Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Meph on May 22, 2012, 01:03:52 am

Title: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Meph on May 22, 2012, 01:03:52 am
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)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Sanure on May 22, 2012, 09:22:19 am
Hmm, I guess for adventure reactions and some reactions in general you could ask me. I tend to do a lot of adventure modding.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2012, 11:52:17 am
Reactions are one of my specialties, Creatures are like you said another. I only know as much as I do, cause I played around with the ABS and Inorganic creatures. Also the old Undead for Regeneration helped and the bloodbeast. Once I learned how Functional Bodyparts work it was easy street from there.

But reactions are pretty high up there too, same as interactions (well kindof it's still new)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Greiger on May 22, 2012, 03:10:13 pm
Posting to watch.  I approve of such a thread.  But can't contribute anything to kickstart this yet since I'm at school.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Jake on May 26, 2012, 10:30:30 am
So, is this thread open for questions yet? I'm not sure if it's a change made in .34 or if I screwed up royally somewhere, but I've horribly broken the Black Powder Firearms mod somehow and I don't know why. (Details  in the thread. (http://www.bay12forums.com/smf/index.php?topic=85060.msg3315288#msg3315288))
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 10:56:22 am
I have finished reviewing your issue, answer is in your thread
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: IT 000 on May 26, 2012, 12:21:05 pm
Posting to watch and help. I'm disappointing I didn't make the list  :P

I can help with experimental theories and general help :D
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 12:29:08 pm
IT000 Theory:
Can one target a reagent in a bag in a barrel using:
   [REAGENT:sweetener:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SWEET] --- main targert
   [REAGENT:sweet container:1:NONE:NONE:NONE:NONE] --- first container
      [CONTAINS:sweetener]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:sweet container's container:1:NONE:NONE:NONE:NONE] --- container containing main target's container
      [CONTAINS:sweet container]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] 
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: IT 000 on May 26, 2012, 04:50:44 pm
IT000 Theory:
Can one target a reagent in a bag in a barrel using:
   [REAGENT:sweetener:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SWEET] --- main targert
   [REAGENT:sweet container:1:NONE:NONE:NONE:NONE] --- first container
      [CONTAINS:sweetener]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:sweet container's container:1:NONE:NONE:NONE:NONE] --- container containing main target's container
      [CONTAINS:sweet container]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

You'll need to add [FOOD_STORAGE_CONTAINER] to the barrel and the [BAG] tag to the bag. Also the bag should be :BOX:NONE:NONE:NONE]

It should work then, I don't know what will happen if the barrel contains any other items though. However I'm confident that if a barrel contained nothing but the sweetener in the bag, it would work.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 05:13:48 pm
Ah but you see my reaction works fine without the [BAG] or [FOOD_STORAGE_CONTAINER] because it is a reagent that only seeks out anything holding something that it wants (cage, bag, jug, backpack, flask, you name it)

But I do have [FOOD_STORAGE_CONTAINER] for the barrels that acaully are used to hold the product.

But at least you are confident that it will work, I am.
see suger and syrup is SWEET but since suger gets bagged, and bags get barreled, well a standard sweetener and container combo fail since there is the second canainer holding both (pain in the ass when syrup is the only useable SWEET cause it only gets barreled)

EDIT:
I use this generic container selection reagents in so many of my reactions, because I have so many custom contianer/tools and I can't be bothered trying to remember what one hold what.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: IT 000 on May 26, 2012, 05:33:46 pm
I suppose your method is a little broader, but U-rist / Ur-ist right.

Post the results, I have the same problem with one of my reactions!  :D
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 05:46:33 pm
I suppose your method is a little broader, but U-rist / Ur-ist right.
Exactly  ;D

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
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: medikohl on May 26, 2012, 07:59:53 pm
I suppose your method is a little broader, but U-rist / Ur-ist right.
Exactly  ;D

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
in regards to your sig, losing is winning for us.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 27, 2012, 11:36:12 pm
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?

Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: scamtank on May 30, 2012, 09:42:24 am
Can you arrange custom reactions in workshop submenus yet?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 30, 2012, 09:48:13 am
I'm pretty sure you can, by aranging them in the order you wish in the Entity. Of course all reactions that can be acually done will jump to the top.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: scamtank on May 30, 2012, 10:10:15 am
I think I worded that a little wrong. Can you add your own subcategories into workshop menus like the ones in the forge or the clothier's shop?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 30, 2012, 10:12:04 am
Saddly No, It would be a great boon tho. That is for sure.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Twangykid on June 03, 2012, 07:03:38 am
Making a wrestler fortress, elves are monks and as such I'm trying to give them bo staves.
However, trying them out in-game to test them (You still play as dwarves but still.) I can't get them to make. I added Tapered wood which is bronze level (AKA copy pasted) metal, that elves can make from just one log. This is the only weapon in the game, and the reaction won't work. The metal is made without any reagants, then the "Make Bo Staff" reaction eats that bar, without returning a weapon.

[REACTION:MAKETAPEREDWOOD]
[NAME:make tapered wood]
[BUILDING:CRAFTSMAN:SHIFT_T]
[REAGENT:A:WOOD:1:NONE:NONE]
[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]
[PRODUCT:100:1:WEAPON:METAL:ITEM_BOSTAFF]
[SKILL:WOODCRAFT]

I can't see the problem, this is my first mod though.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 03, 2012, 08:35:30 am
Ah well welcome to the forums and the wonderful world of modding. Now allow me to educate

Spoiler (click to show/hide)

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
Spoiler (click to show/hide)
Product follows the same lines as reagents, only slightly different
Spoiler (click to show/hide)

so to correct your reactions
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Twangykid on June 03, 2012, 04:45:51 pm
Heh, I just noticed that I copied it from entity default because I was in a hurry, but thanks for fixing it.I knew there was something like the material from reagant that I was missing :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Twangykid on June 04, 2012, 05:21:24 am
*** Error(s) finalizing the reaction MAKEBOSTAFF
MAKEBOSTAFF:Unrecognized Item Token: 1

I copied your reaction, got this error. Looked up item tokens, 1 is cut gems, but that 1 is in the spot for quantity isn't it?

EDIT: Never mind, I fixed it

[PRODUCT:100:1:WEAPON:ITEM_BOSTAFF:GET_MATERIAL_FROM_REAGENT:A:NONE]
The A:NONE shouldn't be there.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 04, 2012, 11:18:42 am
REAGENT:A:100:1:BAR:NONE:INORGANIC:TAPEREDWOOD

found it thats waht happens with copy paste

REAGENT:A:150:BAR:NONE:INORGANIC:TAPEREDWOOD
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Lurking Grue on June 29, 2012, 10:25:08 am
Ok will this work as a way to ensure that an entity will always have access to metal, even if the worldgen has a real low mineral occurence?

[REACTION:PRODUCE_BASE_METAL]
   [NAME:produce bars of base metal]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TIN][PRODUCT_DIMENSION:150]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]

I remember seeing something like it before but that was a long while back and I couldnt find the thread now.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 29, 2012, 11:03:43 am
Yes it will work.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Lurking Grue on June 29, 2012, 12:16:39 pm
Thanks  :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: newman0830 on January 20, 2013, 02:58:10 am
I would like to know if it is possible to make a Adventure mode reaction that allows me to summon one of my custom weapons, The Yari.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on January 20, 2013, 02:41:01 pm
Easily.

Code: [Select]
[REACTION:MAKE_YARI_ADV]
[NAME:summon Yari]
[PRODUCT:100:1:WEAPON:(yari goes here):INORGANIC:(material you want it to be made of)]
[ADVENTURE_MODE_ENABLED]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: newman0830 on January 26, 2013, 10:12:51 am
Unfortunatly it does not work on existing worlds AND it does not give me a Yari on the first try, it gives me a random weapon each time i use it
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: jaxy15 on January 26, 2013, 10:56:20 am
How do you make a reaction accept only CORPSES and SEVERED BODY PARTS, and not turtle shells or such?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: i2amroy on January 26, 2013, 01:21:49 pm
How do you make a reaction accept only CORPSES and SEVERED BODY PARTS, and not turtle shells or such?
I don't believe that it is possible due to the way that body parts and corpses are handled. You might be able to do it by adding a reaction class to every single body part material except the ones that you didn't want to be used (such as shells) and then require that reaction class in order to limit what the reaction takes, but that's about all I can think of.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McGoombaBrother on December 28, 2014, 04:50:33 am
Usually I am not into Thread-Necromancing. But that one appears to be the most fitting for that issue.

Following questions regarding creating reactions. I am sure you can help me to get some basic understanding. I take the one regarding Pewter Making of the vanilla game as example:

Code: [Select]
[REACTION:PEWTER_TRIFLE_MAKING]
[NAME:make trifle pewter bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:2:METAL_ORE:TIN]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:12:BAR:NO_SUBTYPE:METAL:PEWTER_TRIFLE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:PEWTER_TRIFLE_MAKING2]
[NAME:make trifle pewter bars (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:PEWTER_TRIFLE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

1) Is it correct to assume that each ore has a size of 1, each bar has a size of 150 and each wafer a size of 15000? And for the number of ingridients I have to simply multiply them? E.g. When I want to create 1 Unit of Test-Metal consisting of 1 Unit Tin Ore, 3 Units Gold Bars and 5 Units Adamantine Wafers, the code will look like:

Code: [Select]
[REAGENT:A:1:METAL_ORE:TIN]
[REAGENT:B:450:BAR:NO_SUBTYPE:METAL:GOLD]
[REAGENT:C:75000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]

2) What do the first two figures after product mean? Why is it in Pewter Trifle Making1 100:12 and in Pewter Trifle Making2 100:3, when the final product is the same?

