Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Shaostoul on April 22, 2010, 09:22:22 pm

Title: --GUIDE-- Shaostoul's Guide
Post by: Shaostoul on April 22, 2010, 09:22:22 pm
NOTE: I've not touched Dwarf Fortress in quite a long time, at least modding wise. I wonder if this is still useful.

>>>>>>>Welcome to<<<<<<<
**Shaostoul's Guide**


IMPORTANT NOTE
All information I post here I test and make sure it works. If I can't test it, someones tested it for me. All information is trying to be kept up to date with the most current version of Dwarf Fortress. If you have a problem with anything either from this guide or not, feel free to either PM me or post on this thread. If you see any issues with any information on this guide, let me know. I'll see about correcting it. Thank you and have a nice day.

MISSING INFORMATION
I know a lot of the information that was contained in the guide is missing. That's because I've moved a lot of the completed stuff to the wiki so I can use the posts for other information. For your convenience here is the wiki version of my guide.
Shaostoul's Modding Guide - Wiki Version (http://df.magmawiki.com/index.php/Shaostoul's_Guide)

WHEN TO GENERATE A NEW WORLD
This question is asked tons. The safest motto to follow is, if you don't know if it needs a regen, just regen.

A new world is needed to be generated when you add any new entries. Like new creatures, entities, items, reactions, etc. I have yet to run into an instance where I can add a new entry and not need to generate a new world.

You can edit existing information, to an extent. With the release of the "DF2010" version, any generated worlds must be edited in the save folder.
Dwarf Fortress->Data->Save->region1->raw->graphics or object

As far as I know, you can edit/change graphics at any time. Please keep in mind, some may not work or might have issues, ask around and people will more than likely help you with any problems.
As new version of Dwarf Fortress come out, I try to make sure that all my information is still working, if something isn't working, I'll help you out with it.

I don't know how many times I've seen people asking the simple modding questions that I believe I've outlined in this guide. I've said the same thing too many times. If you see an offender making a NEW thread asking "why won't my mod work?" Please send them here... I hope they'll spend a little time and read and practice and work through problems, that's what I have to do for this guide.

This project is on going and ever evolving, whether it be slow or fast. I am hoping that with the aid of the Bay12 and Dwarf Fortress Community that this guide will be able to help new and veteran people alike. I always am checking my guide for new posts and am most likely to help you here first and fastest. If a new thread is made, I may or may not look at it. I'm always open even for idle talk and "bs-ing". If you have any questions, comments or input, I wouldn't mind at all if you posted it here or even PM'd me. I'm not a mean person and will more than likely help you to the end.

If you want to get a hold of me on something other than the forum. I have MSN Messenger and Yahoo Messenger. Whenever I'm on the forum, I'm typically on the messengers.
Shaostoul@Yahoo.com
Minsc999@Hotmail.com

I've noticed derailing of topic and such, but that doesn't bother me any more. Just no flaming or arguing with one another. At least keep it semi-productive. Maybe?
Title: Shaostoul's Modding Guide - Useful Pages and Utilities
Post by: Shaostoul on April 22, 2010, 09:23:00 pm
**Useful Pages and Utilities**

Important pages here on the forum.

Custom Workshop Workshop (http://www.bay12forums.com/smf/index.php?topic=54004.msg1158718#msg1158718) - If you need help designing your own custom workshop, use this.

Perfect World (http://www.bay12forums.com/smf/index.php?topic=57428.0) - An amazing utility for designing your own world.

Runesmith (http://www.bay12forums.com/smf/index.php?topic=59056.0) - The new Dwarf Companion. Allows editing of ALL creatures and more.

Dwarf Therapist (http://www.bay12forums.com/smf/index.php?topic=39229.0) - Makes assigning jobs and changing names and more, way easier.

Stonesense (http://www.bay12forums.com/smf/index.php?topic=43260.0) - An isometric viewer for DF.

Soundsense (http://www.bay12forums.com/smf/index.php?topic=60287.0) - A new program that adds more sounds to DF.

Deon's Genesis Mod (http://www.bay12forums.com/smf/index.php?topic=52988.0) I use this, gotta see it to understand.

Mayday's DFG (http://www.bay12forums.com/smf/index.php?topic=53649.0) Gotta see it to understand.

Friendship Enhancer (http://www.bay12forums.com/smf/index.php?topic=55713.0) Want to have any creature do work for you? Use this.

Mushroom Kingdom Legacy (http://www.bay12forums.com/smf/index.php?topic=60195.0) A Mario total conversion, can't wait for this one!

DFHack (http://www.bay12forums.com/smf/index.php?topic=58809.0) The daddy of all hacking, this stuff is important for utility cheating.

Civilization Forge (http://www.bay12forums.com/smf/index.php?topic=31157.0) Gotta see it to understand.

Modders Workshop (http://www.bay12forums.com/smf/index.php?topic=53740.0) Lots of questions get answered here.

Community Mods and Utilities List (http://www.bay12forums.com/smf/index.php?topic=28829.0) That's more or less what this list is, but much much better. (Well... maybe ;P)

Important pages on the wiki.

String Dump (http://df.magmawiki.com/index.php/DF2010:String_dump) - This is where a lot of my information for my guide came from.

Reactions (http://df.magmawiki.com/index.php/Reactions) - This is a good page on the wiki with lots of reaction information.

Temperature Info (http://df.magmawiki.com/index.php/Temperature_scale) - Need help with temperatures? Start here.

Creature Tokens (http://df.magmawiki.com/index.php/DF2010:Creature_Tokens) - This has a lot of information on Creature Tokens.

Plant Tokens (http://df.magmawiki.com/index.php/DF2010:Plant_token) - This has a lot of information of Plant Tokens.

Water (http://df.magmawiki.com/index.php/Water) - Come here to learn how the water works.

Magma/Lava (http://df.magmawiki.com/index.php/Magma) - Come here to learn how the magma/lava works.

Token Categories (http://df.magmawiki.com/index.php/Category:DF2010:Tokens) - A good start for trying to find the tokens you need.

Creatures (http://df.magmawiki.com/index.php/Creatures) - Tons of good information on creatures.

Note

If you feel a page should be added here, let me know via PM or posting on this thread.
Title: Shaostoul's Modding Guide - General Information
Post by: Shaostoul on April 22, 2010, 09:23:19 pm
General Information

Planning...

I've been seeing a lot of posts about small little things, so I'll try to address those here.

Adventure mode reactions!!!
Provided by ToaHero92 (He said he didn't care about getting credit, but this is a sizable chunk of info.
These can possibly go in any reaction_name file. Also you don't have to add them to the civ.
Spoiler: armor (click to show/hide)
Spoiler: weapons (click to show/hide)
Spoiler: ammo (click to show/hide)


Aquifers
Sick and tired of being stopped by aquifers? It's real simple and easy to remove them. Look for these three files.

inorganic_stone_layer
inorganic_stone_mineral
inorganic_stone_soil

Inside of them you'll find the entries for various stones and soils and such. You're looking for a tag specific tag. [AQUIFER] to be exact. Just go through each 3 of the files and make sure to remove [AQUIFER] from all of them. Some may have it, a lot won't. You'll mostly see it in the inorganic_stone_soil file.

Adventure Mode Reactions

It's more or less a fortress mode reaction, but may be a little bit harder for reagents.

Instead of
[BUILDING:BUILDING_NAME:HOTKEY]

it's going to be
[ADVENTURE_MODE_ENABLED]

There is a list of products on the wiki page of my guide. It's missing quite a bit, but I'm too lazy presently to go through and add them all.

The following may be a working reaction for tanning hides in Adventure Mode.

Spoiler (click to show/hide)
Reactions and Buildings

The following vanilla builds can have reactions added and removed from them only. Some of the buildings have reactions that are hard-coded and you can't change. You can't change the appearance of these buildings.

Smelter
Kiln
Kitchen
Tanner

The following vanilla building can have reactions added and removed from it AND you CAN change the appearance of the build or remove it entirely.

Soap Maker's Workshop

Splints and Crutches and (other stuff) are hard-coded and can not be removed. You can however add any of the items to be produced via reaction at any custom or vanilla moddable workshop.
Wiki guide has a products list.

Regarding soils and sand and liquids in reactions...

As far as I still know, reaction reagents can not properly call up items contained in something. You may successfully call up a bag of sand, but you aren't actually calling the sand, you're calling the bag. The same is for liquids, this is why you haven't seen a true blood wine beverage as of yet.

Professions

As far as I know all skills are hard-coded and you can NOT add or remove any. You do however have quite a lot of skills to choose from. There are two lists of skills. One for being used in reactions and one for buildings and labors (I don't have this last list yet.)

Item Subtype, what's that? (Weapons, armor and items)

Item subtype to be specific is...
[PRODUCT:100:1:ITEM:ITEM_SUBTYPE:MATGLOSS:MATGLOSS_SUBTYPE:PART]

Majority of your reactions aren't going to have any item subtype, at least vanilla DF.

For example weapons use a subtype.

[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:STEEL]

Ammo is the same way, but instead of WEAPON, it says AMMO. Toys, crafts, instruments, ammo, weapons, armor, etc. all have that item subtype.

Research

This has been a big subject lately. There is a lot of debate on how to go about it. It would however in essence require dummy items. Research books, research points, whatever you can think up.

These would be reagents used in reactions to allow you to make them.

REMEMBER THAT A REACTION MADE ITEM WILL NOT HAVE QUALITY LEVELS, FOR QUALITY LEVELS YOU ACTUALLY HAVE TO MAKE IT!

If it continues to be in demand and no one else makes it and I get REQUESTS for it, I will make a few examples of 'research' stuff.

Tile sets and graphic sets.

A lot of people worry about whether or not you can change between these for saves. Common in 'community games'. These are completely changeable, much like most of the INI settings.

Worldgen

If you change settings in this, it WILL NOT change anything in your present world, you HAVE to gen a new world for it to work.

As my motto goes with modding. If you don't know if it needs a regen, just regen.

Item Types

I've seen a few questions about wanting to make new item types. The answer is NO. You can not make 'books' you can not make 'scrolls' you can not make 'elaborate nuclear device'

You CAN make a TOY, INSTRUMENT, CRAFT, whatever that is already present and call it book, scroll, elaborate nuclear device. However it WON'T actually be one. You have to use your 'ImAgInAtIoN'.

Water and amphibious dwarfs... flying?

A few questions have gone around about working under water. The answer is no. The same goes for lava. Your creature will say it is dangerous terrain REGARDLESS of any tags you give them... as far as I know. They will not run into the water and swim to where you want them to dig, they will not swam dive into lava and fight your dreaded magma mega beast with spikes of ooze, they will not do any of that.

FLYING it's more or less the same with the water. Your dwarfs treat cliffs as cliffs... They will not fly properly to where it is you want them to work. As soon as they lift off the ground, it becomes dangerous terrain and they cancel.

That's all for now... I'll add more as time goes on.
Title: Shaostoul's Modding Guide - Entity Modding Information
Post by: Shaostoul on April 22, 2010, 09:23:43 pm
Entity Modding Information

Planning...
Title: Shaostoul's Modding Guide - Body Modding Information
Post by: Shaostoul on April 22, 2010, 09:24:05 pm
Body Modding Information

Planning...

Hey shaostoul I have some body modifications I'd like to propose to you

Spoiler (click to show/hide)

this part is so that you don't get an error  saying that TAUPE_SANDY wasn't used

Spoiler (click to show/hide)

and I've tried just using

Spoiler (click to show/hide)
but it just produces an error stating that tissue ADAMANTINE was not found
and this variant
Spoiler (click to show/hide)
just spams the error log for EVERY bodypart for both sexes that tissue ADAMANTINE was not found for BODYPART for SEX using first tissue found instead

this all stems from me posting that I gave my dwarfs adamantine skin and a guy asking me to post the code. So, I decided to try to use your guide (because it's so popular) to post it. If you would do so that would be appreciated greatly. Thank you.
Title: Shaostoul's Modding Guide - Material Template Modding Information
Post by: Shaostoul on April 22, 2010, 09:24:56 pm
Material Template Modding Information

Planning...
Title: Shaostoul's Modding Guide - Reaction Modding Information
Post by: Shaostoul on April 22, 2010, 09:25:16 pm
Reaction Modding Information

This post shall be in two parts. Products and Reagents.

Below is your basic reaction.

[REACTION:AAA]
[NAME:BbB]
[BUILDING:CCC:DDD]
[REAGENT:EEE:FFF:GGG:HHH:III:JJJ]
[PRODUCT:KKK:LLL:MMM:NNN:OOO:PPP]
[SKILL:QQQ]

Available entries for AAA
Anything is really able to be put here, this is how the reaction is called upon in the game.

Available entries for BbB
Anything is real able to be put here, this is how the reaction reads in the game for the player.
You generally want this to clearly state what it is this reaction does.

Available entries for CCC
This is any of the available buildings you have in your version of DF.
Vanilla entries are...
SMELTER
TANNER
KITCHEN
SOAP_MAKER
KILN

Available entries for DDD
This is a hotkey that you designate for the reaction.
The available hotkeys are...
CUSTOM_SHIFT_(A to Z)
CUSTOM_(A to Z)

Available entries for EEE
This is so you can call upon the reagent in the product line. It's more or less the order of reagents.
The available entries are...
A to Z

Available entries for FFF
This is how many of this specific reagent you want.
Any number is a valid entry...

Available entries for GGG
This is the ITEM_TOKEN that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for HHH
This is the ITEM_SUBTYPE that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for III
This is the MATGLOSS_TOKEN that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for JJJ
This is the MATGLOSS_SUBTYPE that the reagent is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for KKK
There is some debate on what this does exactly, I'll leave here how I view it until I test it's wrong.
This is the percentage of the product that is created.
Any number is a valid entry...
If you go over 100 percent you'll end up with a complete product and say you go to 150 percent you end up with a complete product and half a product. If you run the reaction again, you end up with two products instead of one. Repeat.

Available entries for LLL
This is the amount of the product that is created.
Any number is a valid entry...

Available entries for MMM
This is the ITEM_TOKEN that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for NNN
This is the ITEM_SUBTYPE that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for OOO
This is the MATGLOSS_TOKEN that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for PPP
This is the ITEM_SUBTYPE that the product is.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)

Available entries for QQQ
This is the skill that you want to be used for this reaction.
The available entries are... (Please note this list is (potentially) incomplete and not 100 percent verified.)
Spoiler (click to show/hide)
Title: Shaostoul's Modding Guide - Metal Modding Information
Post by: Shaostoul on April 22, 2010, 09:25:39 pm
Metal Modding Information

Planning...
Title: Shaostoul's Modding Guide - Stone Modding Information
Post by: Shaostoul on April 22, 2010, 09:25:56 pm
Stone Modding Information

Planning...
Title: Shaostoul's Modding Guide - Plant/Tree Modding Information
Post by: Shaostoul on April 22, 2010, 09:26:15 pm
Plant/Tree Modding Information

Planning...
Title: Shaostoul's Modding Guide - Creature Modding Information
Post by: Shaostoul on April 22, 2010, 09:26:32 pm
Creature Modding Information

Planning...
Title: Shaostoul's Modding Guide - Creature Modding Information
Post by: Shaostoul on April 22, 2010, 09:27:22 pm
Creature Modding Information

Planning...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: varkarrus on April 23, 2010, 11:07:21 am
I nominate this for sticky status. Once it's finished, at least.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shakzen on April 23, 2010, 03:16:12 pm
I nominate this for sticky status. Once it's finished, at least.

I second that notion.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Meanmelter on April 23, 2010, 03:38:08 pm
I nominate this for sticky status. Once it's finished, at least.

I second that notion.
I Triple that notion.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 23, 2010, 04:31:40 pm
Well that's the thing. I kinda hope it never gets finished. It gives me something to do, I get to help the community and it's kinda fun.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: LordSlowpoke on April 23, 2010, 05:05:45 pm
...Why is the guide on fire, again?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 23, 2010, 07:17:06 pm
I thought fire was !!name!!...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 23, 2010, 09:44:53 pm
Alright so I FINALLY got through the mineral, stone, metal and gem reactions... and can I say - The ******* gem entry was LOOOOOOOOOOOOOOOONG as **** I was beginning to doubt my own existence! I'm not too sure how I'm going to make the workshops look, so if ANYONE has any ideas of how they should look or preference.... They'll probably just look something simliar to the cheat workshop or whatever.... Idno... I'm going to play around with that workshop builder program...

ANYWHO!

Reactions are up only at the present moment, I'll throw in the permitted dealios shortly after this post.

I'll be testing everything, to make sure I get all of em... after I get the workshop done and all, but for now... yeah...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 23, 2010, 10:48:13 pm
Okay everyone the Minerals, Stones, Metals and Gems ALL WORK! The shops work with them as well, don't forget to permit your reactions and buildings!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Cheddarius on April 23, 2010, 11:00:08 pm
Urist McModder has admired a !!Shaostoul's Modding Guide!! lately.
!!Urist McModder!! has died in the heat.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 23, 2010, 11:57:41 pm
That's right! You Urists can't handle this! YOU CAN'T HANDLE IT!

*sniff sniff*

What's that smell?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Goran on April 24, 2010, 02:22:52 am
Please expand with bones, shell, horns, ivory, teeth and skulls.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 24, 2010, 02:32:07 am
I'll give it a try Goran, but from my previous encounters with creature based reactions, it never ends well, I will try though.

However I would like to get plants and trees out of the way first seeing as they are fairly easy.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: xtank5 on April 26, 2010, 02:46:30 pm
I'm going to play around with that workshop builder program...

What workshop builder program?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 26, 2010, 02:54:40 pm
http://www.bay12forums.com/smf/index.php?topic=54004.0

this is the custom workshop builder program.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: xtank5 on April 26, 2010, 02:58:51 pm
Thankyou.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 26, 2010, 03:52:29 pm
Alright everyone, trees and plants are up.

Minerals, Stones, Gems, Metals, Skills, Trees, Plants... All of which are done.

I'm a little iffy on adding products, like beds and mugs and armor and such, partly cause you lose out on quality levels and you already have access to all the materials needed.... even slade.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: xtank5 on April 26, 2010, 03:58:00 pm
I'd still put products in.  You can't exactly make a crystal glass bed any other way. (Moods are too random)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 26, 2010, 04:05:51 pm
Well, I'll probably make basic coding for it and let everyone figure out the mats and crap they want to use. For example...

Spoiler (click to show/hide)

Those are some of the reactions I use, but on the guide I'd take...

[REACTION:CHEAT_001]
[NAME:AAAAAAAAAAA]
[BUILDING:BBBBBBBBBBB:NONE]
[PRODUCT:100:1:DOOR:NONE:CCCCCCCCCC:DDDDDDDDDDD]
[SKILL:EEEEEEEEE]

A=Your name for the reaction
B=Your building the reaction goes to
C=The type of mat (Metal, Wood, Stone, etc.)
D=The specific mat (Granite, Willow, Ruby, Adamantine, etc.)
E=Skill you want to use for the reaction(Optional, can remove entry.)

That kinda dealio

Next step is either creature based reactions (meat, heart, fat, etc.) OR products (beds, doors, hatches, swords, etc. (not armor or clothing))
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Deon on April 26, 2010, 04:54:43 pm
In case of metals CCCCCCCC will say "INORGANIC", not "METAL".
Title: Re: --GUIDE-- Shaostoul's Modding Guide --If you mod, read this--
Post by: Shaostoul on April 26, 2010, 08:34:11 pm
It actually says metal, it works with metal, i've been able to make anything and everything out of that.

but if it makes everyone happy, i'll use inorganic.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Working on creature stuff--
Post by: Shaostoul on April 27, 2010, 04:46:21 am
Alright guys, it's late and I'm getting sleepy, but for now, one of the posts has EVERY single creature in vanilla df listed. (I went through the raws JUST in case.) I didn't know if there was a list already...

WARNING THERE ARE "SECRET" CREATURES LISTED...

There is also a reaction there for making dragon meat. The plan with that is to try to get dragon meat, all organs, fat, bone, skull and skin from it. (Miss anything?)

If you want to help, feel free.

-edit-

now don't i feel stupid? there is a wiki page with what looks like every creature... /sigh oh well, at least i have all the names in caps and in my guide for ease of finding...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Lancensis on April 27, 2010, 08:06:49 am
Sorry if I'm being dense Shaostoul, but if I want to create reactions that use something like "Alchemy" or "Magic_Nature" as the skill, I don't have to add the appropriate job to the entity, do I? Will it just be one of those jobs like Pulling Levers, or Deconstructing Walls, that nobles, children and anyone who is free will do?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on April 27, 2010, 02:06:52 pm
Some of the skills are iffy how they work and what not... but with magic_nature, I don't believe there is anything to enable. Anyone will do the job with that one. However, with alchemy, seeing as there is a labor listing for it, dwarfs will need to have alchemy enabled to do the job.

I didn't add any skills to the dwarf entity file, so I believe you don't have to add anything.

Some skills didn't need any labors to be enabled, while others needed labors enabled.

It's all really hit or miss presently, but that's what I've got. Every skill you see in that skill list, it raised a skill, I tested every...single...skill...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on April 30, 2010, 03:19:21 am
Hey guys, I wanted to bump this. I've made a great leap...

I've got practically everything creature related figured out. The only thing I'm have problem with is shells and bones... if you know anything, let me know.

You'll see a post about creatures and two spoilers in that post. You can more or less figure it out from there, however I'll try to make it even more user/noob friendly.

I've got near every item able to be made, there is a little bit of trouble here and there, but I've more or less got it figured out. I'll have the post above the creature one updated to the item post eventually.

With that said...

THE TWO POSTS TO SEE ARE THE POST ABOUT CREATURES AND THE ONE ABOVE IT WITH NO RED LETTERING... my note post...

Just wanted you guys to know I haven't forgotten about ya. ;)

--edit--

i'm heading to bed, pick up where i left off tomorrow.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: masakhan on April 30, 2010, 08:04:23 pm
What tokens do you use to make seeds a product of your reaction?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on April 30, 2010, 09:36:16 pm
I honestly wouldn't use seeds. I'm working on all the product reactions over the next few days. It'd be a lot safer to use the plant reactions I got posted already and make the whole plant and do what you have to, to get the seeds from said plant.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: masakhan on April 30, 2010, 09:46:17 pm
Its a custom plant with a custom reaction, and the reaction won't produce the seed(I do not want this particular reaction to produce the seed anyways.) I was hoping that I could make another reaction so that the plant is cut into shoots(the seed) so it can be replanted.

PS- thanks for answering my custom building/power question earlier
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on April 30, 2010, 11:07:06 pm
Uhmmm... I believe the product may be...
This is just off the top of my head mind you...

