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Messages - Demandro

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1
DF Modding / Re: The interactions
« on: December 16, 2021, 03:34:52 pm »
Object. "examples" are just that, they aren't read by the game when the raws are loaded.
Short and straight to the point, thanks!

2
DF Modding / The interactions
« on: December 16, 2021, 02:54:16 pm »
So, the wiki hasn't a lot  of information on interactions. I mean, it's something, but it could be better. So, I have one major, but dumb question: do I put the interaction file in "interaction examples" folder, "objects" or as far as DF is concerned it wont care in which folder (if any) you place your files as long as they are in "raw" in general?
I mean, so far I was making races, creatures, languages, recipes and materials and all of them are in one same folder, so without thinking much I do the same what vanilla files do, place files in "df(what_ever_version)/raw/objects" and everything just works. But when it comes to interactions I'm untrained, smooth-chin, lesser than a peasant dwarf.

3
DF Modding / Pesky vermin
« on: December 13, 2021, 10:06:07 pm »
So, lets start with the thing that works: [PRODUCT:100:1:VERMIN:NONE:WAMBLER_FLUFFY:FEMALE] and[PRODUCT:100:1:VERMIN:NONE:WAMBLER_FLUFFY:MALE] work properly and I am given a live fluffy wambler.
Now to the thing which doesn't works: [REAGENT:CUTIE:1:VERMIN:NONE:WAMBLER_FLUFFY:FEMALE] and [REAGENT:CUTIE:1:VERMIN:NONE:WAMBLER_FLUFFY:MALE] doesn't for some reason recognize the same created wamblers, maybe it works with "non-synthetic" ones, but I doubt it. I tried as I think everything: making 2 reagents with the same name, making a separate reactions for each caste, leaving caste empty, leaving caste as NONE or ALL, it just doesn't works. What am I doing wrong? (reaction done in adventure mode, haven't tested in fortress mode)

P.S. This one maybe should be reported as bug:  [REAGENT:DRAGON_HEART:4:NONE:NONE:CREATURE_MAT:DRAGON:HEART][UNROTTEN]
in-game, when choosing this reagent it says that it needs 4 units of this reagent, I choose a stacks of 4, and it asks again for the same reagent but this time 0 units, unless I have a separate stack to choose again the reaction wont be complete (note that the second stack wont be consumed, tested and found same issue with hydra, roc bird and cave dragon it appears the issue might be in the fact that I'm using stacked thing to choose as reagent from inventory and/or in fact that reaction requires multiple). (reaction done in adventure mode, haven't tested in fortress mode)

4
DF Modding / Re: The horns (and hearts)
« on: December 13, 2021, 08:06:26 pm »
Thanks, brewer bob, but I forgot to mention that I don't want to change "vanilla/default" raws, so that it would be easier to get rid of mods and so that there wouldn't be any conflicts between different mods, unless there is some way to change creature data without tinkering with original .txt file which I don't know about, like what creature variations do, but instead of making a new "species" we would modify an existing ones (using a separate .txt file of course).
For the horn, you can define a reaction class in the unicorn raws and just use that to define the reagent.

Something like this (after [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]):
Code: [Select]
[REACTION_CLASS:UNICORN_HORN]

and then the reagent for the reaction can be something like this:
Code: [Select]
[REAGENT:horn:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT][REACTION_CLASS:UNICORN_HORN][UNROTTEN]

5
DF Modding / DELETED
« on: December 13, 2021, 08:05:25 pm »
DELETED

6
DF Modding / Re: The horns (and hearts)
« on: December 13, 2021, 11:51:09 am »
Thanks, I will try using [ANY_HORN_MATERIAL] in a horn reagent, but I highly doubt others will help. I tried CORPSEPIECE:NONE before, and as wiki states you cannot choose a material for it (it does not works, the game crashes), which means that you cant cheat that in, and the butchering yields are perceived as pieces of corps only logically by us human, game sees it as a "resource which is originated from a craft, using that creature corpse, so I'll add a prefix "unicorn" to that (meat=unicorn-meat, bone=unicorn-bone)", or at least that is how I explain that to myself. Thanks again, I somehow missed [ANY_HORN_MATERIAL]! Since I'm using "any" horn material, I guess I can cheat in a "bar" of horn?

