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Messages - Urist McGoombaBrother

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106
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 21, 2015, 02:08:09 pm »
Do the tree entries work for non-trees as well? However, Mandrake looks like this:



This plant has big green leaves. And directly connected is a big root, often resembling human shape. Because of that and it's halluzinogenic effect, it was often used for magic rituals. I would like to use their roots to brew some strong alcohol out of it.

How to define a new material? But if material token wood works the same way, that will be as good.

Where to put the [STOCKPILE_PLANT_GROWTH] token to make the raw roots appear in the stockpile as plant entry?

What about amending the code like this?

Code: [Select]
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
[STOCKPILE_PLANT_GROWTH]

107
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 21, 2015, 12:54:29 am »
@Dirst: Many, many thanks for your comprehensive answers. Those helped a lot.

Regarding this one:

Quote
This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible?

Is it possible to name one type e.g. [GROWTH:ROOTS]. Which item token will I have to use for it? e.g. Will something like this work:?

Code: [Select]
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:ROOT]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]

108
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 20, 2015, 01:49:23 am »
I have got some question regarding the Growth - Token for Plants. I will take the one of Artichoke as example:

Code: [Select]
        [GROWTH:LEAVES]
[GROWTH_NAME:artichoke leaf:artichoke leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_NAME:artichoke heart:STP] bud not fruit
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:HEART]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:0:59999]
[GROWTH_PRINT:'%':'%':4:0:1:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_NAME:artichoke flower:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]

This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible? Or are they freely nameable, e.g. GROWTH:ROOTS

Growth:Item - What's the NONE referring to?

What does Growth Density do? The higher, the more Leaves on a plant? What are reasonable figures? I have seen nearly everywhere 1000.

What does the final figure of Growth:Print priority do? Does it mean in above example, first grow leaves, then flowers and finally the heart? Can there be the same priority for e.g. all three of them to make them grow at the same time?

One More: What I have read, the first figure of Growth:Print means Overworld-Tile. When it is 0 does it mean, it is invisible? Or does there actually exist a Tile 0?

109
That project sounds plain awesome. But I have never worked with python and you said the update to DF v40.x isn't ready so far anyway.

However, you also stated something about testing. Just in case you exported already the RAWs of following files in Excel during testing, do you mind uploading those excel-files somewhere? That would be a tremendous help. Thx.

plant_crops.txt
plant_garden.txt
plant_grasses.txt
plant_new_trees.txt
plant_standard.txt

110
Mod Releases / Re: More Stone, Metals, Gem Mod V1.1
« on: January 17, 2015, 08:18:31 am »
V1.1 released (Minor Update)

Mercury is now toxic (at least I hope so) and filled into vials after extracting.
Fixed an error in the code of titanium.
Bauxite occurs as vein instead of large cluster to avoid aluminum overload.

111
Mod Releases / Re: More Stone, Metals, Gem Mod
« on: January 17, 2015, 12:45:24 am »
Ok. Thx for your feedback. Then I will try it with the code four postings above this one.

If you're using DFHack, you can also add a reaction-trigger to the mercury-smelting reaction so that someone performing the smelt reaction is always considered exposed.  Put this in onload.init:
modtools/reaction-trigger -reactionName MERCURY_MAKING -syndrome "mercury poisoning"

Does always considered exposed mean, whenever he is smelting the ore, he will suffer the syndromes at a 100 % probability?

112
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: January 16, 2015, 08:49:35 am »
One more question.

I do want to extract mercury from cinnabar and have it available in a vial. How should a proper reaction look like. I did already create a metal called mercury. But I fear I need some help regarding the code. Will this work:?


Code: [Select]
[REACTION:MERCURY_MAKING]
[NAME:smelt cinnabar into mercury (liquid)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]
[REAGENT:empty vial:1:VIAL:NONE:NONE:NONE]
                [EMPTY]
                [GLASS_MATERIAL]
                [DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[PRODUCT:100:1:GLOB:NONE:METAL:MERCURY][PRODUCT_TO_CONTAINER:empty vial]
[FUEL]
[SKILL:SMELT]


Thx

113
Mod Releases / Re: More Stone, Metals, Gem Mod
« on: January 15, 2015, 04:04:47 pm »
You could make two different syndromes, "mercury poisoning" with SYN_CONTACT and "serious mercury poisoning" with SYN_INHALED.

So I could make it this way?

Code: [Select]
...data about mercury...
[SYNDROME]
[SYN_NAME:mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:PROB:10:START:1000:PEAK:2500:END:5000]
[CE_DIZZINESS:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_NAUSEA:PROB:5:START:1000:PEAK:2500:END:5000]
[CE_FEVER:PROB:5:START:1000:PEAK:2500:END:5000]
[SYNDROME]
[SYN_NAME:serious mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_ADD_TAG:CRAZED:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_DIZZINESS:PROB:40:START:1000:PEAK:2500:END:5000]
[CE_NAUSEA:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_FEVER:PROB:20:START:1000:PEAK:2500:END:5000]
[CE_UNCONSCIOUSNESS:PROB:10:START:2000]

How often is the probability measured? Let's say a dwarf is standing for 100 time units in a puddle of molten quicksilver. How often will be the dice rolled and he has a 10 per-cent chance to get crazed for being in contact with it?
When there is no end date defined for unconsciousness, does it mean the dwarf can fall into koma in this case?