[PRODUCT:100:1:SEED:NO_SUBTYPE:PLANT_MAT:(your plant)]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: LucasUP on April 30, 2010, 11:13:19 pm
I don't know if this is helpful, but I was just going to ask you how to create something MADE from leather (specifically a quiver!), when I figured it out on my own:

Spoiler (click to show/hide)

I think as a newbie to modding the thing I want MOST is how the grammer is formatted (TYPE:SUBTYPE:MATERIAL:MATGLOSS) and then a LIST OF WHAT CAN GO IN EACH FIELD. Right now the wiki is incredibly incomplete, even for older versions, which is giving me a huge headache.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: masakhan on April 30, 2010, 11:43:16 pm
I actually already tried that solution before you posted it, and it only made more of the same plant.
Seeds have their own mat type, so plant_mat wont work.I've devised my own solution, but haven't tested it yet since I'm going to make a couple of reactions and then test them all at the same time.


My theorized solution:
   [PRODUCT:100:3:SEED:NO_SUBTYPE:SEED_MAT:VINES_RATTAN:SEED]
It might need PLANT instead of SEED before the subtype, I am going to test it in a bit.

Ive made a working reaction that uses bones, and one that uses skulls if it helps you.

Snippet from the reaction that uses skulls:
   [REAGENT:B:100:1:SKULL:NO_SUBTYPE:SKULL:NO_MATGLOSS]

Snippet from the reaction that uses bones:
   [REAGENT:100:1:BONES:NO_SUBTYPE:BONE:NO_MATGLOSS]

Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on May 01, 2010, 12:02:43 am
Thanks for the info you two.

@Lucas - I plan to eventually have a list of what can go in what field, once I have a more complete list of working reactions. I figure if I have the guide complete, I wouldn't need that sort of list though. I would play with the Wiki, but I don't know how to format stuff in that, so if someone who is practiced in the wiki wants to contact me, I'd appreciate it. My only question is if it allows... spoiler like stuff so I can make the page just a little more compact.

@masakhan - That may actually be really helpful on the bone part. I'll have to play with that. Hmmm, I'm going to try something real quick for seeds.

Here's a few products.
Spoiler (click to show/hide)

Those aren't official products, I haven't tested them, but I'm pretty sure they'll work.

Hope that helps ya some. There is a seed and plant cloth in there.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: masakhan on May 01, 2010, 12:05:25 am
I was going to make a workshop that converted some items into a custom metal bar called trash...I'll test some of them.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on May 01, 2010, 12:51:38 am
Okie doke. At this point I'm feeling like playing DF, so I'm working on a mega project. Involving water, tons of stone and eventually making my way into the caves. I have 100 z-levels above ground and 100? below ground? idno what that world gen setting does exactly.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: masakhan on May 01, 2010, 12:53:27 am
I just started a fort as well to test my custom reactions...I'm planning on building a giant tower out of trash.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now containing more spoilers--
Post by: Shaostoul on May 02, 2010, 04:09:49 pm
If anyone knows any reactions they use that aren't listed here, let me know and I'll add them.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: TheBox on May 03, 2010, 06:43:42 am
Here's a question for you.  I'm working on a custom workshop for craft goods.  It's using a slightly different concept than usual crafted goods.  Current system takes raw ore or blocks and turns it into a crafted item.  Well, I'm going to a bit more realism, adding a bag of sand (preserved), and a bucket of water (bucket preserved) to the mix.

Basicly, instead of carving something out, it's going to be produced in the smelter via casting.  All of that is well and good and easy enough.  However, the act would raise both crafting and smelting skills.  So, the question of the hour is this, how would I make it up both of those skills?  Adding multiple skill lines doesn't seem to work properly.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 03, 2010, 11:14:00 am
You would probably want to divide it up into multiple reactions. Maybe the furnace operator takes all the goods and makes a "cast" material first. Then the craftdwarf could take the cast back to the craftdwarf shop to finish it, or finish it at the smelter. You could make the cast a new type of stone so that it could be modified beyond base quality.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 03, 2010, 01:52:32 pm
Well, through the testing I've done, DF doesn't seem to use reagents effectively currently. Every way I tried I got the product and if I tried to preserve the reagent, it more used the bag than what was inside.

If I were you, you could try making a new product called crafting sludge (like cement) which could use crafting or w/e to making it. Then you would have a forge or something make a mold. Then you would take both items to the molding shop and you would use both as a reagent and preserve the mold and use the sludge and make it another crafting job?

Just a suggestion.

Containers are used fine, contained products aren't if you want to preserve the container.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 03, 2010, 02:55:25 pm
Any working reactions that place products into vials? I went through the guide section with barrel and bad production, but I didn't see any reactions with vials.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 03, 2010, 03:49:51 pm
Hmmm any examples of what goes into vials? I'll give it a look.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 03, 2010, 04:05:06 pm
I guess we can take an example and use venom...

[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:POISON][PRODUCT_TO_CONTAINER:A]

Try VIAL instead of barrel? It's the only thing I can seem to find that makes sense.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: LucasUP on May 03, 2010, 04:20:47 pm
http://www.bay12forums.com/smf/index.php?topic=56318.msg1219986#msg1219986 (http://www.bay12forums.com/smf/index.php?topic=56318.msg1219986#msg1219986)
Apparently "STONE" is no longer a valid tag with the new version?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 03, 2010, 04:29:24 pm
Every reaction I've made I've been using in my game and every single one has been working for me. But for the sake of it not coming up any more, I suppose I'll change it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Deon on May 03, 2010, 04:31:58 pm
It was working because STONE works as well as NONE now.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 03, 2010, 04:36:27 pm
Well then I'm lost...

-edit-

I'll just go with what I know works, if it works for me, it should work for you. End story. All my reactions are made and tested using the latest version of DF.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: TheBox on May 03, 2010, 07:21:05 pm
Blarg, so there's no way to make a reaction train multiple skills?  Hmm...  I wonder if I can come up with a way to automate it so that they'll do two reactions automatically one after the other...  Anyone know how the automatic skills such as Render Fat work?  Or the farm fields automatically planting when you have seeds?  Perhaps I could make it so that as soon as a dwarf makes the mold, he'll automatically take it and make the crafted item as a second reaction.  Any ideas?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lancensis on May 03, 2010, 07:42:14 pm
Huh. I didn't even notice that rendering fat was automatic now. Anyway, it's [AUTOMATIC] you want. If you have a reaction with that on, like your craft item reaction, as soon as the reagents become available (ie. the mould) the dwarf should preform it. I say "should" because, well.....y'know dwarves.

Oh, and just to avoid confusion, workshops don't really work much like farms, so don't assume if a farm can do something, a workshop can do anything similar.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 03, 2010, 10:27:02 pm
Yeah, farms are a whole different cup of tea, that we can't really touch right now.

I do believe it's just automatic.

You would have to manually produce the two reagents required for the item, unless you have a reaction produce two products, then both workshops would get to work with the automatic tag and then the final workshop would get to work. All of them cept the first one with the automatic tag.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: TheBox on May 04, 2010, 08:13:52 am
alrighty, awesome.  I'll try a few things and post back with my results.  May be a day or two though, got company flying in from out of town tonight, plus work today.  I need to add an [AUTOMATIC] tag to all these computers I need to fix and hire a dwarf or two...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: darksergio on May 04, 2010, 12:21:30 pm
mmm is posible to make a creature tht breath fire and have poisonus blood and a poisoned tail
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Acanthus117 on May 04, 2010, 12:29:50 pm
Hey, Shaostoul, I have a question.

What qualities make good armor? I'm trying to make a special sort of leather, only obtainable from a certain beast, and I want to make its leather much better than normal leather armor.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 04, 2010, 01:09:24 pm
@TheBox - Okay, guess we'll see around then.

@darksergio - breathe fire, yes. poisonous blood, yes. poisonous tail? In which regard? Like a barbed tail or like a scorpion? I believe so then. You would just have to look at the giant desert scorpion for reference then.

@Acanthus117 - I'm not sure... Here's some ideas you could try...

Spoiler (click to show/hide)

I don't know, but is it possible to change the material_placeholder? If it is you could try changing it so your specific leather has to be used? IE cow leather or dragon leather instead of just leather.

For body armor or any armor in that case, raising the armorlevel might do that trick.

layer_size and layer_permit and material_size might help some how, you'd have to do testing.

Not too sure what the [HARD] and [SOFT] tags do exactly, but you could try playing with those.

[BARRED] [SCALED] on the helm might add, added defense.

This is all just guess work on my part, I don't really make new items yet, but that's what looks like might be the most reasonable. I guess I could try testing, but at this point, I'll be doing the same thing as you.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Acanthus117 on May 04, 2010, 01:11:40 pm
I was talking about the stuff like Yield Strength and all that complicated stuff.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 04, 2010, 01:20:15 pm
Hmmm, at that point, I'm not sure, you can always try playing with em to see what you get. Try drastic changes from standard materials. A drastic change would be really easy to spot, small little changes would be quite a bit harder. I'll play around with the armor to see what happens, but again, same stuff you'd be doing.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 04, 2010, 01:45:16 pm
Under tissue_template...

[RELATIVE_THICKNESS:1] <- Might try making a new tissue for your creature for it's scales/leather/chitin/whatever and increase this number.

Under material_template_default...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

These are all different "outer" layers, skin, leather, chitin, that sort of stuff.

The YIELD and FRACTURE for IMPACT, COMPRESSIVE, TENSILE, all seem to be the same within each entry. so you'd probably want to leave those as is. The SHEAR entry seems to have a lower yield and than fracture for some. That'd I suppose imply that it's a harder material. BENDING seems to be on the low end of ELASTICITY for hard materials like BONE and CHITIN, implying less movement.

To really understand all these you need to understand what it means by IMPACT, COMPESSIVE, TESNILE, TORSION, SHEAR, BENDING.

Impact I believe is how well it does with well... impacts. A higher number might make it less susceptible to bludgeoning weapons.
Compressive might imply of how well the item can compress, might influence movement and might also influence how ridged and strong the item is to... bludgeoning blows.
Tensile could imply how well it does with being stretched. Like if you use one string, the tensile strength is to that of the one string and is relatively low and if you hang something too heavy on it, it snaps, if you make it into a rope, with many strands it can take the weight and the therefore, the thing is strong. It's like taking cotton and metal wire, the metal wire obviously has a higher tensile strength cause it can hold a much heavier item.
Torsion is how well something can be twisted. If you take glass, and you twist it, it breaks relatively quick, a large piece of glass allows for a little bit more visible twisting, if you take a sheet of aluminum and twist it, it can twist a decent amount for a metal and still retain its original shape, so this could imply mobility.
Shear strength implies possibly how well the item can be cut. A piece of bread has a low shear strength and you cut it relatively easy with a knife, but if you use a dull knife on the bread, it's compression needs to hold up to the pressure you apply before you can cut the bread or else it deforms.
Bending is well... how well it bends. Chitin or a shell would have relatively no bending as it is a really hard material and has to stay firm or it just breaks and is useless, but you lose out on mobility for strength. Metal has a bending ability, take a knife or a sheet of metal again and you can bend it, however you can bend it only so far or its shape is altered and is now bent, with a cold metal, the metal could bend just a bit and then snap.

With the way the game seems to take all of these numbers. Higher numbers mean stronger armor and more mobile armor IMO.

Hope this helps.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Acanthus117 on May 04, 2010, 11:25:47 pm
alright, will do.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 04, 2010, 11:32:40 pm
Sorry Acanthus, that's about all I can do to help. Hope it helps other people as well. All of it is my interpretation, so it could be horridly wrong. Toady would have to say what everything means to have the best and clear answer.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Acanthus117 on May 04, 2010, 11:33:23 pm
No, really, it's a ton of help. Thanks!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 04, 2010, 11:40:26 pm
Out of curiosity, has anyone made a working shell reaction?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Flaede on May 05, 2010, 04:37:31 am
I found this thread while looking for an answer to that very same question, Shaostoul!

Is  there at least a way to produce RAW turtle that has to be processed? It is my understanding that that is the only way to get shells now, and as near as I can figure, once ponds dry up once, that's it for fishies.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Deon on May 05, 2010, 08:16:58 am
I'm sorry to say that, but your guide is no longer useful for me. I can't find a list of all proper skill names and professions you used to have. Why did you remove/hide it?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 10:10:15 am
I'll get that list back up Deon ;) I was doing modifying to the list and I guess I accidently deleted something I shouldn't of. Just give me a bit. (A minute or so)

Well, when I was working on try to make raw turtles, I made them...

:1:FISH_RAW:NONE:TURTLE:TURTLE

It did produce a "turtle" which was promptly brought to the fishery for processing, but it didn't leave a shell. Is the HASSHELL tag still required?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 10:15:04 am
Deon, list is up. Add some comments to a couple of the skills for clarification.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Deon on May 05, 2010, 10:56:10 am
Thank you. Usually it's faster to check your guide than wiki (which is less organized btw now :)).
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 11:16:48 am
Any other requests? I have extreme extra amounts of time to spare today...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lancensis on May 05, 2010, 11:38:22 am
Any other requests? I have extreme extra amounts of time to spare today...

Living Vermin
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 11:44:54 am
:1:VERMIN:NONE:TURTLE:TURTLE

That's what I've used, which produces a turtle.

:1:FISH_RAW:NONE:TURTLE:TURTLE

Produces a "raw turtle", but upon being processed it doesn't seem to drop a shell.

:1:PET:NONE:TURTLE:TURTLE

A "tame turtle" is made.

To have the vermin scurry about you have to remove the workshop, in which all contained vermin will scamper about. I think you can grab vermin from the workshop without having to remove it.

Still no luck on shells.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lancensis on May 05, 2010, 11:56:02 am
To have the vermin scurry about you have to remove the workshop, in which all contained vermin will scamper about. I think you can grab vermin from the workshop without having to remove it.

Oh aye? Hmmm. So could make a first reaction that creates the vermin, and a second that takes it, and puts it in an animal trap, or cage? And THEN, could I have a reaction that uses that vermin alive, or does it fall afoul of the game's inability to detect things inside containers?

And what about a custom vermin that produces a nasty substance? If it's trapped in the workshop, will it emit its poison?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 12:13:16 pm
I don't know the animal trap reagent. I suppose it could be animaltrap, but idno...

but what I recall doing was using cages.

so something along the lines of...

[REAGENT:A:1:CAGE:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:VERMIN:NONE:TURTLE:TURTLE][PRODUCT_TO_CONTAINER:A]

This will force you to use an empty cage to put the vermin inside of. Which you then have in something...

You then make animal traps at either the forge or carpenters.

You place the cage with the vermin and you unassign it from the cage and a drawf should take an animaltrap and it will now be in an animal trap (which is what I believe vermin are supposed to be in)

I think you run into the messed up container thing, but I guess it would depend on what you're trying to use it for.

So like a vermin that has a secretion that's poisonous?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lancensis on May 05, 2010, 01:17:29 pm
Yeah. One that secretes toxic gas, perhaps. Or bites, I suppose, but that seems less likely to work (and hard to test)
I suppose if vermin stay in the workshops, I could make it so reactions occasionally create a "ghost" that hangs around and haunts the workshop, but it'd be good if the ghost had some bite, beyond freaking out dwarves that don't like them.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 01:27:54 pm
Well I don't know how well secretions and all that jazz work with vermin.

You're also going to be stuck with "debilitating" effects, I don't think there is a "fear" kinda deal yet or delusions or hallucinating effects.

An easy way to try it might be making a vermin with a secretion like the plump helmet man I saw that "puffs" smoke or w/e occasionally and see if you can get a vermin to do the same thing. Again... Vermin are a very... confusing.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 05, 2010, 03:41:57 pm
Any idea what the PERMITTED_JOB tag is for alchemy?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Mephansteras on May 05, 2010, 03:59:01 pm
Useful guide, thanks!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 05:00:18 pm
My guess masakhan... Herbalist, partly because they are sometimes referred to as alchemists.

Well hmmm, I just looked over the string dump and Herbalist for the job seems convincing, it's the only thing that'd make sense under the dwarf entity listing.

However seeing the ALCHEMY skill and the HERBALISM skill, it really makes it iffy.

I'd say try ALCHEMIST, cause I suppose that's what you would call a person with the alchemy skill, but alchemy or something rendition of alchemy for a job, is not present under any listing that i saw.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 05:52:32 pm
I've been fiddling with making underground plants, and am currently working with trying to make a plant who's thread can be smelted into metal.  Right now, the plant works.  The metal works (tested it by generating a free metal reaction that simply cost one unit of fuel).  The thread works and can be worked.  However, the thread->metal conversion does not work.  Once I get that working, I can hopefully balance the plant and metal value-wise to get something rather valuable, but not overpowered.  Maybe then, after that, I'll make an underground plant that can be harvested for fuel on those maps without sedimentary/flux stone and inconveniently deep magma. :D

Anyways, the plant:  Currently it shows up as a white square when harvested, but other than that it works fine.  Also, if you replace [THREAD:LOCAL_PLANT_MAT:THREAD] with [THREAD:METAL:THREAD], as I tried to do to make a shortcut of threads that could be melted, the game will crash during worldgen.
Spoiler (click to show/hide)

Next the reaction (I forgot to put the permissions to run this reaction into the entity folder for the longest time.  Felt rather dumb after that.)  So far, the option to make this reaction never appears on the smelter.
Spoiler (click to show/hide)

Finally, the metal itself.  I plan to re-edit this now.  Currently, it is better than iron or steel in all ways except it melts at gold's temperature.  When I get around to remaking this, I plan to have it be rather dull (somewhere between copper and bronze) but have exceptional tensile strength.
Spoiler (click to show/hide)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 06:15:00 pm
Well with your problem of the white plant...

[PICKED_COLOR:7:7:0] <--this

7:7:0 is white or gray. The 3rd number (zero in this case) can be either 0 or 1. 0 = dark, 1 = bright

You can try 0:3:0, see how that looks. Should be a dark cyan color with a black background.

http://df.magmawiki.com/index.php/Color

try that, if you can't figure it out, I'll help you pick the color.

...next...

[REAGENT:A:15000:THREAD:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD] <--- this

You need 15000 thread.... try 1

If you don't have the required amount of reagents for the product, you don't have enough material.

...next...

I'm not seeing what you need help with for the metal, except your display color is wrong again...
I believe with the 1:2:3 numbers... it should be something like. A blue item on a green background, but the 3 number needs to again be either 1 or 0
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 06:22:35 pm
Ah, ok, I'll try those values for colors and such.  That was a minor issue, but one that annoyed me.  I was thinking it was RGB values and working accordingly.  Strangely enough, the 1:2:3 combination for the mithril gave me a lovely dark blue color, much like kimberlite.

Also, the 15000 thread?  That's because a "Thread" item has 15000 thread in it.  This is mostly for stitching (1 stitch = 1 thread).  It takes 15000 thread to make one cloth item.  Likewise, bars are now 150  bars per item.

I'll try this out though, since last time I tried it, I forgot to enable the reaction in the entity file.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 06:29:25 pm
Well that's where to oddness lies with the new system. I think it's able to use the individual threads for certain things like sutures, but not so for reactions, seeing as thread appears as a singular item. However, you might run into a problem where say you have a full thing of thread, then some of it gets used so you're down however much from 15000, it might not be usable in the reaction any more.

It's just a guess.

For dye I think it's RGB values, for items I believe it's always the foreground:background:brightness.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 06:31:45 pm
Ah, ok.  Anyways, tested the 1 thread reaction, it didn't work.  I suspect I'm calling the thread wrong in the reagent line of the smelt reaction.  Other than that, I have no idea what's wrong.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 06:36:03 pm
[REAGENT:A:15000:THREAD:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD]

Try without the "THREAD" on the end.

It's already in the reagent in the beginning, so calling on it again might be totally killing the reaction, if it works with the :1:THREAD, try :15000:THREAD and see what happens.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 06:51:35 pm
Well, the reaction popped up on the smelter when I selected it.  Only...I had no mithril cotton to work with.  Removing that last thread made it a free reaction.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 06:53:01 pm
Wish I was better with reactions. I'm going to see what I can find... and see if any of it can help.

-edit-

maybe...

[REAGENT:A:1:THREAD:NONE:NONE:NONE][REACTION_CLASS:yourplant]

this is for adamantine...

[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]

So I guess it needs to be 15000... for reagent, maybe "ORGANIC"
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 06:58:11 pm
I removed the thread at the beginning.  It worked, but the dwarf took 9 units of coal and 2 pieces of cloth to make the wafer.  Honestly...I might do some fiddling and keep it like that.  The stuff is supposed to be rare after all. :D
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 07:01:58 pm
What's the reaction you're using?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 07:08:56 pm
Wait, wait, I was wrong.  Something awesomely weird and broken is happening XD

I was smelting mithril cloth, I had bought some at the embark for expediency, not mithril thread.  The reaction works perfectly with mithril thread.  However, if you use mithril CLOTH, the game breaks.  The dwarf will grab EVERYTHING nearby that isn't nailed down until he finally reaches two items of cloth.  Wood.  Meat.  BEER.  Plants.  Seeds.  Bags.  EVERYTHING!  My smelter dwarf just used up all of the fort's supplied, and five previously made mithril wafers, to make one mithril wafer out of two pieces of cloth.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 05, 2010, 07:14:38 pm
I've had that happen before when I was trying to find the reaction for seeds;it's because the reaction is declared properly.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 07:16:16 pm
I've had that happen before when I was trying to find the reaction for seeds;it's because the reaction is declared properly.

Are you sure?  That doesn't sound rather proper.  Any ideas on how to fix it?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 05, 2010, 07:18:22 pm
You fix it by declaring the reagent properly.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 07:20:34 pm
Yes, that's what we're trying to do. Any ideas how to declare the regent properly?

Current reaction, with the occasional accidental dwarf black hole reaction:
Code: [Select]
[REACTION:MITHRIL_WAFERS]
[NAME:make mithril wafers]
[BUILDING:SMELTER:NONE]
[REAGENT:A:15000:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:MITHRIL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 05, 2010, 07:23:54 pm
NO_SUBTYPE in the product line should be INORGANIC, I believe.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 05, 2010, 07:29:42 pm
Try:
[REAGENT:A:15000:CLOTH:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 07:30:48 pm
NO_SUBTYPE in the product line should be INORGANIC, I believe.

Nope, still didn't work.  And the black-hole happens even when you have thread.  I was just lucky before.