7
DF Modding / Example
« on: December 13, 2021, 09:10:05 am »
Example:
Reaction
Spoiler (click to show/hide)
Cheats
Spoiler (click to show/hide)

8
DF Modding / The horns (and hearts)
« on: December 13, 2021, 08:44:20 am »
So, I'm making a mod which adds new reactions, the reaction uses a heart of a creature and a horn of a creature, as well as debug-cheats to give the heart of creature and a horn (creature in question is unicorn).

I'm done with making a heart part, in reaction/product it uses item token :MEAT:NONE and in material token :CREATURE_MAT:UNICORN:HEART] and so far everything is good... but when it comes to horns I don't know which item token to use so that produced horn-thing would be exact same as the butchering gives, and adding to that using material token :CREATURE_MAT:UNICORN:HORN] still allows the use of heart for some reason (heart+heart instead of heart+horn) and vice versa (before I had a genius idea of adding :MEAT:NONE: item token, thou I suspect that any meat-type thing of a unicorn can be used for heart ingredient, which is also an issue) instead of heart+horn I can also make horn+horn.
Can someone tell me what I might be doing wrong and what item token to use for horn?

9
DF Gameplay Questions / Re: Can I blacklist a vermin?
« on: April 05, 2021, 06:27:56 am »
I've been using kennels and animal traps in this fortress, and I can tell you that catching specific vermin can require a bit of a workaround, when [catch live animal] is ordered at a butchery or kennel, the trapper will grab the nearest animal trap and target the nearest vermin he can catch, you cannot specify or prevent him from catching vermin you don't want, they'll target tame vermin aswell. However there are ways of making them more likely to catch the vermin you want.

The trapper begins the search for the vermin when he picks up the animal trap, so you find where the vermins you want to catch show up in greater numbers, and place a stockpile that only takes empty animal traps, so that the trapper is more likely to target the vermin. Make sure to forbid any other animal stockpiles you have from taking the empty animal traps.

Since you don't have metal, if you have any sand on your map you make a terrarium in a glass furnace, you can then build a terrarium, which works exactly like any other cage would, and doesn't let rodents, bats and other animals escape from it, if you don't have sand, you can always buy as much as you can from caravans, it doesn't matter what type of sand you use.

If you really can't get sand, you could always pit [i-p] the troublesome vermin into a far away location or some other place.
Thanks! Thou terrariums counts as cages...

11
DF Gameplay Questions / Can I blacklist a vermin?
« on: April 03, 2021, 02:48:25 pm »
I wanted to ask a question... can I black list a vermin for my "capture vermin" task, I had enough of my trapper constantly catching same rat which gnawed its way out of trap, I don't need rats... I just need a fluffy wombler...
(No metal cages are not an option, I'm playing on a map with almost no metal)

12
DF Modding / Crafting question
« on: April 01, 2021, 02:21:58 am »
The question is, how do I address angels and other generated creatures in reagents, if I want something to be made out of them?

13
DF Modding / I made a mistake by posting this, how do I delete this?
« on: April 01, 2021, 02:11:06 am »
I made a mistake by posting this, how do I delete this?

14
DF Suggestions / Suggestion: proper cleaning
« on: March 27, 2021, 04:19:03 pm »
In fortress mode, in designations menu I want to have function which is called "clean" which would clean any contaminant (INCLUDING MUD) from any surface (floors AND WALLS).
I hope my fortress can be pretty AND clean soon.

15
DF General Discussion / Re: What Would Urist Do?
« on: February 05, 2021, 09:48:00 am »
Tantrum and cave in the head of the person next to him.

WWUD after caving in the head of the person next to him?

Ignore it, as if nothing happened, things like this happen every hour day.

WWUD if he was given a task to build a wall to wall-off incoming magma?

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