't I do these reactions in my custom building.[REACTION:CREATE_AUTOMATON]
[NAME:create automaton]
[BUILDING:ALCHEMY_SHOP:CUSTOM_A]
[REAGENT:A:600:BAR:NO_SUBTYPE:METAL:COPPER]
[SKILL:ALCHEMY]
[REACTION:TRANSMUTE_LEAD_TO_IRON]
[NAME:transmute lead to iron (100% chance)]
[BUILDING:ALCHEMY_SHOP:CUSTOM_L]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]
[REACTION:TRANSMUTE_LEAD_TO_COPPER]
[NAME:transmute lead to copper (75% chance)]
[BUILDING:ALCHEMY_SHOP:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:75:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]
[REACTION:TRANSMUTE_LEAD_TO_GOLD]
[NAME:transmute lead to gold (50% chance)]
[BUILDING:ALCHEMY_SHOP:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:GOLD][PRODUCT_DIMENSION:150]
[REACTION:TRANSMUTE_IRON_TO_COPPER]
[NAME:transmute iron to copper (100% chance)]
[BUILDING:ALCHEMY_SHOP:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]
[REACTION:TRANSMUTE_IRON_TO_GOLD]
[NAME:transmute iron to gold (75% chance)]
[BUILDING:ALCHEMY_SHOP:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:75:1:BAR:NO_SUBTYPE:METAL:GOLD][PRODUCT_DIMENSION:150]
[REACTION:TRANSMUTE_COPPER_TO_GOLD]
[NAME:transmute copper to gold (100% chance)]
[BUILDING:ALCHEMY_SHOP:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:75:1:BAR:NO_SUBTYPE:METAL:GOLD][PRODUCT_DIMENSION:150]
Well I permitted the reactions in the entity file but it still is not showing up. Here is the building.
[BUILDING_WORKSHOP:ALCHEMY_SHOP]
[NAME:Alchemist's Workshop]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:3:4]
[BUILD_KEY:CUSTOM_SHIFT_A]
[DIM:5:5]
[BLOCK:1:1:1:1:1:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:0:0:0:0]
[BLOCK:4:1:0:0:0:0]
[BLOCK:5:1:0:1:1:1]
[TILE:0:1:'/':'/':'/':32:32]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:32:32:32]
[TILE:0:4:'/':32:32:32:32]
[TILE:0:5:'/':32:'/':'/':'/']
[COLOR:0:1:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:2:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:3:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:4:MAT:MAT:MAT:MAT:MAT]
[COLOR:0:5:MAT:MAT:MAT:MAT:MAT]
[TILE:1:1:223:223:223:223:32]
[TILE:1:2:32:32:32:32:32]
[TILE:1:3:32:32:32:32:32]
[TILE:1:4:221:32:32:32:32]
[TILE:1:5:221:32:220:220:220]
[COLOR:1:1:MAT:MAT:MAT:MAT:MAT]
[COLOR:1:2:MAT:MAT:MAT:MAT:MAT]
[COLOR:1:3:MAT:MAT:MAT:MAT:MAT]
[COLOR:1:4:MAT:MAT:MAT:MAT:MAT]
[COLOR:1:5:MAT:MAT:MAT:MAT:MAT]
[TILE:2:1:219:219:219:219:32]
[TILE:2:2:32:32:32:32:32]
[TILE:2:3:32:32:32:32:32]
[TILE:2:4:219:32:32:32:32]
[TILE:2:5:219:32:219:219:219]
[COLOR:2:1:MAT:MAT:MAT:MAT:MAT]
[COLOR:2:2:MAT:MAT:MAT:MAT:MAT]
[COLOR:2:3:MAT:MAT:MAT:MAT:MAT]
[COLOR:2:4:MAT:MAT:MAT:MAT:MAT]
[COLOR:2:5:MAT:MAT:MAT:MAT:MAT]
[TILE:3:1:219:219:8:219:32]
[TILE:3:2:32:32:32:32:32]
[TILE:3:3:32:32:32:32:32]
[TILE:3:4:10:32:111:32:32]
[TILE:3:5:10:32:219:219:219]
[COLOR:3:1:MAT:MAT:MAT:MAT:MAT]
[COLOR:3:2:MAT:MAT:MAT:MAT:MAT]
[COLOR:3:3:MAT:MAT:MAT:MAT:MAT]
[COLOR:3:4:MAT:MAT:MAT:MAT:MAT]
[COLOR:3:5:MAT:MAT:MAT:MAT:MAT]
[BUILD_ITEM:5:NONE:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]
Everything has the right headers, I have been regening the world after every change.