Try:
[REAGENT:A:15000:CLOTH:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD]
I'll try that.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 07:35:51 pm
I'd like to point out this is what I like to see. =D People helping people.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 05, 2010, 07:37:21 pm
Also try:
[REAGENT:A:15000:THREAD:NO_SUBTYPE:PLANT_MAT:COTTON_MITHRIL:THREAD]
[REAGENT:A:15000:CLOTH:NO_SUBTYPE:PLANT_MAT:COTTON_MITHRIL:THREAD]

I think NONE only works in the product declaration?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 07:54:24 pm
Try:
[REAGENT:A:15000:CLOTH:NONE:PLANT_MAT:COTTON_MITHRIL:THREAD]

Worked perfectly.  :D  It takes two bolts of mithril cotton cloth to make one bar o' mithril.  Thanks.  Now to go edit things to more reasonable levels and then think of my next project.  I was thinking maybe creating a plant that can be harvested for feul.  Like seeweed in olden days.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 05, 2010, 07:55:37 pm
Well I gotta go for now, I'll play with the idea and see if I come up with anything.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: masakhan on May 05, 2010, 08:01:05 pm
Did they collect the thread for the reaction, or did they grab pieces of cloth instead?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 05, 2010, 08:06:13 pm
Did they collect the thread for the reaction, or did they grab pieces of cloth instead?
They ignored the thread and went straight for the cloth.  Considering this is metal for nothing, I'm not worried about a couple extra steps added.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Flaede on May 05, 2010, 08:35:37 pm
Shaostoul, it sounds like you are making "turtles" like I made "dwarves" in the previous version. Random vermin that ACT like they are what they're supposed to be, but aren't actually. It's like fairy gold. Fairy-turtles?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 06, 2010, 07:42:19 pm
Its awesome that you have a working slade reaction, but I can't make any weaponry out of it except rock short swords. is there anyway to nudge slade into the metalsmith's weapon menu? (or a custom reaction way to make warhammers or armor specifically out of slade?)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 06, 2010, 08:10:14 pm
Well, Aklyon... I'll get a little specific...

You need to take this (slade entry)
Spoiler (click to show/hide)

And make it into a metal (like adamantine)
Spoiler (click to show/hide)

You have to find out all of which you need to fix/change, to turn it into a metal. I would do it the way adamantine is done mostly. How it has "raw adamantine" which is the stone and the "adamantine wafers" which is the metal. You don't have to make the slade wafers though. If you want, I could try to change the entry around to make it work, but I'm not going to test it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 06, 2010, 09:14:52 pm
Ack, I thought you were talking to me Shaostoul.

Curse you Aklyon for having a name that's only two letter different than mine!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 06, 2010, 10:26:19 pm
Ack, I thought you were talking to me Shaostoul.

Curse you Aklyon for having a name that's only two letter different than mine!
Curse you too! I thought the forum had glitched and said my post was new again!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 06, 2010, 10:28:07 pm
w/e... it's to whoever needed the slade entry about metal. my offer still sorta stands... playing killing floor at the moment.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 06, 2010, 10:29:58 pm
I'll test it if you want, Shaostoul. If i'm going to make a cheat fortress, i might as well cheat as much as possible.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 06, 2010, 10:31:31 pm
Whatever works. As I said before, just try to "copy" the way adamantine is. (raw ada and bar ada)

Seems like slade already has the ground work for it to be a metal, so there's a lot you don't have to worry about. Just making it an actual metal is the issue now.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Grimlocke on May 07, 2010, 02:03:34 am
Remove [IS_STONE], tadaaa! your done.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: meeneque on May 07, 2010, 02:20:35 pm
Just a friendly bump to keep it on top until stickified!
Great job!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 07, 2010, 02:21:56 pm
Remove [IS_STONE], tadaaa! your done.
****, i wasted an hour trying random things and come back to the simplest answer possible! :-[
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 07, 2010, 03:03:23 pm
Well, I think there is other stuff you've got to add/remove to make sure it's a fully functional metal like all the others, but it seems, that is the... easiest, method.

@meeneque - thanks =-D
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Slade Weapons & Armor!--
Post by: Aklyon on May 07, 2010, 04:39:08 pm
Huzzah! Sladite! (didn't want to call the metal Slade just in case it caused a problem)

[MOLAR_MASS] borrowed from lead, [MAX_EDGE] borrowed from adamantine.

Spoiler: Sladite! (click to show/hide)


Spoiler: Sladite Bars (click to show/hide)

Info: a sladite shield weighs only 2Γ, a short sword weighs 60Γ, both sladite crossbows and sladite war hammers weigh 80Γ, a battle axe weighs 160Γ, a stack of 25 sladite bolts weighs 250Γ, a breastplate weighs 442, and a sladite cloak is probably the most ridiculous thing a dwarf can wear, it weighs 662Γ. you can find out the rest if you want.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 07, 2010, 04:44:45 pm
That's crazy.

We need to be sure to get the normal slade cause of its use. (I wasn't sure if you changed that at all.) You could leave it slade, it just might be a little confusing getting used to it. So there's slade which is the stone and the sladite ore which is in the slade? I find that completely acceptable. I thought slade had a molar mass and max_edge? Guess not... Anywho, those weight numbers are really weird.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 07, 2010, 04:56:55 pm
no, i didn't change slade the HFS rock,just added the ore, so its most likely still unminable.
i could rename the rock if you want, i just need a name for it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 07, 2010, 06:00:50 pm
No that's entirely fine, I think it's suiting. Might confuse some people who are use to slade already.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 07, 2010, 06:32:37 pm
no, i didn't change slade the HFS rock,just added the ore, so its most likely still unminable.
i could rename the rock if you want, i just need a name for it.

Why make it mineable when you can make it...growable!

Though, honestly, that's just me being silly, growable metal is my own personal madness.  You could always make it a smelter reaction.  Put 100 random stones it, get one ultra usable stone.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 07, 2010, 06:57:51 pm
no, i didn't change slade the HFS rock,just added the ore, so its most likely still unminable.
i could rename the rock if you want, i just need a name for it.

Why make it mineable when you can make it...growable!

Though, honestly, that's just me being silly, growable metal is my own personal madness.  You could always make it a smelter reaction.  Put 100 random stones it, get one ultra usable stone.
I already use a smelter reaction (i should have put that in the post, shouldn't I?). I used one of Shaoshoul's reactions from the first page, but renamed to fit with the naming style I use with the rest of the custom smelter reactions I have.

Specifically, I used this:
Code: [Select]
[REACTION:FREE_SLADE]
[NAME:Slade!]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:SLADE]
[SKILL:DETAILSTONE]
The skill could be changed i guess, i just like getting experienced engravers without have to deal with the bad engravings ;D , so they make various colored rocks, bauxite, and now slade until they're decent.

combining dozens of rocks though, could be used as a plausible explaination for why the stuff is so dang heavy..

EDIT:not every dwarf can wear Sladite armorclothes (they're pretty much the same if you're using sladite, so no use seperating the two). Make sure that your chosen dwarf is quite strong (or whatever the new stat for "can carry very heavy armor" is), because while it would be a good idea to put the weaklings in sladite armorclothes to protect them, it would be like carrying several very large boulders on top of yourself: not very productive.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Grimlocke on May 08, 2010, 01:00:59 am
The stuff is about 18 times as dense as lead. Now you must find your weakest of peasants, and armour and arm him with every slade item you can. See if he moves at all once hes done putting them on.

Actualy that could be fun way to incapacitate your criminals. Make a boot item called ball & chain, make is preposterously heavy, and assing it to some trouble making dwarf.

Also any material has a molar mass and a max edge if it loads any template at all (even booze has a max edge). I think the metal template slade loads has the values of steel in it. And, molar mass isnt realy used at all according to toady's comment in the stone template.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 08, 2010, 04:58:37 am
I'd just like to point out my last 4 artifacts have needed shells... there are no shells to be seen... I wish we had a working reaction for shells or "real" turtles.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Grimlocke on May 08, 2010, 05:49:38 am
Doesnt the FISH_RAW item type work?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 08, 2010, 11:07:59 am
interesting. my metalsmith, who has "is incredibly strong" in her description, went Extremely slow when hauling the slade over to the other smelter that had the smelt ore job, but seemed to go at normal speed when carrying the -sladite pick- (100 weight). she was a bit slow compared to a second novice miner who had a copper pick, though.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Alkyon on May 08, 2010, 01:34:29 pm
I'd just like to point out my last 4 artifacts have needed shells... there are no shells to be seen... I wish we had a working reaction for shells or "real" turtles.

Personally, I find having "free" reactions (like vermin->charcoal) rather cheep, which is why I was excited when someone modded in cave pigs.  Milkable pigs with shells, the females are even trainable as war pigs.  The whole trainable female thing was for balance since the cave pig already does everything else, it really makes you value your sows.

Anyways, check it out if you're tired of shell problems:  http://www.bay12forums.com/smf/index.php?topic=53533.0 (http://www.bay12forums.com/smf/index.php?topic=53533.0)
Title: MEGH
Post by: Wideman on May 08, 2010, 06:15:43 pm
:(    been at this for days lol .. im new to forums after getting completly stuck on this reaction oh and i totally luv DF XD but ne ways

is this correct cuz ive tried loads of different ways to it but this is the latest try

Code: [Select]
[REACTION:SILTSTONE_TO_ALABASTER]
[NAME:make alabaster from siltstone]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:INORGANIC:SILTSTONE]
[PRODUCT:100:5:INORGANIC:ALABASTER:ALABASTER]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 08, 2010, 06:24:36 pm
This should work:

Spoiler (click to show/hide)

Remember to add [PERMITTED_REACTION:SILTSTONE_TO_ALABASTER] to the entity file under the dwarves.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wideman on May 08, 2010, 06:27:30 pm
OH THANK YOU THANK YOU LOL
 wow!! that was quicker than expected lol i thought i wouldve had to wait till like tomorrow in  oh wait it is LOL (i live in wales uk)

soo!! what was i doing wrong please explain

P.S  will i have to re-gen as its a new reaction nd all.... i have read all of this thread but the wiki sais otherwise lol........

P.P.S  it dont work bud .. i added it to the entity list [PERMITTED_REACTION:SILTSTONE_TO_ALABASTER]

and loaded game (after ofc insearting the reaction into the file) then loaded save and it dont works :(
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 08, 2010, 06:38:50 pm
You could regen, but you don't have to. Under an existing reaction, add everything I posted in my last post BUT the [REACTION:SILTSTONE_TO_ALABASTER] line. Leave that out.

For example:

1. Pick a useless to you reaction, for this small tutorial, it will be [REACTION:PEWTER_FINE_MAKING2] (this is mainly because pewter has a few ways to make it).

2. Delete these lines:
Spoiler (click to show/hide)
(this is assuming you want to use fuel)

You should be left with:

Spoiler (click to show/hide)

3. Add these lines:
Spoiler (click to show/hide)

It should look like this:
Spoiler (click to show/hide)

Doesn't work eh? I'll get started on it once I'm done updating my mod. Expect an update in a few minutes.

Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lokii on May 08, 2010, 06:41:46 pm
Erm... I need a bit of help. I'm trying to make a new civ, but it won't show up. I'm putting the raws above the Mountains entity file and the dwarves in the creatures. I'm not sure if I'm doing something wrong, or putting something in the wrong place, though. Here are the files:
Spoiler: Entity (click to show/hide)

Spoiler: Creature Files (click to show/hide)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wideman on May 08, 2010, 06:42:19 pm
ok thanx ill try it now byt i think my gf's parents are gonna turn off inetz in like 20 soo ill have to be quick XD .. if dont get back to you tonite i will later on in the day .... (its 20 to 1am over here lol)


P.S  ok it works perfectly thanks bud.... oh yeah the p.p.s on my 2nd post was after you gave me the first response .... but u still havent told me what i did wrong.... but tell me like tomorrow yeah cuz ive gtg as the inets is being switched off in 3mins :( so nite PPLS
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 08, 2010, 06:53:10 pm
P.S  ok it works perfectly thanks bud.... oh yeah the p.p.s on my 2nd post was after you gave me the first response .... but u still havent told me what i did wrong.... but tell me like tomorrow yeah cuz ive gtg as the inets is being switched off in 3mins :( so nite PPLS


It works now? Strange, I haven't changed anything in my tutorial/ thing. What you did wrong was that you were missing a lot of the tokens that define what the reagent is and what is being produced. You had in the product line just inorganic. The game will not know if it is a metal or a stone if you just have that. Same with the reagent, you didn't give the game the info it needs to look for the reagent in the raws.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wideman on May 08, 2010, 06:58:03 pm
oki ive beenn able to persaude my gf's mum to let us stay up for an 1hr  but what i was onabout was this
Quote
This should work:


Spoiler (click to show/hide)
[REACTION:SILTSTONE_TO_ALABASTER]
[NAME:make alabaster from siltstone]
[BUILDING:SMELTER:NONE]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:SILTSTONE]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:ALABASTER]


Remember to add [PERMITTED_REACTION:SILTSTONE_TO_ALABASTER] to the entity file under the dwarves.

that wat i was on about not that the tut didnt work lol as that did with a minor adjustment (didnt want to use fuel XD)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 08, 2010, 07:06:23 pm
Did you have any fuel when you tested the reaction? If not, then that's why it didn't work the first time.

Erm... I need a bit of help. I'm trying to make a new civ, but it won't show up. I'm putting the raws above the Mountains entity file and the dwarves in the creatures. I'm not sure if I'm doing something wrong, or putting something in the wrong place, though. Here are the files:
Spoiler: Entity (click to show/hide)

Spoiler: Creature Files (click to show/hide)

Firstly, some jobs don't have brackets at the end:

This:
Spoiler (click to show/hide)

Should be this:
Spoiler (click to show/hide)

They aren't spawning because the creature's name  in the entity file is misspelled.

This is the entity file: [CREATURE:AAROKOCKRA]

This is your creature: [CREATURE:AAROCOCKRA]

Those two need to be spelled the same.


Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wideman on May 08, 2010, 07:09:31 pm
lol no no no lol

i was on about when you posted the solution the first time to my problem ..... i p.p.s like for that not for the tut lol
in the tut u put up i just didnt keep the fuel tag as i didnt want to use fuel ....
my fuel is very precious.... its just i hev 5021 silstone nd i wanted it gone nd i needed alabaster but i wanted it for my hospital to get the powder stufff but  the poeder alabaster produces is the same as gypsum :( lol so it the hospital didnt take any of it lol byt WTH
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lokii on May 08, 2010, 08:08:38 pm
.../facepalm

Although what I did have seemed to do an odd thing with world-gen where goblins were peaceful, elves were gone, and kolbolds survived for once. :\
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 08, 2010, 08:11:24 pm
The elves were.....gone? It's a miracle! You sir, did something of epic proportions.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wideman on May 09, 2010, 06:44:49 am
lol i keep getting somthing like that but i only have 1 civ of dwarves 1 civ humans no kobolds no goblins and no elves i dont know hhow i did it but it seems to be the same in each world i gen time after time nd so on... also i dont get any seeds too embark with or trade like wth...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 09, 2010, 11:44:23 am
Could you help me get this reaction working? I'm trying to get it to use any plant as a reagent:
Spoiler (click to show/hide)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wideman on May 09, 2010, 02:39:11 pm
ok i dont know much but... have you tried it without the fuel tag??
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Lancensis on May 09, 2010, 02:55:11 pm
Are the plants you want to use in containers, Dragon? That's always trouble...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 09, 2010, 05:24:32 pm
@Everyone - Hey sorry I've been a little absent as of late, I've been working on my helicopter schooling stuff and playing Killing Floor or Aliens Vs Predator.

@Dragon1423 - Well for starters, you need to have access to charcoal or some kind of fuel. [FUEL] try removing that and giving it a go.

Both reagents are fine, but your plant CAN'T be contained in anything.
You could try [REAGENT:A:5:PLANT:NONE:NONE:NONE]

Keep in mind you need FIVE plants for the reaction, presently this is how it stands...

You need a fuel, an empty barrel and 5 "plants". If you don't have all of those or the reagent is wrong some how, the reaction in the building WILL NOT show up.

Also, making sure that you have the entry in the entity_default [PERMITTED_REACTION:FUEL] and [PERMITTED_BUILDING:REFINERY]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: xtank5 on May 09, 2010, 05:30:39 pm
You should put:
Quote
You will find you custom reactions listed in the Manager job menu (keystroke: j,m,q).  You will not find them in your custom workshop.
at the top somewhere.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 09, 2010, 05:36:57 pm
Isn't that only if you've got a manager?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: xtank5 on May 09, 2010, 05:39:00 pm
Nope.  You always have to use the manager menu in order to get anything done with a custom reaction.  You also need a manager.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 09, 2010, 05:44:07 pm
I've practically never used the manager menu, only some time in the 40d series. I haven't had any issues...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Hygrom on May 09, 2010, 06:53:44 pm
Ive always been able to just use the workshop the reaction is based in, the manager just speeds it up.(ordering it to be done that is.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 09, 2010, 06:56:31 pm
I'm used to not using the manager, so yeah....
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 09, 2010, 07:16:34 pm
Ive always been able to just use the workshop the reaction is based in, the manager just speeds it up.(ordering it to be done that is.
seconded. My reactions all show up in their places.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: xtank5 on May 09, 2010, 07:17:29 pm
Huh.  That's weird because mine never do.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Daywalkah on May 09, 2010, 08:19:03 pm
@Dragon1423 - Well for starters, you need to have access to charcoal or some kind of fuel. [FUEL] try removing that and giving it a go.

Both reagents are fine, but your plant CAN'T be contained in anything.
You could try [REAGENT:A:5:PLANT:NONE:NONE:NONE]

Keep in mind you need FIVE plants for the reaction, presently this is how it stands...

You need a fuel, an empty barrel and 5 "plants". If you don't have all of those or the reagent is wrong some how, the reaction in the building WILL NOT show up.

Also, making sure that you have the entry in the entity_default [PERMITTED_REACTION:FUEL] and [PERMITTED_BUILDING:REFINERY]

Firstly, sorry for the lack of response, mother's day kept me busy...

I forgot that I re-did the entity file and never had a permitted reaction to it. Sorry for the trouble.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 09, 2010, 08:28:45 pm
Huh.  That's weird because mine never do.
do yours all have [PERMITTED_REACTION] and everything?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: LegoLord on May 10, 2010, 05:40:39 pm
What is the item token that I would use in a reaction to make an extract?  Such as that which is produced by the job "process plants (into barrel)?

The list of 2010 item tokens on the wiki is rather pitiful.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 10, 2010, 07:04:26 pm
Well if you look on my guide, it seems... liquid extracts are classified as drinks and are to be put into a barrel. I'm not too sure about the powders. Look on my guide, you should find a list of a bunch of products, maybe you could decipher what it is you want.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: LegoLord on May 10, 2010, 08:59:13 pm
Yeah, I've looked at the guide.  The guide is huge, and most of it is pre-made reactions (which help a lot with initially learning, but when you need a quick reference are very cumbersome).  The only list of tokens I could find was the labor tokens list.  Wouldn't it be easier to make wiki pages for this stuff?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 11, 2010, 12:35:23 am
It could be easier that way LegoLord, but in all honesty, it may even be bigger than the first page of this thread. I know referencing stuff in the guide is hard, but it's still a work in progress.

Also... I don't know squat about editing/adding/removing stuff on the wiki.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 11, 2010, 03:17:50 pm
bumping the guide so it's on the first page again.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: xtank5 on May 11, 2010, 04:29:05 pm
I nominate this thread for a sticky.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Aklyon on May 11, 2010, 04:31:52 pm
I nominate this thread for a sticky.
seconded!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: derigo on May 11, 2010, 05:27:55 pm
Yeah, I've looked at the guide.  The guide is huge, and most of it is pre-made reactions (which help a lot with initially learning, but when you need a quick reference are very cumbersome).  The only list of tokens I could find was the labor tokens list.  Wouldn't it be easier to make wiki pages for this stuff?

The wiki has lists of tokens. 
http://df.magmawiki.com/index.php/Token

Yes, the wiki's tokens are usually just copypastad from 40d at this point, so they are not necessarily current or correct.  The string dump is useful for finding miscellaneous tokens that you're unsure of.
http://df.magmawiki.com/index.php/String_dump
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 11, 2010, 05:37:24 pm
So what, you guys want a list of all the tokens?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: derigo on May 11, 2010, 05:39:48 pm
Pretty sure that's the wiki's job. 

Say, come to think of it, ANYONE can edit the wiki.  That's what a wiki IS!  lol
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 11, 2010, 05:51:12 pm
Well derigo, as I said before, I'm not sure about doing anything fancy on the wiki, it'd more or less a huge wall of text. If someone cares to teach me about fancy stuff, especially if there is any spoiler like tags that are on the forum.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: derigo on May 11, 2010, 06:09:23 pm
I edited the wiki(or any wiki for that matter) for the first time, yesterday, so I'm certainly no expert.  I haven't read through this entire thread, so I dunno what kind of things you've thought about doing to the wiki.  But as far as tokens go, the organization is already in place; the tokens have been split into their categories.  The actual tokens on the subpages just aren't described very well in most cases, and many tokens are missing or deprecated. 

If you're interested in fixing up the wiki, start small and go from there.  Fix some of the token entries, elaborate on some of the descriptions, no need to get fancy right off the bat.  While you're doing that, I'll wager you'll pick up a fair amount of the fancy stuff along the way.  It can't be too hard, or wiki's wouldn't work because no one would be able to edit them.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Wyrm on May 12, 2010, 08:15:43 am
Spoiler (click to show/hide)
[REACTION:SILTSTONE_TO_ALABASTER]
[NAME:make alabaster from siltstone]
[BUILDING:SMELTER:NONE]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:SILTSTONE]
[PRODUCT:100:5:STONE:NO_SUBTYPE:STONE:ALABASTER]
STONE should be replaced by BOULDER.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: addictgamer on May 12, 2010, 12:44:21 pm
This guide is very helpful. Thanks for putting in your time and effort :D


And here is a question:
Is it possible to make a ranged weapon shoot more than one object a turn?
For example, crossbow shoots 5 bolts at once.

And another:
Is it possible to create a creature made out of rock?
A granite spider, for example.


Yes, I did a bit of searching, although it only got me confused. ::)


Oh, and I also vote for sticky.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Helping you, Helping me--
Post by: Shaostoul on May 12, 2010, 04:51:54 pm
@Wyrm, read first post... I've been using ALL of my reactions... seriously, all of them. They all work, even with stone, they all act as intended and I haven't run into a single issue. If you run into an issue with stone produced from my reactions, let me know the offending reaction and thing you were trying to do with it.

@addictgamer, for the crossbow, as far as I know... no. For the stone creatures, yes. There are a couple creatures in the raws that use metals and stones for their mats, I think it's like an amethyst man and granite man and bronze colossus.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 12, 2010, 05:20:34 pm
You can't, as far as I can tell, adjust the firing rate of ranged weapons at all, let alone make them fire multiple rounds at once.  What you COULD do is make new ammo that was 5 times as powerful.  To balance it, you could perhaps make it difficult to obtain, or complex to construct with a custom reaction.  Check out rheyana's thunderbluss mod for an example along these lines.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 12, 2010, 05:53:22 pm
Hey Shaostoul, in your heroic efforts to figure out how to create bones through reactions, have you ever tried to make animal corpses or pieces of animal corpses?  If it worked, they might get hauled off and butchered into bones.  Then again judging by how the RAW_FISH turtle worked, they might get butchered into no bones.