3) What is the Skill "Smelt" referring to? It is also not listed in the wiki article. http://dwarffortresswiki.org/index.php/Skill Why isn't it called "Furnace Operating" instead?

Thx
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on December 28, 2014, 05:07:56 am
1. No, since wafers have a size of 150. Since you seem to have meant thread, however, yes, you are correct. And yes, those reagents are correct.
2. 100:12 means it has a 100% chance to make 12 bars while 100:3 means it has a 100% chance to make 3 bars.
3. http://dwarffortresswiki.org/index.php/DF2014:Skill_token
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McGoombaBrother on December 28, 2014, 09:03:05 am
Many thanks.  :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 16, 2015, 08:49:35 am
One more question.

I do want to extract mercury from cinnabar and have it available in a vial. How should a proper reaction look like. I did already create a metal called mercury. But I fear I need some help regarding the code. Will this work:?


Code: [Select]
[REACTION:MERCURY_MAKING]
[NAME:smelt cinnabar into mercury (liquid)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]
[REAGENT:empty vial:1:VIAL:NONE:NONE:NONE]
                [EMPTY]
                [GLASS_MATERIAL]
                [DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[PRODUCT:100:1:GLOB:NONE:METAL:MERCURY][PRODUCT_TO_CONTAINER:empty vial]
[FUEL]
[SKILL:SMELT]


Thx
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on January 16, 2015, 01:43:46 pm
One more question.

I do want to extract mercury from cinnabar and have it available in a vial. How should a proper reaction look like. I did already create a metal called mercury. But I fear I need some help regarding the code. Will this work:?


Code: [Select]
[REACTION:MERCURY_MAKING]
[NAME:smelt cinnabar into mercury (liquid)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]
[REAGENT:empty vial:1:FLASK:NONE:NONE:NONE]
                [EMPTY]
                [GLASS_MATERIAL]
                [DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[PRODUCT:100:1:GLOB:NONE:METAL:MERCURY][PRODUCT_TO_CONTAINER:empty vial][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]


Thx

I've adjusted it a little bit.

The item token for vials, waterskins, and flasks are the same, which is FLASK.

Additionally, globs have a dimension, which affects the amount you would use in product and reagent lines. It has a dimension of 150, which it shares with BAR, POWDER_MISC, LIQUID_MISC, and DRINK.

For reagent lines you would directly change the amount entered into the reaction, and for product lines you would use the tag [PRODUCT_DIMENSION:number]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on January 18, 2015, 01:52:31 pm
I got it working
Code: [Select]
[REACTION:EXTRACT_FROM_FRUIT]
[NAME:make extract from fruit]
[BUILDING:STILL:CUSTOM_ALT_E]
[REAGENT:fruit:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:EXTRACT_MAT]
[UNROTTEN]
[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:fruit:EXTRACT_MAT]
[PRODUCT_TO_CONTAINER:flask]
                [PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:fruit:SEED_MAT]
[SKILL:BREWING]
Code: [Select]
[REACTION:MILL_FRUIT_TO_POWDER]
[NAME:mill fruit to powder]
[BUILDING:QUERN:CUSTOM_ALT_F]
[BUILDING:MILLSTONE:CUSTOM_ALT_F]
[REAGENT:fruit:1:PLANT_GROWTH:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:MILL_MAT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:fruit:MILL_MAT]
                [PRODUCT_TO_CONTAINER:bag][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:fruit:SEED_MAT]
[SKILL:MILLING]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on January 21, 2015, 03:52:48 pm
Anybody know the proper way to use a BAG_ITEM (like quarry bush leaves in a bag) as a reagent?
Do I call for a reagent BAG containing reagent   PLANT_GROWTH:MMM:LEAVES ?
or is a BAG_ITEM it's own item type, like   BAG_ITEM:SUB:MMM:GROWTH ? 
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on January 21, 2015, 04:05:51 pm
You mean to use an item inside of a container?

If so, here is an example from within the game: the reaction to make mead.
Code: [Select]
[REACTION:MAKE_MEAD]
[NAME:make mead]
[BUILDING:STILL:CUSTOM_M]
[REAGENT:honey:150:LIQUID_MISC:NONE:CREATURE_MAT:HONEY_BEE:HONEY]
[UNROTTEN]
[REAGENT:honey container:1:NONE:NONE:NONE:NONE]
[CONTAINS:honey]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:honey:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

The key tag here is [CONTAINS:honey], where you replace 'honey' with whatever the ID of your bagged item is.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on January 21, 2015, 06:53:20 pm
You mean to use an item inside of a container?

If so, here is an example from within the game: the reaction to make mead.
Code: [Select]
[REACTION:MAKE_MEAD]
[NAME:make mead]
[BUILDING:STILL:CUSTOM_M]
[REAGENT:honey:150:LIQUID_MISC:NONE:CREATURE_MAT:HONEY_BEE:HONEY]
[UNROTTEN]
[REAGENT:honey container:1:NONE:NONE:NONE:NONE]
[CONTAINS:honey]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:honey:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

The key tag here is [CONTAINS:honey], where you replace 'honey' with whatever the ID of your bagged item is.
specificly my question is, are BAG_ITEMS their own item type?
would I need to use    
[REAGENT:plant-growth:1:PLANT_GROWTH:NONE:NONE:NONE:]
      [UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG]
      [CONTAINS:plant-growth]
or
[REAGENT:bag-item:1:BAG_ITEM:NONE:NONE:NONE:]
sorry I didn't make it clear before
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on January 21, 2015, 07:14:15 pm
Oh, I see now.

Bags are a type of BOX, so you would use that item token, with the [BAG] token to specify that it is made of a bag-type material.

So it would be the first one, not the second.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on January 21, 2015, 07:33:46 pm
thanks, it works like a glove!
Spoiler (click to show/hide)
extracts as well...
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on February 12, 2015, 02:33:07 pm
i'm trying to make a reaction with unusual token use, just to see if its possible
Code: [Select]
[REACTION:TRANSMUTATION]
[NAME:transmutation]
[BUILDING:CUSTOM_WORKSHOP:NONE]
[REAGENT:a:1:NONE:NONE:INORGANIC:NONE][NOT_IMPROVED]
[REAGENT:b:1:NONE:NONE:INORGANIC:NONE][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:a:NONE:GET_MATERIAL_FROM_REAGENT:b:NONE]
        [SKILL:MAGIC_NATURE]
it's supposed to make an item with same type as one reagent, and with the material type of the other reagent.
so far it just makes a new item with same type and material as reagent a. the first unpreserved one.
has anybody ever tried this or accomplished such a reaction?   
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on February 12, 2015, 03:00:14 pm
i'm trying to make a reaction with unusual token use, just to see if its possible
Code: [Select]
[REACTION:TRANSMUTATION]
[NAME:transmutation]
[BUILDING:CUSTOM_WORKSHOP:NONE]
[REAGENT:a:1:NONE:NONE:INORGANIC:NONE][NOT_IMPROVED]
[REAGENT:b:1:NONE:NONE:INORGANIC:NONE][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:a:NONE:GET_MATERIAL_FROM_REAGENT:b:NONE]
        [SKILL:MAGIC_NATURE]
it's supposed to make an item with same type as one reagent, and with the material type of the other reagent.
so far it just makes a new item with same type and material as reagent a. the first unpreserved one.
has anybody ever tried this or accomplished such a reaction?
According to the wiki, the GET_ITEM_DATA_FROM_REAGENT specified the material in addition to the item type.  Maybe if you reverse the order of GET_s it will trick the game into doing what you want.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on February 12, 2015, 03:30:41 pm
According to the wiki, the GET_ITEM_DATA_FROM_REAGENT specified the material in addition to the item type.  Maybe if you reverse the order of GET_s it will trick the game into doing what you want.

not sure if you mean this...
Code: [Select]
[PRODUCT:100:1:GET_MATERIAL_FROM_REAGENT:thing2:NONE:GET_ITEM_DATA_FROM_REAGENT:thing1:NONE]I tried it, and it crashed my shell, and causes a Unrecognized Item Token error.
changing the order of reagents just changes which reagent will be copied, it always takes the item data and material from the first reagent listed... afaik
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on February 12, 2015, 03:37:21 pm
According to the wiki, the GET_ITEM_DATA_FROM_REAGENT specified the material in addition to the item type.  Maybe if you reverse the order of GET_s it will trick the game into doing what you want.

not sure if you mean this...
Code: [Select]
[PRODUCT:100:1:GET_MATERIAL_FROM_REAGENT:thing2:NONE:GET_ITEM_DATA_FROM_REAGENT:thing1:NONE]I tried it, and it crashed my shell, and causes a Unrecognized Item Token error.
changing the order of reagents just changes which reagent will be copied, it always takes the item data and material from the first reagent listed... afaik
That was what I meant.  Sorry it didn't work.  I guess Toady was worried about people making dwarven wine breastplates or something.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on February 12, 2015, 03:57:58 pm
using  GET_ITEM_DATA_FROM_REAGENT:reagent:NONE  basically cancels any material tokens after it, however there is...  GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID   ...which might work, by adding...  REACTION_PRODUCT_ID   tokens to certain material tokens... maybe
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: pastafriend on February 21, 2015, 07:36:52 am
I can't get these custom reactions working.

