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Messages - Ryga_

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Heyo, been updating my personal mod from 43.xx to the latest release and swapping over to this from Modest Mod as a base. I already submitted one merge request after finding a missing tag and spelling error so far, but just wanted to post here in case I'm not submitting them correctly or something since I'm not used to using git. I'll submit more merges if I catch any other minor errors. Really love all the new creature descriptions. I'm reworking my Prefstring additions to fit your descriptions better atm, and will post them when I'm finished if you're interested. I'm only about a third of the way through doing research on each creature though :P

Thanks for your work and everything!

2
PTW

Thanks, been looking for something like this for a while

3
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 13, 2017, 09:49:23 pm »
Does anyone know if it's possible to make meat not edible uncooked? The edible tags seem to do nothing in the RAWs since there is only EDIBLE_COOKED and EDIBLE_VERMIN by default, and yet dwarves can eat the meat uncooked. Removing the [MEAT] tag from the muscle material removes it from stockpiles, the embark screen, and I believe would also disallow it to be used for things like tamed carnivore creatures. Is there a possible script that can deal with this, or is this outside the scope of what's practically feasible in DF modding atm? Trying to do a complete cooking conversion by just removing [EDIBLE_RAW] from most things and adding it back in to reaction products. Thanks!

4
DF Modding / Re: Can someone tell me how to make plant extracts?
« on: May 13, 2017, 08:07:32 pm »
I highly recommend poking around the wiki in the plant token section. The relevant part is (here). Also try looking at the Sweet Pod plant in plant_standard.txt for an example to copy. Good luck!

5
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 13, 2017, 08:01:06 pm »
If someone could help, I would be very gratefull.

Could you guys give me some insights on what kind of changes do you make to the entity's raws in order to make Fortress Mode an unstopable machine of war (that is, I want to be attacked since the most low siege requirements and to have like 2-4 sieges in a year with different races attacking me)?

I've read 'Entity Token' in the Wiki and made some changes to reach that goal, I've changed the attack requirements for all races, made 3 different goblin tribes, 2 evil humans, 1 evil dwarves and 1 evil elves (added baby snatcher to all of them) but I haven't experienced that desired goal. What kind of changes have you guys already made in entity tokens that made enemies and war more common?

Thanks for the answer!

Just remember that with the newer travel changes it's possible that armies are spending their time traveling to siege forts that are closer than yours. Remember to embark close to your enemies to help encourage them to attack you. I find that smaller worlds help a lot with keeping enemies closer. Also, you might want to take a look at the fortress defense mod (here) to see how they've modified races to attack more consistently. Good luck!


Is it possible to have a reaction's products be randomly chosen among all metal ores (copper, silver, gold, etc...) ?
If not, how do I make the product a nugget, and not an already refined metal ? Would [PRODUCT:100:1:BOULDER:NONE:IRON:NONE] work, for example ?

It's not possible to choose randomly at this time without dfhack scripts. I believe you might need to define an Iron stone material first since it might be missing some tags. Try doing that if it doesn't work.

6
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 12, 2017, 12:35:11 am »
Hey, is it possible to have certain body parts only appear rarely during butchery? Or will I have to make tons and tons of different castes for a creature to say, drop a Rathalos Ruby instead of another Rathalos Talon?

You just make a second caste with the Ruby drop and give it a much lower frequency than the other one. Away from computer so can't remember exactly the command, but you'll only have to make one extra caste :)

7
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 11, 2017, 06:01:39 pm »
Are you talking about normal ingested or prepared meals? Afaik ingested syndromes don't get passed to prepared meals which was my original intent. I would only have to swap a few material lines in the plant definitions if that were the case. Or at least that's what I was informed prior to version 43.


but if you want to keep going the route your using now (ITEM_REACTION_PRODUCT), I would suggest using 1 fake plant and putting all the growths there. less lines/less plant definitions. so in each plant you make a line that says:
[ITEM_REACTION_PRODUCT:MAKES_SALAD:PLANT:PLANT_SALAD:PLANT_MAT:PLANT_FAKEY:PLUMP_HELMET_SALAD]

Good point, I'll probably end up reworking it to operate that way when I do more than the plant_standard RAWs pass =)

8
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 11, 2017, 12:14:03 pm »
I initially modded the food raw after realizing you can't pass syndromes through ingredients to the meals. Nothing like the chef making a batch of "Dog Tallow Surprise"!

I actually forgot about ITEM_REACTION_PRODUCT, so I'm now using that to specify the exact custom plant for each vanilla plant while only using one reaction at the workshop.