Still no luck on shells, eh?  If you're still having mood dwarves go nuts from having no shells, the easiest solution is to add [SHELL] to the material_templates for, say, hooves and/or horn.  It won't affect any horns or hooves you have lying around in your refuse pit, but the next time you butcher a cow or something, its hooves will work as shells for mood dwarves.  That or go the domestic turtle route.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 12, 2010, 06:24:07 pm
I've actually tried the derigo and the best thing I could come up with was remains, but with no rotting, I can't ever see if they'd turn into something. You could play with the stuff and try to see if you can do it, but you'll probably run into the same thing I did... an un-named set of remains.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 12, 2010, 06:27:01 pm
fwee.... ;p 

I'll give it a shot, I guess, but I've not even attempted to make my own custom reactions before.  I've copypastad a couple, so I know how to set them up correctly, but configuring my own I haven't tried.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 12, 2010, 10:02:31 pm
it's complicated somewhat and very agitating when they don't work.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 12, 2010, 10:18:38 pm
I agree.  ;p
Shaostoul, you probably know most or all of this already, but bear with me as I think out loud/share my results and feel free to comment or correct, please!

Ok, so I beat my head against a wall for a while.  Everything about how the dwarfs interact with an object is determined by its <ITEM_TOKEN> (and subtype if thats applicable, which is rarely).  By that I mean, what shop jobs the item can be used it, what stockpiles it goes into, where its listed in the stockpile z-menu, even what icon it uses.  The matglosses just tell you what color it is, what its called, and probably, like its boiling point.  As an example, in one of my many failed attempts I did something like
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:COW:BONE]
which resulted in an item called 'cow bone,' which was exciting!  But it looked like a piece of white leather, went in a leather stockpile, and couldn't be used to make bone items.
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:TURTLE:SHELL]
similarly resulted in a green piece of leather called 'turtle shell'. ;p

So clearly thats the wrong item token.  Flail flail flail as I try various likely item tokens.  The thing about shells and bones is they're actually just creature tissues, literally.  Another example of things like this that we can't make that most people prolly haven't thought of is raw hides.  Raw hides are just skin now, a tissue.  In-game, all of these tissue parts are stored in a "Body Parts" stockpile.  There's no item subtype for bones or shells or skins anymore, they're all lumped together.  The correct item token _should_ be CORPSEPIECES.  The only problem is, it doesn't work. ;p

[PRODUCT:100:1:CORPSEPIECE:NONE:CREATURE_MAT:COW:BONE]  is the logical reaction format.  No dice.

Its a valid item token, no error in the log, but nothing pops out after the reaction.  So its either impossible (meaning Toady hasn't allowed us to do it, yet), or the syntax is completely different from other reactions, or there's some other item token that we're all missing.  Unf.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 12, 2010, 10:29:29 pm
Well as it goes, I've tried too many to remember varieties for bones/shells. The closest I came was either a vermin that was called turtle, but didn't produce a shell or a set of remains that doesn't rot. I thought maybe I could make a corpse, but that didn't even get any result. I thought maybe CORPSE:CORPSEPIECE might work, but that didn't either. I tried remains and FISH_RAW and pets and whatever else have you. I couldn't figure out how to butcher "tame" vermin. imo...it just doesn't work.

<ITEM>:<ITEM_SUBTYPE>:<MATGLOSS>:<MATGLOSS_SUBTYPE>:<idno what this one is called>

item is more or less what the item is. like a tanned skin or a barrel or door or whatever.

item_subtype can be used for specifying weapons or ammo for example... weapon:item_weapon_pick

matgloss is more or less the main thing it's made out of; creature, wood, metal, stone, etc.

matgloss_subtype is more specific of what the item is: dragon, maple, steel, granite, etc.

the last one seems to been used here and there, but I'm not sure exactly what it is.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 12, 2010, 10:45:24 pm

Well as it goes, I've tried too many to remember varieties for bones/shells. The closest I came was either a vermin that was called turtle, but didn't produce a shell or a set of remains that doesn't rot. I thought maybe I could make a corpse, but that didn't even get any result. I thought maybe CORPSE:CORPSEPIECE might work, but that didn't either. I tried remains and FISH_RAW and pets and whatever else have you. I couldn't figure out how to butcher "tame" vermin. imo...it just doesn't work.

Right you used something like
:FISH_RAW:NONE:TURTLE:NONE
and it gave you a FISH_RAW called TURTLE.  But it got all of its game properties from some sort of default raw fish, and thus had no shell.  The TURTLE, just made it green and changed its name.  If you use :FISH_RAW:NONE:NONE:NONE, you get a "raw fish" with no icon.  It still gets cleaned properly and everything, it just has no icon, or color, and probably some other characteristics that are less obvious, melting point for instance.

In the same way, you used something like :PET:NONE:TURTLE:NONE and got some sort of default vermin called a "turtle" in the same way.  Its not a turtle, its just called one.

And  same thing for :REMAINS:NONE:TURTLE:NONE. 

I tried using CREATURE_MAT:TURTLE:SHELL but that matgloss format doesn't seem to work for FISH_RAW, or REMAINS. 

And yea, I tried CORPSE:CORPSEPIECE too...  Corpses are their own category of item though.  They're treated completely differently from body parts by the stockpiles.  So I'm convinced the token we want is just CORPSPIECE:NONE, it just doesn't work.  I'm pretty strongly convinced it just isn't possible at the moment.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Flaede on May 12, 2010, 10:56:11 pm
Can you create (at the very least) live vermin that aren't tamed? This used to be possible. This might give you at least a better idea of how the syntax is supposed to go.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 12, 2010, 11:01:34 pm
I didn't try and I sorta deconstructed my testing framework, so I'm not going to, today.  But I imagine the format would look just like your pet reaction, but with VERMIN for the item token.

:VERMIN:NONE:TURTLE:NONE]

if it's possible.

If the creature mat syntax works...try this

:VERMIN:NONE:CREATURE_MAT:TURTLE:ALL]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 12, 2010, 11:11:11 pm
VERMIN is for untamed vermin. PET produces tamed vermin.

I've tried
VERMIN:NONE:TURTLE:NONE
VERMIN:NONE:TURTLE:TURTLE
VERMIN:TURTLE:TURTLE:TURTLE
VERMIN:TURTLE:NONE:NONE
VERMIN:TURTLE:NONE:TURTLE
VERMIN:TURTLE:TURTLE:NONE
VERMIN:NONE:NONE:TURTLE

All with pet, fish_raw, corpse, remains, corpse_piece, vermin, creature, etc... all with variations of trying to get shell. If I had the full list it'd probably be 60+ tries long.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: darkflagrance on May 13, 2010, 12:03:11 am
I just discovered that if you have multiple [CIV_CONTROLLABLE] entities, the game lets you pick.


Sweet!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Aklyon on May 13, 2010, 12:21:53 am
I just discovered that if you have multiple [CIV_CONTROLLABLE] entities, the game lets you pick.


Sweet!
Did anyone immediatly think of making a reverse fortress after that? forcing the elves to cut down trees would be perfect revenge.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: JmzLost on May 13, 2010, 01:44:11 am
@shaostoul & derigo : re:turtles

I just tried a few quick reactions.

[PRODUCT:100:1:FISH_RAW:NONE:TURTLE:FEMALE]
  gives a "raw turtle"  which will be processed into "turtle" at the fishery, but no shell.

[PRODUCT:100:1:VERMIN:NONE:TURTLE:FEMALE]
  gives a "live turtle" which will be ignored, and which will run around if you deconstruct the smelter.

You can also replace NONE with TURTLE and both reactions work the same.

Using VERMIN_FISH for the first tag generates an error, guess that's just for use in the creature definitions.

I tried :CREATURE_MAT:TURTLE:FEMALE], and got "small live animal" and "raw fish", so that doesn't work.

I think derigo was right and it's using a raw fish or vermin template that gets the description from turtle, but not the tissues and materials.  Looks like the only way to cheat on shells is to add [SHELL] to hooves, horns, and bones.


On an unrelated note, STONE and BOULDER seem to be somewhat interchangeable, as are METAL and INORGANIC.  That might be where some of the confusion people are having is coming from.

JMZ

Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Scribble on May 13, 2010, 04:23:17 am
Sorry to derail your thread, but I'm having trouble adding shells to domestic animals, following the wiki guide I changed Cows (and dogs and horses) to the following in both the region save and general raws, but to no effect. Could you tell me what I've done w
Spoiler (click to show/hide)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 13, 2010, 04:46:55 am
@jmz
Quote
I tried :CREATURE_MAT:TURTLE:FEMALE], and got "small live animal" and "raw fish", so that doesn't work.

Yes that means the item token you were using doesn't accept CREATURE_MAT as an argument.  So essentially using that syntax is identical to using

FISH_RAW:NONE:NONE:NONE]

I don't know why you thought to use a caste as an argument for a CREATURE_MAT:CREATURE:subtype, although at this point anythng is worth a shot.  In this context that would either select all materials assigned to the FEMALE caste (which is no different than the MALE cast in this sense, at least with 99.9% of all current creatures), or none of the creatures materials, not sure which.

For the record, doing something like :CREATURE_MAT:COW:BONE] _does_ select bone properly for the matgloss.  Whatever you apply it to will be white and called "cow bone".  But its functional properties are all defined by the item token.  Tanned leather that's white and called "cow bone" isn't what we want. ;p  We just need to find the right item token, or the right syntax for one of the item tokens we can't get to work.  ie, the correct reaction for making cow bones should look like

[PRODUCT:100:1:AAAAA:BBBBB:CREATURE_MAT:COW:BONE] 

But we either don't know what AAAAA and BBBBB are supposed to be, or we do, but it doesn't work(I think the right format will, in some later version, be CORPSEPIECE:NONE, or possibly CORPSEPIECE:BONE).

@scribble
I'm not 100% certain but I believe you must remove LEATHER and possibly HAIR from the creature for that to work.  I'm referencing Neon's genesis mod cave tortoise now, he's got       
Spoiler (click to show/hide)

On the other hand, I've never actually tested the cave tortoise to see if it actually produces shells when it's butchered.

UPDATE:
Tested Neon's cave tortoises, and they do indeed butcher into shells.  Try generating a new world, if you haven't, I'm not sure if you're allowed to add new materials to an existing creature is made out of, or add body parts without either genning a new world, or waiting for more of those creatures to be born/arrive on your map.

If you're desperate for shells for a mood dwarf, just add the [SHELL] token to the MATERIAL_TEMPLATE_HOOF in material_templates_default.txt, and butcher a cow (existing hooves in your stockpile won't be shells, but new freshly butchered hooves will be).
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Scribble on May 13, 2010, 08:55:49 am
Quote
UPDATE:
Tested Neon's cave tortoises, and they do indeed butcher into shells.  Try generating a new world, if you haven't, I'm not sure if you're allowed to add new materials to an existing creature is made out of, or add body parts without either genning a new world, or waiting for more of those creatures to be born/arrive on your map.

If you're desperate for shells for a mood dwarf, just add the [SHELL] token to the MATERIAL_TEMPLATE_HOOF in material_templates_default.txt, and butcher a cow (existing hooves in your stockpile won't be shells, but new freshly butchered hooves will be).

Many thanks.  I really need to write a to do list before regenning. Though in regards to your last suggestion, neither replacing the [HORN]/[HOOF] token nor simply adding [SHELL] seem to have any effect; in both instances freshly generated horn/hoof remains untouched.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Flaede on May 13, 2010, 10:38:39 am
Quote
UPDATE:
Tested Neon's cave tortoises, and they do indeed butcher into shells.  Try generating a new world, if you haven't, I'm not sure if you're allowed to add new materials to an existing creature is made out of, or add body parts without either genning a new world, or waiting for more of those creatures to be born/arrive on your map.

If you're desperate for shells for a mood dwarf, just add the [SHELL] token to the MATERIAL_TEMPLATE_HOOF in material_templates_default.txt, and butcher a cow (existing hooves in your stockpile won't be shells, but new freshly butchered hooves will be).

Many thanks.  I really need to write a to do list before regenning. Though in regards to your last suggestion, neither replacing the [HORN]/[HOOF] token nor simply adding [SHELL] seem to have any effect; in both instances freshly generated horn/hoof remains untouched.

I've been using this to good effect, so I know it works. I did exactly what you describe: In the Material Template Default, I added the SHELL tag to the horn entry. I also added the ITEMS_SCALED tag, so maybe that helped?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 13, 2010, 12:08:35 pm
Yea, I guarantee it works. ;p 

Make sure you're editing the right raws.  Editing the main raws won't affect your current game in the slightest.

ITEMS_SCALED isn't necessary... in fact I'm not entirely sure what that token does. *shrug*  My raws don't have that, and I can make any shell item out of horn, or hoof.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: JmzLost on May 13, 2010, 03:04:21 pm

I don't know why you thought to use a caste as an argument for a CREATURE_MAT:CREATURE:subtype, although at this point anythng is worth a shot.  In this context that would either select all materials assigned to the FEMALE caste (which is no different than the MALE cast in this sense, at least with 99.9% of all current creatures), or none of the creatures materials, not sure which.

I seem to remember Toady mentioning that fish and castes have odd interactions, which is why all fish show up twice on the embark screen and in the stocks menu.  I thought I'd try it, just in case.


For the record, doing something like :CREATURE_MAT:COW:BONE] _does_ select bone properly for the matgloss.  Whatever you apply it to will be white and called "cow bone".  But its functional properties are all defined by the item token.  Tanned leather that's white and called "cow bone" isn't what we want. ;p  We just need to find the right item token, or the right syntax for one of the item tokens we can't get to work.  ie, the correct reaction for making cow bones should look like

[PRODUCT:100:1:AAAAA:BBBBB:CREATURE_MAT:COW:BONE] 

But we either don't know what AAAAA and BBBBB are supposed to be, or we do, but it doesn't work(I think the right format will, in some later version, be CORPSEPIECE:NONE, or possibly CORPSEPIECE:BONE).


For clarity, I was trying for whole turtles, not just the shell.  And I didn't really expect any of it to work, but I'd just finished some other messing with the raws and needed to regen anyway.  Just trying to cut down on the number of reactions other people need to try to find the right one, really.  I've never run into the "no turtles" bug myself, but I've heard enough to want a solution (other than adding [SHELL] to hooves). 

JMZ
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 13, 2010, 03:24:36 pm
@The shells thing - I'm very aware of what goes on with all the possible entries, I was trying for 2 or 3 days trying to get it to work. I believe it's not happening in this version by using a reaction. I've yet to test/use the shell on a horn or hoof or giving a creature a shell, but I wanted to avoid that. Oh well.

@Everything else - Seeing as I've got most everything figured out and I think I still have 2 or 3 available posts for extra stuff. Is there anything you guys suggest I should add?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 12:19:04 am
bump
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: addictgamer on May 14, 2010, 12:46:07 am
So, I heard that you wanted to do some wiki editing.
http://en.wikipedia.org/wiki/Wikipedia:Tutorial
This should help you ;)


Now, a request or two:
Add a tutorial on creating creatures.

Now a question:
If I removed everything from the raws, what needs to be added for the bare essentials that dwarf fortress needs to run fort mode?
I added all the body templates and material templates.
1 custom stone layer.
1 custom soil layer.
1 custom creature/civ.
A few other things that I don't recall.

In the end, I get a few errors along these lines.

"Unrecognized somethingsomethingsomething STEEL"

'somethingsomethingsomething' meaning that I forgot.

Do you understand what I am asking? I can elaborate.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 01:01:47 am
Well, you would need something to cut trees and mine. You need to have the entity_default and what your race is allowed to use. A plant (food) a tree (wood) a stone, soil.... hmmmm... various items, like buckets (for giving injured water), there's a lot you'd need for it to work, items were the one thing I didn't mess with. I'm really not too sure, you'd have to play with it and see what lets you start a game and what doesn't. the errorlog really helps a lot.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: addictgamer on May 14, 2010, 01:55:48 am
Through my research, I found out it goes fine without items. If you edit the allowed items and such for the civs, that is.

But, It complains if steel and the like are gone.
Any ideas as to why?

I kind of don't like being limited to having to include certain items/materials.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Flaede on May 14, 2010, 02:59:34 am
Through my research, I found out it goes fine without items. If you edit the allowed items and such for the civs, that is.

But, It complains if steel and the like are gone.
Any ideas as to why?

I kind of don't like being limited to having to include certain items/materials.

Steel is related to the metal prefs in civilizations, isn't it?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 03:06:54 am
Everything is referenced some place. You just have to go through and examine each file carefully. It shouldn't have an issue with steel being gone. There's a guy making a minimalist mod and he has it pretty much down to pick, axe, stone, tree, plant, etc. literally all named that more or less.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: darkflagrance on May 14, 2010, 07:22:42 am
If I had to guess, I'd say steel is still referenced either in a reaction or an entity file, in addition to its metal location which you have deleted.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Wyrm on May 14, 2010, 02:07:14 pm
I've figured out that

:FLASK:VIAL:GLASS_specifier:NONE

is the item specification for a glass vial, where specifier is one of GREEN, CLEAR or CRYSTAL
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 02:26:58 pm
Cool beans, I'll have to add that.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 06:43:30 pm
Alright everyone, I updated the ENTIRE stone metal and gem entries... For the sake of no one else whining about it. I guess I need to start the wiki page cause I ran into the character limit again...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 06:59:11 pm
http://df.magmawiki.com/index.php/Shaostoul's_Guide

First go for the wiki page, let me know what you think... is there a "spoiler" like tab for the wiki? or that's going to be a VERY long page...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 14, 2010, 07:22:31 pm
I don't think there's a spoiler-like function.  But you can make an Contents! ;p

I clicked 'Random page'  a few times until I found a page with one for you to copy:

http://df.magmawiki.com/index.php/40d:Floodgate
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 07:23:46 pm
So that's how it's going to have to be? Oh boy... Well I guess I'll be going for the new world record of the longest web page. ;)

-edit-

I'd like to say my pinky is really tired with all the control v..
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Shaostoul on May 14, 2010, 08:40:38 pm
Yay for macros! My fingers will live!!!

http://df.magmawiki.com/index.php/Shaostoul%27s_Guide

Give my guide on the wiki a look, lemme know what ya think ;)

It's still got quite the ways to go.

-edit-

Through the help with I'm guessing an admin from the wiki, I've got collapsible windows!

Now I've just got a lot of re-writing to do.

-edit-

the wiki now has more information than the forum guide, if you want me to keep the wiki and this thread on par with each other, let me know.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: derigo on May 14, 2010, 10:22:24 pm
That sounds like "If you would like to torture me, please let me know."
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 14, 2010, 10:24:33 pm
Well, it may sound like that, but I do actually find enjoyment out of working on this stuff. Not too sure why.

Now with the macro thing I've got set up and am learning progressively... it's made things a lot easier.

The wiki was a little brutal at first, but I'm learning quick... patience is a virtue.

-edit-

So I'm a wee bit bored at the moment and read up on the sky fortress, which I found inspiring. I was wondering if there was anything that people wanted tested? I'll start a fort from scratch with your choice of mods and ideas.

What I'm looking at doing is making slade mineable ;)
I'm going to keep my custom reactions (mostly cause I don't want to delete them, I have them set up special)
I won't use my normal [SPEED:1][NOEXERT][NO_SLEEP][NO_EAT][NO_DRINK] Unless you specify otherwise.

So, share some thoughts on what you want me to do, who knows, I might make it a documentary.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 14, 2010, 11:31:43 pm
I have a suggestion: add a few "spare" reactions in a "spare" custom workshop. THis might be the easiest way to test modded-in-reactions on the fly. (since you still can't add or remove any, right?)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 14, 2010, 11:38:52 pm
That's what I got Flaede. I have 26 (a-z) free reaction spots to do stuff with.

My generic cheat shop...

Spoiler (click to show/hide)

My generic reaction slots...

Spoiler (click to show/hide)

These are the ones I use most often. The ones the say Dragon I was using for testing.

I had a set of reactions I used a lot for doing certain stuff, I got tired of looking through the smelter, so this is what I made.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: addictgamer on May 14, 2010, 11:59:22 pm
Great job on the wiki!

Are there any known limits to the number of body parts/tissues a creature can have?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 12:11:15 am
Short answer... I don't know... I would assume there is no limit.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lancensis on May 15, 2010, 10:29:44 am
Dunno. I couldn't add more than 32 teeth to a body entry. Might be able to get away with it, by adding "GENERIC_TEETH" a few times to the creature definition, though
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 02:13:05 pm
Well I'm not going to be around for a good portion of today I believe, but I'll get to any questions anyone has when I get back.

Also, I guess I'll just be playing df seeing as no ones made any suggestions on mods. So nevermind about that.

-edit-

Well then, so much for going out today, guess I'll be here if anyone needs me.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Sagus on May 15, 2010, 08:17:48 pm
Is it possible to make an substance that completely melts off skin, fat and muscles but leaves the skeleton intact? As in, the only things you can get from the dead body are the bones?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 15, 2010, 08:19:56 pm
That's what I got Flaede. I have 26 (a-z) free reaction spots to do stuff with.

My generic cheat shop...

Spoiler (click to show/hide)

My generic reaction slots...

Spoiler (click to show/hide)

These are the ones I use most often. The ones the say Dragon I was using for testing.

I had a set of reactions I used a lot for doing certain stuff, I got tired of looking through the smelter, so this is what I made.

Sweet! thanks  Shaostoul. This is probably the bit I needed to go and try to start modding again in the new version.

I'm a little curious about how hard-coded the standard workshops are. Can one narrow the focus of, say, the FarmerWorkshop? (leaving the milking to a Dairy or something, and the thread processing to a specific threshing workshop?) There are a few places where the standard workshops bottleneck intolerably for me, and this manager isn't smart enough to handle it well.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 09:15:16 pm
Well changing the vanilla shops is (as far as I know) impossible. The only exceptions being the soap_makers and the smelter.

You COULD make custom workshops of your choice, to do what you want and present you the proper product and skill use and all that. However I don't believe you could change milking or something else that requires a live being. I believe thread work is a little specific, but again, you could make the proper reactions to do it the way you want.

Sagus, I really don't know what to tell you. I would assume fire. When cremating a body if you let it burn for only a certain amount of time, the bones won't burn.

However in Dwarf Fortress... presently... I think we're stuck waiting for the new version to come out.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Sagus on May 15, 2010, 10:06:46 pm
Ah, I think you misundertood me; I meant, if it's possible to make a substance in the creature's raws that'd be able to melt off everthing but the bones, not how to do this in a Fortress.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 10:56:18 pm
Oh... in that case, I don't know. Necrosis is the closest thing I think you could get to what you want at the moment.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 15, 2010, 11:01:35 pm
Ah, I think you misundertood me; I meant, if it's possible to make a substance in the creature's raws that'd be able to melt off everthing but the bones, not how to do this in a Fortress.

