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Messages - wizardofaus

Pages: [1] 2
1
DF Modding / Cat battle armor
« on: January 11, 2014, 09:13:28 pm »
Saw this on an Etsy store (okay, actually, saw it on the link, but it's being sold on an Etsy store):

100% wearable, flexible, and comfortable, the Cat Battle Armor is a for-reals armor harness for your kitty. Completely hand-made from durable veg-tan leather, this is no mere costume piece. Your cat will become an unstoppable force for slaughter in this fully articulated suit, shielding him/her from foes while allowing unimpeded movement across the battlefield or living room floor. The imposing torso section features several riveted, articulated plates and a terrifying rack of dorsal spines. Your cat’s hindquarters are sheathed beneath exquisitely arrayed overlapping scales stitched to a soft leather backing, adorned with nickel silver dome rivets. Midnight black scales and plates are finished with a glossy protective coat and seamlessly join together like the petals of a deadly flower. Adjustable at the collar with elastic and two nickel silver buckles, and at the belly with grommeted corset-style lacing for a secure, comfortable fit.

http://www.geeksaresexy.net/2014/01/09/this-feline-armor-will-turn-your-cat-into-a-savage-and-unstoppable-battle-machine-pics/


Another day, another thing to mod in... Fear my war-trained armored battle cats!

2
DF Modding / Re: Question on raw text files
« on: January 03, 2014, 01:30:42 pm »
Alright, good to know!

3
DF Modding / Question on raw text files
« on: January 03, 2014, 11:38:46 am »
How many is too many? I ask mostly because on the one hand, my inner organizer thinks that splitting things up into manageable chunks (like reaction_buildingname, or creatures_fromthisworld) makes it easier to find and diagnose things as I meddle - and I'm working on various ideas that I want to try out for my personal game from bits and pieces of other mods - but it does make me wonder whether reading 400 creature text files is a much bigger problem than reading 40, for example, or just a minor impact compared to what else the game has going on.

4
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 07:33:29 pm »
And this is why one doesn't normally code with a month-long migraine. Whew.

Looks like it works as expected now -- using a reaction that costs 10 charge from a battery with 25 charge in it removes ten charge from it and leaves 15 charge in the battery. Now to start doing something more interesting with it.

5
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 06:51:24 pm »
Well, it's working -- in that a battery will be created, and it will be listed as a lead small battery, lead medium battery, etc.

On the other hand, batteries cease to exist when I put in the charge request (it consumes them as part of the reaction, even though the PRESERVE_REAGANT tag is present.) Hrm. Which promptly makes the 'use charge-containing item' request fail. Dunno if that means the 'charges' are spilling on the ground, as I can't seem to see them except on the stocks menu.

6
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 04:05:34 pm »
... think I spotted the second problem after doing some reading.

Code: [Select]
[OBJECT:ITEM]

was not included in item_electric_aus.txt.

7
DF Modding / Re: A request for a tiny find&replace script.
« on: January 02, 2014, 03:53:27 pm »

Withered soul definitely has a better ring. Also I'm sure that'll be seeing Warlocks designating a garbage dump that pits souls onto a food stockpile to see if that stops them from withering. :)


With apologies...

... would we then refer to it as a soul patch?


8
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 03:47:24 pm »
... ::facefault:: Okay, I spotted one stupid problem just by reposting. The 'construct small battery' is now in there twice. That said... any ideas on the rest?

9
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 03:44:38 pm »
One sec...

item_electric_aus.txt:
Code: [Select]
item_electric_aus

[OBJECT:ITEM]

##############################################
##########     ELECTRICAL ITEMS     ##########
##############################################

[ITEM_TOOL:ITEM_TOOL_BATTERY_SMALL]
[NAME:small battery:small batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:100]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:1000000]

[ITEM_TOOL:ITEM_TOOL_CHARGE]
[NAME:charge:charges]
[VALUE:1][TILE:17][SIZE:1][MATERIAL_SIZE:1]