Alright I see your problem you need to select the plaster bin with the sword in it a s one reaction, instead of selecting the sword and then selecting the bin.
is this what you mean?
[REACTION:ENCRUST_METAL_WEAPON_PART_3]
[NAME:encrust a metal weapon part three]
[BUILDING:JEWELERS2:NONE]
[REAGENT:plasterweaponbin:1:BIN:NONE:INORGANIC:PLASTER][CONTAINS:weapon]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]
[AUTOMATIC]
i tried it anyways... it cycles through all reaction without any cancelations, but there is no product still.
with out calling on the [REAGENT:weapon:... ] it can not preserve or improve it, and it is consumed along with the bin AFAIK
I don't actually know much about how heat damage works. I suppose you could try moving the damage point lower, to see if difference between temperatures would speed it up. Or possibly changing the unit's SPEC_HEAT, so that it would heat up much quicker.
EDIT:there is a link between heatdam point and the damage rate, this material lasted just long enough to complete both the automatic reactions (the first reactions does not have [SKILL] so it is almost instant... like Dirst said), the minecart i used as a container disappeared a moment later... so i call it ...
CARTINITE
[INORGANIC:CARTINITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cartinite]
[STATE_NAME_ADJ:LIQUID:melted cartinite]
[STATE_NAME_ADJ:GAS:boiling cartinite]
[TILE:42][ITEM_SYMBOL:7]
[DISPLAY_COLOR:2:2:1][BASIC_COLOR:2:1][BUILD_COLOR:2:10:0]
[STATE_COLOR:ALL:EMERALD]
[IS_STONE]
[SPEC_HEAT:1]
[HEATDAM_POINT:9970]
EDIT:i still am not sure what exactly the low spec heat value does, but heatdam point values from 1 to 5000 cause the material to disappear instantly, 9950 lasted through one reaction, but not the second
EDIT:after the reactions completed, the minecart with the weapon inside it, still inside the workshop decomploded, then the weapon was no longer in the workshop, but on the ground :o
EDIT: ...the final form of my reactions...
duh, i need the weapon to have a quality so i replaced the [skill] token for the second reaction
[REACTION:ENCRUST_METAL_WEAPON]
[NAME:encrust a metal weapon]
[BUILDING:JEWELERS2:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_MINECART:INORGANIC:CARTINITE]
[REACTION:ENCRUST_METAL_WEAPON_PART_2]
[NAME:encrust a metal weapon part two]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][NOT_IMPROVED]
[REAGENT:cart:1:TOOL:ITEM_TOOL_MINECART:INORGANIC:CARTINITE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:weapon:NONE][PRODUCT_TO_CONTAINER:cart]
[SKILL:ENCRUSTGEM]
[AUTOMATIC]
[REACTION:ENCRUST_METAL_WEAPON_PART_3]
[NAME:encrust a metal weapon part three]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][NOT_IMPROVED][PRESERVE_REAGENT]
[REAGENT:weaponcart:1:TOOL:ITEM_TOOL_MINECART:INORGANIC:CARTINITE][CONTAINS:weapon][PRESERVE_REAGENT]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]
[AUTOMATIC]
so to answer my original question, i guess it is possible.... but at what price ???
Actually it now gives me a 'magma' wherever the creature dies.
raws if anyone cares[CREATURE:KAMEOSA]
[DESCRIPTION:A possessed sake jar, which never seems to empty.]