Aa self-destructing creature? or a substance that does this to the creature, but is obtained somewise else?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 11:06:52 pm
@Flaede, the only way I could believe it could happen is either a small amount of magma that'd dry up before the bones went. A fire where the corpse lay in it. Necrosis (but that doesn't remove the tissue, it just makes it pseudo-decay). Or an extremely hot creature to go near the corpse or creature. Or the creature could be made extremely hot, but not be able to withstand the heat and cause it to boil away to nothing but bones. However, that creature would die once it got on the map...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 15, 2010, 11:15:09 pm
@Flaede, the only way I could believe it could happen is either a small amount of magma that'd dry up before the bones went. A fire where the corpse lay in it. Necrosis (but that doesn't remove the tissue, it just makes it pseudo-decay). Or an extremely hot creature to go near the corpse or creature. Or the creature could be made extremely hot, but not be able to withstand the heat and cause it to boil away to nothing but bones. However, that creature would die once it got on the map...

That's why I was asking whether it was self-destructing-creature or creature-destroying-substance. And is it just me or can you not dump the contents of a barrel/vial anymore? That would have been a delivery method for a "fire-snake-venom" extract.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 11:16:32 pm
That, I don't know. I don't play adventurer mode.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 15, 2010, 11:21:23 pm
That, I don't know. I don't play adventurer mode.

I meant in Fortress mode. It used to be you could create colder than space extracts, and then have a dwarf dump them, freezing that dwarf solid instantly. This wasn't helpful. Neither was the "oops set myself on fire, and then it boiled away" extract I accidentally created.

I was trying for Murder-holes, you see. I was hoping that this version would let you at least dump poison on corralled enemies, but no dice, it seems.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 11:24:55 pm
I didn't know you could do that...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Sagus on May 15, 2010, 11:34:56 pm
Aa self-destructing creature? or a substance that does this to the creature, but is obtained somewise else?
A substance that a creature would use as a breath attack is what I'm looking for.
Necrosis sound about right... it can melt away hair and stuff like that...
So, how can I make necrosis act very very fast? Like, the creature gets hit by the acid and a second later it's already melting?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 11:39:44 pm
I believe it was raising the severity of it. Also making sure it affects everything, not just a localized area like the lungs or w/e. I think Deon might be the most help on that one, I think he has the most experience working with that stuff.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 15, 2010, 11:43:02 pm
Alrighty, well I'm going to join the masses and ask a question maybe someone could answer for me.

When you embark... do you always have to embark in the center of your embark square?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 16, 2010, 01:10:53 am
Alrighty, well I'm going to join the masses and ask a question maybe someone could answer for me.

When you embark... do you always have to embark in the center of your embark square?

It seems so. Even more than in the past, you don't seem to get the opportunity to go embark on the flat plateau, but instead on that giant frikkin' volcano "smokestack".
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 16, 2010, 04:29:46 am
Yeah.. I spawned on a one tile sized pillar that was 20 z-levels tall... I was screwed.

-edit-

Oh by the way, sorry about just disappearing earlier, I had to take my dad to the ER, he's okay now though.

Also... Wow, someone voted no for this getting a wiki, I'm curious as to why if that person care to speak up. I'm going to flame you for your opinion, might help better my guide.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: addictgamer on May 16, 2010, 09:56:33 pm
I don't know if this has been answered yet, but I want a certain creature to appear in ALL biomes except water.
Underground, on the surface...

How do I do this? If possible.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Ramirez on May 16, 2010, 10:11:42 pm
I don't know if this has been answered yet, but I want a certain creature to appear in ALL biomes except water.
Underground, on the surface...

How do I do this? If possible.

I believe you can do this by giving it multiple biomes (you could in the previous version, can anyone confirm for 2010?). Give it ANY_LAND and SUBTERRANEAN_CHASM.

For the sudden necrosis thing you can tweak the START and PEAK durations of the syndrome, so the necrosis reaches its peak after 10 or less units of time.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: addictgamer on May 16, 2010, 10:17:00 pm
Will try.

Another question:
Is it possible to make a creature that is asexual?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: darkflagrance on May 17, 2010, 03:24:39 am
Will try.

Another question:
Is it possible to make a creature that is asexual?

Don't add [MALE] or [FEMALE].
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Ratbert_CP on May 17, 2010, 09:01:22 am
Will try.

Another question:
Is it possible to make a creature that is asexual?

Don't Add [MALE] or [FEMALE][ELF].

Fixed...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Knight Otu on May 17, 2010, 09:14:38 am
I don't know if this has been answered yet, but I want a certain creature to appear in ALL biomes except water.
Underground, on the surface...

How do I do this? If possible.

I believe you can do this by giving it multiple biomes (you could in the previous version, can anyone confirm for 2010?). Give it ANY_LAND and SUBTERRANEAN_CHASM.
My experience is that you also need to add UNDERGROUND_DEPTH:0:3 (or however deep you want your creatures) for them to appear both above and below.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: addictgamer on May 17, 2010, 03:59:49 pm
Yay, it works.

Spoiler (click to show/hide)

Thanks guys!
And what's up with itemcorpse?
Is amethyst an actual rock? - EDIT: Never mind, I found out that it is a gem.

(Yes, this is a modified version of the creature called amethyst)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on May 18, 2010, 01:05:57 pm
Anyone know if it is possible to create Magma through a reaction?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 18, 2010, 01:09:04 pm
I don't think so. Only thing I could figure out how to make was water to go into barrels. (you couldn't irrigate with it.)

Another vote for no sticky... I would like an explanation if you're up for it... If it's a problem with the guide, I could try to make it better...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 18, 2010, 03:07:04 pm
Alright, just a heads up, edited a post to contain majority of the tokens. Give it a looksee.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: addictgamer on May 18, 2010, 05:19:32 pm
Nice! I think it'll come in handy ;)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 18, 2010, 05:59:50 pm
I know it's on the string dump thing, but I get tired of having to look that thing over for what I want... Think it being on here may just be easier for some people.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Grimlocke on May 19, 2010, 05:18:05 am
Your still missing some tokens, mostly the ones further down the list. Creature tokens, material definition tokens, enitity tokens, item definition tokens, etc...

Its nice having it in a more orderly structure like that though. Should help out newer modders.

Maybe you could group them according to what raw file they go in?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 19, 2010, 01:19:42 pm
I'll probably get down to that eventually.

I wanted to just get some on here for starters and see what people thought.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 20, 2010, 02:45:46 pm
I like the token lists! Much better division. I had difficulties with how the modding portion of  the wiki was arranged last time (though it got better towards the end), hopefully this will jump start others' efforts.

Question: setting aside reactions/workshops for now - does anyone know how radically different caste stuff can be? Can entirely different icons be used? (or even different colours?) How about the babies and children, can they change radically (grow wings! Leave the water and become amphibious! Gain buildingdestroyer! LOSE buildingdestroyer... etc) on adulthood? Basically, I have some ambitious ideas and want to know what is feasable.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 20, 2010, 04:04:01 pm
Deon is your best bet, I'm using his Genesis mod and he has a lot of custom castes for dwarfs.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lancensis on May 20, 2010, 04:15:04 pm
Question: setting aside reactions/workshops for now - does anyone know how radically different caste stuff can be? Can entirely different icons be used? (or even different colours?) How about the babies and children, can they change radically (grow wings! Leave the water and become amphibious! Gain buildingdestroyer! LOSE buildingdestroyer... etc) on adulthood? Basically, I have some ambitious ideas and want to know what is feasable.

Got this at the top of my to-do list of creatures (that doesn't seem to be getting any shorter)

Quote from: Toady One on September 11, 2009, 05:04:38 AM (But arranged into bullet points by me)
The number of tokens that are creature rather than caste specific is very small. 
Creatures handle
-the overall name,
-biome,
-whether the creature is considered fanciful/doesn't exist (for art),
-vermin information (so, no, Fault, sorry!... too much depends on that right now),
-whether groups hang together closely,
-whether it is mundane (from real Earth for age name purposes),
-population information including good/evil/savage,
-if it is equipment,
-sphere information (not sure how long that'll last, but there were annoyances),
-and that looks like it (they also have some general categories that have caste overrides,
like child names and speeches for adv mode).  Everything else, including body information, is held in the castes
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 20, 2010, 04:28:29 pm
Well, that's some good news Lancensis, thanks.

But dang:
-vermin information
-whether groups hang together closely,
-population information

Those were on my list of hopefully changeable.
As for this:
-if it is equipment,
what does that even mean? As in, if it's a wagon?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lokii on May 20, 2010, 07:17:56 pm
Hi there... back again. I'm still trying to mod the same creatures into the game. Both the creature and the entity were at the very top. It worked for a while, then I noticed I had an extra file named entity_aarocockra sitting around in the folder. I moved it, and now it won't work, no matter what I do.
The files are as follows:

Spoiler: Creature (click to show/hide)

Spoiler: Entity (click to show/hide)

When I try putting them as separate files I put creature_aarocockra and entity_aarocockra (these are the file names as well) at the top, but this seems to  have the odd side effects of letting me play as a goblin in adventure mode.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 20, 2010, 07:22:08 pm
First I'd like to say... GAH! so many creature modding questions >.< Looks like I really got to learn that stuff.

Anyways...

What if you put the entity listing in the entity_default?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on May 20, 2010, 07:24:58 pm
@Lokii:

Take a look at what I did in Civilization Forge. Every creature/entity combination has their own files, so I know you don't need to put them into entity_default.

Did you have
[OBJECT:CREATURE]

and
[OBJECT:ENTITY]

in those files?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lokii on May 20, 2010, 07:29:27 pm
When I put them in the same files as everything else, I just stick them on top of the dwarves, but when I put them in their own files I put either:
creature_aarocockra or entity_aarocockra at the top and [OBJECT:CREATURE] and [OBJECT:ENTITY] right under that. So it should be working. :|

edit: and I'm genning a new work each time I mess with things.
Whats really weird though it that randomly disappeared, the entity file I removed had nothing at the top.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 20, 2010, 07:44:05 pm
Well you probably know this already, but for my sake I'm entering it...

This is at the top of the entity default...

entity_default <--- entity_custom (just for the sake of doing it...) make the file entity custom too.

[OBJECT:ENTITY] <--- this stays...

[ENTITY:MOUNTAIN] <--- ENTITY:LOKII
   [ADVENTURE_TIER:1] <--- idno
   [CIV_CONTROLLABLE] <--- What's indiv control?
   [CREATURE:DWARF] <--- your creature name

this is in creature standard...
creature_standard <--- creature_custom...

[OBJECT:CREATURE]

[CREATURE:DWARF] <---- your creature...
   [NAME:dwarf:dwarves:dwarven]

Now that I've put that, what's indiv cont?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on May 20, 2010, 07:47:20 pm
Adventure Tier allows you to play the race in adventure mode

Individual_Controllable lets you do a Play Immediately of the race
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 20, 2010, 07:50:28 pm
Never heard of that, does it just throw you into one of their towns?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on May 20, 2010, 07:53:25 pm
In Vanilla only Humans have it, and you get a naked, skill-less human to play. It's...challenging, to say the least.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 20, 2010, 08:08:33 pm
Oh, interesting.

Anything I said in my previous post change anything?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lokii on May 20, 2010, 08:14:36 pm
That wouldn't effect anything, though, right?

 And that's pretty much how I'm doing it.

I even pause about Year 5 in word gen to make sure they don't die out.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 20, 2010, 08:46:11 pm
I'm really making guess work here. I know near nothing when it comes to new creatures. Deon would ton more helpful than I.

But I don't think it would, but it could...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Knight Otu on May 21, 2010, 04:34:42 am
Okay, from a read-through, in the creature file I see...

   [PHYS_ATT_CAP_PERC_200]
should be

   [PHYS_ATT_CAP_PERC:200]

And you assign the feather color in the female caste, making males have no feather color.

In the entity file, you have the
   [MAX_STARTING_CIV_NUMBER:100]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:120]
block twice, with different numbers.

Neither of those should make your aaracokras not appear, though. I'll try them out later.

Edit:

Error log:
Spoiler (click to show/hide)
There is no body tag 2ARMS in vanilla, and with HUMANOID, you don't need to add arms - that body has arms already.

The sphere is TORTURE, the site RUIN no longer exists separate from other site, the punishment is PUNISH_REPRIMAND, and the variable position tag is VARIABLE_POSITIONS:ALL.

For the PERMITTED_JOB thing that causes a whole lot of errors, simply copy the dwarven list of permitted jobs. That'll already give you all jobs.

There is no file goblin.txt in the data/speech directory. Simply delete the
    [SPEECH:goblin.txt]
line.

Edit edit:
Try these raws:

Spoiler: Creature (click to show/hide)

Spoiler: Entity (click to show/hide)

Edit edit edit: Always check the spelling of your objects. The big problem was that you misspelled the creature name in the entity file.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lokii on May 21, 2010, 04:03:01 pm
That's odd, it shouldn't have been mispelled, because it was woking earlier. The raws you gave me work, though. Thanks!~
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Black_Legion on May 22, 2010, 11:07:20 pm
I don't mean to burden with more creature questions but I was wondering if it is possible to mod a creature's/civilization's reaction to specific events, such as the Elf's reaction to clear cutting a forest. The reason I'm asking this is because I am trying to make a humanoid pig-like creature/civ that has an aversion to fire. I'm not saying they're extremely flammable I'm just saying as a pig-like creature they are well aware of the means by which bacon is produced and wouldn't take kindly to becoming bacon themselves. Call it an evolutionary leftover, such as a human's fear of reptiles. Is this possible in the current version?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Grimlocke on May 23, 2010, 01:36:55 pm
Aversion to woodcutting is a hardcoded feature. It can be turned on and off for any civilisation, but it cant be changed into an aversion towards something else.

I think there is a tag for an aversion towards killing animals though. Something Toady made but didnt use in the default raws. I cant remember what tag it was, maybe its an ethic setting.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Chuckster on May 23, 2010, 03:24:22 pm
I have a couple questions for these tokens in my creature.
Code: [Select]
[TISSUE:COPPER]
[TISSUE_NAME:copper:copper]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

What does relative thickness do? Also if I make it to 0 would it be easier to cut?
Also stuff like [FUNCTIONAL],[CONNECTS],etc.
Will [HAS_NERVES] work in a tissue layer I assigned?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 23, 2010, 11:51:49 pm
Chuckster, I'm not too sure how creatures are put together in the new version. So the best advice I could give you is to look at like the bronze colossus or the amethyst man or gabbro man for examples. I think it's Gabbro...

I would assume a relative thickness of zero would make it a non-existent layer that serves no purpose.

I would assume connects means it connects to the body, like a limb possibly?

Has nerves would have to deal with feeling pain and such I believe. If you don't have "has nerves" on feet and the creature had its feet burned off from like 1/7 magma, it wouldn't feel pain... maybe.

That's about as much as I can help you at the moment.

I've been having a lot of work going on with the helicopter school.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Deon on May 24, 2010, 03:01:59 am
Huh, HAS_NERVES is a creature's token. For tissues you need [PAIN_RECEPTORS:#] where "#" determines the level of pain which is inflicted when the tissue is hit.

Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Grimlocke on May 24, 2010, 05:07:20 am
Creature are oftenly made of multiple layers of tissue, looking at the iron man will give you a close example. They have iron with a thickness of 1, and gas in some much larget thickness.

Note that larger creatures with a connective metal tissue become rediculously diffucult to kill.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 24, 2010, 01:29:46 pm
Heh, thanks Deon. ;)

A lot of what I say when it comes to creatures is guess work. So yeah, I'll try, but don't take my answers as the correct answer.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Lancensis on May 24, 2010, 05:57:37 pm
Shaostoul, I want to add a creature that has larger than average teeth and nails. I know I need to use the RELSIZE Deal, but I'm not sure whether to use BY_CATEGORY, or TOKEN, or what. Do you have any idea?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 24, 2010, 07:20:16 pm
I'm not sure. I looked through the raws real quick. Nothing seemed to have the RELSIZE dealio going on. I'll keep looking, but so far I don't seem to know.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 25, 2010, 09:27:48 pm
bump
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 26, 2010, 05:44:07 am
So frogmen still can't have frogmen tadpoles? Hm.
And we've actually moved backwards on the "using animal parts in reactions" front (now no bone).
I know we can put stuff in barrels, can we use stuff in barrels in reactions now?

Also, the food stockpiles still have a spot for "animal drinks". Is there a way to make all the animal BLOOD we keep getting traded qualify as this animal booze? Would it be a token to add in the "blood material" or would it require altering every animal we want to have useful blood?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Grimlocke on May 26, 2010, 06:24:06 am
Dwarves have relsize (guess for what). You can use that tag with by_category, but probably also with by_type and by_token.

Frogmen should be able to reproduce, calling their children tadpoles. Not sure if they actualy do that ingame though.
Best we can do with the shell and bone thing is probabaly making a fake bone/shell material, or putting shells on animals and butchering those.
Reactions cant use anything but lye from containers.

And as for drinking blood, put edible_raw (or something) in the blood template and maybe itll work ;p
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 26, 2010, 06:27:42 am
Dwarves have relsize (guess for what). You can use that tag with by_category, but probably also with by_type and by_token.

Frogmen should be able to reproduce, calling their children tadpoles

But if frogmen can walk on land, so can the tadpoles. This makes them not tadpoles.

Best we can do with the shell and bone thing is probabaly making a fake bone/shell material, or putting shells on animals and butchering those.

My point was that last release I could make bone blocks, bone coins, and bone furniture. This release... nada.

Reactions cant use anything but lye from containers.

Dang. That means no custom kitchen reactions for "blood pudding".

And as for drinking blood, put edible_raw (or something) in the blood template and maybe itll work ;p

I'll have to check that out. thanks. Doubt that will make it a drink, but it may make it cookable.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Grimlocke on May 26, 2010, 09:31:17 am
see this thread for some stuff on bone blocks. It should work.
http://www.bay12forums.com/smf/index.php?topic=57760.0
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 26, 2010, 02:07:40 pm
Yeah, it seems we went a little backward in reactions, but that's cheating anyways ;P We did make a lot of progress in the general field of it though. Custom workshops being number one.

The new release is still being caught up to where 40d was. So you give it a bit of time and everything should be back to normal.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 26, 2010, 02:08:27 pm
see this thread for some stuff on bone blocks. It should work.
http://www.bay12forums.com/smf/index.php?topic=57760.0

Your list of reactions there never said whether you'd tested them and had success. None of the ones from there that I tried worked, though I might not have been methodical enough about it.

Shaostoul: Hehe. "cheating"? I just want to mod in things like bone coins, and bone blocks to build bone castles out of. Not a even looking for a "gimme bones" reaction. And if some odd bug that lets dogs eat your masterwork bone scepter shows up, all the better!

I know we'll get back to normal eventually. After all, with bone reactions, they're already being done, we just don't know how! Dwarves do it, Umies do it. In the Crafting workshop.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 26, 2010, 02:29:27 pm
Yeah, but they are using bones as a reagent. Which I believe is entirely possible. The product is the difficult part.

If you want to make stuff out of bones, you could make a stone that doesn't show up any where and is named various bones or something and pretend. But we'll know it's not really bones. ;P

Anything beyond vanilla workings I consider cheating unless you balance it out fairly some how. IE requiring bones to build said block or w/e.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: ToaHero92 on May 26, 2010, 02:42:41 pm
Ok, Hey y'all in the Forums this is my 2nd post and I have some questions
1) How can I, or is it even possible, to make my dwarves(dwarfs?) never dies from falling a 100z level fall? I already have Adamantine skin and bones,& have set my healing rates all to 1(should it be 1 or 0?). Here are my dwarves(dwarfs?)

It's a bit lengthy. (sorry)
Spoiler (click to show/hide)

2) I've removed all the drink, breathe ,etc tokens but my dwarves still go slower after going a year without alcohol  (I also removed the alcohol dependent tag) what can i do?

3) how can i increase the mating cycle in my animal (or dwarves?)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 26, 2010, 02:45:14 pm
Yeah, but they are using bones as a reagent. Which I believe is entirely possible. The product is the difficult part.

If you want to make stuff out of bones, you could make a stone that doesn't show up any where and is named various bones or something and pretend. But we'll know it's not really bones. ;P

Anything beyond vanilla workings I consider cheating unless you balance it out fairly some how. IE requiring bones to build said block or w/e.

Oh, of course! Don't use gimmie reactions. I never figured out a good reagent to make "mud blocks" in the last version, so I didn't use it. even though BRICKS would've been awesome. (I don't suppose MUD blocks are do-able in this version either?)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 26, 2010, 04:03:41 pm
Actual mud... no... again make a stone that shows up no where and pretend...

@ToaHero92
1-I believe that you can NOT make them that invincible.
2-Did you edit the raws before or after editing the dwarf entry?
3-How often it happens? I'm not too sure. You can make them have large litters though.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 26, 2010, 04:06:35 pm
Actual mud... no... again make a stone that shows up no where and pretend...

Oh, I was not expecting that one to work anymore. Just noting it DID, before, and I figured glass was free enough, and utterly free mud bricks was overdoing it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 26, 2010, 04:13:38 pm
I could be wrong though... I'm not exactly in a very good mood... so I'm bound to make mistakes.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on May 26, 2010, 04:19:22 pm
I could be wrong though... I'm not exactly in a very good mood... so I'm bound to make mistakes.

fell mood?
It is an artifact forum post! It menaces with spikes of Dwarf Bone, and is adorned with hanging rings of Dwarf Leather.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: ToaHero92 on May 26, 2010, 04:20:52 pm
 I edited the raws before world generation. And I know they are still alcohol dependent because after about a year I can look at at of my dwarves thoughts and preferences and they all say they could really use a drink right now (usually after a new line comes up stating that they depend on <favorite drink here> to get through the working day and become sluggish without it.)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: darkflagrance on May 26, 2010, 05:09:01 pm
Once a dwarf's caste, personality, etc. are generated, they cannot be changed by raw editing. The same thing goes for life span. Now that you've altered the raws, whatever changes to the dwarf creature you made will be applied to newly born children or migrants that arrive afterward, but they do not affect the original dwarves.

This is also partly influenced by the fact that alcohol reliance is a trait that can occasionally be generated on non-alcohol dependent races.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: albatross on May 26, 2010, 08:51:42 pm
Once a dwarf's caste, personality, etc. are generated, they cannot be changed by raw editing.

But... the guy did a world regen. Are you saying that any changes to raws regarding dwarves don't matter, even after doing a world regen? That the changes apply ONLY to children and future migrants? That it is impossible to affect the original seven dwarves that start the fortress?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 26, 2010, 09:18:54 pm
That's not what he is saying... Let me clarify...