[ITEM_TOOL:ITEM_TOOL_BATTERY_MEDIUM]
[NAME:medium battery:medium batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:300]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:3000000]

[ITEM_TOOL:ITEM_TOOL_BATTERY_LARGE]
[NAME:large battery:large batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:1000]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:10000000]


building_aus.txt:
Code: [Select]
building_aus

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:AUS_REACTION_TESTER]
[NAME:Reaction Tester]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:CUSTOM_ALT_A]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:94]
[COLOR:0:1:7:0:0]
[TILE:1:1:94]
[COLOR:1:1:7:0:0]
[TILE:2:1:94]
[COLOR:2:1:7:0:0]
[TILE:3:1:94]
[COLOR:3:1:3:0:1]

reaction_aus.txt:
Code: [Select]
reaction_aus

[OBJECT:REACTION]

############################################
##########     REACTION TESTER    ##########
############################################


[REACTION:REACTION_TEST_TITLE]
[NAME:========REACTION TESTS========]
[BUILDING:AUS_REACTION_TESTER:NONE]

[REACTION:CONSTRUCT_BATTERY_SMALL]
[NAME:Make a small battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:LEAD]
[REAGENT:booze:150:DRINK:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] //add alcohol for acid
[REAGENT:booze-container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:booze]
      [PRESERVE_REAGENT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_BATTERY_SMALL:INORGANIC:LEAD]
[SKILL:METALCRAFT]



[REACTION:CONSTRUCT_BATTERY_MEDIUM]
[NAME:Make a medium battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:300:BAR:NONE:INORGANIC:LEAD]
//add alcohol for acid
[PRODUCT:100:1:TOOL:ITEM_TOOL_BATTERY_MEDIUM:INORGANIC:LEAD]
[PRODUCT:1:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE] // just adding this to note that this is how to make a reaction 'skill up' someone.
[SKILL:METALCRAFT]

[REACTION:CONSTRUCT_BATTERY_LARGE]
[NAME:Make a large battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:600:BAR:NONE:INORGANIC:LEAD]
//add alcohol for acid
[PRODUCT:100:1:TOOL:ITEM_TOOL_BATTERY_LARGE:INORGANIC:LEAD]
[PRODUCT:2:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE] // just adding this to note that this is how to make a reaction 'skill up' someone.
[SKILL:METALCRAFT]

[REACTION:SHOCK_THERAPY]
[NAME:Report for electroshock therapy]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:charge:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:battery:1:NONE:NONE:NONE:NONE]
[CONTAINS:charge]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:LOBOTOMY] //based on Meph's Lobotomy, see his code and work out my own version for ELECTROSHOCK...


[REACTION:SHOCK_THAT_COPPER]
[NAME:Energize copper into orichalcum]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:COPPER]
[REAGENT:charge:10:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:battery:1:NONE:NONE:NONE:NONE]
[CONTAINS:charge]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:INORGANIC:ORICHALCUM_ORC][PRODUCT_DIMENSION:150] //convert charge into something to see if it is working.


###################################################
##########    NEW MILLSTONE REACTIONS    ##########
###################################################


[REACTION:GENERATE_CHARGE_S]
[NAME:Charge a small battery]
[BUILDING:MILLSTONE:CUSTOM_ALT_A]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_SMALL:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

[REACTION:GENERATE_CHARGE_M]
[NAME:Charge a medium battery]
[BUILDING:MILLSTONE:CUSTOM_ALT_B]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_MEDIUM:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

[REACTION:GENERATE_CHARGE_L]
[NAME:Charge a large battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[BUILDING:MILLSTONE:CUSTOM_ALT_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_LARGE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]


#######################################################
##########   STEAM ENGINE BOILER POWER PLUS  ##########
#######################################################


[REACTION:GENERATE_CHARGE_S_STEAM]
[NAME:Hook a small battery to steam generator]
[BUILDING:MILLSTONE:CUSTOM_ALT_A]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_SMALL:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:25:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

[REACTION:GENERATE_CHARGE_M_STEAM]
[NAME:Hook a medium battery to steam generator]
[BUILDING:MILLSTONE:CUSTOM_ALT_B]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_MEDIUM:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:25:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

[REACTION:GENERATE_CHARGE_L_STEAM]
[NAME:Hook a large battery to steam generator]
[BUILDING:MILLSTONE:CUSTOM_ALT_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_LARGE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:25:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

Edited to fix flaws.