Code: [Select]
[REACTION:MAKE_BULLETS_2]
[NAME:make Mk II rifle bullets]
      [BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_2]
[NAME:make Mk II rifle]
      [BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:AMMO:ITEM_WEAPON_RIFLE_ADV:GET_MATERIAL_FROM_REAGENT]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_MG]
[NAME:make machine gun]
      [BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:1:AMMO:ITEM_WEAPON_MACHINEGUN:IRON_HEAVY]
[FUEL]
[SKILL:FORGE_WEAPON]

IRON_HEAVY is a material defined in one of the inorganics files.

Added this to entity file:

Code: [Select]
[PERMITTED_REACTION:MAKE_BULLETS_2]
[PERMITTED_REACTION:MAKE_GUN_2]
[PERMITTED_REACTION:MAKE_GUN_MG]

The reactions don't show up when using the smelter.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: UnicodingUnicorn on February 21, 2015, 08:37:22 am
Try changing the BAR:NO_SUBTYPE to BAR:NONE.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: pastafriend on February 21, 2015, 09:24:12 am
Try changing the BAR:NO_SUBTYPE to BAR:NONE.

Hmm. Didn't work.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: UnicodingUnicorn on February 21, 2015, 10:30:39 am
Try changing the BAR:NO_SUBTYPE to BAR:NONE.

Hmm. Didn't work.
Right, for product materials you also need to specify :NONE and GET_MATERIAL_FROM_REAGENT requires you to specify the label of the reagent that you want the material from, for example, GET_MATERIAL_FROM_REAGENT:A
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: pastafriend on February 21, 2015, 11:01:30 am
Quote
Right, for product materials you also need to specify :NONE and GET_MATERIAL_FROM_REAGENT requires you to specify the label of the reagent that you want the material from, for example, GET_MATERIAL_FROM_REAGENT:A

Code: [Select]
[REACTION:MAKE_BULLETS_2]
[NAME:make Mk II rifle bullets]
[BUILDING:SMELTER:CUSTOM_A]
[REAGENT:A:300:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLETS_2:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]



[REACTION:MAKE_GUN_2]
[NAME:make Mk II rifle]
[BUILDING:SMELTER:CUSTOM_P]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:WEAPON_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_RIFLE_ADV:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_GUN_MG]
[NAME:make machine gun]
[BUILDING:SMELTER:CUSTOM_M]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:WEAPON_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACHINEGUN:IRON_HEAVY]
[FUEL]
[SKILL:FORGE_WEAPON]






That's what I've got now, also tried permitting one of the weapons in the entity file. Still doesn't work  :/
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: scamtank on February 21, 2015, 01:04:56 pm
You're not doing this on an ongoing save, are you? Entities don't look at their raws after worldgen.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: pastafriend on February 21, 2015, 05:18:16 pm
You're not doing this on an ongoing save, are you? Entities don't look at their raws after worldgen.

Nope, regenning the world after every RAW change.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on February 21, 2015, 06:17:47 pm
Are you saving these reactions in their own file or inside of another one?

If they are in their own file, be sure to check that you have the proper headings, or that the file is named correctly.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: pastafriend on February 21, 2015, 06:31:46 pm
Are you saving these reactions in their own file or inside of another one?

If they are in their own file, be sure to check that you have the proper headings, or that the file is named correctly.

Oh man. Used [OBJECT_REACTION] instead of [OBJECT:REACTION]  ::). It's all working now, thanks guys.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McGoombaBrother on February 22, 2015, 02:25:19 pm
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:

Spoiler (click to show/hide)

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?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Zarathustra30 on February 28, 2015, 05:28:09 am
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 not sure, but I think the problem comes using bars instead of boulders. Since bars have a material size of 150, each reaction peels off 1/150th of a bar and uses just that to glaze.  However, it wasn't working like that last I checked (it just used the entire bar).

Nevertheless, you may want to try an additional reaction that converts a bar of unusable slag into a boulder of slag glaze.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 10, 2015, 10:22:49 am
How do you select bone in a reagent?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 10, 2015, 10:30:39 am
I use this reagent in my own bone reactions:

Code: [Select]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
There are other methods though.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 10, 2015, 10:37:00 am
Thank you.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Kazoo on March 10, 2015, 11:35:56 am
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?
Code: [Select]
[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]

Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 10, 2015, 11:49:16 am
Why isn't this reaction showing up in adventure mode?
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 10, 2015, 12:54:19 pm
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?
Code: [Select]
[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]

Spoiler (click to show/hide)
creating an single item  made of multiple materials, or materials from multiple reagents is not possible ... AFAIK
your horned helm will be made of just the material of the reagent A in GET_MATERIAL_FROM_REAGENT:A:NONE
and using GET_ITEM_DATA_FROM_REAGENT will produce an item of the item type and material of the reagent specified.
I think your best bet is to create a custom reaction to improve an helm item, you can specify spikes as the improvement.
Code: [Select]
[IMPROVEMENT:100:helm:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]your helm will "menace with spikes of (creature) horn" :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 10, 2015, 01:10:48 pm
Why isn't this reaction showing up in adventure mode?
Spoiler (click to show/hide)

Did you create a new world after creating the reaction?
Is the reaction in a proper file, with proper headings?

Your product is wrong. It should be something like this:
Code: [Select]
[PRODUCT:100:15:AMMO:ITEM_AMMO_KNIVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
You were missing the product success chance, the product amount, and the main item token.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 10, 2015, 01:19:17 pm
Thank you, this community is a life saver proverbially speaking.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 10, 2015, 01:24:59 pm
It's still not working, here's my new reaction.
EDIT: Stupid capitalization >:(
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 10, 2015, 01:28:55 pm
In what way is it not working?

I tried putting the reaction you just posted into a reaction file, then I created a new world, and it seemed to work in there.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Kazoo on March 10, 2015, 02:42:52 pm
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?
Code: [Select]
[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]

Spoiler (click to show/hide)
creating an single item  made of multiple materials, or materials from multiple reagents is not possible ... AFAIK
your horned helm will be made of just the material of the reagent A in GET_MATERIAL_FROM_REAGENT:A:NONE
and using GET_ITEM_DATA_FROM_REAGENT will produce an item of the item type and material of the reagent specified.
I think your best bet is to create a custom reaction to improve an helm item, you can specify spikes as the improvement.
Code: [Select]
[IMPROVEMENT:100:helm:SPIKES:GET_MATERIAL_FROM_REAGENT:horn:NONE]your helm will "menace with spikes of (creature) horn" :)

Damn shame, i'm still capable of making the horned helmets/antlered helmets, but my fastidious side demands the item name acknowledge the animal the horns are from, ie. ''Stag Antlered Steel Helm''.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 16, 2015, 07:50:05 pm
Anybody know how, or if it is possible to make a custom improvment reaction that makes an improved product, like the encrust job at the jewelers workshop? specifically a new item with the same type an material as the reagent, with the specified improvement.
this is as close as I can get...
Code: [Select]
[REACTION:ENCRUST_METAL_WEAPON]
[NAME:encrust a metal weapon]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][REACTION_CLASS:METALIC][NOT_IMPROVED]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
        [PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:weapon:NONE:GET_MATERIAL_FROM_REAGENT:weapon:NONE]
        [IMPROVEMENT:100:???:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]

I can't figure out how to attach the improvement to the product.. if its possible,
for now I use...
Code: [Select]
[REACTION:ENCRUST_METAL_WEAPON]
[NAME:encrust a metal weapon]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][REACTION_CLASS:METALIC][NOT_IMPROVED][PRESERVE_REAGENT]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
        [IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]
it adds the improvement, but imported weapons used as reagents keep the "(«weapon»)" imported status.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Zarathustra30 on March 17, 2015, 02:10:26 am
Warning - untested idea. This is me being sleepy.

You could split it up into two reactions, one to replace the weapon, one to improve it. Because you want to make the second reaction automatic, during the first reaction, put the sword into a specific container and require the sword in the second reaction to be in that container.

If you don't want to have to make extra containers, you could have an initial reaction that generates a temporary container which is destroyed in the last reaction.

Be sure to require the weapon and the improvement item as reagents even when not being used, to prevent exploits.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 08:04:32 am
Why can't I do these reactions in my custom building.
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 17, 2015, 08:13:24 am
Did you permit the reactions in the entity?
Are the reactions in the correct file, with the correct format?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 08:18:37 am
I forgot to permit the reactions. *face palm*
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 08:47:58 am
Well I permitted the reactions in the entity file but it still is not showing up. Here is the building.
Spoiler (click to show/hide)
Everything has the right headers, I have been regening the world after every change.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 17, 2015, 08:51:34 am
Anything in your errorlog?

Can't say anything stands out to me as wrong.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 08:58:23 am
No nothing in the error log, wait would the reactions only show up if I have the stuff to make them?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 17, 2015, 08:59:51 am
No. If you didn't have the reagents, they would still appear, but they would be red to show you can't use them.