This is if you DO NOT regen
All effects done to PRESENT creatures will not take effect, unless it's like noeat nosleep nodrink speed (simple stuff)
Firebreath, insane homeotherms and set temps and alcohol dependency and all that fun extra stuff (complex stuff) will persist in PRESENT creatures INDEFINITLY
So more or less, creatures presently on the map will not be effected from the change.

If you DO regen
all changes are applied. original 7 get new specs, new creatures get new specs, etc.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: albatross on May 26, 2010, 10:36:49 pm
If you DO regen
all changes are applied. original 7 get new specs, new creatures get new specs, etc.

Ok, in theory anyway. But like the guy said, he didn't see the alcohol dependency go away even after world regen. And no one can actually observe the changes made in attribute or skill decay/gain rates. That's the issue that eventually brought me here. It's on the bug tracker, too. Well, sort of. Not the exact same issue but closely related.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=803
(requires log-in)

My own testing solely consisted of experimenting with the original seven dwarves after making changes to the raws (plus the world regens). So that's why I wondered if the original 7 get potentially hard-coded values...

So.. this is just great. First I wanted to run a one dwarf fortress in DF2010. Then I discover that attributes and skills decay over time, after which I immediately attempt to alter this behavior, with no result. So, after a dozen failed attempts I try out the 40d version, which tasted pretty sweet after sucking on the sour DF2010. Urist McChosenOne organizes an unfortunate accident for the other six of his team and gets to work. Several years pass and he kills dozens of creatures while defending his fort. Then one day he notices that he's rather good with his crossbow, and decides he's actually so good that he doesn't have to work anymore. And that's when I learn about the hero status, and that they essentially can't be ordered to work, once a weapon skill has reached a certain level. And all I ever wanted to see was one battle-hardened know-it-all superdwarf. Switching weapons is not a permanent solution either. It -would- be if the skill and attribute gain/decay control worked properly, but alas... It all comes together in oh so wonderfully frustrating way :/
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 26, 2010, 11:46:35 pm
Meh, w/e
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Bob Clarke on May 27, 2010, 08:20:09 pm
I didn't find a reaction to make fat, or soap. So I made one that works for me.
Spoiler (click to show/hide)
Which I based off of
Spoiler (click to show/hide)

Sorry if it's redundant, I couldn't find one with a search.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Daywalkah on May 28, 2010, 03:38:34 pm
I can't get the lye into the barrel. Is there anything visibly wrong with this? I could get the fat in the barrel, but not the lye, so I removed the necessary tags from the fat.

Spoiler (click to show/hide)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 28, 2010, 03:41:28 pm
I don't think 100 of anything fits in a barrel? Try setting it so it makes only one lye and see if it works then.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Daywalkah on May 28, 2010, 03:46:52 pm
*facepalm*

I always miss things as simple as that. Thank you.

Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 28, 2010, 04:25:27 pm
No problem.

I only ever remember seeing meats and seeds being stored I think at 5-20 per barrel? I forget the exact number though.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Daywalkah on May 28, 2010, 04:51:22 pm
IIRC it was 20.

BTW, I created a link to your modding guide wiki in the modding guides section of the wiki so it can be more accessible. I saw it no where else, so I added it. I probably skipped over it somewhere.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 28, 2010, 04:59:27 pm
Thanks, I didn't want to modify any other pages but my own.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Bob Clarke on May 29, 2010, 06:49:22 am
I have made a reaction that makes the soap bars directly, if it helps.

I haven't seen anyone clean with it, or use it. But they have moved it from my workshops to the hospital zone.

Spoiler (click to show/hide)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Daywalkah on May 29, 2010, 08:29:57 am
*facepalm* (again)

That's what I was missing, CREATURE_MAT. Wow lol, I'll test it to see if they use it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Amikron on May 29, 2010, 05:18:44 pm
This may sound like a stupid question, but do the 2 training workshops in the modding wiki work with other races? I can build the buildings, but I get no options when I attempt to use them. I got the others working no problem, and have made custom workshops myself previously in this build, but for some reason my HumanFort can't train on the workshops. They can however make free gems/metals/stone/etc. no problem.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 29, 2010, 06:53:29 pm
Did you remember to add the Permittedreaction entries in the entity file for your race?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Amikron on May 29, 2010, 07:03:19 pm
Indeed, as I mentioned all the others (stone, gem, etc) work. For some reason when I build the civi or military building to train them i get no options though.

I just didn't know if somehow only dwarfs could use them or something.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 29, 2010, 07:11:06 pm
Make sure the txt has...

Quote
reaction_cheats_skills <---- this is the name of the file, it HAS to have this in the text.

[OBJECT:REACTION]

[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Amikron on May 29, 2010, 07:12:34 pm
Gah when I re-did my HumanFort folder I completely forgot the top line in the .txt. Thank you very much. It was on all my other files but not this one. This was driving me nuts!  :)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on May 29, 2010, 07:15:53 pm
np

just remember you may need a regen.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Amikron on May 29, 2010, 09:55:50 pm
I did have to regen, but I now have a human fort that can actually get some training in stuff. They sort of get jipped on embark points so its hard to get much in the way of war or leadership roles and actually have some food and whatnot  ;)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 01, 2010, 03:49:12 pm
bump
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Darkond2100 on June 05, 2010, 06:01:14 pm
Please help me. I followed the instructions for installing ALL the cheat workshops, and now that I'm playing I don't see them! I did start a new world. The only thing that I can think of is that I didn't Tab the new entries in  entity_default.txt. I can't find where in the (b)uilding menu that I can build them from.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 05, 2010, 08:07:40 pm
Well you have to have the entries in the entity_default for starters.

I believe this is everything you need in the entity_default...
Spoiler (click to show/hide)

Then you need to make sure you have...

Quote
reaction_cheats_skills <---------- this at the top of each file. If that's not there, you won't have the cheats show up and you may need regen.

[OBJECT:REACTION]

[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]

reaction_cheats_skills
reaction_cheats_stones
reaction_cheats_trees_plants

I believe that's all of what you need.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Darkond2100 on June 05, 2010, 08:11:58 pm
I think I figured it out. Instead of
Code: [Select]
[OBJECT:REACTION]

[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]
I had
Code: [Select]
[OBJECT:REACTION]


[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]
I'm trying it out right now.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 05, 2010, 09:10:52 pm
I think I figured it out. Instead of
Code: [Select]
reaction_cheats_skills

[OBJECT:REACTION]

[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]
I had
Code: [Select]
reaction_cheats_skills


[OBJECT:REACTION]


[REACTION:TRAIN_M_001]
[NAME:Train Sneak]
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]
[SKILL:SNEAK]
I'm trying it out right now.

Make sure it's not just that.... also it needs... (I edited your codes)...

Make sure it has those or else it won't work.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 09, 2010, 11:10:13 pm
Bump and update - I added even more tokens, feel free to look through them. If you know what's what, feel free to let me know.

@Darkond... you get it working?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: ToaHero92 on June 11, 2010, 02:45:16 pm
bump
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: NegaDwarf on June 11, 2010, 08:46:23 pm
Still no way to make bones? I am hoping... Well. One of these updates...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 11, 2010, 08:59:00 pm
I still haven't found a way. To be honest, I've barely even been able to play or do anything with DF.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 13, 2010, 02:19:54 pm
Wow... Modding forum is dead today so far.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Tabithda on June 14, 2010, 05:56:53 pm
Hello, I have been having some trouble with getting my custom reaction to show up in my custom workshop, and was wondering if someone here could help me.

Here are my raws:

Code: (reaction_pyre.txt) [Select]
reaction_pyre

[OBJECT:REACTION]

[REACTION:BURN_BODY]
[NAME:burn body]
[BUILDING:FUNERAL_PYRE:NONE]
[REAGENT:A:2:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:CREMATION][HAS_MATERIAL_REACTION_PRODUCT:CREMATION_MAT]
[PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

Code: (building_pyre.txt) [Select]
building_pyre

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:FUNERAL_PYRE]
[NAME:funeral pyre]
[NAME_COLOR:7:0:1]
[DIM:3:3]
[WORK_LOCATION:1:2]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_SHIFT_F]
[TILE:0:1:32:32:43]
[TILE:0:2:254:32:43]
[TILE:0:3:32:32:32]
[COLOR:0:1:0:0:0:0:0:0:1:0:1]
[COLOR:0:2:0:0:1:0:0:0:6:0:1]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:43]
[TILE:1:2:254:32:32]
[TILE:1:3:43:43:32]
[COLOR:1:1:0:0:0:0:0:0:1:0:1]
[COLOR:1:2:0:0:1:0:0:0:0:0:0]
[COLOR:1:3:1:0:1:6:0:1:0:0:0]
[TILE:2:1:0:43:43]
[TILE:2:2:43:0:43]
[TILE:2:3:43:0:254]
[COLOR:2:1:0:0:1:6:0:1:1:0:1]
[COLOR:2:2:6:0:1:0:0:1:6:0:1]
[COLOR:2:3:1:0:1:0:0:1:0:0:1]
[TILE:3:1:43:43:43]
[TILE:3:2:43:254:43]
[TILE:3:3:43:43:43]
[COLOR:3:1:1:0:1:6:0:1:1:0:1]
[COLOR:3:2:6:0:1:0:0:1:6:0:1]
[COLOR:3:3:1:0:1:6:0:1:1:0:1]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][FIRE_BUILD_SAFE][CAN_USE_ARTIFACT]

Code: (entity_carmin.txt) [Select]
entity_carmin

[OBJECT:ENTITY]

[ENTITY:CARMIN]
[CIV_CONTROLLABLE]
[CREATURE:CARAMIN]
[TRANSLATION:ELF]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:RARE]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:UNCOMMON]
[ARMOR:ITEM_ARMOR_SHIRT:UNCOMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:FORCED]
[ARMOR:ITEM_ARMOR_VEST:FORCED]
[ARMOR:ITEM_ARMOR_DRESS:RARE]
[ARMOR:ITEM_ARMOR_ROBE:RARE]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:FORCED]
[SHOES:ITEM_SHOES_BOOTS:FORCED]
[SHOES:ITEM_SHOES_BOOTS_LOW:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:FORCED]
[PANTS:ITEM_PANTS_PANTS:FORCED]
[PANTS:ITEM_PANTS_SKIRT_LONG:FORCED]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[STONE_PREF]
[METAL_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[IMPROVED_BOWS]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:21]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:512]
[ITEM_IMPROVEMENT_MODIFIER:SEWN_IMAGE:512]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:21]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[START_BIOME:SWAMP_TEMPERATE_FRESHWATER]
[BIOME_SUPPORT:ANY_TEMPERATE_FOREST:2]
[BIOME_SUPPORT:GRASSLAND_TEMPERATE:2]
[BIOME_SUPPORT:MOUNTAIN:1]
[BIOME_SUPPORT:SHRUBLAND_TEMPERATE:2]
[BIOME_SUPPORT:SAVANNA_TEMPERATE:2]
[BIOME_SUPPORT:SWAMP_TEMPERATE_FRESHWATER:2]
[BIOME_SUPPORT:RIVER_TEMPERATE_FRESHWATER:3]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:WINTER]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:3]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:0]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:300]
[MAX_POP_NUMBER:100000]
[MAX_SITE_POP_NUMBER:300]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:FUNERAL_PYRE]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[PERMITTED_REACTION:BURN_BODY]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:WALL]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:MISGUIDED]
[ETHIC:LYING:MISGUIDED]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:SLAVERY:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:APPALLING]
[ETHIC:MAKE_TROPHY_ANIMAL:APPALLING]
[WILL_ACCEPT_TRIBUTE]

[POSITION:HIGH_PRIEST]
[NAME:high priest:high priests]
[NUMBER:1]
[SUCCESSION:BY_POSITION:DEACON]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RELIGION]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:5:0:1]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:DEACON]
[NAME:deacon:deacons]
[NUMBER:5]
[APPOINTED_BY:HIGH_PRIEST]
[PRECEDENCE:40]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[COLOR:5:0:1]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:PRIEST]
[NAME:priest:priests]
[NUMBER:1]
[SITE]
[APPOINTED_BY:GOVERNOR]
[RESPONSIBILITY:MEET_WORKERS]
[PRECEDENCE:80]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[COLOR:5:0:1]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:HIGH_PRIEST]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:50]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[FLASHES]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:GOVERNOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:TOWN_GUARD_CAPTAIN]
[NAME:town guard captain:town guard captains]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:town guard:town guards]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:100]
[DO_NOT_CULL]
[COLOR:1:0:1]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:GOVERNOR]
[NAME:governor:governors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RULES_FROM_LOCATION]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_DOCTOR]
[NAME:chief doctor:chief doctor]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:QUARTERMASTER]
[NAME:quartermaster:quartermasters]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]
[RESPONSIBILITY:EQUIPMENT_MANIFESTS]
[RESPONSIBILITY:SORT_AMMUNITION]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:HIGH_PRIEST]
[PRECEDENCE:80]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:HIGH_PRIEST]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:GOVERNOR]
[PRECEDENCE:65]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
This is my first attempt at modding in a custom reaction and workshop, but I believe that I included everything that is necessary for it to at least show up.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 14, 2010, 06:16:12 pm
For the reaction...

Honestly... it looks good.

I don't know about the Alchemy bit though. You have to have the available resources for the reaction to show up...

You could try this for the reagent...

[REAGENT:A:1:REMAINS:NONE:NONE:NONE]

But yeah, if you don't have the required materials for the reaction to be completed, it won't show up. Like how you don't have a full list on the smelter cause you don't have the materials.

These are Deon's from his crematorium.

Code: [Select]
[REACTION:CREMATE]
[NAME:cremate bodyparts]
[BUILDING:CREMATORIUM:NONE]
[REAGENT:A:2:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:CREMATION][HAS_MATERIAL_REACTION_PRODUCT:CREMATION_MAT]
[PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:60:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:CREMATION_MAT]
[SKILL:SMELT]
[AUTOMATIC]

[REACTION:CREMATE_REMAINS]
[NAME:cremate remains]
[BUILDING:CREMATORIUM:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:60:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
[AUTOMATIC]

You have the Permitted stuff, so that should be a problem.

I'm assuming you can play the race, so the entity thing is working.

The building looks fine, so that shouldn't be the problem.

Try both the reactions I posted and let me know. (You'll have to edit them slightly.)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Tabithda on June 14, 2010, 08:04:40 pm
For the reaction...

Honestly... it looks good.

I don't know about the Alchemy bit though. You have to have the available resources for the reaction to show up...

You could try this for the reagent...

[REAGENT:A:1:REMAINS:NONE:NONE:NONE]

But yeah, if you don't have the required materials for the reaction to be completed, it won't show up. Like how you don't have a full list on the smelter cause you don't have the materials.

These are Deon's from his crematorium.

Code: [Select]
[REACTION:CREMATE]
[NAME:cremate bodyparts]
[BUILDING:CREMATORIUM:NONE]
[REAGENT:A:2:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:CREMATION][HAS_MATERIAL_REACTION_PRODUCT:CREMATION_MAT]
[PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:60:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:CREMATION_MAT]
[SKILL:SMELT]
[AUTOMATIC]

[REACTION:CREMATE_REMAINS]
[NAME:cremate remains]
[BUILDING:CREMATORIUM:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:60:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
[AUTOMATIC]

You have the Permitted stuff, so that should be a problem.

I'm assuming you can play the race, so the entity thing is working.

The building looks fine, so that shouldn't be the problem.

Try both the reactions I posted and let me know. (You'll have to edit them slightly.)
In each of my test I made sure there was a corpse by building a tall tower with two floor tiles sticking off of it and then telling one of my workers to deconstruct the floor tiles. So the lack of a reagent was not the problem. In my first test I tried using [REAGENT:A:1:REMAINS:NONE:NONE:NONE], and I got nothing showing up in the custom workshop. The same happened in my second test with [REAGENT:A:2:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:CREMATION][HAS_MATERIAL_REACTION_PRODUCT:CREMATION_MAT]. However, I did notice that that the reaction showed up in the manager screen, so I ordered one "burn body" task in it, but in both tests the worker I gave the alchemy labor would cancel the task saying that there was no remains(in the first test) or no body parts(in the second test).

Any idea on what I am doing wrong here?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 14, 2010, 08:08:57 pm
Honestly at this point... I'm not sure any more.

Try setting the reagent to something like stone or something else, just in case. See if it pops up then. If it pops up and the reaction works...

Hmmm...

I'm really not sure, I haven't used the cremation stuff...

Deon?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Tabithda on June 14, 2010, 08:42:33 pm
Wait, a corpse is different from remains and body parts is it not? *checks wiki*

Fake edit: The wiki says that the copses of vermin are called remains, and since one cannot butcher remains but can butcher corpses, it seems likely that corpses are different from remains, and body parts too I would imagine. If that is the case, then that means I just contradicted myself in my previous post. *facepalms*

Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 14, 2010, 08:44:18 pm
Yeah, corpses and remains are different. I think body parts separated are also different.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Tabithda on June 14, 2010, 09:18:12 pm
OK, I tried using this:
Code: (reaction_pyre.txt) [Select]
reaction_pyre

[OBJECT:REACTION]

[REACTION:BURN_BODY]
[NAME:burn body]
[BUILDING:FUNERAL_PYRE:NONE]
[REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[PRODUCT:100:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]
The results were thus: After I dropped a unfortunate miner to his death I build the funeral pyre. I checked to see if the "burn body" reaction was in it and, to my great surprise, it was. However, it seems that my workers would not consider the corpse a corpse. They would cremate trees, barrels of wine, shoes, and even stones, but not the corpse. When I forbid everything but the corpse the reaction disappeared from the pyre.

So I guess my new question is why my workers would cremate everything but a corpse.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 14, 2010, 09:21:27 pm
From what I've heard, dwarf corpses function differently than other creature corpses. For example a dwarf of your place will go to the Graveyard stockpile, but a dwarf or anything else will go to a refuse stockpile.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 15, 2010, 04:51:03 pm
-edit- things went a little smoother than I thought... all is good... hopefully.

Anywho, anything to work on?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: rynait on June 16, 2010, 12:23:16 am
Hello,

been reading the guide forum... 

however got a question if vanilla workshop "restraint" exist, does that mean corral or pen workshop is possible?

oh boy   twirling in brains (prohibiting me to think carefully) so much. I did a search in forum for this idea.

apparently there are few idea that has not congealed into a mod.


R
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 16, 2010, 12:30:26 am
A corral or pen workshop referring to something to do with animals assuming.

First thing to note, is that you can't make creatures from a reaction. Just had to get this one out of the way.

If you're talking about making a fenced off area to store animals... don't cha think walls might be easier?

You can make a workshop that's like a fenced off area. You'd probably want to drop them in via a pit/pond dealio, but again, walls would probably be a lot easier for this task.

What exactly is it you're going for?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: rynait on June 16, 2010, 03:52:59 am
Hello,

without hurting anybody feelings...  I see that workshop is necessary to handle reactions. But I was not
referring to reaction.  I am referring to the restraint.

I was thinking along the lines of faster breeding, reduced pathing and milking...

Well If you were referring to wall or pit technqiues...  there are two problems with the approach,

A) pets/animals will attempt to escape as documented in Wiki.   Only restraint or Cage will control this behavior.
B) pit (without ramps), means dwarves can not get inside to milk the animals (without avoiding the A)

So what i did in lieu of the A or B, use the workshop "restraint", you could mine out niches in
a room... placing alot of restraints in there. However caveat emptor,  alot of ropes/chains.

What i thought here in my brains... there must be a tag that was utilized for the building restraint... 

take this restraint tag(s), assign it to a custom workshop,  and allow users to assign animals...
thus not need to put dwarf-hours in crafting 20 ropes/chains) instead using stone/wood build the
workshop in less amount of time.

That way could create more variations of reaction  (faster breeding, controlled milking productions, etc)

Ah,  but in order to do this, need find out if there are such tags?

R
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Flaede on June 16, 2010, 10:47:43 am
Ah,  but in order to do this, need find out if there are such tags?

such things are hardcoded.
I am wondering, however, if a decently sized workshop, with only one entrance were made, then you could set it up with 2 walls and a door outside. This might work as a corral, but I think that's as close as you're going to get.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 16, 2010, 05:21:19 pm
In my opinion there is no "easy corral"

It takes ingenuity.

A workshop would in my opinion only complicate things.

You can't have a workshop help with anything related to living creatures.

If you want to spend the time to make a custom workshop that's 32x32 tiles then by all means go for it.

The way I'd do it is wall off an area, with a series of doors for an entrance. In the "corral" would be a meeting zone that the animals would gather at. I would put a roof over it with a hole in the top and drop the animals in that way. You'd use burrows for your dwarfs, mind you, you have to make every where you want your dwarfs to go only, a burrow.

What Flaede is talking about doing would be easier with walls and a door. Chains and Ropes and Cages are the easiest form of putting animals where you want them. If you so need it I'll post you a reaction for making free chains or ropes, just specify what it is you want.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on June 16, 2010, 06:32:36 pm
Easiest way to have a corral for non-milking animals is to dig a pit with a ramp leading out after a small tunnel. Build a wall grate in between the ramp and the pit and link it up to a leaver. This pit will then hold any number of animals in nice non-pathfinding safty until you need some of them. When you do, just open the grate to grab whichever ones you want to butcher/train/whatever. Once every animal you care about is out of the pit, close the level and re-pit the ones you don't want out.

For manageability I tend to have a few different pits with different rules. Baby animals that can be trained go in specific generation pits until they're all adult and then let out. Meat animals are kept in one or more pits depending on how many I have. Usually I'll have the adults in one pit and throw any babies who get out during a culling into a different pit. I find that a few different pits based on animal age/when it showed up works pretty well, and I can usually solve the 'wandering animal' problem by just butchering everything in a given pit. By keeping them segregated by a given generation it's only mildly annoying to find them all on the animals list, and once they're all butchered I can just unmark any animals that happen to be in different pits if I mismarked a few.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: afoninv on June 16, 2010, 10:54:35 pm
Hi Shaostoul!
I am not sure I should post it here, however you tend to be patient and willing to help wannabe modders, so I'll give it a try =) My question is: is it possible to produce vermin remains in a custom reaction? I've quickly browsed through your guide but could not find a tag for such product as remains.

I love the idea of Wizard Tower (http://www.bay12forums.com/smf/index.php?topic=59311.0) mod by SethCreiyd, and I just want to tweak it a little for my needs by modding in a byproduct to some reactions. The purpose of the byproduct is to generate miasma, giving me an extra incentive to build aboveground.
Even simple rat or bat remains would suffice, although it would also be nice to mod in a special vermin that is not encountered in normal circumstances, for the sole purpose of providing necessary game object for creating 'custom' remains.

If all this is possible, of course =)
Thank you for your attention!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 01:06:48 am
Heh, thanks for the compliment afoninv.