[NAME:kameosa:kameosas:kameosa]
[CASTE_NAME:kameosa:kameosas:kameosa]
[CREATURE_TILE:'k'][COLOR:7:0:0]
[EVIL]
[UNDERGROUND_DEPTH:1:2]
[BIOME:SUBTERRANEAN_CHASM]
[ALL_ACTIVE]
[EXTRAVISION]
[SWIMS_INNATE]
[FLIER]
[LARGEROAMING]
[LARGEPREDATOR]
[NOBREATHE][NO_EAT][NO_FEVERS][NO_SLEEP][NOEMOTION][NOEXERT][NONAUSEA][NOPAIN][NOSTUN][NOT_LIVING][PARALYZEIMMUNE]
[NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[ODOR_STRING:alcohol]
[BODY:BASIC_1PARTBODY_FLYING_HEAD_FLAG_THOUGHT]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen sake]
[STATE_NAME_ADJ:LIQUID:sake]
[STATE_NAME_ADJ:GAS:boiling sake]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:ALL:CONTINUOUS]
[TISSUE:PORCELAIN]
[TISSUE_NAME:bottle:NP]
[TISSUE_MATERIAL:INORGANIC:CERAMIC_PORCELAIN]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:PORCELAIN]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[BODY_SIZE:0:0:20000]
[USE_MATERIAL_TEMPLATE:EVILHOL:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen sake]
[STATE_ADJ:ALL_SOLID:frozen sake]
[STATE_NAME:LIQUID:sake]
[STATE_ADJ:LIQUID:sake]
[STATE_NAME:GAS:boiling sake]
[STATE_ADJ:GAS:boiling sake]
[MELTING_POINT:9950]
[BOILING_POINT:11000]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:Liver Killer]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:KAMEOSA:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:LIVER:ALL:START:5:PEAK:50]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray sake]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:BODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:EVILHOL:TRAILING_GAS_FLOW]
[CDI:VERB:spray a stream of steaming sake:sprays a stream of steaming sake:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[ITEMCORPSE:GOBLET:NONE:INORGANIC:PORCELAIN]
[ITEMCORPSE_QUALITY:5]
Hi, sorry if I'm not supposed to make further posts in this thread - it is a general question thread, so I figure it's alright, but I'm not entirely clear on my forum etiquette.
I'm new to modded reactions. For some reason these do not appear on the Farmer's Workshop like I want it to. Does anything look obviously wrong?
reaction_crystal_dove
[OBJECT:REACTION]
[REACTION:BREAK_STONE_EGG_FELDSPAR]
[NAME:Break open a dull stone egg]
[BUILDING:FARMER:CUSTOM_A]
[REAGENT:EGG:1:SMALLGEM:NONE:INORGANIC:STONE_EGG_FELDSPAR]
[PRODUCT:50:1:ROUGH:NO_SUBTYPE:INORGANIC:SUNSTONE]
[PRODUCT:50:1:ROUGH:NO_SUBTYPE:INORGANIC:MOONSTONE]
[AUTOMATIC]
[CATEGORY:BREAK_STONE_EGGS]
[CATEGORY_NAME:Crack stone eggs to recover gemstones]
[CATEGORY_KEY:CUSTOM_E]
[REACTION:BREAK_STONE_EGG_JADE]
[NAME:Break open a green stone egg]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:EGG:1:SMALLGEM:NONE:INORGANIC:STONE_EGG_JADE]
[PRODUCT:20:1:ROUGH:NO_SUBTYPE:INORGANIC:BLUE JADE]
[PRODUCT:20:1:ROUGH:NO_SUBTYPE:INORGANIC:LAVENDER JADE]
[PRODUCT:20:1:ROUGH:NO_SUBTYPE:INORGANIC:PINK JADE]
[PRODUCT:20:1:ROUGH:NO_SUBTYPE:INORGANIC:WHITE JADE]
[PRODUCT:20:1:ROUGH:NO_SUBTYPE:INORGANIC:GREEN JADE] *
[AUTOMATIC]
[CATEGORY:BREAK_STONE_EGGS]
I have been driving myself insane attempting to create a selection of brewable drinks able to inflict different forms of vampirism upon my unsuspecting drawfs. After several days of squinting at code and after several dozen world gens, I have acepted defeat and come to ask for help.
The intention is that the reaction takes a barrel of 'bloodwine' (an alcohol created from brewing the fruit of a modded plant) and a solitary large bloodstone to create a new drink, here named VAMP1 that, when drunk, will inflict a vampire syndrome upon the person that drinks it.
