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Messages - ArrowheadArcher

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61
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 29, 2020, 04:12:34 pm »
How do I restrict entities to producing say bronze or iron weaponry? I'm making a CIV-inspired mod where eras (entries in this case) are limited by weapon-grade metals. modifying inorganic_metal.txt might be enough, but I want specific entities, not all of them. I'm using HAS_ITEM_REACTION_PRODUCT to limit them.

Code: [Select]

[REACTION:MAKE_IRON_DAGGER]
[NAME:make iron dagger]
[BUILDING:METALSMITH:CUSTOM_T]
[REAGENT:A:1:BAR:INORGANIC:NONE:NONE]
[HAS_ITEM_REACTION_PRODUCT:IRON_AGE_WEAPONRY_DAGGER]

In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:A:IRON_AGE_WEAPONRY_DAGGER]
[FUEL]
[SKILL:FORGE_WEAPON]



What you have to do is remove all the [PERMITTED_REACTION:metal_MAKING] tags from the entity. so only [PERMITTED_REACTION:BRONZE_MAKING] remains. that way the civ will be restricted to bronze and copper.

A different, but similar trick I've figured out is to try making specific metals which are that-civ-only (say, maybe something like [ANCIENT_BRONZE] or [IRON_AGE].) Here are the related changes for the elf metal I made for my elf civ using this method.

In entity_default I added:
[PERMITTED_REACTION:ELF_METAL_MAKING] to the elf civ. (Do NOT add it to any other civs.)

In inorganic_metal:
Spoiler (click to show/hide)

In reaction_other:
[REACTION:ELF_METAL_MAKING]
   [NAME:make elfblade]
   [PRODUCT:100:9:BAR:NO_SUBTYPE:ELF_METAL][PRODUCT_DIMENSION:150]
   [SKILL:CARPENTRY]


The only bugs I'm working out is the fact that somehow elfblade appears as a metal in the metalsmith's forge menu, and you can make stuff out of it by melting elf weapons (doesn't happen in worldgen, though.)
Just change the name from [ELF_METAL] to something like [ANCIENT_BRONZE] and it should work, so long as you add everything mentioned here. No need to go too in-depth with the reaction system so long as you know what you're doing!

Ok. Now another one. How do you get civs to make stone weapons only/make non-metallic weaponry? Again, I'm using HAS_ITEM_REACTION_PRODUCT. I'm inspired by a mod by the name of Tribal Fortress.

reaction_civ0.txt
Code: [Select]
[REACTION:MAKE_STONE_AXE]
[NAME:make stone axe]
[BUILDING:CRAFTSMAN:CUSTOM_T]
[REAGENT:A:1:NONE:INORGANIC:NONE:NONE]
[b][HAS_ITEM_REACTION_PRODUCT:STONE_WEAPONRY][/b]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]

In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:A:STONE_WEAPONRY]
[SKILL:STONECRAFT]

inorganic_stone_layer.txt:
Code: [Select]
[INORGANIC:CHERT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:chert][DISPLAY_COLOR:6:7:0][TILE:'=']
[SEDIMENTARY]
[IS_STONE]
[MELTING_POINT:13101]
[SOLID_DENSITY:2650]
[b][ITEM_REACTION_PRODUCT:STONE_WEAPONRY:WEAPON:ITEM_WEAPON_AXE_BATTLE:STONE_TEMPLATE:BOULDER][/b]
[ITEM_REACTION_PRODUCT:STONE_WEAPONRY2:WEAPON:ITEM_WEAPON_SPEAR:STONE_TEMPLATE:BOULDER]
[ITEM_REACTION_PRODUCT:STONE_WEAPONRY3:WEAPON:ITEM_WEAPON_MACE:STONE_TEMPLATE:BOULDER]
[ITEM_REACTION_PRODUCT:STONE_WEAPONRY4:AMMO:ITEM_AMMO_ARROWS:STONE_TEMPLATE:BOULDER]



62
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 28, 2020, 05:53:49 pm »
How do I restrict entities to producing say bronze or iron weaponry? I'm making a CIV-inspired mod where eras (entries in this case) are limited by weapon-grade metals. modifying inorganic_metal.txt might be enough, but I want specific entities, not all of them. I'm using HAS_ITEM_REACTION_PRODUCT to limit them.

Code: [Select]

[REACTION:MAKE_IRON_DAGGER]
[NAME:make iron dagger]
[BUILDING:METALSMITH:CUSTOM_T]
[REAGENT:A:1:BAR:INORGANIC:NONE:NONE]
[HAS_ITEM_REACTION_PRODUCT:IRON_AGE_WEAPONRY_DAGGER]

In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:A:IRON_AGE_WEAPONRY_DAGGER]
[FUEL]
[SKILL:FORGE_WEAPON]


63
that's determined per entity. the era is the entity unless they use certain weapons, speak a different language, etc.