As a heads up, I have my guide thread that you should always feel free to post any questions on. Just so it avoids potentially derailing other threads.

I do enjoy helping people. Everyone has to learn some times, I wish some people would've told me a lot of what I've learned, but I had to do that the hard way, which was kinda fun.

Anyways...

I have indeed produced remains and "vermin" via reaction. However for example. When I made a "turtle" vermin, it wasn't really a turtle. When it was processed, there was no shell. I have produced "raw fish" as well, but again, no specific creature products, just generic stuff.

So a true vermin product via reaction, I don't really think is possible right now or but I could be doing something wrong.

Miasma wise, I've never kept the remains around long enough to see if any was produced, I also did a ton of my vermin tests before the nonrotting vermin fix.

I think what I was working with vermin wise was around the idea of...

[PRODUCT:100:1:VERMIN:NONE:TURTLE:NONE]

And many many variations of that. I've used VERMIN, REMAINS, RAW_FISH (Or fish_raw... i forget off the top of my head.) CORPSE, CORPSE_PIECE, etc. etc. etc. etc.

So in short... just remember, as far as I can tell right now, it won't be the true vermin.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: afoninv on June 17, 2010, 11:14:28 am
Thank you for your answer!

OK, now some testing results.
I added a [PRODUCT:100:1:REMAINS:NONE:TURTLE:NONE] to coal smelting reaction (.31.06). Genned a world, embarked and smelted some coal. The result is 'turtle ' (with white space after the word). That were remains (in Stocks screen named 'turtle ' both before and after Tab-expanding the menu); one went to a 1-tile refuse stockpile accepting remains only underground, one - to the same pile aboveground; one - left at the Smelter.

The one aboveground disappeared (before season change!) w/o undergoing 'rotten ' state. Other two are still there, not rotten. Tested for 3 full months, incl. season change.

For the science, of course =)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 02:25:48 pm
My guess is the way that these "pseudo-vermin" are missing a lot of the characteristics of real vermin.

I could continue to test the vermin product thing, but in my opinion, seeing as vermin are... well more or less useless, I see no reason why I should continue. Especially with the addition of Deon's Cave tortoise, a breedable turtle.

When Runesmith is able to edit creatures from alive or dead I'll do more testing on making creatures.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: afoninv on June 17, 2010, 03:40:20 pm
I could continue to test the vermin product thing

Oh no, not at all I was going to exploit you for my needs; I am doing some testing myself, maybe the results will be helpful to someone, just that =)

I agree that in my case vermin remains production proved itself useless. Well, so much to invent something new =)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 03:41:57 pm
Well if you felt like digging through the tokens (I have majority of the useful ones on the first page) you could always try to make bone via a reaction, I've yet to do that.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: afoninv on June 17, 2010, 05:37:11 pm
Well, I've tried BONE item token (didn't work of course, but I had to try) and then CORPSEPIECE item token, since bones are now under 'Body parts' section of Stocks. The last one didn't give an error in errorlog at least, but it seems I was trying wrong material tokens:
Code: [Select]
[PRODUCT:100:1:CORPSEPIECE:NONE:BONE:NONE]
[PRODUCT:100:1:CORPSEPIECE:BONE:BONE:TURTLE]
[PRODUCT:100:1:CORPSEPIECE:BONES:BONE:TURTLE]
[PRODUCT:100:1:CORPSEPIECE:TURTLE:BONE:TURTLE]

These reactions in-game didn't produce bone.
I'm not a great modder, really =)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 05:51:08 pm
You're pretty much going through what I went through. I have yet to make any so... ya
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 06:02:57 pm
The following tokens I think may be used some how...

under item tokens... at least making things from creatures...

For making fat iirc
GLOB

I'm pretty sure these will be used for making proper vermin or at least vermin bodies.
FISH_RAW
VERMIN
PET

These three are a little peculiar, I believe remains is vermin corpses... I always confuse it with dwarf remains... I'm not sure if we'd want to use CORPSE or CORPSEPIECE... maybe a combo of sorts... like CORPSE:CORPSEPIECE
CORPSE
CORPSEPIECE
REMAINS

That's it for item tokens...

Matgloss tokens...
CREATURE_MAT
...
BONE
TOOTH
HORN
SHELL

That's just stuff off of my first page on the guide.

These are under body part type tokens but might be helpful...
VERMIN_BUTCHER_ITEM
LIMB
HEAD

possibly useful?
REACTION_CLASS
HAS_MATERIAL_REACTION_PRODUCT
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on June 17, 2010, 06:12:36 pm
The following tokens I think may be used some how...
REACTION_CLASS

Reaction class can definitely be useful for custom reactions. It allows multiple types of items to be used for the same reaction without having to make multiple reaction entries.

For example, it's used for making Plaster, and all the stone types that you can use to make plaster have a REACTION_CLASS:GYPSUM tag. I've used it for some alchemy. I imagine you could use it to do something with, say, various skin definitions to make custom leather reactions.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 06:26:24 pm
Hmmm I wonder if bone is a valid reaction class...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Mephansteras on June 17, 2010, 06:27:57 pm
Probably not, but if you go add REACTION_CLASS:BONE to all of the bone definitions it might probably work.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 06:30:58 pm
Hmmmm, I'll have to think on it a bit. I should definitely keep a log of all the reactions I try.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
Post by: Shaostoul on June 17, 2010, 10:47:08 pm
FYI added the cheat reactions I use to the products list. A few you'll of seen before, some you haven't.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new project--
Post by: Shaostoul on June 18, 2010, 12:35:27 am
I just spent about an hour maybe on making this and I'm pretty freaking sure there is bugs, but here it is anyways...

http://dffd.wimbli.com/file.php?id=2534

My attempt at a "bare-minimum" mod. I've cut out near everything I could think about cutting out and this is the result. I screwed up weapons some how, just go to prepare for a journey and look at the weapons and digging instruments... Dwarfs and Turtles are the only living things. There is an aboveground and underground plant. A single tree. A stone and miner. HFS stone/metal. "Slade". etc.

Give it a look and see what should be changed or what else could be removed.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new project--
Post by: afoninv on June 18, 2010, 08:57:28 am
I think SOIL_SAND token for generic soil is required, or else a whole bunch of labors and industries is unavailable.

***
- A lot of pants, shoes, helms, many foreign.. was it necessary? I think one can delete them (turban for total conversion? why?).

- Many trap components can be removed (I think corkscrew is still necessary because it is used in pumps; spikes are also needed for upright spike traps, since there are no spears in this mod).

***
- [DIGGER:ITEM_WEAPON_GENERIC_HAMMER]
[WEAPON:ITEM_WEAPON_GENERIC_PICK]
Why?

- [STATE_NAME_ADJ:LIQUID:river generic aboveground plant drink]
River?..

- [ITEM_AMMO:ITEM_AMMO_GENERIC] in item_ammo, and [AMMO:ITEM_AMMO_BOLTS] in entity file - errorlog!

- GENERIC_TURTLE:Unrecognized Creature Caste Body Token: QUADRUPED_JOINTS

- On a map I found soil(?) layer named 'Rock' (tile same as yellow sand). In Fortress mode viewing it with 'k' produces weird results (name quickly flickering between 4 available layer mineral types).
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new project--
Post by: Shaostoul on June 18, 2010, 02:25:18 pm
@afoninv...

I had very little idea what I was doing really. I was just rushing through it as quick as possible to get it done. So yeah...

Ahhhh that's what happened with the weapons...

about the river thing, I took it from strawberries... river spirits is the drink from that. iirc wait no... rope reed... meh we/...

Yeah, I don't know about the quadruped joints, I just copied and pasted Deon's turtle.

I'll probably give it a try to work those out a little later today, thanks.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new project--
Post by: afoninv on June 18, 2010, 03:54:51 pm
Hm, regarding this:
- On a map I found soil(?) layer named 'Rock' (tile same as yellow sand). In Fortress mode viewing it with 'k' produces weird results (name quickly flickering between 4 available layer mineral types).
I suspect that the game needs at least one soil-sand type layer to generate desert squares during worldgen.

Late edit: I failed to be polite enough to thank you for your bare-minimum mode =(
I am using it now, and I find it extremely useful for custom buildings and reactions tests.
Thank you!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new project--
Post by: Shaostoul on June 24, 2010, 02:55:25 pm
Bump, see a few posts that wouldn't of needed to be posted if they saw this.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --break-ish--
Post by: Shaostoul on June 28, 2010, 06:42:52 pm
Been having a lot of stuff go on lately. Been making a lot of mistakes that I shouldn't be making.

So I'm going to try and just relax, but the real relaxing will be a few weeks from now.

I'll try and update the guide some before then, but yeah...

Anywho, sorry for all the mistakes I've been making.

Also... Question...

I've been thinking since I have quite a bit of the information on my wiki version of the guide, would you all be fine with it is I removed the entries on here the forum version...?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --break-ish--
Post by: afoninv on June 28, 2010, 07:04:14 pm
Oh, come on =) A lot of people endorse your great work; many newbie modders have a quick start; and I suspect forum would be much more cluttered if not for your guide. You have earned a little refreshing break! Be cool =)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --break-ish--
Post by: Shaostoul on June 28, 2010, 07:07:34 pm
Well, I would prefer not having the need for a break... Mostly cause I love being on these forums and messing around with DF. It's a lot of fun.

It's personal life bit that's getting me.

However, just in case anyone is curious.

The break is going to consist of me upgrading my 1975 Chevy Nova Custom. I'll be putting a blown 350 in there, getting the tranny beefed up and hopefully finding a rear end for a decent price with LSD.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Shaostoul on June 28, 2010, 11:53:03 pm
Alright guys, I've put one possible way I could do the posts... I go to in depth discussion as it what each thing means by using an example. This will be the most time consuming and probably least efficient of all the methods.

The other one is where I could list all possible pieces for a given portion of the entry and then describe it slightly.

The other one is the same as the above, but with no description.

There's a couple other ways I could think of doing it, but that's what I got for now...

You think a quick and easy method where it shows all possible entries would be easiest or do you want in depth descriptions of everything?

-edit-

I'm going to decide on a method if no one replies before I head to bed. O.o
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Fortis on June 29, 2010, 01:49:01 pm
I'm not sure which method it falls under, but the step by step description you gave of the reaction modding was very useful and easy to understand for me. If you could do other posts like that, it would be a big help. Thanks for helping those of us new to modding Shaostoul!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Shaostoul on June 29, 2010, 02:55:31 pm
no problemo, certainly in a way better mood today. I am hoping that I get a certain letter tomorrow, then things for me will be on their way to being very interesting.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Shaostoul on June 29, 2010, 06:24:51 pm
There we go. I like the way this version looks for the Reaction Modding Information.

Give it a look see and let me know what you think.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Patchouli on June 29, 2010, 07:20:27 pm
There we go. I like the way this version looks for the Reaction Modding Information.

Give it a look see and let me know what you think.
I'm definitely liking this layout. The wiki is still a bit incomplete when it comes to tokens, so it's nice to have a more complete version in one place.

The only problem I can imagine is that in its current layout, it seems pretty easily mergable with the wiki's pages for reactions and tokens, and it's not really much of a guide as it is a reference page. But really, I suppose there's not a whole lot to expand on with reactions, so I guess there's not much you can do about that. Additionally, the wiki has the added advantage of being able to cleanly describe each token a bit more in-depth to provide a simple description or example, because of the way the tokens are laid out in a spreadsheet. The wiki includes reagent modifiers as well. There's also a discrepancy between your guide and the wiki's definition of the <CHANCE> token.

Honestly, I think you'll have to tackle each section differently. This layout works fine for describing reactions, but iI don't think it'll work nearly as well if you're going to describe how to mod a new creature or how to mod new body parts.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Shaostoul on June 29, 2010, 08:09:53 pm
Well each post will be suited to what it is describing. I have the "useful pages" post for a reason :P

I'm aware there's a lot of information on the wiki that is way easier to explain with how it works, but some people don't even go on the wiki... From the way I've noticed the chance token work is just as I describe it. I haven't seen otherwise, I could do more testing on it, but as far as I can tell, it's the way I said it is. Unless... it actually for example counts down or keeps track of the chance. Like it'll only occur 1 out of 20 times and not any more. I don't know... I'll need testing...

Anyways... I'll probably move more information on the guide to the wiki guide. This thread isn't stickied, so I'd rather it be some where more... reliable?

I personally like only having to go to one of my guides and have all the modding information I need there. I get tired of searching through the wiki for exactly what it is I want.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: xtank5 on June 29, 2010, 08:16:27 pm
For KKK (:o) you may want to mention what a higher percentage will do.  Such as 50 gives you a 50% chance of getting that product, 100 gives 100% chance, 1 gives 1% chance.  Then newbies won't get confused.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --redesigning--
Post by: Shaostoul on June 29, 2010, 08:18:34 pm
I knew someone was gunna do something about the whole KKK thing... lol

Good plan, I'll do that.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 14, 2010, 07:29:24 pm
Hey guys... UPDATE!

Post 3 has a bunch of your generic questions and I tried to answer them to the best of my knowledge.

Give em a look. :D
Title: Re: Shaostoul's Modding Guide - General Information
Post by: Patchouli on July 14, 2010, 07:36:33 pm
REMEMBER THAT A REACTION MADE ITEM WILL NOT HAVE QUALITY LEVELS, FOR QUALITY LEVELS YOU ACTUALLY HAVE TO MAKE IT!

Does this mean custom workshop/reactions can now have improved quality?
It seems so. A reaction I tested a short while ago created a +quality+ item among a few non-quality items in Fortress mode. Not sure how much skill enters the equation.

I think we need to test this a bit more, on both sides.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 14, 2010, 07:40:03 pm
Must be something new. If you feel like testing, I'd be more than willing to change it.

I'm not really in the testing mood. I have my Areloram level going... Draining the ocean takes a long time.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 14, 2010, 10:46:10 pm
Consider me officially requesting information on research and locking items out until research is complete. I just can't figure it out.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shade-o on July 15, 2010, 06:34:51 am
Can minerals be spawned inside themselves as an environment? For example, can Gold veins be sourced inside Gold veins? I ask because unlike other environments, I'm not sure if the game would like it if an entry referenced within itself. I would like to know for the purposes of having longer veins of minerals, which are much more epic.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 10:22:13 am
Consider me officially requesting information on research and locking items out until research is complete. I just can't figure it out.

If you mean the ability to restrict dwarves from making, say, breastplates until they'd researched advanced armor making then I think it is impossible right now.

HOWEVER, you could do this to a limited extent with items dwarves don't normally make. Like Long Swords. You could have a 'research workshop' that requires a longsword as a reaction input and produces a 'longsword forging technique' tablet as part of the product. That tablet could then be required to build a new special forge which would then allow the creation of Longswords. Although they'll probably be no-quality longswords.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 10:24:46 am
If you mean the ability to restrict dwarves from making, say, breastplates until they'd researched advanced armor making then I think it is impossible right now.

What if you took breastplates and whatnot out of the entity raw?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 10:26:52 am
If you mean the ability to restrict dwarves from making, say, breastplates until they'd researched advanced armor making then I think it is impossible right now.

What if you took breastplates and whatnot out of the entity raw?

Hehe. I was *just* coming back here to mention that...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 10:28:58 am
Good. That means I'm on the right track. I wonder, then, if one could unlock things like different swords in game and then make them at the forge to get quality items?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 11:01:59 am
Good. That means I'm on the right track. I wonder, then, if one could unlock things like different swords in game and then make them at the forge to get quality items?

Not as far as I know. The Forge goes off of the items your civ has access to, and I don't think that's changeable. The most you can probably do is make custom workshops for each item you want to research.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 11:16:08 am
Well, that sucks. I'll continue to learn, though, and see if there's some way to do what I want to do.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: rynait on July 15, 2010, 12:07:54 pm
Hello,

got a question for you guys...

I did not like how the gem is organized (in storage, and as well thought some gem value is offish). 
I took peek in gem raw file and noticed how disorganized it is (hard for me to locate certain file,  unless resorting to
find command). Made me wonder, Could I alphabetically organize this raw and not affect the world gen?

R
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 12:17:01 pm
As long as all of the tokens are still the same you should be fine.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 02:05:40 pm
@rynait, since this is the easiest of the questions. Yes, you can completely rearrange the gem file to be however you want. I would like to let you know, there are over 100 gems. Enjoy.

@Mephansteras and MaximumZero, removing the stuff from the entity is a completely viable option. However... I would say to start some where small or easy. I'd go with metals first, because you already have the smelter modifiable, so it'd be as simple as adding a line or two to the existing reactions for it to start. The first question is how do you want to approach the research portion of it. One person suggested a workshop where you could dismantle minerals/gems/stones/whatever and get research points. This idea is okay, but I wouldn't want to use the research points for say actually building the items. I would prefer research points to be used up. I would suggest something along the lines of books or tomes or something. dismantle the elements, get research points, spend research points on a specific book item, book item gets used in reactions and doesn't get used up. I would basically have a couple books, one for precious metals, one for metals below iron, one for iron, one for steel, one for adamantine. At the very least IMO. You could get very specific and make one for each metal.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 04:25:21 pm
@Shaostoul

That sounds great. (I was the one who wanted to dismantle the stones and ores, etc.) I am just not skilled enough to put the idea in play. How would I go about doing the whole research part?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 05:59:57 pm
Well... I'm not going to put any coding yet. I've got some more cleaning to do. However this is what I would do if you want research points.

Research points - Make a gem, call it research points or something along the lines. Make a workshop that processes special stuff (precious metals, gems, iron, w/e) and through the processing it gives you a research point, which you then use to buy a 'book' from another shop that requires x amount of research points. This book or series of books would be required for various smelting work. Like you need the iron smelting book to smelt iron. (A lot like WoW)

Books - Make blank paper and written paper. Make various novel types that require x amount of written paper to be produced. From there it's a lot like the end of research points.

more points or pieces of paper and possibly special gems or w/e to produce some book that is required for whatever reaction. I heard, but have not seen myself or the testing of... That custom workshop reactions can actually produce quality level goods. So as was said earlier, you could eliminate the allowing of x weapons/armor/toys/whatever and so forth.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 06:13:46 pm
Would there be a way to display the current number of research points accumulated somewhere in the menu for the custom workshop?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 06:21:40 pm
Hmmmm, not that I can think of. You could make stockpiles that only accept research points and have them set up in 10x10 grids. 100 per stockpile. Would make things easier. The only reason I don't like this method is because I would have an item laying around called research points... I would much rather prefer a bunch of pages.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 06:24:02 pm
Why not make Notes or Blueprints or Research Papers, then?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 06:28:38 pm
That'd be better. I guess we just need a few more people to agree on an method and we could go from there. My vote is for pages/novels/scripts/stone tablets.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 15, 2010, 06:37:46 pm
Is there a way to convert from X material into Pages that are paper/papyrus-like? I don't want my weaker scholardorfs taking a few seasons to heft a backpack full of tablets from point a to point b.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 06:45:22 pm
So like a chapter one, chapter two kind of deal? It's possible, but you're most likely just getting into more and more reactions.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 06:49:25 pm
Turning logs into paper wouldn't be too hard. You'd just need to define a new material template for paper so that it's much lighter than wood. Pages/scrolls/books/whatever could be a toy item, which is simple to add in.

-------

On a different note, anyone have any idea why I can't get my Silverwood trees to actually have white wood? I basically copied the TowerCap info, but it's not working. I did make a new material template for the wood so that it would be as strong as steel, but even that says the wood should be white and not brown.

Code: [Select]
[PLANT:SILVERWOOD]
[NAME:siverwood][NAME_PLURAL:siverwood][ADJ:siverwood]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:SILVERWOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:siverwood]
[STATE_ADJ:ALL_SOLID:siverwood]
[STATE_COLOR:ALL_SOLID:WHITE]
[PREFIX:NONE]
[DISPLAY_COLOR:7:0:1]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:23]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:7:0:0]
[PREFSTRING:metallic sheen]
[DRY][GOOD]
[BIOME:NOT_FREEZING]
[SAPLING]
[SOLID_DENSITY:100]

Code: [Select]
[MATERIAL_TEMPLATE:SILVERWOOD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:450]
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1550000]
[IMPACT_FRACTURE:2600000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1550000]
[COMPRESSIVE_FRACTURE:2600000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:440000]
[TENSILE_FRACTURE:750000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:440000]
[TORSION_FRACTURE:750000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:440000]
[SHEAR_FRACTURE:750000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:440000]
[BENDING_FRACTURE:750000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:15000]
[ABSORPTION:100]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 06:55:42 pm
Turning logs into paper wouldn't be too hard. You'd just need to define a new material template for paper so that it's much lighter than wood. Pages/scrolls/books/whatever could be a toy item, which is simple to add in.

-------

On a different note, anyone have any idea why I can't get my Silverwood trees to actually have white wood? I basically copied the TowerCap info, but it's not working. I did make a new material template for the wood so that it would be as strong as steel, but even that says the wood should be white and not brown.

Code: [Select]
[PLANT:SILVERWOOD]
[NAME:siverwood][NAME_PLURAL:siverwood][ADJ:siverwood] <--- misspelled for starters.
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:SILVERWOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:siverwood] <---
[STATE_ADJ:ALL_SOLID:siverwood]<---
[STATE_COLOR:ALL_SOLID:WHITE]
[PREFIX:NONE]
[DISPLAY_COLOR:7:0:1]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:23]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:7:0:0]
[PREFSTRING:metallic sheen]
[DRY][GOOD]
[BIOME:NOT_FREEZING]
[SAPLING]
[SOLID_DENSITY:100]

Code: [Select]
[MATERIAL_TEMPLATE:SILVERWOOD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:450]
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1550000]
[IMPACT_FRACTURE:2600000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1550000]
[COMPRESSIVE_FRACTURE:2600000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:440000]
[TENSILE_FRACTURE:750000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:440000]
[TORSION_FRACTURE:750000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:440000]
[SHEAR_FRACTURE:750000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:440000]
[BENDING_FRACTURE:750000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:15000]
[ABSORPTION:100]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]

There are a couple arrows pointing to misspellings...

Also, try adding this to the tree?