For some reason however, the current reactions ingrediants (in the still reaction) are:
- 'Drink' (any sort of alcohol seems to do the job currently)
- 'Bloodwine-Containing item' (however, it currently accepts any barrel with alcohol in)
- 'Empty food storage item'
- 'Large Bloodstone'
Here is the current code of the reaction:
[REACTION:VAMPIRE1]
[NAME:make vampire converting drink]
[DESCRIPTION:Creates drink that turns person into a lesser vampire]
[BUILDING:STILL:NONE]
[REAGENT:bloodwine:150:DRINK:PLANT_MAT:CRIMSONBERRY:DRINK]
[REAGENT:bloodwine container:1:NONE:NONE:NONE:NONE]
[CONTAINS:bloodwine]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:gem:1:GEM:NONE:INORGANIC:BLOODSTONE]
[PRODUCT:100:10:DRINK:NONE:INORGANIC:VAMP1:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWER]
If anybody better versed with reactions could lend some wisdom, that would be greatly appreciated
[REAGENT:bloodwine:150:DRINK:PLANT_MAT:CRIMSONBERRY:DRINK] should probably be changed to DRINK:NONE:PLANT_MAT..., you missed the item subtype space. Not sure if that would fix it on its own, but it might.
[PRODUCT:100:10:DRINK:NONE:INORGANIC:VAMP1:DRINK_MAT] - should remove drink_mat, inorganics can't have materials to link to like creatures or plants can. You didn't mention if it produces the correct product or not, but that might prevent it from producing one once you get to that stage.
Some more poking around, changing a few things up (your second point explained a few other problems I had been having!) and adding a reaction class to the Bloodwine material seems to have fixed it! Currently the reaction and the drink it creates appears to work, although I need to do some more testing but it certainly changes the tile and name of affected dwarves, now need to see if other syndromes and affects work!
Going to put it here in case this is ever useful for anybody else:
[REACTION:VAMPIRE1]
[NAME:make vampire creating drink]
[DESCRIPTION:Creates drink that turns person into a lesser vampire]
[BUILDING:STILL:NONE]
[REAGENT:bloodwine:150:NONE:NONE:NONE:NONE]
[UNROTTEN][REACTION_CLASS:BLOOD] = Make sure to assign this reaction class to the material you want used!
[REAGENT:bloodwine container:1:NONE:NONE:NONE:NONE]
[CONTAINS:bloodwine]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:gem:1:GEM:NONE:INORGANIC:BLOODSTONE]
[PRODUCT:100:10:DRINK:NONE:PLANT_MAT:CRIMSONBERRY1:DRINK] = A second plant, whose alcohol temple contains the Vampire syndrome.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
<3 hope this helps :D ask me what you want I may or may not be able to help all of my mods 90% focus on syndrome and interaction stuff
This here is placed in the body of a syndrome
Thanks so much! I have only middling experiences with syndromes in particular, so based on what I know, this is giving a temporary ability to grant permanent vampirism, and then once the interaction has been used, it won't be able to be used again.
So do you think it would work if the material syndrome looks like this? (the spacing got a little messed up by the forum I am afraid)
[SYNDROME]
[SYN_NAME:lesser bloodwine]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NAME:lesser vampirism]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:ABRUPT:END:12000:DWF_STRETCH:144]
[CDI:ADV_NAME:learn the secrets of life and death]
[CDI:INTERACTION:THE_BIG_SECRET]
[CDI:TARGET:SELF_ONLY]
[CDI:BP_REQUIRED:BY_CATEGORY:HEART][CDI:VERBAL]
[CDI:VERB:finally figured it all out:thinks, first immortality!! then the world!!!:NA]
[CDI:WAIT_PERIOD:10]
If the interaction that you're referencing in that syndrome is set up properly yeah it should work
no it'll work every time he drinks that liquid lol, it just won't completely work every time he drinks the liquid cuz he's already a vampire and you probably get spam in the log about the CDI verb
Add an IE_FORBIDDEN in the interaction so they become immune afterwards, you shouldn't need to though i don't think?
Currently I'm still working with the necromancer mechanisms I haven't got to the vampires or the other undead yet
this is an example of what the history will look like
(https://i.imgur.com/lUTV7PK.jpeg)
With some tinkering I was able to get an interaction to happen on just the affected creature. You have to set the interaction up to where it only accepts one Target.
There's some really great examples on how to do a lot of things on the steam workshop Eric blanks spellcraft mod is wonderful to learn from it does a lot if you can reverse engineer that mod you can do anything with the game almost literally anything.
This isn't classical vampirism mind you this is vampirism created from interactions spread through secret true vampirism through curse is a wee bit different and I don't fully understand it yet