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Dwarf Fortress => DF Modding => Topic started by: Sean Mirrsen on May 05, 2008, 03:16:00 pm

Title: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 05, 2008, 03:16:00 pm
IT WOOOOOORKS!!!! IT WOOOOOOOOORRRRRKS!!!!   :D  :D  :D  :D:

[REACTION:TEMPER_BONES1]
[NAME:make hardened bone mass]
[SMELTER]
[REAGENT:1:BONES:NO_SUBTYPE:NO_MATGLOSS:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:SKELETANITE]
[FUEL]

This reaction works, as in it takes one stack of any bones and makes one "bone mass" stone.

Disregarding the fact that the process is unlikely to be effective in real life, this is a great way to dispose of useless piles of bones - by making them into neat chunks of sharpenable stone and get weapons like "Solid bone club", etc.

So check it out in the minerals mod.   :D

edit: just so I do not remain proofless:
(http://i217.photobucket.com/albums/cc135/controllersean/Bonesinsmelteryaaay.png)

[ May 05, 2008: Message edited by: Sean Mirrsen ]

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 05, 2008, 03:52:00 pm
Neat! -)
Also I've just figured how to work with plants in reactions properly, so this may lead to nice results.

I still hope there'll be some community which merges a lot of features (without new races) mod in near future.
Maybe we'll have a time in summer.
Which city are you from?

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 05, 2008, 03:52:00 pm
Wait!
quote:
of sharpenable stone

Does it mean that it works like obsidian?!
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 05, 2008, 03:57:00 pm
A-yup. With the MA mod, you can get neat bone knives, spears, hatchets, clubs, and whatnot, adding to the full bone armor, making necromancers feel right at home.   :)

И я из нашей родной корытомобильной столицы, Тольятти.  :)

[ May 05, 2008: Message edited by: Sean Mirrsen ]

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 05, 2008, 04:00:00 pm
What tag does it use to be like obsidian? I thought that obsidian is hardcoded.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 05, 2008, 04:00:00 pm
[SHARP]
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Impending Doom on May 05, 2008, 04:05:00 pm
Wait, this 'Bone Mass' is a stone?

...Does this mean we can finally pave roads, build towers, etc. with bone?

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 05, 2008, 04:12:00 pm
Not with specific bone at the moment (though I think it COULD be possible), but with stone that is made from bone, yes.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Keiseth on May 05, 2008, 04:33:00 pm
Oh, oh, this is awesome. You had be sold with "bone armor"! Reminds me of Diablo. Not to mention the bone roads, bone walls, bone... floodgates.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 05, 2008, 04:33:00 pm
500 gallons of awesomeness =).
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Wiles on May 06, 2008, 06:08:00 am
Good idea, Sean.  :)

quote:
Originally posted by Deon:
<STRONG>Neat! -)
Also I've just figured how to work with plants in reactions properly, so this may lead to nice results.</STRONG>

How did you get them to work? I tried fiddling with plants and reactions with limited success.

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Kagus on May 06, 2008, 06:17:00 am
So what was it that was keeping it from working before?  Is it just the second NO_MATGLOSS token?


Mind you, I never view bones as "useless".  There's always more stuff to shoot at, and bone bolts can provide a handy means of doing so.

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 06, 2008, 09:17:00 am
quote:
How did you get them to work? I tried fiddling with plants and reactions with limited success.

That's it:

code:

[PRODUCT:100:1:PLANT:NO_SUBTYPE:BONE:NO_RACEGLOSS]


will return you 4th plant in the matgloss_plant.txt (sweet pod in vanilla), because "BONE" material type has 4th number. That's why you recieve rat weed only if you try to type any kind of plant as production (plant material type [correctly PLANT_ALCOCOL] is 13th, and MATGLOSS_PLANT:WEED_RAT is 13th too).
It checks for the material type and returns the plant corresponding number from matgloss_plant.txt.

[ May 06, 2008: Message edited by: Deon ]

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Loctavus on May 06, 2008, 10:03:00 am
Darn, I wonder if it'd be possible to create a creature with reactions! I'm going to have to try that out if I work out the syntax.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 06, 2008, 10:05:00 am
It's interesting how plants themselves cannot be obtained from (or used in) a reaction, yet their derivatives are all good...  Graphite fibers I'm using are one example.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Kagus on May 06, 2008, 10:06:00 am
You can make mindless vermin creatures.  If you tried to make a dwarf, it would go crawling around doing that vermin "phasing" thing for a bit until a cat came by to eat it.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Loctavus on May 06, 2008, 10:43:00 am
Sweet, you could make iron worms or something :P
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 06, 2008, 11:25:00 am
quote:
how plants themselves cannot be obtained from (or used in) a reaction

They can be obtained. Check my "merged mod pack" where I have a salt - there you transform rock salt to salt chunk which is a plant (millable to salt powder).