What do the headers look like, and what are the files named?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 09:09:00 am
I know that the issue is not the file name or the headers because other reactions and buildings in those files work.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 17, 2015, 11:22:22 am
If you can build your workshop good, if you can't see your reactions you have either:

1. Named the file wrong should be "reaction_whateveryouwant.txt"
2. wrong header at the very top of the file "reaction_whateveryouwant"
3. Missing the "[OBJECT:REACTION]" tag before your reactions
4. Forgot to permit them in your entity
5. Have a TYPO in the workshop they should show up in (this should errorlog as far as I know)

Also IRON, LEAD and COPPER to GOLD lack a skill tag, and CREATE_AUTOMATION has no product
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 11:33:56 am
I permitted them in the wrong entity ::)

EDIT: I fixed the missing skill tokens, there is no product for create_automaton because I am using that reaction to activate dfhack spawn unit script.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 17, 2015, 12:51:06 pm
Warning - untested idea. This is me being sleepy.

You could split it up into two reactions, one to replace the weapon, one to improve it. Because you want to make the second reaction automatic, during the first reaction, put the sword into a specific container and require the sword in the second reaction to be in that container.

If you don't want to have to make extra containers, you could have an initial reaction that generates a temporary container which is destroyed in the last reaction.

Be sure to require the weapon and the improvement item as reagents even when not being used, to prevent exploits.

yes thanks for the idea, that would work. I thought of something along those lines. I suppose the first reaction could put the items in a bin made of  a material that they would never be made of normally, like cheese, then the second reaction could require only cheese bins, and the merchants will never suspect the weirdness that was required to make there encrusted weapons and armor.
...sorry for the rambling, my coffee has not kicked in yet ;)

EDIT:actually i think that it would take 3 reactions, one to produce the container, one to produce the weapon into container(containers must be a reagent, and so exist beforehand), the third to use up the container, and apply the improvement
but if existing containers are used then it can be just 2 reactions, but i'd have to have a big bin stockpile next to the workshop so the jobs don't get canceld constantly. :'(
 
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 17, 2015, 07:39:41 pm
what if you had the reaction to make the cheese and then an automatic reaction to replace the sword, and then another automatic reaction to improve the sword which would require the sword to be in the cheese bin
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Zarathustra30 on March 18, 2015, 02:19:47 am
what if you had the reaction to make the cheese and then an automatic reaction to replace the sword, and then another automatic reaction to improve the sword which would require the sword to be in the cheese bin

Yes, that was what my sleep-deprived brain was trying to say.

Anyway, now that I have thought about it some more, you may not even need the cheesebox at all. The principal reaction that replaces the sword could generate a unique catalyst that is consumed by the subsequent automatic improvement reaction. It only requires 2 reactions and there is no need for silly boxes!

Nevermind. That won't work, because the second reaction has the potential to grab any random weapon in the workshop. Carry on with your boxes of cheese!

I really need to stop coming here at 1am...
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 12:27:56 pm
what if you had the reaction to make the cheese and then an automatic reaction to replace the sword, and then another automatic reaction to improve the sword which would require the sword to be in the cheese bin
thats pretty much what i was trying to say too :)
this is what i came up with so far, i replaced the cheese bins for plaster, because i thought it would be more stable near lava
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 18, 2015, 01:48:22 pm
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.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 02:15:45 pm
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?
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 18, 2015, 02:23:05 pm
I think he meant putting the bin reagent before the weapon reagent, since the contains tag looks for a reagent with the same ID as the argument. In this case the ID/argument is 'weapon'.

That being said, vanilla reactions do not do that with containers, so either it's unnecessary or incorrect to put the container first, or it's an unnoticed bug.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 02:45:51 pm
I think he meant putting the bin reagent before the weapon reagent, since the contains tag looks for a reagent with the same ID as the argument. In this case the ID/argument is 'weapon'.

That being said, vanilla reactions do not do that with containers, so either it's unnecessary or incorrect to put the container first, or it's an unnoticed bug.

yea, i put the weapon before the container because thats how its done in vanilla reactions, so i adopted it for all my custom reactions as well,
that being said both before or after fail to produce anything in this reaction :-[
i dont know, the syntax seems good, maybe it's just not meant to be...
EDIT:sorry i'm not trying to mock you, i just adopted your speech pattern unintentionally... ha ha ... thats what happens when you  read and write code for tooooo long....
also just had a thought, the problem is positively in the third reaction, ... welllll maybe improvement reactions just can't handle a container .?.?.?
EDIT:ugh thats dumb... vanilla improvements accept bins full of items... but maybe there is something about a container as a reagent that is doesn't like... i don't know...  the hardcoded reactions must have some magic that we're not meant to wield :-\
EDIT:so i add [PRESERVE_REAGENT] to the [REAGENT:plasterweaponbin:...] and there is still a cancelation "needs metal weapon" at the third reaction, but then jeweler gets a small gem and completes the job... the improvement is applied to the weapon correctly but the weapon is still in the bin... weird :o
EDIT:i fixed up another improvement reaction, just a simple one to test this
Code: [Select]
[REACTION:ENCRUST_METAL_WEAPON]
[NAME:encrust a metal weapon]
[BUILDING:JEWELERS2:NONE]
[REAGENT:weapon:1:WEAPON:NONE:METAL:NONE][NOT_IMPROVED][PRESERVE_REAGENT]
[REAGENT:weaponbin:1:BIN:NONE:NONE:NONE][CONTAINS:weapon][PRESERVE_REAGENT]
[REAGENT:smallgem:1:SMALLGEM:NONE:NONE:NONE]
[IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:smallgem:NONE]
[SKILL:ENCRUSTGEM]
the reaction is preformed without cancelation or error, the improved weapon remains in the bin, guess it never leaves the bin ???
so its possible to require a container as reagent, but if you don't preserve it, what it contains does not get preserved either,
even though the code specified it beforehand 8) AFAIK   
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 18, 2015, 03:47:05 pm
A thought hit me. Try using a different type of container.

Sometimes bins are screwy.

Though the part about not preserving the bin resulting in its contents disappear does make some sense as well.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 03:53:42 pm
A thought hit me. Try using a different type of container.

Sometimes bins are screwy.

Though the part about not preserving the bin resulting in its contents disappear does make some sense as well.

but bins are generally the only kind of container used for weapons and armor right? what kind could i use, minecart?, maybe a custom tool... in that case is the token to make a tool a container [CONTAINER_CAPACITY] or does it need a special [TOOL_USE:HEAVY_OBJECT_HAULING] like a wheelbarrow?, or just use a wheelbarrow perhaps... 
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 18, 2015, 03:55:57 pm
I don't think you need to worry about the tool use token. Just be sure that whatever it is you use has a [CONTAINER_CAPACITY] large enough to hold weapons. Otherwise the reaction may not work properly.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 04:07:43 pm
I don't think you need to worry about the tool use token. Just be sure that whatever it is you use has a [CONTAINER_CAPACITY] large enough to hold weapons. Otherwise the reaction may not work properly.

thanks, ... so I replaced the bin with a wheelbarrow and kept the [PRESERVE_REAGENT] token, all reactions run smooth with no cancelation an no error log.

EDIT:i should say that the weapon still remains in the wheelbarrow, just like it did with the bin

i then remove [PRESERVE_REAGENT] and... again no wheelbarrow, no weapon.
so you were right, the bin seems to have been causing the cancelation, but i feel that my theory that removing [PRESERVE_REAGENT] from the container reagent causes whats inside to be consumed with it... is pretty much academic now :P 
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Zarathustra30 on March 18, 2015, 04:39:04 pm
What if you make the container out of a substance that has [HEATDAM_POINT] below room temperature? I think contents are preserved in that case, because I've had wheelbarrows burn up when hauling minecarts full of magma.

Also, if you remove the [SKILL] tokens from the second and third reactions, they will take place near instantaneously. That is, if you don't care about the quality of the final product. I apparently don't work better during the day.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 05:13:51 pm
What if you make the container out of a substance that has [HEATDAM_POINT] below room temperature? I think contents are preserved in that case, because I've had wheelbarrows burn up when hauling minecarts full of magma.

Also, if you remove the [SKILL] tokens from the second and third reactions, they will take place near instantaneously.

ha ha, i was just working on using a material along those lines for the container, a low boiling point would not work because it would not survive through two reactions, but will a [HEATDAM_POINT] gradually destroy it? i have not played with that tag before. obviously you'd keep ignition point off or far higher then heatdam, but what does heatdam do? just make it wear out fast?
will the creator get sad if his masterpieces are destroyed this way?

EDIT:unfortunatly dwarfs get sad about their masterwork container being lost this way :'(
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on March 18, 2015, 06:29:58 pm
EDIT:unfortunatly dwarfs get sad about their masterwork container being lost this way :'(
The timing might be tricky, but if the container-creating reaction doesn't have a skill then it won't have a quality level and therefore can't be a masterwork.  Problem will be making it survive the longer, skilled reaction later in the process.

Or maybe have one reaction put the improved weapon in a real container and the next consume the temporary container?  Would that prevent losing the weapon?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Zarathustra30 on March 18, 2015, 06:49:23 pm
That would defeat the point of having a temporary container in the first place.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 07:35:16 pm
EDIT:unfortunatly dwarfs get sad about their masterwork container being lost this way :'(
The timing might be tricky, but if the container-creating reaction doesn't have a skill then it won't have a quality level and therefore can't be a masterwork.  Problem will be making it survive the longer, skilled reaction later in the process.