So I'm just adding the following to Plump Helmets:
Code: [Select]
[ITEM_REACTION_PRODUCT:MAKES_SALAD:PLANT:MUSHROOM_HELMET_PLUMP_SALAD:PLANT_MAT:MUSHROOM_HELMET_PLUMP_SALAD:SALAD]
And then the following to Mango Fruits:
Code: [Select]
[ITEM_REACTION_PRODUCT:MAKES_SALAD:PLANT:MANGO_SALAD:PLANT_MAT:MANGO_SALAD:SALAD]
And the reaction contains the following:
Code: [Select]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_ITEM_REACTION_PRODUCT:MAKES_SALAD]
[UNROTTEN]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:plant:MAKES_SALAD]

So far it's working!

Well I don't see why your PLANT_GROWTH product wouldn't work, unless it just isn't possible to create a PLANT_GROWTH that isn't defined in the raws somewhere. The only thing left to try would be to change your MATERIAL_REACTION_PRODUCT into a REACTION_CLASS and change your product to PLANT_GROWTH:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD. Maybe PLANT_GROWTHs don't like the MATERIAL_REACTION_PRODUCT?
I have a feeling that's the case since the only way I could get it to work inside the vanilla plant RAW was to make a dummy growth that existed for a single tick on the plant. I think the game is creating a blank PLANT_GROWTH object and partially attaching the correct material, but it's somehow incomplete using my initial method. The blank products I got always had the correct edible tags and material colors but would never be stockpiled or eaten. I will try your REACTION_CLASS suggestion later today for science for sure

Thanks for the help everyone!

9
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 11, 2017, 06:14:04 am »
Looking through the vanilla plant RAWs, things have been pretty confusing so far. I'm aware of ways to make a single generic Salad, but I'm hopeful I can figure out a way to generalize it so I can create "turnip salad" and "carrot salad" from the same reaction solely based on using different source reagents. If I have to I'll stick to a generic food item, but gonna keep trying until it's proven not able to be done =)

Does anyone know a reaction that just takes something like wood or stone and spits out a PLANT_GROWTH leaf item?

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DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 10, 2017, 10:16:55 pm »
Same result sadly. Also using [PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD_MAT] just gets me the Plump Helmet plant itself again. Does the Salad part need to be a growth? And if so, is it possible to have growths that never actually grow naturally? I haven't really dived into the plant raws before and there's not as much documentation on the wiki as for other raws.

11
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 10, 2017, 08:54:03 pm »
Hey I'm having a really odd issue with the following reaction. Everything works so far in testing, but the product has no name. I can only see the quantity # next to a blank space, but viewing the item with DFHack's More Information is revealing the proper edible raw and cooked and color of the material. Anyone have an idea what's causing the lack of a name to appear? Thanks!


Reaction:
Code: [Select]
[REACTION:TOSS_SALAD]
[NAME:toss salad]
[BUILDING:STILL:NONE]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:SALAD_MAT]
[UNROTTEN]
[PRODUCT:100:1:PLANT_GROWTH:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD_MAT]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

This is located in [PLANT:MUSHROOM_HELMET_PLUMP]

Code: [Select]
[MATERIAL_REACTION_PRODUCT:SALAD_MAT:LOCAL_PLANT_MAT:SALAD]

[USE_MATERIAL_TEMPLATE:SALAD:SALAD_TEMPLATE]
[STATE_NAME_ADJ:ALL:why wont this show up]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[VALUE:2]

And this is the material. I just copied the Leaf Material Template.
Code: [Select]
[MATERIAL_TEMPLATE:SALAD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:salad]
[STATE_ADJ:ALL_SOLID:salad]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:liquid salad]
[STATE_ADJ:LIQUID:liquid salad]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:gas salad]
[STATE_ADJ:GAS:gas salad]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:10400]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10500]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:600]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] average value of some species found online
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[ROTS]

12
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 08, 2017, 06:46:21 pm »
Thanks for the response!

So if I put [MATERIAL_REACTION_PRODUCT:MAGIC_TRANSFORM:LOCAL_CREATURE_MAT:CUSTOM_MAT] into a material template, would I have to add [USE_MATERIAL_TEMPLATE:CUSTOM_MAT:CUSTOM_MAT_TEMPLATE] into every creature I want the reaction to work for?

13
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 08, 2017, 06:03:52 pm »
Is it possible to create a reaction that takes a specific creature material and then creates an item using a different material, but without using a specific CREATURE_MAT?

For example, using "dog hair" to create something like "dog leather", but for any animal material used in the reaction.

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 08, 2017, 05:51:31 pm »
-snip-

wrong questions thread

15
Utilities and 3rd Party Applications / Re: Dwarf Portrait
« on: May 08, 2017, 05:33:53 pm »
PTW

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