10
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 03:06:51 pm »
Just world-genned again, tried, and got... a lead mining cart, instead of a lead battery. Hrm. On the plus side, it does successfully use the booze...

snipped from reaction_aus.txt as visible in the newly generated world:
Code: [Select]

[REACTION:CONSTRUCT_BATTERY_SMALL]
[NAME:Make a small battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:LEAD]
[REAGENT:booze:150:DRINK:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] //add alcohol for acid
[REAGENT:booze-container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:booze]
      [PRESERVE_REAGENT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_BATTERY_SMALL:INORGANIC:LEAD]
[SKILL:METALCRAFT]

snipped from item_electric_aus.txt as visible in the newly generated world:
Code: [Select]

[ITEM_TOOL:ITEM_TOOL_BATTERY_SMALL]
[NAME:small battery:small batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:100]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:1000000]

[ITEM_TOOL:ITEM_TOOL_CHARGE]
[NAME:charge:charges]
[VALUE:1][TILE:17][SIZE:1][MATERIAL_SIZE:1]


...and on the minus, it's still calling up random tools (jug, pot, crafts) when I run the reaction. ::facefault:: I suspect this is gonna be a while.

Actually, what troubles me is, shouldn't it not work at all, considering the battery isn't being made? Or since it can't figure out how to make the battery, does it decide hey, any tool works, and spits out any tool as a reply?

Charge code:
Code: [Select]

[REACTION:GENERATE_CHARGE_S]
[NAME:Charge a small battery]
[BUILDING:MILLSTONE:CUSTOM_ALT_A]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_SMALL:NONE:NONE][PRESERVE_REAGANT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

Did pencil in an ELECTRIC type just so it's there for later, based on (well, directly copied from) ENERGY, by the by.

You know, stupid question, but is there a way to have it detect 'this type of tool is meant to store charge' instead of making three separate charge interactions? Hm. I may have to step back, build some other things to get more experience, and come back when I've had something work properly. ::amused:: I'm half-tempted to build an electricity system that runs on something ridiculous like lead coins until I get the kinks worked out of this. "That'll be 20 electricity tokens, please."

Hm. Feed your millstone a bar of lead and a barrel of wine and get a case of non-rechargeable 'energy cells'. Not quite how I wanted to go, but that's another way around it...





11
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 12:59:31 pm »
Hrm. Just for laughs, if I define a material type - say, 'ELECTRIC', and enforce that - as in,
Code: [Select]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:INORGANIC:ELECTRIC]
would I at least be able to see it spitting out 'electric pots' instead of blank 'pot' entries? (The eventual intent, of course, being 'electric charge', but, yeah.) And would I be able to sneak that in without having to do another worldgen? ... eh, I think I'll just try doing that, doing my other fixes, and doing another world gen to see how it shakes out.

(I did start a fresh worldgen before trying this out the first time, which is how I know the reactions showed up properly, at least!)

12
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 11:27:41 am »
::bleep!:: Whoops. And since the only one that was written correctly was the one not working... yeeaaaah, I see the problem. ::goes in with a screwdriver::

13
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 02, 2014, 11:09:28 am »
Yeaaah... gonna do that. (My tests revealed that my battery creator was instead creating random steel weaponry(!), and my charge creator was creating random unlabeled 'pot', 'jug', and 'crafts' items. I officially have no idea what I'm doing, hee. But at least it shows up!)