Or maybe have one reaction put the improved weapon in a real container and the next consume the temporary container?  Would that prevent losing the weapon?

thanks, i did not know that, so removing the skill token from the container producing reaction will always make a base quality container.
if thats so then it solves the issue.

does the temperature at which the material starts taking heatdam affect the rate of damage? the temp in my fort seems to be 10015
the material i used is an custom inorganic stone template with [HEATDAM_POINT:10001], and it took 5 days for a container to wear out of exsistance, is there a way to control the rate they are destroyed, like lower the  heatdam point the faster the damage rate? 5 days is kind of a long time to have these containers sitting around, it could start messing with qued jobs, without proper stockpile setups.
EDIT:i should have mentioned it before [SPEC_HEAT:1] was the setting, but i don't know how that number works. does a lower specheat mean it heats up faster, or slower?
i also tried a boiling point at 10015, but they boil away as soon as their created, at 10016 they never seem to boil away.
temp is an unstable and inconsistent thing to play with it seems
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 18, 2015, 07:38:34 pm
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.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 18, 2015, 08:42:03 pm
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
Spoiler (click to show/hide)
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
Spoiler (click to show/hide)
so to answer my original question, i guess it is possible.... but at what price ???
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on March 19, 2015, 01:38:07 pm
so to answer my original question, i guess it is possible.... but at what price ???
And I thought implementing the raws-only method of spawning a creature was convoluted.  I salute your persistence and ‼SCIENCE‼ skills.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on March 19, 2015, 04:06:30 pm
so to answer my original question, i guess it is possible.... but at what price ???
And I thought implementing the raws-only method of spawning a creature was convoluted.  I salute your persistence and ‼SCIENCE‼ skills.

yea, i used to think cheese bins were weird, but know i know that is just the tip of the weirdberg :)
thanks to you and blackflame and urist and Zarathustra30 for the collaboration, it was a learning experience.
now it got me all interested in playing with temperature, heatdam point, and spec heat values.
i've learned that by using [SPEC_HEAT:1] and [MAT_FIXED_TEMP:10015](normal underground temp) then lowering the [HEATDAM_POINT] below [MAT_FIXED_TEMP] in increments, the material wears out faster the larger the difference between the two. for every 10 degrees lower, the material wears out about 5 seconds faster, but only within a certain range.
once you hit larger differences, say 100 degrees the effect is accelerated, and about 1000 degrees, materials disintegrate instantly. so the closer to your  [MAT_FIXED_TEMP] the more accurate you can be, i assume that   [COLDDAM_POINT] would behave the same, but you just raise the value above the   [MAT_FIXED_TEMP] AFAIK 
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McCoder on March 19, 2015, 05:49:41 pm
Wait there's a raw only way to spawn a creature, please share.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on March 19, 2015, 05:57:19 pm
Yea, you can create a unit through the raws, but to quote the first person I have ever seen explain it, it is "hoops as fuck".

You have a reaction that produces a material that instantly explodes into a gas. This material carries a syndrome that temporarily transforms the unit running the reaction into a creature that I will dub the "progenitor".

This progenitor has an unusual body type; one of its body parts is designed to fall off immediately. The progenitor also has the ability to use an interaction that resurrects the severed part and transforms it into another creature, which I will refer to as the progenitor's "spawn". Then the progenitor has its transformation syndrome wear off, returning it to its normal state.

I think there may be another way, but I can't remember at the moment.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: smakemupagus on March 19, 2015, 05:59:18 pm
Indeed, "hoops as fuck" is the appropriate search term to easily find the thread:
http://www.bay12forums.com/smf/index.php?topic=118632.msg3755794#msg3755794
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on April 23, 2015, 10:24:50 am
My search-fu has failed me, so I will ask the experts.  Is there any way to interact with small rock (ROCK:NONE) items in fortress mode?  There doesn't seem to be a way to harvest the things from surface boulders, but can they appear if a ROCK was designated as a reaction product, corpse item, extra butcher object, etc.?  Or is a custom TOY the only option between a ginormous boulder and a tiny cabochon?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on May 07, 2015, 01:21:00 pm
does anybody know of a in reaction method(if not a dfhack script maybe) to fix glove_items made by custom reactions, so that they have a left and right "handedness" ? (not sure if thats a word, but you kow what i mean right...)   
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Klisz on May 07, 2015, 01:36:24 pm
does anybody know of a in reaction method(if not a dfhack script maybe) to fix glove_items made by custom reactions, so that they have a left and right "handedness" ? (not sure if thats a word, but you kow what i mean right...)

There's a DFHack script - fix-handedness.rb, I believe it's called - but no way without DFHack.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on May 07, 2015, 02:03:37 pm
There's a DFHack script - fix-handedness.rb, I believe it's called - but no way without DFHack.

Thanks,  is there a link or location to get   fix-handedness.rb  ?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: scamtank on May 07, 2015, 02:07:45 pm
It's included in the package.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on May 07, 2015, 02:48:03 pm
It's included in the package.
thanks, but i'm not seeing it anywhere in DFHack 0.40.24-r3 for OSX
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on May 07, 2015, 02:56:13 pm
it's just called fix-handedness in the listing
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on May 07, 2015, 02:59:09 pm
thank you guys :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on May 09, 2015, 02:49:49 pm
so i made some reactions that use bones as reagents, but every job i que  creates multiple products, until it uses up the whole stack. is there a way to stop that, and make them use just the number of bones called for in reaction, and leave the rest of the stack alone?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on May 09, 2015, 03:06:20 pm
No.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Snergler on May 09, 2015, 03:42:07 pm
oh, thanks, maybe i'll make them bones into an intermediary object, like a bar or block, then require those as reagents for the reactions producing the items i want
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: ldog on June 15, 2015, 03:29:11 pm
Is there any way to make other crafting reactions work like the forges?
For example I want barrels/wheelbarrows/bins/shields made out of willow and furniture out of heavy wood.
Useful stone stuff made from magma-safe stone, tradegoods made from crap.
Giant cave spider silk not being seperate from regular is another annoyance.

Right now I do all this with a lot of annoying micromanaging. It is not conducive to using the job-manager.

I imagine it is all hard-coded, since I can't find any of this anywhere. I would settle for being able to make some custom reactions for a few frequent used items if I have no other choice, but I figured I would ask here first.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Usul on June 15, 2015, 03:35:07 pm
Does this (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Item_reaction_products) help ?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on June 15, 2015, 03:54:53 pm
I think they mean material selection.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: ldog on June 15, 2015, 04:49:28 pm
Does this (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Item_reaction_products) help ?

Yes and no. That assumes that one wants to make the same thing out of the same item every time. Also that one doesn't want a specific item, but just wants to make something out of whatever is available. The only thing useable from that is I know in a pinch I can make a few seperate specific reactions for stuff I do a lot.

Select specific material, then select item is what I'm looking for. So right now maybe I want to make some willow barrels, then I want to make some willow shields, then some oak beds (because I don't care about how much the beds weigh).

Vanilla
Option1: Make 2 seperate carpenters fed by 2 piles allowing the different woods. Cannot queue jobs with manager since it will allocate to both shops.
Option 2: Forbid all woods but willow, let the first 2 orders finish out. Then queue the last order and forbid all but oak.

Either option requires too much micromanagement. Granted the manager kinda sucks, especially anytime you have multiple shops capable of running multiple job types and you want them allocated to specific shops (especially craftshop).

EDIT
So in case anyone else had any ideas about this. It seems carpenter, mason and clothier shops are all hardcoded. Can't even make custom reactions for them.  So that wiki link is about as close as you can get. Make custom reactions and add them to craftswarf or some custom shop.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Rex Invictus on June 24, 2015, 09:02:32 am
Is there a way to do summoning / creature creation without using DF hack?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: ldog on June 24, 2015, 09:28:10 am
Can anyone tell me how to properly format this?
[REAGENT:plant:1:PLANT:GRASS_TAIL_PIG:NONE:NONE]

I've tried various combinations, none of which have worked properly.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: scamtank on June 24, 2015, 10:11:22 am
It's item, item subtype, material and finally material subtype(s). Like most item classes, PLANTs don't have any, so that's PLANT:NONE first.

Then you have the material, which I'd imagine is a plant material, specifically the basic structure stuff of pig tails. Plant and creature material subtypes have two parts, so it should go PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL. String those two together.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: ldog on June 24, 2015, 03:08:11 pm
It's item, item subtype, material and finally material subtype(s). Like most item classes, PLANTs don't have any, so that's PLANT:NONE first.

Then you have the material, which I'd imagine is a plant material, specifically the basic structure stuff of pig tails. Plant and creature material subtypes have two parts, so it should go PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL. String those two together.

So
[REAGENT:plant:1:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
or
[REAGENT:plant:1:PLANT:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on June 24, 2015, 03:18:21 pm
PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL

PLANT:NONE is the item

PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL is the material
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: ldog on June 24, 2015, 03:23:03 pm
PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL

PLANT:NONE is the item

PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL is the material

Ok, so
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on June 24, 2015, 03:23:18 pm
yes
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: ldog on June 24, 2015, 03:26:24 pm
thanks
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on June 25, 2015, 06:58:23 am
Is there a way to do summoning / creature creation without using DF hack?
Yes, but it convoluted and unreliable.  I can't search for it effectively on my phone, but look for the phrase "hoops as fuck" because that's how the original author described the complicated series of steps.