114
Mod Releases / Re: More Stone, Metals, Gem Mod
« on: January 15, 2015, 06:28:53 am »
Thx for your suggestions of how to make mercury poisoned. Will adding following code to the metal work:?

Code: [Select]
[SYNDROME]
[SYN_NAME:mercury poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INHALED]
[CE_ADD_TAG:CRAZED:PROB:10:START:100:PEAK:1000:END:2000]
[CE_DIZZINESS:PROB:20:START:100:PEAK:1000:END:2000]
[CE_NAUSEA:PROB:5:START:100:PEAK:1000:END:2000]
[CE_FEVER:PROB:5:START:100:PEAK:1000:END:2000]

Also mercury is much more dangerous, when the gas is inhaled than simply touching it. Can there be set different syndromes of poisoning for touching and for inhaling the same material?

115
Mod Releases / Re: More Stone, Metals, Gem Mod
« on: January 11, 2015, 12:17:55 am »
  • How common is titanite?

Titanite has a 50 per-cent change to appar as Ilmenite, as according to Wikipedia, it consists of 50 per-cent iron and 50 per-cent titanium. Can be found in Gabbro(V), Diorite (V), Magnetite (V), Rutile (S). Rutile (40 per-cent iron, 60 per-cent Titanium) can be found in All Metamorphic(S), Granite(S). And Titanite (100 % Titanium) can be found in All Igneous Intrusive (V), Gneiss (V), Schist (V), Skarn (S).

So when you are lucky it can be fairly frequent. But from what I found out, also in nature, the ore is quite common. It's the complex production process, which makes Titanium so expensive.


  • Did you reduce the size of bauxite clusters? If not, did you reduce the value of aluminum to compensate for it now being everywhere?

I kept the intitial frequency (All Sedimentary(L)). Good point. Will change it to Vein-Size.


  • Is mercury toxic?

No. How to make to? Any suggestions of how to use mercury. In Middle Ages they used mercury as medical treatment for e.g. syphilis. Of course only with very limited success. Currently it melts away as soon as extracted from Cinnabar due to the low melting point and then fills the smelter. How can I change it, so that dwarfs fill the molten mercury into buckets?

  • I assume that titanium and the new steels are usable as weapons/armor. Are any of the other new metals usable as well, or are they all decorative?

You are assuming correctly. Titanium and Cobalt/Niobium/Vanadium Steel can be used for weapons/armor. Cobalt, Niobium, Vanadium itself and Argentan are for decorative items only.

116
UMcGB presents

+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+
|M|o|r|e| |S|t|o|n|e|,| |M|e|t|a|l|s|,| |G|e|m| |M|o|d|
+-+-+-+-+ +-+-+-+-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+ +-+-+-+



My first mod so far. Following features:

* over 170 new ore, stone, metals and gems
* nearly 200 new reactions
* ores now also yield slag, which can either be processed into slag glaze or sand
* two new buildings
* stonesense support

Nearly all of them exist in reality as well. Many hours were spent researching everything with google/wikipedia to keep things somehow accurate (when info was available). However, I am no geologist. So, when some things appear odd to you, please let me know. I am furthermore open to suggestions. Want to see some other specific materials? Just drop me a line, ideally with some sort of source regarding the data.

Credit goes to

* everybody in the forums for helping me out regarding my questions and supporting this project
* Catten for providing the raws to some materials and reactions as well as the forge
* NW_Kohaku for inspiring me with his expanded glazes mod. Altough mine works a little bit different, his mod helped me to understand the glazing system (http://www.bay12forums.com/smf/index.php?topic=81976.0)
* especially to ToadyOne and ThreeToe for creating such a great game
* and finally to Scamps for supporting them


>>>>>>>IMPORTANT INFO<<<<<<<

There are two different versions available:


=====Phoebus Version=====
(http://dffd.wimbli.com/file.php?id=10415)

Tiles for materials are selected to make sense with Phoebus Tile-Set. I tried to keep as much new content as possible in separate files to make merging with existing mods easier. In case you haven't installed any other mods, simply copy paste everything into your Dwarf Fortress/Raw/Objects folder, create a new world and you are good to go. When you installed other mods, following steps need to be taken care of:

a) Delete all stones and materials in the files "inorganic_stone_mineral.txt" and "inorganic_other.txt" marked as " -------[material name] removed-------". They are now included as amended version in seperate files. Otherwise you will have them listed twice, which might cause trouble. I added the already amended Phoebus-Vanilla file for your convinience. Only use it when no other mods are installed, otherwise delete those minerals manually.