In reactions_aus.txt:
Code: [Select]

[OBJECT:REACTION]

[REACTION:REACTION_TEST_TITLE]
[NAME:========REACTION TESTS========]
[BUILDING:AUS_REACTION_TESTER:NONE]

[REACTION:CONSTRUCT_BATTERY_SMALL]
[NAME:Make a small battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:LEAD]
[REAGENT:booze:150:DRINK:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] //add alcohol for acid
[PRODUCT:100:1:TOOL:ITEM_TOOL_BATTERY_SMALL:INORGANIC:LEAD]
[SKILL:METALCRAFT]

[REACTION:CONSTRUCT_BATTERY_MEDIUM]
[NAME:Make a medium battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:300:BAR:NONE:INORGANIC:LEAD]
//add alcohol for acid
[PRODUCT:100:1:WEAPON:ITEM_TOOL_BATTERY_SMALL:INORGANIC:STEEL]
[PRODUCT:1:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE] // just adding this to note that this is how to make a reaction 'skill up' someone.
[SKILL:METALCRAFT]

[REACTION:CONSTRUCT_BATTERY_LARGE]
[NAME:Make a large battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:600:BAR:NONE:INORGANIC:LEAD]
//add alcohol for acid
[PRODUCT:100:1:WEAPON:ITEM_TOOL_BATTERY_SMALL:INORGANIC:STEEL]
[PRODUCT:2:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE] // just adding this to note that this is how to make a reaction 'skill up' someone.
[SKILL:METALCRAFT]


[REACTION:SHOCK_THERAPY]
[NAME:Report for electroshock therapy]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:charge:5:TOOL:ITEM_TOOL:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:battery:1:NONE:NONE:NONE:NONE]
[CONTAINS:charge]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:1:1:BOULDER:NONE:INORGANIC:VIOLENT_REACTION]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:LOBOTOMY] //based on Meph's Lobotomy, see his code and work out my own version for ELECTROSHOCK...


[REACTION:SHOCK_THAT_COPPER]
[NAME:Energize copper into orichalcum]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:COPPER]
[REAGENT:charge:10:TOOL:ITEM_TOOL:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:battery:1:NONE:NONE:NONE:NONE]
[CONTAINS:charge]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:INORGANIC:ORICHALCUM_ORC][PRODUCT_DIMENSION:150] //convert charge into something to see if it is working.



[REACTION:GENERATE_CHARGE_S]
[NAME:Charge a small battery]
[BUILDING:MILLSTONE:CUSTOM_ALT_A]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_SMALL:NONE:NONE][PRESERVE_REAGANT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

[REACTION:GENERATE_CHARGE_M]
[NAME:Charge a medium battery]
[BUILDING:MILLSTONE:CUSTOM_ALT_B]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_MEDIUM:NONE:NONE][PRESERVE_REAGANT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

[REACTION:GENERATE_CHARGE_L]
[NAME:Charge a large battery]
[BUILDING:AUS_REACTION_TESTER:CUSTOM_NONE]
[BUILDING:MILLSTONE:CUSTOM_ALT_C]
[REAGENT:A:1:TOOL:ITEM_TOOL_BATTERY_LARGE:NONE:NONE][PRESERVE_REAGANT]
[PRODUCT:100:5:TOOL:ITEM_TOOL_CHARGE:NONE:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

In item_electric_aus.txt:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_BATTERY_SMALL]
[NAME:small battery:small batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:100]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:1000000]

[ITEM_TOOL:ITEM_TOOL_CHARGE]
[NAME:charge:charges]
[VALUE:0]
[SOFT_MAT]
[TILE:173]
[SIZE:1]
[MATERIAL_SIZE:1][UNIMPROVABLE]

[ITEM_TOOL:ITEM_TOOL_BATTERY_MEDIUM]
[NAME:medium battery:medium batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:300]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:3000000]

[ITEM_TOOL:ITEM_TOOL_BATTERY_LARGE]
[NAME:large battery:large batteries]
[VALUE:10]
[SOFT_MAT]
[TOOL_USE:SMALL_OBJECT_STORAGE]
[TILE:173]
[SIZE:1000]
[MATERIAL_SIZE:1][UNIMPROVABLE]
[CONTAINER_CAPACITY:10000000]

I did get the reactions in there properly and made a tiny little workshop to test from (borrowing the expedition start point, to be completely honest - a 1x1 tile that only requires Architecture seemed wise until I figure out what the heck I'm doing and can get fancy later), and added these reactions to entity_default.txt under the dwarf civ, so the Reaction Tester does show up with its reactions, at least.

