Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 324 325 [326] 327 328 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 996578 times)

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4875 on: April 23, 2013, 09:48:25 am »

By INORGANIC:METAL_STONE you mean, make a separate reaction for each of

INORGANIC:COPPER
INORGANIC:IRON
...
etc.

right?

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4876 on: April 23, 2013, 10:17:50 am »

the stone would be things like copper nuggets tetrahedrite magnetite etc. i know tetra is copper and silver ore inside. so thats why i need to convert tetrahedrote blocks back into tetrahedrite stone so i can then run it thru my smelter to get coper and silver ore

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4877 on: April 23, 2013, 10:24:47 am »

By INORGANIC:METAL_STONE you mean, make a separate reaction for each of

INORGANIC:COPPER
INORGANIC:IRON
...
etc.

right?

TETRAHEDRITE, etc etc.

He wanted his ores back.
Logged
Thank you for all the fish. It was a good run.

Wannabehero

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4878 on: April 23, 2013, 04:04:53 pm »

Code: [Select]
[REACTION:BLOCKS_TO_BOULDERS]
[NAME:squash blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:NONE:NONE][FIRE_BUILD_SAFE]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

This should take any non-wood blocks and let you turn them back into boulders.  However, things like glass and clay bricks can be queried by the reaction to make boulders of those materials.  I personally think that is awesome, I want me some glass boulders.

If you want greater specificity, you can make a series of reactions, calling out the METAL_ORE:X token in the reagent material argument.  Your reagent lines then should look like this:

Code: [Select]
[REACTION:COPPER_ORE_BLOCKS_TO_BOULDERS]
[NAME:copper ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:COPPER]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:IRON_ORE_BLOCKS_TO_BOULDERS]
[NAME:iron ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:IRON]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:SILVER_ORE_BLOCKS_TO_BOULDERS]
[NAME:silver ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:SILVER]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:GOLD_ORE_BLOCKS_TO_BOULDERS]
[NAME:gold ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:GOLD]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:TIN_ORE_BLOCKS_TO_BOULDERS]
[NAME:tin ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:TIN]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:ZINC_ORE_BLOCKS_TO_BOULDERS]
[NAME:zinc ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:ZINC]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:NICKEL_ORE_BLOCKS_TO_BOULDERS]
[NAME:nickel ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:NICKEL]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:ALUMINUM_ORE_BLOCKS_TO_BOULDERS]
[NAME:aluminum ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:ALUMINUM]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:BISMUTH_ORE_BLOCKS_TO_BOULDERS]
[NAME:bismuth ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:BISMUTH]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:PLATINUM_ORE_BLOCKS_TO_BOULDERS]
[NAME:platinum blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:PLATINUM]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

Of course you don't need to use the screw press for this, I just like the thought of pressing your blocks back into boulders   :)
« Last Edit: April 23, 2013, 04:07:20 pm by Wannabehero »
Logged

escaped lurker

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4879 on: April 23, 2013, 04:24:04 pm »

After the need to change my original plan, i have some other questions;

Does [MAX_SITE_POP_NUMBER] restrict the number of citizen in fortress mode, and would "pet" castes be counted as such - thus filling the limit - or just be treated like normal pets?

What i would like to know is if i transform somone from my "Pet" caste into a "Normal" citizen, will i gain "normal" access to its labor menu, or what kind of ills might come with that method?
Edit: Guess i'll have to keep them within the military then - Thanks again for the quick reply Meph

Thanks in advance :3
« Last Edit: April 23, 2013, 04:41:26 pm by escaped lurker »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4880 on: April 23, 2013, 04:35:20 pm »

It wouldnt work, they would be treated as pets. Even if you transform a PET to a non-pet creature, that PET tag remains, oddly enough. There are wonky workarounds, but even then you have troubles with assigning labor, relationships and burials/slabbing/ghosts.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4881 on: April 23, 2013, 06:14:32 pm »

The PET tag doesn't remain, but the flag that says that the creature is a pet does.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4882 on: April 23, 2013, 06:20:21 pm »

thanks wannabehero, but that still doesn't solve my original problem of tetrahedrite blocks, which contain both copper/silver.  I guess I would just do the same reaction but specifying tetrahedrite blocks?

Question, what does ENVIRONMENT_SPEC do?  Does it mean this inorganic material contains these other material's?  I'm asking because I'm trying to remove some stone from my game and if it's the opposite (i.e. if these environment_spec's are actually the only inorganic material's that can contain the parent object, i.e. in this case flint; then I may not want to remove them).