[PICKED_COLOR:7:0:1]
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 07:05:23 pm
Turns out that this is the proper way to do this:

Code: [Select]
[PLANT:SILVERWOOD]
[NAME:silverwood][NAME_PLURAL:silverwood][ADJ:silverwood]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:silverwood]
[STATE_ADJ:ALL_SOLID:silverwood]
[STATE_COLOR:ALL_SOLID:WHITE]
[PREFIX:NONE]
[DISPLAY_COLOR:7:0:1]
[IMPACT_YIELD:1550000]
    [IMPACT_FRACTURE:2600000]
    [IMPACT_STRAIN_AT_YIELD:940]
    [COMPRESSIVE_YIELD:1550000]
    [COMPRESSIVE_FRACTURE:2600000]
    [COMPRESSIVE_STRAIN_AT_YIELD:940] 160
    [TENSILE_YIELD:440000]
    [TENSILE_FRACTURE:750000]
    [TENSILE_STRAIN_AT_YIELD:225] 200
    [TORSION_YIELD:440000]
    [TORSION_FRACTURE:750000]
    [TORSION_STRAIN_AT_YIELD:215]
    [SHEAR_YIELD:440000]
    [SHEAR_FRACTURE:750000]
    [SHEAR_STRAIN_AT_YIELD:215]
    [BENDING_YIELD:440000]
    [BENDING_FRACTURE:750000]
    [BENDING_STRAIN_AT_YIELD:215]
    [MAX_EDGE:15000]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:23]
[TREE_COLOR:7:0:1]
[PICKED_COLOR:7:0:1]
[DEAD_TREE_COLOR:7:0:0]
[PREFSTRING:metallic sheen]
[DRY][GOOD]
[BIOME:NOT_FREEZING]
[SAPLING]
[SOLID_DENSITY:100]

I now had elves in wooden equipment beat the snot out of a giant force of iron-clad goblins in the arena.

Maybe they'll have some small chance of surviving worldgen now.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 07:10:21 pm
I'm guessing picked color is what made the difference.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Patchouli on July 15, 2010, 07:15:13 pm
I'm guessing picked color is what made the difference.
Don't feather trees yield white wood? It lacks a picked color token.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 07:16:33 pm
@Patchouli, I have no idea... I haven't done plant or creature modding since 40D, so ya...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Mephansteras on July 15, 2010, 10:42:18 pm
Yeah, I think it was the special material I tried to use. Better to just put the values in directly in this case. Apparently the game has special rules for WOOD that aren't based on the [WOOD] tag in the materials property section. Odd. The logs even showed up as 'Silverwood Plant Logs'. So doing anything with wood pretty much requires that you stick with the stock wood material specification.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 15, 2010, 10:45:59 pm
Well, some times it is easier to just keep things simple.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: LordSlowpoke on July 19, 2010, 10:17:07 am
I found the following tags while browsing BC's raws - [ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE] and [ITEMCORPSE_QUALITY:5]. From what I know it's what implies the corpse is a masterwork bronze statue, but can't the [ITEMCORPSE_QUALITY] tag be exploited by some kind of random creature, eg. wolf? For example, kill wolf, instead of wolf corpse - recieve [item], where [item] can be virtually anything with virtually any quality you want. Or maybe even...vermin? But is it possible to kill vermin?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 19, 2010, 01:47:35 pm
I would assume it's possible to kill vermin. In fortress mode, I'm thinking no.

I wonder if .10 allows for reactions using [ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE] ... I'll have to play with that later.

I would assume you could make any creatures corpse be different using that line o code.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 19, 2010, 01:48:15 pm
Cats kill vermin, don't they? So, would you have cats running around delivering *Adamantine Long Sword*s to their owners?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 19, 2010, 01:50:40 pm
Well, cats hunt and 'eat' vermin. Without adding additional tags to dwarfs, like VERMINHUNTER, I don't think dwarfs can attack vermin. Unless someone can prove differently.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: xtank5 on July 19, 2010, 01:53:18 pm
What about when you run out of food?  Dwarves will search for vermin to eat if they have run out of food.  Although, I guess they don't "hunt" for vermin like cats do.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on July 19, 2010, 01:54:16 pm
Vermin are very... different. Handled a lot differently.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Nova72 on July 21, 2010, 09:26:40 am
I have been toying around with the concept of modding my game such that dwarves will be able to carry multiple items.  The only problem with this is I wanted to do it based upon weight/size.  Basically, a dwarf will be able to carry 5 rings, 2 swords or one stone.  This however turned out to be a bit too complicated because that doesn't seem to be something that is in the raws.  I then thought to make a wagon a buildable/creatable entity and modify it so that my dwarfs can use it.

I looked for wagon in the raws and I found it too.  It turns out it is a creature, made of wood?  Aaaaand this is where I am stuck.  I don't know if it is possible with the game in it's current state to add the ability for dwarves to use wagons to move quantities of stuff around.  Given that you could probably add the wagon itself to a fortress the only question would be loading and unloading/controlling the thing.

Any thoughts on how to proceed or will this flat out not work?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Flaede on July 21, 2010, 02:13:58 pm
Only merchants can use wagons. It will not work, sorry. Right now the hardcode needed to support this is not in place. You can't do it.
But "carts" have a special place in the dev notes, apparently. So eventually (eventually!) the game will have this added in.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: MaximumZero on July 21, 2010, 04:42:12 pm
Just wanted to run this by you to see if I'm on the correct path. I've been doing more thinking than trying to make this work, as I don't want to screw up my DF.

Provided that I make a custom workshop named Lab, would this be close to what I'd need to do?

Spoiler (click to show/hide)
If I'm even close, I'm happy. If not, could someone please point me in the right direction?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --new general ideas post--
Post by: Shaostoul on August 29, 2010, 05:41:19 pm
I've noticed a lot of repeat questions going on. So I'm bumping my thread. If you see a question that is not on here or incomplete. Feel free to write out the question and answer and I will include it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Vraccas on December 21, 2010, 03:41:18 pm
*bump* such important thread shouldnt be on page 37  :'(
It helped me allot and I'm sure it'll help other people to!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Aklyon on December 21, 2010, 03:43:21 pm
Its on the wiki, though.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Vraccas on December 21, 2010, 03:46:41 pm
Its on the wiki, though.

yup, true, but the layout seems more understanding here in the forum (and I usually lurk the forum more then the wiki, so Iguess there will be other people like me :p)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: ToaHero92 on December 22, 2010, 12:51:19 pm
What happened? Why is this thread so dead?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Starmantis on December 22, 2010, 03:23:31 pm
Ack sorry posted on wrong thread!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: ToaHero92 on April 19, 2011, 03:28:28 pm
I have updated the wiki entry to include some body modifications. also a deserving bump for an under appreciated article.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
Post by: Reelyanoob on May 15, 2011, 07:50:47 pm
I kind of don't like being limited to having to include certain items/materials.
Then rename, recolour etc the item you can't remove EDIT: d'oh I read that post date as may 14th this year *face palm*
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on July 23, 2011, 11:32:34 pm
Hey guys, so I'm beginning my rejoining the world of Dwarf Fortress! I'm surprised to see my stuff is still mentioned after so long!

-edit-

So I've got the latest vanilla version, foreman/therapist (is one better than the other now?), Runesmith and dfhack... Am I missing any necessary stuff? :P
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Eldrick Tobin on July 24, 2011, 03:27:58 am
Hey guys, so I'm beginning my rejoining the world of Dwarf Fortress! I'm surprised to see my stuff is still mentioned after so long!

-edit-

So I've got the latest vanilla version, foreman/therapist (is one better than the other now?), Runesmith and dfhack... Am I missing any necessary stuff? :P

Soon you will once again be missing time as DF sucks it away from you. Welcome Back. Your work is LEGENDARY.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on July 24, 2011, 02:00:41 pm
The lost time is totally worth it when playing this game.

When I get into the game again, I'll reupdate my work and tackle some of the stuff I skipped away from. Probably work on a noobie guide for making a monster first.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Hien Arashi on December 23, 2011, 11:00:17 am
Shaostoul, I realize that you don't keep this as active as you used to however, I'm wondering if it's possible to modify things like the manager-layout and what it can do, or is that impossible for us "non-devs"?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on April 10, 2012, 01:47:32 am
Hey guys, I'm starting up a live stream of Dwarf Fortress! I'm getting back into Dwarf Fortress so I'll make mistakes! However if you feel like chipping in go to www.livestream.com/shaostoul

Also I have a skype call going so we could chat via voice.

It's up right now!

--edit--

There is about a 10 second display and there is presently me and two others!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on April 10, 2012, 03:21:13 am
Okay, so things are being rather entertaining! Even if it isn't Dwarf Fortress related!

Big shout out to Yogscast for me without-permission borrowing their diggy-diggy hole song!

Digging of the fortress is going well enough. We're up to 4 viewers.

---edit---

As a side note, this is the beginning to me relearning the game as it is now. I'll begin work on my modding guide as I learn more and am more confident at updating my guide as I progress. So, you can count me back, but my knowledge on new content is mildly lacking.

---edit---

The live-stream has for now been stopped. Thanks for everyone that decided to say hi!
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on April 10, 2012, 03:54:38 pm
Alright, so I've been reviewing the raws and it'd appear not 'too' much has changed, but I'm going to keep messing with them and see what I get.

Also, I'm starting up the live-stream again of the fortress in a few minutes, if anyone is interested in joining in, go to www.livestream.com/shaostoul
There is also skype, so if you wanted to join in on voice conversation you could, I'm not going to post the skype information until enough people just keep asking.

The first video is going to under-go heavy editing and then be uploaded to my livestream and youtube account and my buddies youtube account so hopefully I can attract more viewers.

All I ask if you join in on the voice conversation through skype, that you don't bring too much drama. If you're being rude, you'll likely be banned, as I don't really want to have that kind of stuff associated with my channel. Thank you!

---edit---

The live stream is up and running.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Hugo_The_Dwarf on July 02, 2012, 12:33:36 pm
I decided to post this here rather then make a seperate thread for it. Someone asked me to expain reactions and some more complex stuff about them, So I made this up for them. I hope this helps any that finds Reactions a hassle.



[REACTION:XXXX]
   [NAME:xxxx xxxx xxxx]
   [BUILDING:<building id>:CUSTOM_<letter, SHIFT_ + letter, ALT_ + letter, I think there is a CTRL_ + letter>] --- remember all caps, or use NONE for the hotkey
   [REAGENT:<custom id>:###:<item_id>:<item_subtype>:<material_id>:<material_subtype>] --- if CREATURE_MAT,PLANT_MAT is used there are two <mat_subs>
   [PRODUCT:%%%:###:<item_id>:<item_subtype>:<material_id>:<material_subtype>]
   [SKILL:<skill_id>]

some reagents can go like this:
[REAGENT:A:1:WOOD:NONE] heck you might be able to get away with [REAGENT:A:1:WOOD] just to grab any wood, now me being old fasion always make my reagents look like this: [REAGENT:log:1:WOOD:NONE:NONE:NONE]

now since the reagent is very general about what it takes it is usefull in two ways.
1. you just need any wooden log for the reaction, just to make it seem needed for an output/product
2. make something that is wood and acts like the carpenters workshop

for 2. you need a Product line like this:
[PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:log:NONE] --- points to the above mentioned reagent's custom_id, also like reagents you might be able to leave out that last "NONE" but I leave it in cause it's not hurtin anyone.

But someting a bit more complex:

This is my advanced brewing (thanks to Stronghammer for educating me on RL brewing) now allow me to chop it down to size



Code: [Select]
[REACTION:BREW_GOOD_1]
[NAME:brew aged dwarven wine]
[BUILDING:BREW_REGEN:NONE]
[REAGENT:plants:10:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[REAGENT:sweetener:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SWEET]
[REAGENT:sweet container:1:NONE:NONE:NONE:NONE]
[CONTAINS:sweetener]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:barrel/pot1:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot1]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plants:SEED_MAT]
[SKILL:BREWING]


This was a very big reaction, and trust me I had to make a custom program that it's sole purpose was to make these reactions... Anyways
the reaction is a perfect mix of what can go wrong if you don't know what you are doing.

   [REAGENT:sweetener:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SWEET]
   [REAGENT:sweet container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:sweetener]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

This here looks for any item made from a material with a REACTION_CLASS of SWEET which in Regen is "Dwarven Suger" and "Dwarven Syrup"
But not only that it looks for this item+class inside a container (be it Bag, chest, barrel, or Jug) since I know the item i'm looking for must be
stored in a bag or barrel

   [REAGENT:barrel/pot1:1:NONE:NONE:NONE:NONE]
      [EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

Kindof explains it'self but this acually will grab anything that can hold food (which is anything that has a EDIBLE I believe)

   [PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot1]

Now in the plump helmet plant, I added a new drink that has more value and a boost for being drank. And it places the product "DRINK"
in the food container I requested above

   [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plants:SEED_MAT]

Now this one is a bit harder, and then again not. When I was making these reactions I made a "generic brew" so to do so
I used alot of MATERIAL_REACTION_PRODUCT which in the end looks like I didn't need it,  which is a lie I have it for my
tree processing reactions.

Anyways in the STRUCTUAL_TEMPLATE that all plants use I dropped [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] so now every plant has this.

Now since I'm just taking the SEED_MAT from Plump Helmets because I know they have it. But if I wanted to generically grab an item to make a generic related other item

I would use
[REAGENT:A:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:SEED_MAT]
   [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]

this will grab basically any plant (due to my addition to the template) which means even seedless plants will be taken, and not just PLANT anything that is made from the STRUCTUAL_TEMPLATE will fall victum. and if a seedless plant item is taken, un-useable seeds will be made.



About [REACTION_CLASS:xxxx] I use this for very simple things, normally I place this nifty tag on 'inorganics' or single material types

Lets say I wanted a reaction that took any wooden chair just a chair that is made from wood
but this doesn't work
[REAGENT:chair:1:CHAIR:NONE:PLANT_MAT:NONE:WOOD]
Well now I am stumped, I want chairs, that are wooden, and don't want to make a reaction for each and every type of wooden chair.
So I add [REACTION_CLASS:GET_WOOD] on the WOOD_TEMPLATE. Ha now anything that is wooden is now classed as GET_WOOD

now I can do this:
[REAGENT:chair:1:CHAIR:NONE:NONE:NONE][REACTION_CLASS:GET_WOOD]

Bam now metal,stone,cloth,etc.. Chairs are ignored and only my desired wooden chairs are choosen,
or anything that is wood if I wanted:
[REAGENT:wood:1:NONE:NONE:NONE:NONE][REACTION_CLASS:GET_WOOD]

Now anything that is made from a material that is classed as GET_WOOD will be choosen doesn't matter if it is a 'log' or a chair, or splint, or block. It will just grab 1 wooden item.

I can even add [REACTION_CLASS:COIN_METAL] on SILVER, GOLD, and COPPER

then use
[REAGENT:bar:150:NONE:NONE:NONE][REACTION_CLASS:COIN_METAL]
[PRODUCT:100:500:COIN:NONE:GET_MATERIAL_FROM_REAGENT:bar:NONE]

now the reaction will take any SILVER,GOLD,COPPER bar and make 500 coins from whatever taken metal.

[MATERIAL_REACTION_PRODUCT:<custom_id>:<material_id>:<material_subtype>] is related to [REACTION_CLASS:xxxx] only it has more functions.



REACTION_CLASS is like the little brother to MATERIAL_REACTION_PRODUCT because REACTION_CLASS can only do one thing and that is class a material as something.
MATERIAL_REACTION_PRODUCT can not only class, but also reach out to another material

A good example is tanning
the SKIN_TEMPLATE has
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
which means anything made from SKIN is classed as TAN_MAT and if so desired a material LEATHER can be used (hard to word right)
to help clear up what I mean this example will help (I hope)

[REAGENT:skin:1:NONE:NONE:NONE:NONE] --- let us say this grabs a unrotten piece of dog skin
   [USE_BODY_COMPONENT] --- another way to use CORPSEPIECE I guess, may include other bodyparts too
   [UNROTTEN] --- right on the tin, has to be fresh
   [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT] --- now this is another thing that sets it apart from REACTION_CLASS is the "HAS_" when it is called in a reaction
[PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:skin:NONE] --- this will make a "dog skin slab"
[PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:skin:TAN_MAT] --- this will make a "dog leather slab"

Now another cool thing is when you really play with it.
I help with Kobold Camp, not only for Regen but for Lago (man incharge of Kobold Camp)
I wanted a way to make crude metal stuff, and the easiest way to do that is make new metals
So now I have crude copper/iron/bronze/silver/steel but I only want this metal when a weapon/armor is broken down to chunks

Remember MATERIAL_REACTION_PRODUCT is related to REACTION_CLASS they can both class things.
So to IRON/COPPER/SILVER/BRONZE/STEEL I added these:
[MATERIAL_REACTION_CLASS:CRUDE_TARGET:INORGANIC:IRON_CRUDE]
[MATERIAL_REACTION_CLASS:CRUDE_TARGET:INORGANIC:COPPER_CRUDE]
[MATERIAL_REACTION_CLASS:CRUDE_TARGET:INORGANIC:SILVER_CRUDE]
[MATERIAL_REACTION_CLASS:CRUDE_TARGET:INORGANIC:BRONZE_CRUDE]
[MATERIAL_REACTION_CLASS:CRUDE_TARGET:INORGANIC:STEEL_CRUDE]

Now all 5 true metals are classed as CRUDE_TARGET and have their crude and weaker versions related to them
I can now make a reaction like this:

[REAGENT:weapon:1:WEAPON:NONE:NONE:NONE] --- I just want any weapon
   [HAS_MATERIAL_REACTION_PRODUCT:CRUDE_TARGET] --- now I want any WEAPON that is made from my 5 classed metals
[PRODUCT:100:150:BAR:NONE:GET_MATERIAL_FROM_REAGENT:weapon:CRUDE_TARGET]
now if this reaction grabbed a "iron long sword" I would get a "crude iron bar" in which I can use to forge other "crude iron" items at a forge or I can go farther and add
[REACTION_CLASS:CRUDE_METAL] to all the crude metals so I can use a cold-hammer reaction to take a bar of "crude" metal and make something from that.

You can stack/layer these things, or chain them all together. A material can have many REACTION_CLASSes or MATERIAL_REACTION_PRODUCTs just as long as their <custom_id>s are not the same

But you may wonder about my method of the crude metal, well I could have said take any IRON WEAPON and make a IRON_CRUDE BAR and had that reaction for all the true metals and crudes. But I knew I had break armor, break helm, break pants, break shoes, etc..
Now will I have each one 5 times? Or will I make break war-grade xxxx to get it's child "crude xxxx"

I chose the lazy path  I don't like cluttering up a workshop with a huge list of reactions, when I can have a "do it all" reaction.



I hope there are not too many typos, or confusing issues. I typed this up late at night.



Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Windpoison on July 03, 2012, 12:12:03 am
Hugo, you are quickly becoming a hero in my eyes. Thank you.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Hugo_The_Dwarf on July 03, 2012, 12:16:42 am
Hugo, you are quickly becoming a hero in my eyes. Thank you.
I try :P your welcome
If I write up any explainations for other things, I may make my own thread, but since this a modding guide already might as well add something.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Tierre on July 03, 2012, 03:23:34 am
Well Hugo you are already a Guru in modding heh:) So i think your own modding thread with a lot of good things and pinned at the header of thread is a good thing:)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Aboth Ber on July 06, 2012, 09:32:56 pm
It would be nice if someone make a detailed modding guide like a user manual that describe token with detailed information... It would be great for helping newbie understanding numerous token and what it does... The token explanation in dwarf wiki is somewhat brief and leave many unanswered question...

but I think I ask too much...
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Hugo_The_Dwarf on July 06, 2012, 09:40:56 pm
Well I think that is what this thread is all about, But I think it has fallen a bit out-dated.

I was tempted to make such a thread, but I'm torn in so many directions. I fear doing something like that will be too much for me to do alone.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: IT 000 on July 07, 2012, 09:39:44 am
Well I think that is what this thread is all about, But I think it has fallen a bit out-dated.

I was tempted to make such a thread, but I'm torn in so many directions. I fear doing something like that will be too much for me to do alone.

I'd be happy to help out where I can. I'm sure some of the other modders would be as well.  :)
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Hugo_The_Dwarf on July 07, 2012, 12:54:44 pm
Well If I did create such a thread what should it be called? "Modding Guide"? "Modding FAQs"? "The Wiki Under the Scope"?

lol I know we have the [MODDING] question threads (quite a bit of them too) for general modding to more spacific modding questions.

But what would be the start of teh thread? I know I can re-work and re-do the Reaction Explaination on page 28, but I cant off the top of my head think of questions that need to be asked to start modding DF. As when I started I just jumped head-first into raws, armed with only the wiki and errorlog.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Darkond2100 on June 24, 2013, 01:52:28 am
ho-ho, a necro, ho-ho
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on November 29, 2013, 05:48:31 pm
Holy crapola it's me again! I haven't been around in ages!

I'm back because, no other game out currently satisfies what Dwarf Fortress has spoiled me with.

Space Base DF-9. Not nearly as fun.
Rimworld. Same as above.

Mind you they do have 'fancy graphics' and are still in very alpha stage with not remotely the amount of work put into them yet. They still however lack what DF offers.

Anywho, I saw Darond2100's necro, in 2013, so I thought I'd pop by and say hi to all the lovelies and announce my sort of return.

I won't be working on tutorial stuff for quite some time, as I'm work on developing my own video game with a small team that's in the very early stages of development, but if I get the itch to mess with DF again, I'll be sure to do so.

-edit-

As a side question... How pertinent is all of my information still? Has enough changed that this is all obsolete?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Meph on November 30, 2013, 05:05:36 am
Its not obsolete, but there have been massive improvements and new things, like interactions. And the next df version is around the corner, which will be a super massive update, Toady One has been working 14 months on it.
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Shaostoul on November 30, 2013, 11:21:43 pm
Thanks for the reply!

What are interactions? Like catapult/pump interactions or something else?

I'll see about getting back into the swing of things and making sure everything is updated. Probably start a new thread as well just for the new DF version whenever it comes out.

Is there anything in particular, in regards to improvements and interactions that would be important to know?
Title: Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
Post by: Putnam on December 01, 2013, 01:56:26 am
Thanks for the reply!

What are interactions? Like catapult/pump interactions or something else?

I'll see about getting back into the swing of things and making sure everything is updated. Probably start a new thread as well just for the new DF version whenever it comes out.

Is there anything in particular, in regards to improvements and interactions that would be important to know?

Interactions are a method for creatures to impart syndromes, resurrect creatures, animate creatures as undead, begin sneaking, use material emissions (gas, vapor, dust, firebreath, etc) or contact body parts with another creature (in-game, this means vampires, nothing, necromancers, squids, dragons/fire imps/magma crabs/forgotten beasts and cat head-bumps).

The game now includes an interaction examples folder which you should check out. The wiki also has some nice articles. There are also new syndrome creature effects that can be seen in the syndrome article under "special effects" or something along those lines.
Title: Re: --GUIDE-- Shaostoul's Guide
Post by: Shaostoul on December 01, 2013, 07:38:16 pm
Thanks, I'll have to check it out.
Title: Re: --GUIDE-- Shaostoul's Guide
Post by: Meph on December 02, 2013, 11:55:36 am
You can do all kinds of stuff with them.. narhiril has mages that buff each other, I have a forge that turns dwarves into Goems, or a laboratory that gives permanent buffs against specific species... tons of things can be done, best examples are halfings disease mod and indigofenix plump helmet men. :)