My initial mod development used that method, but I opted instead to duct-tape together a semi-functional spawn-unit script.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on June 27, 2015, 08:28:29 pm
if I remember correctly, it wasn't the original author who described that way, it was me.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Urist McGoombaBrother on August 21, 2015, 11:15:04 am
I have got two questions for the reaction pro's among you.

1) Glazing

Is it possible to use a powder inside a bag for glazing? If so, how? I could successfully set up a stone boulder outside a bag to be used for glazing. But doing the same with a powder inside a bag did not work.

2) Dyeing

Can I make a custom coloured dye out of a stone boulder or a powder inside a bag?

Many Thx
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Bogus on August 28, 2015, 05:37:37 pm
Code: [Select]
[REAGENT:glaze:150:POWDER_MISC:NONE:YOURPOWDER:YOURSUBTYPE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:glaze bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:glaze]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

this would be the normal way to use reagents in a bag, not sure you already tried it? the 150 dimension is one full unit of powder, you will want to use this instead of the 1 for boulders. (noticed this actually isnt even a bag but if your reaction puts it into bags it shouldnt be a problem  :P)

Quote
Can I make a custom coloured dye out of a stone boulder or a powder inside a bag?

its possible to do that but you probably will need to use a dummy plant as dyes that are technically not made from plant will produce unusable cloth as far as i recall. would look something like this:

dummy plant, either in its own file or any of the plant raws:
Code: [Select]
[OBJECT:PLANT]

[PLANT:DUMMY_VERMILION]
[NAME:vermilion dye][NAME_PLURAL:vermilion dye][ADJ:vermilion dye]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[SHRUB_TILE:','][DEAD_SHRUB_TILE:','][SHRUB_COLOR:6:14:1][DEAD_SHRUB_COLOR:6:14:1][PICKED_TILE:13][PICKED_COLOR:6:14:1]
[MATERIAL_REACTION_PRODUCT:CUSTOM_MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:vermilion dye]
[STATE_COLOR:ALL_SOLID:VERMILION]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:20]
[POWDER_DYE:VERMILION]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:bright color]

notice prefstring and proper names so dwarves can like this without displaying silly/weird texts.

modded cinnabar:
Code: [Select]
ore of mercury, powdered gives vermilion dye
[INORGANIC:CINNABAR]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cinnabar][DISPLAY_COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']
[IS_STONE]
[MELTING_POINT:11044]
[SOLID_DENSITY:8100]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:DYE_MAT:PLANT_MAT:DUMMY_VERMILION:MILL]

milling reaction:
Code: [Select]
[REACTION:MILL_PIGMENT_STONE]
[NAME:mill rocks to pigment]
[BUILDING:QUERN:CUSTOM_R]
[BUILDING:MILLSTONE:CUSTOM_R]
[REAGENT:stone:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DYE_MAT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:stone:DYE_MAT]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Jazzeraint on September 17, 2015, 05:56:29 pm
Based on the Reactions (http://dwarffortresswiki.org/index.php/DF2014:Reaction) page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: BlackFlyme on September 17, 2015, 06:36:15 pm
Based on the Reactions (http://dwarffortresswiki.org/index.php/DF2014:Reaction) page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?

Closest you could get would be to use vermin, since they can be treated as items, but I haven't tried anything like that before. I wouldn't quite know how to go about it, or which hurdles may come up.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Jazzeraint on September 17, 2015, 07:09:33 pm
Based on the Reactions (http://dwarffortresswiki.org/index.php/DF2014:Reaction) page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?

Closest you could get would be to use vermin, since they can be treated as items, but I haven't tried anything like that before. I wouldn't quite know how to go about it, or which hurdles may come up.

Alright, ty~
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: fonzacus on July 19, 2016, 07:17:53 am
is this thread still active?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: FantasticDorf on July 19, 2016, 08:14:48 am
Based on the Reactions (http://dwarffortresswiki.org/index.php/DF2014:Reaction) page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?

Closest you could get would be to use vermin, since they can be treated as items, but I haven't tried anything like that before. I wouldn't quite know how to go about it, or which hurdles may come up.

Alright, ty~

Since this thread was necro'd recently it seems fitting to put needed input into this question.

You can set up 'shearing' and milking reactions by modifying the creature raw properties. Other notable mod makers and modders in general have worked with this to have created bats (as a subterreanean animal) that have a regrowing shearable skin layer (with high tissue regeneration i think, i could be wrong and they have modified the bats skin to grow in excess like hair) to give off body parts for leather materials.

Wool by definition is a product of [YARN] (its very token specific on what can be allocated, so in some cases you might have to transform one product into another) which is why trolls can be sheared, because they have the same 'rules' as sheep in the reaction that they are based in which looks for a animal with the [YARN] body part tag if it is friendly livestock and removes it. Ill get back to you with the specifics but this is the kind of body part RAW configuration that happens.

Code: ( As part of the 'Body Plan' allocated under 'Standard Materials' on the sheep raw.) [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

A inventive use to put foward for this is to cut off one a tame hydra's heads entirely in order to harvest it (I don't know if you could extract teeth or additional materials from that but its a neat way to cheat leather for the effort of taming one, once you have the head i guess you can set up seperate reactions to remove parts from it by using HYDRA:HEAD or something like that as a reagent.)

Using a similar template from cows, you can also create milking reactions using the same logic as for a specific shearing action on a material. However it will dump the contents into a bucket, which will probably need a separate reaction to empty into a barrel, and the milking regardless of material is periodic rather than re-usable, even if the actual contextual source is infinite.

Code: ( this states the name for identification in the reagent and the subsequent products, (MILKABLE:LOCAL_CREATURE_MAT:MILK:20000) is the relevant part for conducting the reaction, you could switch out the local creature mat for something else) [Select]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen cow's milk]
[STATE_ADJ:ALL_SOLID:frozen cow's milk]
[STATE_NAME:LIQUID:cow's milk]
[STATE_ADJ:LIQUID:cow's milk]
[STATE_NAME:GAS:boiling cow's milk]
[STATE_ADJ:GAS:boiling cow's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:cow cheese]
[STATE_ADJ:SOLID:cow cheese]
[STATE_NAME:SOLID_POWDER:cow cheese powder]
[STATE_ADJ:SOLID_POWDER:cow cheese powder]
[STATE_NAME:LIQUID:melted cow cheese]
[STATE_ADJ:LIQUID:melted cow cheese]
[STATE_NAME:GAS:boiling cow cheese]
[STATE_ADJ:GAS:boiling cow cheese]
[PREFIX:NONE]

As a cursory suggestion, if you use bucket and barrel materials with a set temperature (such as nether cap retaining a fixed heat temperature) and find a way to package your product into the bucket/barrel very quickly, you can retain the heat/cold of a product indefinitely, in the case that you wanted to make a creature you could milk for a very hot substance or a very cold one (whipped cream magic cows that dispense almost ready to eat, with a little prepping, ice cream anyone?)

My own reactions question, can you extract bones specifically from a corpse? Leaving it as meat and skin and probably collapsing upon itself?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: overseer05-15 on July 22, 2016, 09:20:13 am
I'm reasonably certain that you can't remove bones without taking the whole corpse apart/regular butchery. You could probably use one of those 'shearing' reactions but have it produce bones instead.

Out of curiosity, why would you want to remove just the bones?

Edit: Ice Cream Cow
Note: Is untested. I made this in like fifteen minutes as a joke. Use with caution and chocolate syrup.
Code: [Select]
[CREATURE:ICECOW]
[DESCRIPTION:A large mammalian chillbivore.  They often bear large horns and the males are chill guys.  They are domesticated for ice cream.]
[NAME:ice cow:ice cows:cold bovine]
[CASTE_NAME:ice cow:ice cows:cold bovine]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[PETVALUE:1000]
[PREFSTRING:ice cream]
[BIOME:GLACIER]
[FREQUENCY:100]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[MEANDERER]
[BONECARN]
[VISION_ARC:50:310]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[SUPERNATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_MATERIAL:PARCHMENT]
[STATE_NAME:ALL_SOLID:frosted vellum]
[STATE_ADJ:ALL_SOLID:frosted vellum]
[PREFIX:NONE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:100000]
[BODY_SIZE:1:0:250000]
[BODY_SIZE:2:0:600000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[CHILD:1][GENERAL_CHILD_NAME:cow calf:cow calves]
[DIURNAL]
[HOMEOTHERM:9070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:722:545:325:1900:2900] 27 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[USE_MATERIAL_TEMPLATE:MILK:CREATURE_CHEESE_TEMPLATe]
[STATE_NAME:ALL_SOLID:ice cream]
[STATE_ADJ:ALL_SOLID:ice cream]
[STATE_NAME:LIQUID:melted ice cream]
[STATE_ADJ:LIQUID:melted ice cream]
[STATE_NAME:GAS:boiling ice cream]
[STATE_ADJ:GAS:boiling ice cream]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[CASTE:MALE]
[MALE]
[CASTE_NAME:bull:bulls:bull]
[CHILDNAME:bull calf:bull calves]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
[IF_EXISTS_SET_MELTING_POINT:20000]
[IF_EXISTS_SET_BOILING_POINT:30000]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: FantasticDorf on July 22, 2016, 11:43:17 am
I hope you have nether cap buckets and a cold-ish room to keep that ice cream cool, nether cap remains constantly cool as long as the object inside the container/bucket is already cold and below the nether caps standard temperature (on what i've read up its only preventative of excessive heat, not proactive in cooling the object inside it)

Mmm, what about nether cap container for ice? (convert ice into a finished product, say crushed ice/explicitly cut ice blocks) then dump the container in a stockpile in the subterreanean biome (cold enough to hold ice out for a little while before melting) and build out of that?