Spoiler (click to show/hide)

also, what does the [sedementary] tag do?  I mean, if I have rock_salt that has [sedementary]; and rock_salt_deposit that has environment_spec's in them.  Could I just pull the rock_salt?  I'm trying to figure out what sedementary does, i'm assuming it means it only exists in certain layers... which means I may inbalance the availability of said inorganic stone.

I may have found the answer, but I'm still confused.

http://dwarffortresswiki.org/index.php/DF2012:Inorganic_material_definition_token
Quote
[ENVIRONMENT_SPEC:stone:type:freq]    Specifies which specific minerals will contain this mineral. See below.

wait... but the same page seems to contradict that
Quote
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.
« Last Edit: April 23, 2013, 06:47:37 pm by thistleknot »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4883 on: April 23, 2013, 06:47:41 pm »

How does that contradict?

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4884 on: April 23, 2013, 06:51:39 pm »

one says
Quote
specifies which specific minerals contain this mineral
so in this case, each enviro_spec could contain flux

Spoiler (click to show/hide)

but...then
Quote
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.

okay, maybe it's saying the frequency of chalk & limestone will occur WITHIN flint... that's the contradiction.  I'm reading the 1st paragraph as chalk and limestone CAN contain flint, but then the next paragraph is saying that FLINT CAN CONTAIN chalk or limestone...

I think I know the answer now...  I think ENVIRONMENT_SPEC are stones WITHIN the parent stone (in this case flint).  What gave it away was the vein, cluster_small, cluster entries.
« Last Edit: April 23, 2013, 06:53:55 pm by thistleknot »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4885 on: April 23, 2013, 06:53:23 pm »

You're thinking of it backwards. If you put [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100] into flint, flint will show up often in limestone, not the other way around.

If you have two minerals, each of which show up in limestone, like so:

[INORGANIC:MINERAL_ONE]
...
[ENVIRONMENT_SPEC:LIMESTONE:CLUSTER:100]

[INORGANIC:MINERAL_TWO]
...
[ENVIRONMENT_SPEC:LIMESTONE:CLUSTER:1]

The former will appear 100 times as often as the latter.
« Last Edit: April 23, 2013, 06:54:58 pm by Putnam »
Logged

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4886 on: April 23, 2013, 06:54:38 pm »

thanks, you helped me from doing a big modding mistake ;)

Dante

  • Bay Watcher
  • Dante likes cats for their corrupt intentions.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4887 on: April 24, 2013, 04:54:21 am »

I searched and only found some tangential answers, so:

1. Is there a way to make a creature drop an item both on death and on butchering? Creatures with ITEMCORPSE drop on death, but seem to drop nothing when butchered.

2. And can I change the way butchery works so that I only get the 'extra butcher object'?
e.g.
I have a tree giant with
  [EXTRA_BUTCHER_OBJECT:BY_TOKEN:HEART]
    [EBO_ITEM:WOOD:NONE:PLANT_MAT:BIRCH:WOOD]
which drops the extra log on butchering (as long as it doesn't have an ITEMCORPSE), but it also drops huge stacks of wood (~400), even though it has NOBONES, NOMEAT, NOSKIN, NOSKULL. Also, NOT_BUTCHERABLE doesn't seem to do anything at all, but the entity I'm using thinks it's okay to butcher sentients, so that might be interfering.

Any suggestions/advice welcome

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4888 on: April 24, 2013, 07:53:57 am »

Has anybody tried reversing the effects of zombification, using CE_REMOVE_TAG and removing all the associated zombie tags from a creature while it is being RESURRECTed?

E: Or using conflicting interaction requirements, like IT_REQUIRES:FIT_FOR_ANIMATION and IT_FORBIDDEN:FIT_FOR_RESURRECTION?

I know that it's practically impossible while the creature is "living", because of ANIMATE having slightly different properties than RESURRECT.
« Last Edit: April 24, 2013, 07:56:01 am by New Guy »
Logged
Thank you for all the fish. It was a good run.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4889 on: April 24, 2013, 09:16:21 am »

Anyone ever added the PET tag to goblins/invaders, to see if they can be tamed after being caught in a cage trap? I assume its not possible because of the civ-alignement, but asking doesnt hurt.

@new guy: Do you mean resurrecting a corpse to make a normal, living being... Or "curing" an undead to make a normal, living being? First one works, second one I dont know.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
Pages: 1 ... 324 325 [326] 327 328 ... 544