[ May 06, 2008: Message edited by: Deon ]

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 06, 2008, 12:56:00 pm
Well, yeah, except that particular hacky way. I mean no way to get plants in a relatively normal fashion. Speaking of which, I think I tried every possible syntax variant to get a plump helmet without resorting to that method.

The result? Heaps of rat weed, adamantine golem meat, chunks, adamantine golem vermin, cookable adamantine golem fish, plump helmet anvils, plump helmet blocks, and countless amounts of "plants" and "stacks of  [3]", not to mention clouds of boiling leather. While I would probably love a plump helmet artifact sword, this brings us no closer to overwhelming the parser bug. The lastmost attempt I made resulted in a crash. So I guess it's official - no way to get specific plants or animal items without using a material type ID in place of the matgloss ID.

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Kagus on May 06, 2008, 01:00:00 pm
Plump helmet anvils...


And you say it's a failure??!

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 06, 2008, 02:19:00 pm
Not in place of matgloss. In place of material type.

Wiki says  

quote:
Certain item tokens, notably LEAVES and PLANT use the MATERIAL and MATGLOSS tokens in an unexpected way. Rather than interpreting these tokens in the usual way, the game takes the numerical value of the MATERIAL token (as listed on the Item tokens page, and picks the plant that is that number of places in the raws. The MATGLOSS token appears to be ignored. For example, using the token [PRODUCT:100:1:PLANT:NO_SUBTYPE:BONE :DWARF] would result in the creation of one sweet pod plant, because BONE is material token number 4, and sweet pod is the fourth plant in the matgloss_plant.txt raw file.

If you want the real numbers, that's how the materials appear in the exe file:

1 WOOD
2 STONE
3 METAL
4 BONE
5 IVORY
6 HORN
7 AMBER
8 CORAL
9 PEARL
10 SHELL
11 LEATHER
12 SILK
13 PLANT_ALCOHOL
14 GLASS_GREEN
15 GLASS_CLEAR
16 GLASS_CRYSTAL
17 SAND
18 COAL
19 POTASH
20 ASH
21 PEARLASH
22 LYE
23 RENDERED_FAT
24 SOAP_ANIMAL
25 FAT
26 MUD
27 VOMIT
28 BLOOD_NONSPECIFIC
29 BLOOD_SPECIFIC
30 SLIME
31 SALT
32 FILTH_B
33 FILTH_Y
34 UNKNOWN_SUBSTANCE
35 GRIME

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 07, 2008, 03:55:00 pm
A failure, yes, because you can't use a plump helmet anvil. You try to build a forge with one and it says "need fire-safe anvil".

And I said exactly that. You need to change the material type ID instead of the matloss ID. Why does the parser take that ID in these special cases though is beyond me. I see no plausible reason for a parser - an innately indiscriminative mechanism if built right - to pass erroneous data only on specific occasions...

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Deon on May 07, 2008, 04:03:00 pm
It's a very strange error because usually an error leads to unworking code... But in this case it's fun.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Thassa on May 08, 2008, 08:00:00 am
I was reading this thread, which was amusing and interesting up to the point I read this...

quote:
plump helmet anvils

I'm laughing so hard it hurts now...    :D

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Heavy Flak on May 09, 2008, 08:33:00 am
Hey Sean, I'm pretty sure I already know the answer to this ... but I'd like to ask anyway for the teensy chance that I'm wrong.

This doesn't actually name the bone mass, does it?  Like, it isn't, "a trout bone mass"?  If something is built with it, it isn't, "A camel bone club"?  I love the idea of bone weapons/items/buildings/roads/whatever and about the only thing that could make this cooler would be being able to see that dragon I destroyed turned into a "Dragon Bone Statue"

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Sean Mirrsen on May 09, 2008, 08:42:00 am
No, unfortunately. There's no way to reference specific bones in reactions currently. So, a piece "bone mass" is "bone mass", fused together and undistinguishable from any other piece. It was enough of a success to make the smelter understand that I need ANY bone at all, and even at that, it's hacky.
Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Duke 2.0 on May 09, 2008, 07:11:00 pm
Wait, so theoretically it is possible to make meat constructions? Man, more evil-sounding than any bone strusture!

Human merchants: Holy crap! Is this trade depot made from meat?
Urist McBroker: Actually, it's human meat.

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Lyrax on May 10, 2008, 01:27:00 am
This is a finely-prepared adamantine golem roast.  It is made of finely-minced adamantine golem meat, well-minced adamantine golem fish, well-minced plump helmet anvil and Druphereven, a plump helmet sword.

It is hard to eat.

I just about died of laughter when I read that post.  Man, these dwarves are hard core!

Title: Re: Sean Mirrsen, modder, looses a roaring laughter, fell an
Post by: Jay on May 10, 2008, 03:29:00 pm
Plump helmet sword?  One small step for Dwarfs, one giant leap for Elves.