64
what if CIV was in DF?

that's the spark so to speak that lead to the creation of this thing. it currently features five eras (Ren, Classical, Medieval, Ancient, and Prehistoric), with 9 civs, Americans and Englishmen, Greeks and Romans, Byzantines, Babylonians, Sumerians and Aztecs, and Native Americans, respectively, all of them writing in their tongues. it currently features muskets, stone weaponry, new armor and weapon types for each entity (civ and era), and more. this will be released into public alpha when the greek language is mostly complete.

some Legend viewer caps:
Spoiler (click to show/hide)

map caps:
Spoiler (click to show/hide)

now in public alpha, awaiting critique, feedback, and suggestions:
http://dffd.bay12games.com/file.php?id=15095

65
1st level (Food, Clothes, anything that is not stone, wood, or metal level):


The first area in the middle was the temporary meeting zone, but it will now be refurbished into the Trade Depot area. The area on the right is the farming one, for making drinks, and for cooking with plants. The area on the left is the butchering/meat one.

2nd level (Wood level):


Self-explanatory.

3rd level (Stone and metal level):


Ditto. The first area on the top is stone. The second area on the bottom is metal, along with ores.

4th level (Dwarven personal areas level):


Ditto. The one on the bottom is the dwarves' bedrooms. The areas on the left are for guild halls. The area on the left is the meeting/eating area.

5th level (Barracks level):
       

Ditto. All of my dwarves will be in here at least twice (all of my dwarves will be in the military). 

66
It's about 7 dwarves, many of them have a main job, with several smaller jobs just in case they have to. The first dwarf, Giltsplits is a furnace operator. The second dwarf, Wheeledclasp is a brewer. The third, Arrowglzed is a butcher. The fourth, Tamelashes, is a mechanic. The fifth, Equalcloistered is a wood burner. The sixth, Brigdegilds is a grower and a speardwarf. The seventh and final dwarf, Platedknife is an architect and is a speardwarf. All of them have combat stats just in case they have to fight off a gobbo or something like that. The only mod I have is a bread-making mod that I've made myself. It's just there so four can be used. I'll post the layout of the fort when it's done.

I intend to keep around 21 dwarves (max pop cap set). It's small to avoid FPS death, at least until the items/cats start to pile up.

67
Starting at the day of creation (really 5 years after), I'll be having a fort where one can only see the development of it, every 10 in-game years. It's a dumb idea I know, but this is what I think of most of the time; just lazy ideas. Starting in year 5. Wait until year 15 for an update!


68
Nothing really special.

69
My goal, ultimately, is to go for 500 UC. A 495 year fort to be exact. A mega project maybe possible, but i'm not absolutely sure.

70
It is the 15th of Granite 5 UC and we begin(pun intended) in the middle of nowhere.

Spoiler (click to show/hide)

Sort of.

Spoiler (click to show/hide)

I mean, the area we inhabit is called The Last Hills. Kinda fitting; this maybe my last. And our site government is the called The Polished Tongs. I have no idea why, but whatever.

Lets get rid of this damned wagon and lettus dig down.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


This is where our organic (Ie plant and animal-based stuffs) production place, will be. This is it's foundation.

Spoiler (click to show/hide)

And now we deforest!

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I really hope not to piss off some elves this time. You will see why later.

If one really cares to see what the aboveground is, take a look:
Spoiler (click to show/hide)

Oh yeah, what day is it?

The same day. Oh well.


Spoiler (click to show/hide)
What the hell?
Spoiler (click to show/hide)


Spoiler (click to show/hide)
Oh. Ok.
Yeah I have lignite near me. On the surface. That's something special.

Finally!
Spoiler (click to show/hide)
Dig, dig, dig!




Its the 20th of Granite 5 UC and we basically just started. Nothing fun yet, but we are getting there.

As we can see in the post above, my dwarfs are getting to set the foundations for my food, cloth, whatever-organic mish-mash production area.

Spoiler (click to show/hide)
I sometimes don't get why the game tells me this. I really don't get, as if anybody really cares.


Spoiler (click to show/hide)
More progress!


Spoiler (click to show/hide)
Yep.

Spoiler (click to show/hide)
What the hell?

Spoiler (click to show/hide)
I dont really know why, all of a sudden, this mason, is in such a state. There's no battle, let alone enemies. Is this an omen perhaps? I'm not sure.


Spoiler (click to show/hide)
It is done! Finally! Now we get done to business.


It is the 28th of Granite, 5 UC and nobody has died yet or rather FUN yet. Yeah this starts rather slow, but dont worry, it will get fun once we have a military.

As you can see, we now have the foundations of our organic production mess. Now we place the buildings.

First, the farm plots. They are 2x2.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Im not showing every step; that would be rather pointless and annoying.

Next is are the workshops.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

And finally are the stockpiles
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Done! Now all I need is some meeting zones and locations.



It is the 28th of Granite, 5UC and it's been a long time senic I updated this.

So, as I was saying before, im gonna be placing some zones.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Good!







71
                                                                         Welcome to Beginfortess: A continuous story

This is pretty much a write as I play story. Its fairly retroactive; the date is logged when ever it is check via the announcements screen or other wise. Just have fun. My goal, ultimately, is to go for 500 UC. A 495 year fort to be exact. A mega project maybe possible, but i'm not absolutely sure. The population, as of now is 14. The invader cap is also the same. The baby cap is 7. Every 5 years, both pops are increased by 5. The baby cap is increased by 2 as well. Every post represents a year.

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