b) Delete all reactions in the files "reaction_smelter.txt" and "reaction_other.txt" marked as "  -------reaction [reaction name] removed-------". I have amended them and included the new version in a seperate file. As with the minerals I added the already amended Phoebus-Vanilla file for your convinience. Only use it when no other mods are installed, otherwise delete those reactions manually.

c) Many new reactions and two buildings were added. To enable it's use, the permissions need to be added to your "entity_default.txt". In case you use the vanilla Phoebus version, there is again a already amended file included. Otherwisere you will have to merge it manually with yours. There is an info-file included containing a list of all the required permissions at the end.

d) To activate the mod, a new world must be generated. Works with DF v42.X


=====Vanilla Version=====
(http://dffd.wimbli.com/file.php?id=10460)

As requested. Tiles are selected to make somehow sense with Vanilla Dwarf Fortress. All changes are directly implemented into the vanilla-files. When you have the Vanilla-Version of DF v42 installed, you can simply overwrite them and are ready to go. Otherwise you will have to merge them manually with your existing mods. In both cases the generation of a new world is required.

Unless you installed some mods amending the vanilla stonesense files, you can simply overwrite yours. Otherwise you have to merge them manually.


=====Older DF Versions=====
A quick note, when you want to use this mod on older Versions of Dwarf Fortress: The changes from DF V34.X and v40.X to DF v42.X were minimal in respect to the files inorganic_stone_gem.txt, inorganic_stone_layer.txt and inorganic_stone_mineral.txt. So for just adding the new materials, you can basically copy paste the related mod files. But you have to especially take care about the reactions and materials added for the paper industry. That might require some fiddling around.

Have fun. :-)






Spoiler: >>>>>>>CONTENT<<<<<<< (click to show/hide)



117
DF Modding / Re: Creating a Swordsmith?
« on: December 28, 2014, 11:22:20 am »
If I understand could correctly then you don't need fake weapons at all. Just make a reaction called ##test weapon categories## or whatever it was and put that into a custom workshop and give your civilization access to it. The reaction doesn't need to do anything and it won't mess anything up. If you add weapons that your civilization doesn't have direct access to, but they have custom reactions for, the civil won't use them, but you can make them.

It shouldn't be a new custom workshop, just amend the existing one. Or alternately a multilayer workshop, which is currently not possible as intended.

It is possible to override a workshops sidebar menu with DFHack, maybe you could use that to make hierarchical menus?

I will have to leave that question to more adept users. I am still in trouble with the basics. XD

Different case, but probably the same issue is following. I created two new special materials by copying and amending everything related to adamantine. Those are added as raw material at world gen, added to the stockpile menus, also added to the workshops as intended. Everything is also named properly. Only exception appears to be for now the menu in the Craftdwarf's Workshop. There I have got three times "Extract Metal Strands", each one related to one of the three materials. Unfortunately the name of the material is missing, so I could only tell how they are related via DF Hack Workflow Plugin. Are those task namings also hardcoded or is it possible to add it somewhere?


118
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: December 28, 2014, 09:03:05 am »
Many thanks.  :)

119
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: December 28, 2014, 04:50:33 am »
Usually I am not into Thread-Necromancing. But that one appears to be the most fitting for that issue.

Following questions regarding creating reactions. I am sure you can help me to get some basic understanding. I take the one regarding Pewter Making of the vanilla game as example:

Code: [Select]
[REACTION:PEWTER_TRIFLE_MAKING]
[NAME:make trifle pewter bars (use ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:2:METAL_ORE:TIN]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:12:BAR:NO_SUBTYPE:METAL:PEWTER_TRIFLE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:PEWTER_TRIFLE_MAKING2]
[NAME:make trifle pewter bars (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:PEWTER_TRIFLE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

1) Is it correct to assume that each ore has a size of 1, each bar has a size of 150 and each wafer a size of 15000? And for the number of ingridients I have to simply multiply them? E.g. When I want to create 1 Unit of Test-Metal consisting of 1 Unit Tin Ore, 3 Units Gold Bars and 5 Units Adamantine Wafers, the code will look like:

Code: [Select]
[REAGENT:A:1:METAL_ORE:TIN]
[REAGENT:B:450:BAR:NO_SUBTYPE:METAL:GOLD]
[REAGENT:C:75000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]

2) What do the first two figures after product mean? Why is it in Pewter Trifle Making1 100:12 and in Pewter Trifle Making2 100:3, when the final product is the same?

3) What is the Skill "Smelt" referring to? It is also not listed in the wiki article. http://dwarffortresswiki.org/index.php/Skill Why isn't it called "Furnace Operating" instead?

Thx

120
DF Modding / Re: Creating a Swordsmith?
« on: December 28, 2014, 02:12:47 am »
??? It's incredibly easy to mod in weapons.

Yes, it is easy to create new weapons. But the question is of how to create non-existent weapons, just acting as intersections. Or if that's even possible. Urist McDwarf has grown attached to a *test weapon category*



Should ideally look like:

Forge iron katar
Forge iron mace
====test weapon category====
Forge iron rapier
....

edit: Black Flyme and Snail555 beat me on that.

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