I wanted to fix goblin cannibalism/sentient eating by having goblins using tools, segment corpses into fat (to be turned into soap/wax not eaten if there are still conflicts) skin (for leather) and indiscriminate bones (imperfect if i can't find a way to target a butchery object precisely but whatever, as long as i can get a baseline amount of bones out even if they have no name or identifiable origin)

Therefore i can just recycle trolls and fallen peasants as intended.

The amount i get from it doesn't matter with the reasoning im using carving knives, boning knives and meat cleavers etc for efficiency , and  to good effect, plus additional reason to equip them on my off duty citizens so they can do a job but still form a good militia with small and oft deadly knives (butcher cleaver counts as a axe). I might even mod in a dinky silly little chef hat too.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: fonzacus on July 23, 2016, 01:08:06 pm
which file holds 'automation'? examples; catch a fish 'prepare raw fish' job gets queued in the fishery, butcher an animal 'tallow fat' and 'tan hide' and so on. id like to know because id like to complete the other basic automations like spinning from sheared animals then making cloth (i dont think there are any other paths here) and probably making cheese from milk. i havent used milk as a 'raw' cooking ingredient yet. it would be nice to reduce announcement cancellation spams from using the vanilla manager.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: scamtank on July 23, 2016, 01:35:47 pm
The [AUTOMATIC] tag in a reaction does that, applying to just tanning and rendering by default. There's no sensible way of touching the hardcoded jobs.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: fonzacus on July 23, 2016, 02:08:06 pm
awh, thanks for the info. hoping this plea gets heard by someone and make the management a bit easier.

weird, i only see 2 automatic, it might be possible with ☼modding skills☼. as for fishing, how do dorfs magically know they shouldnt eat fish until its been cleaned. achievement get +1 point to IQ
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Dirst on July 23, 2016, 02:13:19 pm
as for fishing, how do dorfs magically know they shouldnt eat fish until its been cleaned. achievement get +1 point to IQ

The [FISHITEM] tag in the creature raw dictates that it needs to be cleaned at a fishery before it's edible.  Not sure what would happen if you put that on a non-vermin land creature :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: FantasticDorf on July 23, 2016, 02:38:48 pm
awh, thanks for the info. hoping this plea gets heard by someone and make the management a bit easier.

weird, i only see 2 automatic, it might be possible with ☼modding skills☼. as for fishing, how do dorfs magically know they shouldnt eat fish until its been cleaned. achievement get +1 point to IQ

Presumably (don't quote me on this because this is a educated guess because its all hardcoded) fishing kills the vermin by [FISHITEM] in its raws, in which the vermin's corpse is then turned into the FISH product that is eaten whole rather than cut apart (another theory is that it a custom effect of to deliver the 'vermin remains' of the fish at the feet of the dwarf). It can't be butchered or small creature dissected normally because of 'no butcher' tags on the creature.

If there are seperate material definitions, in which [FISHITEM] may have a secret hardcoded one that means that in the reaction it can quote the both fish inedible and edible state via  [HAS_MATERIAL_REACTION_PRODUCT]  which is mutual to other inedible things being made edible through a reactionary process (like fat and tallow), the prepared fish requires [EDIBLE COOKED] material definition raws in order to be used in a kitchen supporting this theory.

Edit - Ninja'd by dirst lol.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: fonzacus on July 23, 2016, 02:59:04 pm
IMHO dorfs are the true vermins. wrecking mountains, destroying nature, swimming in lava

all in all, having more automatics should be impossible ATM unless youre willing to break the game. labeling a livestock as a vermin might have a cat attack a 'land vermin', trappers might not be affected. fishers should be fine since fishing means wading in the water waiting for fish to eat your beard. labeling the wool and milk vermin might cause even more trouble than its worth. so yeah, no can do on vanilla, only in dfhacks
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: overseer05-15 on July 24, 2016, 04:19:46 pm
Anyone know how to make a creature drop a porcelain mug on death?
I know it works like
Code: [Select]
[ITEMCORPSE:something:MUG:INORGANIC:PORCELAIN]but I don't know what that 'something' is.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on July 24, 2016, 04:22:01 pm
Nope.

[ITEMCORPSE:GOBLET:NONE (http://dwarffortresswiki.org/index.php/DF2014:Item_token):INORGANIC:PORCELAIN (http://dwarffortresswiki.org/index.php/DF2014:Material_token)]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: FantasticDorf on July 24, 2016, 04:25:24 pm
Anyone know how to make a creature drop a porcelain mug on death?
I know it works like
Code: [Select]
[ITEMCORPSE:something:MUG:INORGANIC:PORCELAIN]but I don't know what that 'something' is.

Yep putnam's right on the money. Goblet is the core type, it'll be automatically re-named into a mug when converting to a HARD MAT type like that anyway.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: overseer05-15 on July 24, 2016, 05:08:10 pm
Actually it now gives me a 'magma' wherever the creature dies.
Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on July 24, 2016, 05:21:57 pm
Did you actually make PORCELAIN?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: FantasticDorf on July 24, 2016, 06:04:08 pm
Did you actually make PORCELAIN?

Porcelain is the 'clay' product of kaolinite putnam. Undefined [INORGANIC] from memory will turn it into screwy lava stone or something like that as described, just make sure its CERAMIC_PORCELAIN as the material type.

Code: [Select]
[INORGANIC:CERAMIC_PORCELAIN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:porcelain]
[DISPLAY_COLOR:7:0:1][TILE:'#']
[SOLID_DENSITY:2403]
[IS_STONE]
[IS_CERAMIC]
[MATERIAL_VALUE:10]
[BLOCK_NAME:brick:bricks]
[NO_STONE_STOCKPILE]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on July 25, 2016, 03:26:31 am
Yes, but overseer05-15 will need to change this line:
[ITEMCORPSE:GOBLET:NONE:INORGANIC:PORCELAIN]
To this:
[ITEMCORPSE:GOBLET:NONE:INORGANIC:CERAMIC_PORCELAIN]

Could also use local_creature_mat:porcelain since that was already defined for use as the tissue. Either works.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: overseer05-15 on July 25, 2016, 10:53:36 am
Sorry i missed these posts because i looked in the wrong thread

Anyways, :CERAMIC_PORCELAIN] does in fact work, just as confirmation.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 14, 2023, 08:18:12 am
Hi!

Is it somehow possible to perform a reaction in fortress-mode without a building? For example like how adventurers to it?
So like if anytime a dwarf gets his hands on the reagents, he executes this reaction.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 14, 2023, 08:44:59 am
in other words: is it possible to get something like a production - line going, without the need to build buildings?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on September 14, 2023, 02:22:20 pm
No, everything is tied to buildings.

Congrats on the necromancy!
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 14, 2023, 03:09:17 pm
 :)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: TheLaughingMiller on September 15, 2023, 12:28:42 am
Hello all.

I'm currently making a bit of a cheat mod that adds Armok's Well, a building that creates things out of thin air, and I'm having trouble with the egg production.

[REACTION:FREE_CHICKEN_EGG]
        [NAME:create chicken eggs]
        [BUILDING:ARMOK_WELL:NONE]
        [PRODUCT:100:10:EGG:NO_SUBTYPE:CREATURE_MAT:BIRD_CHICKEN:FEMALE]
   [SKILL:MAGIC_NATURE]

So far, I've tried BIRD_CHICKEN:EGG, BIRD_CHICKEN:EGGSHELL, and BIRD_CHICKEN:FEMALE, but all these produce generic, unusable eggs instead of chicken eggs. I tried reading the wiki, and I think BIRD_CHICKEN:FEMALE is a step in the right direction, but how do I make the building produce specific eggs and not generic eggs?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 15, 2023, 03:25:11 am
Do you expect these eggs to be fertilized? That wont work anyway.

Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 15, 2023, 03:28:39 am
if you want them to be eatable, check out the Feather Tree's raw. It is using just egg_yolk
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: TheLaughingMiller on September 15, 2023, 04:42:11 pm
I'm mostly trying to get the game to call the eggs "chicken eggs" instead of just "eggs"
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: FantasticDorf on September 16, 2023, 05:13:15 am
Hello all.

I'm currently making a bit of a cheat mod that adds Armok's Well, a building that creates things out of thin air, and I'm having trouble with the egg production.

[REACTION:FREE_CHICKEN_EGG]
        [NAME:create chicken eggs]
        [BUILDING:ARMOK_WELL:NONE]
        [PRODUCT:100:10:EGG:NO_SUBTYPE:CREATURE_MAT:BIRD_CHICKEN:FEMALE]
   [SKILL:MAGIC_NATURE]

So far, I've tried BIRD_CHICKEN:EGG, BIRD_CHICKEN:EGGSHELL, and BIRD_CHICKEN:FEMALE, but all these produce generic, unusable eggs instead of chicken eggs. I tried reading the wiki, and I think BIRD_CHICKEN:FEMALE is a step in the right direction, but how do I make the building produce specific eggs and not generic eggs?

