Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Germanicus

Pages: [1]
1
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.

Thanks for the info!

2
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 24, 2020, 11:33:32 pm »
Is there a way to make a Creature that reproduces using other Creatures? I want to make Goblins that kidnap other civilized creatures to reproduce with, ala the Goblin Slayer anime.

I have had success by making them Night Creatures, but I'd prefer if Goblin females didn't exist at all.

Also, is there a way I can keep Goblins from joining other Civs without giving them [UTTERANCES]? If I combine Night Creature and UTTERANCES they seem to stop kidnapping other creatures for mating.

4
DF Modding / Re: Community Mods and utilities list.
« on: April 13, 2020, 02:07:28 pm »
Does the 'VBase - Modding Standard' still work with the current version of DF? It's listed as being for 0.31.21

EDIT: I just tested it, it throws up a ton of problems in the error log but creatures still seem to generate if you use it. It won't gen randomized creatures because it doesn't use Gaits, so I imagine it probably won't work for worldgen without updating.

5
DF Modding / Re: What's going on in your modding?
« on: April 06, 2020, 02:37:44 pm »
Plan on using DF to generate my Dungeons & Dragons Campaign Setting's history, but to make it work I have to basically strip out all of the normal creatures and Civs and remake them from scratch to fit what I need. Hopefully the Necromancers don't kill my world before it can get enough of a history to be interesting.

Pages: [1]