Unfortunately, as you can see, my first round was kind of a copy-pasta mess - there's a lot wrong, and I can see some of it (I forgot to make the batteries lead instead of steel, left off the alcohol requirement, and the alcohol requirement doesn't even seem to actually work as intended - but why on earth is it creating steel weapons instead of steel batteries?) And I can see that I didn't finish my 'use charge' reactions so that it's invoking the full tool name for the charge... but it's a moot point if the charge doesn't even exist yet. So, yeah, I'm scrubbing what I can see, but the 'why is it giving me random weapons' is confusing me for certain.

14
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: January 01, 2014, 06:58:55 pm »
Gotcha. I'm testing out the first bits and pieces now with a simple 1x1 test building to test how reactions work and make sure I'm writing it correctly (the battery makers and chargers, plus one using charge to convert a bar of copper into a bar of orichalcum, and one just lazily calling the Lobotomy effect with a 1% chance of also calling the Fire effect, just for laughs - I'll make something more original as I go, this is mostly just me teaching myself how it works for now), and to make sure I actually added things to buildings in the way I intended.

So far, I found that I made a few schoolboy errors, but mostly in the 'messed up the alcohol requirement call' category on the battery I tried it on - which is just going to take some tinkering to get right. (I intended to use lead bars and alcohol to create the batteries, as a nod to lead-acid batteries, and apparently it's not recognizing my beverages appropriately. At least the 'number of lead bars required' seems to work fine.) As soon as I make sure that the 'batteries' hold nothing but 'charge', and that any of the three battery sizes I made, if holding an appropriate amount of charge, can be called on appropriately, it'll be time for round 2 - making more lore-friendly uses for it, and making sure that reactions aren't, well, over-reacting. (And then onwards to electrocution!)

And happy new year!

15
DF Modding / Re: Newbie modder pondering Seige Defense Surprises
« on: December 31, 2013, 10:53:39 am »
Excellent! I'm going to start trying to put some of these ideas into practice - especially the custom container - and see how they function and whether they act the way I expect, before I start working on the harder stuff, although I'm going to use the electrocution setup as a tester for 'do I understand interactions and workshops and how they combine well enough to make this work?', because truthfully, that sounds -awesome-. "Urist McScientist enjoyed cooking with electricity lately..."

And d'oh - yeah, probably should've thought of that as far as the cannons, etc. go. Enforced line of sight, and preferably take steps to keep dwarves out of it (restrict traffic, open only to invaders, etc) unless dwarfgenics are in play. "Sure, you can join our fortress... If you can survive the MurderGauntlet." (Ah, I think I've found my test fortress name, unless 'Shocking Lack of Wisdom' is in the langfiles... hm, could fix that if it isn't.)

As for the sprinklers, I know you -can- simply dig a trench to prevent fire spreading and it does keep to one Z-level (after previous 'experiments' involving the first cavern level and pyromania), but where's the fun in that when you can build an overcomplicated object on the back-end that takes up a very small space on the front-end? Seriously, my thought was to park it next to the thing you expect will stupidly burst into flames, or on the path you expect will probably cause problems that you really can't afford to cut holes through because you designed poorly. (Truthfully, my -original- thought was to have a sprinkler system so that if some flaming idiot were running nearby it'd douse them, after noting the risks of explosions and fires in the chemist laboratory and thinking I probably should've built it at the top of a tower or something instead of next door to the alchemist's and the toxicologist's, but I was later distracted by the fact that one of the mountain forts I had was having a prolonged forest fire, and it was slowing down the framerate - I was on a laptop at the time where pretty much anything slows down the framerate, to be fair.)

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