Where you're possibly going wrong is because of the NO_SUBTYPE. Me and Roses was looking at this 4 years ago when i was using it as a generic reagent for reactions (http://www.bay12forums.com/smf/index.php?topic=168353.msg8029618#msg8029618), but obviously here you're extracting eggs from the product.

What you're finding out seems to affirm its the same both ways as a reagent and a product, and should probably be reported as a bug to the Mantis Tracker or to Putnam if they're reading.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 19, 2023, 08:34:33 am
I think it should be

[EGG:NONE:BIRD_CHICKEN:ALL]

or

[EGG:NONE:BIRD_CHICKEN:FEMALE]

or

[EGG:NONE:BIRD_CHICKEN:ANY]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aSpatula66 on September 19, 2023, 01:37:23 pm
 You can't produce eggs through reactions.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: joostheger on September 19, 2023, 02:43:33 pm
You can't produce eggs through reactions.
first post! congrats :-)
why not?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aSpatula66 on September 19, 2023, 03:34:16 pm
I'm not totally sure, but it says so on the wiki. Although the wiki is sometimes outdated or wrong. It's probably similar to why you can't make corpses with reactions.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Schmee on September 20, 2023, 03:43:52 am
I'm pretty new to modding, I thought I'd make a simple mod to create stone warhammers. There's not much to it, just these:

Quote from: reaction_rockhammer.txt
reaction_rockhammer

[OBJECT:REACTION]

[REACTION:MAKE_ROCK_HAMMER]
   [NAME:make rock war hammer]
   [BUILDING:MASON:NONE]
   [REAGENT:boulder:1:STONE:NONE:INORGANIC:NONE]
   [WORTHLESS_STONE_ONLY]
   [PRODUCT:100:1:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:boulder:NONE]
   [SKILL:CARVE_STONE]

Quote from: entity_dwarfhammers.txt
entity_dwarfhammers

[OBJECT:ENTITY]

[SELECT_ENTITY:MOUNTAIN]
   [PERMITTED_REACTION:MAKE_ROCK_HAMMER]

After installing this, the world loads fine but rock hammers are not available on embark. The reaction does show up in the stoneworker's shop, but when I tried to make one the game froze and crashed.
Any advice on what I'm doing wrong?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Ulfarr on September 20, 2023, 04:16:57 am
For embark access:
Most reactions tend to work only on the player's fortress while civ wide weapon access is given by having the necessary weapon token , ie [WEAPON:ITEM_WEAPON_HAMMER_WAR], in the entity's file.

Adding the [CAN_STONE] token to the warhammers, should make them craftable in the same way that obsidian short swords are. If you want to use more kind of stones then you'll have to change their respective [MAX_EDGE:xxxx] to 10000 or higher)

For the crash:
I'm not sure but I think [REAGENT:boulder:1:STONE:NONE:INORGANIC:NONE] is wrong and it should have been [REAGENT:boulder:1:BOULDER:NONE:INORGANIC:NONE]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Schmee on September 20, 2023, 04:36:54 am
I'm not sure that's what caused the crash, as I saw a dwarf successfully collect a boulder and drag it to the workshop before the crash. If the reagent line were invalid then they wouldn't have grabbed a stone.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Putnam on September 20, 2023, 04:50:44 am
Post the crashlog (crashlogs folder), if you have one?
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Schmee on September 20, 2023, 04:52:20 am
I think I've solved the crash. I missed a flag in the product line:

PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:boulder:NONE

On testing, now it seems to work fine! I haven't checked the embark options but I'm not too worried about them anyways.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on September 20, 2023, 07:53:47 pm
You could post the crash log regardless and then Putnam could possibly prevent it from causing a crash in the future
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: accidentphilosophy on February 08, 2024, 03:43:43 pm
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?

Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on February 08, 2024, 05:28:09 pm
Did you remember to add them to the entity you're playing as? There's nothing that stands out about them
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: accidentphilosophy on February 10, 2024, 05:45:42 pm
I sure did! Thank you for pointing that out.

Now that they actually work, I'd like to ask, is it possible to make it so there will always be a product, but only *one* product? That is, so the reaction will always produce a single gemstone.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on February 10, 2024, 05:51:51 pm
apply [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] to all the reagents, and it will always spit out the exact number of desired product.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aradar on April 12, 2024, 01:22:03 pm
Is it possible to make a reaction to make of a container full of water ??

Id rather ask here first before I waste a bunch of time trying.
I don't need  drinking water I just need a container full of water in a workstation to test some some things concerning explosions.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on April 12, 2024, 08:29:03 pm
You can use WATER:NONE as the material side of the product line and it will spit out a ~whatever~ made of water. LIQUID_MISC:NONE:WATER:NONE would be drinkable water, specifically.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aradar on April 13, 2024, 07:58:09 pm
You can use WATER:NONE as the material side of the product line and it will spit out a ~whatever~ made of water. LIQUID_MISC:NONE:WATER:NONE would be drinkable water, specifically.

It could work for what I'm doing I'll have to try and find out working on making a dwarven hydrogen bomb it's going to be pretty hilarious
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Mundus on April 16, 2024, 06:13:03 pm
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:

Spoiler (click to show/hide)

If anybody better versed with reactions could lend some wisdom, that would be greatly appreciated
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on April 16, 2024, 07:44:48 pm
[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.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Mundus on April 17, 2024, 07:28:43 am
[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:

Spoiler (click to show/hide)
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aradar on April 18, 2024, 04:33:20 pm
[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:

Spoiler (click to show/hide)

How exactly are you giving them vampirism with alcohol I'd love to know how you're doing that I haven't messed with vampirism very much but it sounds intriguing I'd love to make a drink that makes someone a vampire exciting!!!!!
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Mundus on April 22, 2024, 12:34:49 pm
How exactly are you giving them vampirism with alcohol I'd love to know how you're doing that I haven't messed with vampirism very much but it sounds intriguing I'd love to make a drink that makes someone a vampire exciting!!!!!

I have made it more convoluted than neccessary, in its most basic form you could do it by create a plant/fruit with an alcohol template that inflicts a syndrome that mimics vampirism. I don't think the dwarf would turn up normally in legends as a vampire (they would not have the proper 'cursed to prowl the night' notes) but in every other way it appears to work properly!

You could probably do the same with Necromancers and Werewolves as well.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Eric Blank on April 22, 2024, 03:54:56 pm
Yeah that's how ive been doing syndromes with powers. If you go one step further and use the material syndrome to grant an on-self-only CDI that links to the curse interaction, then it can link them as a cursed historical figure, and then for instance spread vampirism through their blood.
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aradar on April 26, 2024, 09:16:01 am
How exactly are you giving them vampirism with alcohol I'd love to know how you're doing that I haven't messed with vampirism very much but it sounds intriguing I'd love to make a drink that makes someone a vampire exciting!!!!!

I have made it more convoluted than neccessary, in its most basic form you could do it by create a plant/fruit with an alcohol template that inflicts a syndrome that mimics vampirism. I don't think the dwarf would turn up normally in legends as a vampire (they would not have the proper 'cursed to prowl the night' notes) but in every other way it appears to work properly!

You could probably do the same with Necromancers and Werewolves as well.

Yeah the vampire tricks pretty cool I've been doing a lot of practicing and experimenting around here lately and you definitely could get your vampires in history definitely 100%, and it would be literally easy as hell and they would be everywhere and it would be a nightmare and funny probably depending if that's what you want

Super duper easy using I source secrets and then put that syndrome in an I source secret and then someone will learn it and if you're lucky or depending on your case unlucky they'll teach it to everyone
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Mundus on April 30, 2024, 09:26:38 am
Yeah that's how ive been doing syndromes with powers. If you go one step further and use the material syndrome to grant an on-self-only CDI that links to the curse interaction, then it can link them as a cursed historical figure, and then for instance spread vampirism through their blood.
Super duper easy using I source secrets and then put that syndrome in an I source secret and then someone will learn it and if you're lucky or depending on your case unlucky they'll teach it to everyone

Is there any chance that either of you could provide an example of using an on self only CDI linkingto an interaction? I tend to work best when I can copy and reverse engineer something but I have little to not experience with CDI tokens and most of my downloaded mods I use for reference do not have syndrome examples I can poke at!
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aradar on April 30, 2024, 02:02:57 pm
Yeah that's how ive been doing syndromes with powers. If you go one step further and use the material syndrome to grant an on-self-only CDI that links to the curse interaction, then it can link them as a cursed historical figure, and then for instance spread vampirism through their blood.
Super duper easy using I source secrets and then put that syndrome in an I source secret and then someone will learn it and if you're lucky or depending on your case unlucky they'll teach it to everyone

Is there any chance that either of you could provide an example of using an on self only CDI linkingto an interaction? I tend to work best when I can copy and reverse engineer something but I have little to not experience with CDI tokens and most of my downloaded mods I use for reference do not have syndrome examples I can poke at!
<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
[SYNDROME]

[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]
Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: Mundus on May 01, 2024, 06:54:31 am
<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]

Title: Re: [MODDING] REACTIONS QUESTIONS THREAD
Post by: aradar on May 01, 2024, 01:30:59 pm
<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
Spoiler (click to show/hide)

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