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Messages - Hugo_The_Dwarf

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46
I think anything that counts as a food item (EGG, MEAT, GLOB?, CHEESE, FISH, FISH_RAW, etc) will all "rot" when not stockpiled and it makes sense since even if you had salted fish or what have you, if you toss it out into the great outdoors eventually it'll decay or be broken down (if it's not eaten by something)

Ah ok thanks. Maybe I will just remove that one then if I cant think of a reason for it.

This behavior is supposed to be handled by the [ROTS] token in the material definition.  Without this token, items shouldn't be able to rot, even when not stockpiled.  At least that is my understanding, I have not tested it.  Could be fun to test it by adding the [ROTS] token to the stone template, for science...

True, but I found even adding [ROTS] to say metal (I did this because I was tired of arrows and other gear getting stuck in rivers/pools I didn't feel like draining) they did not rot, in the slightest. So I guess yea could remove [ROTS] but that behavior is only applied to CORPSE, CORPSEPIECE and the aforementioned consumable item types

47
I think anything that counts as a food item (EGG, MEAT, GLOB?, CHEESE, FISH, FISH_RAW, etc) will all "rot" when not stockpiled and it makes sense since even if you had salted fish or what have you, if you toss it out into the great outdoors eventually it'll decay or be broken down (if it's not eaten by something)

48
cured fish, not sure what that would be? I guess you could give them an extra MEAT material that isn't used as a tissue (can't get it through butchering) and basically use GET_MATERIAL_FROM_REAGENT:A:CURED were the material reaction product is CURED and is on the fish meat itself (normal MUSCLE)

fish sauce, I guess you could make it a cookable glob (like tallow) so also use tallow as a reference to allow it to be stockpiled and not cleaned (by cleaning jobs)

fish cheese, CHEESE

 [PRODUCT:100:1:MEAT:NONE:GET_MATERIAL_FROM_REAGENT:A:CURED]
 [PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:SAUCE]
 [PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:A:CHEESE]

materials on the fish should have the correct
[MATERIAL_REACTION_PRODUCT:CURED:LOCAL_CREATURE_MAT:CURED_MEAT] <- materials
[MATERIAL_REACTION_PRODUCT:SAUCE:LOCAL_CREATURE_MAT:SAUCE] <- materials
[MATERIAL_REACTION_PRODUCT:CHEESE:LOCAL_CREATURE_MAT:CHEESE] <- materials

49
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 12, 2019, 01:03:53 am »
Liquid and gas tissues will escape from the body from wounds on parts that don't even include that tissue, so it may not be ideal. Say, your cranial gas will leak out if the second toe, left foot gets cut open

only if it has [CONNECTS] if you don't have that, it's per part I believe. also lacking a [TISSUE_LEAKS] makes said liquid/gas tissue take longer to be depleted as it's slowly shaved off with every hit

50
DF Modding / Re: Help:reaction to fill minecart with liquid
« on: August 10, 2019, 10:06:50 pm »
Code: [Select]
[REACTION:FILL_MINECARFT_WITH_MAGMA]
[NAME:fill minecart with magma]
[BUILDING:SMELTER:NONE]
[REAGENT:minecart:1:TOOL:ITEM_TOOL_MINECART:NONE:NONE]
[PRESERVE_REAGENT]
[MAGMA_BUILD_SAFE]???? Reagent material must be solid and stable at temperatures approaching 12000.
Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:10:LIQUID_MISC:NONE:INORGANIC:NONE]
[PRODUCT_TO_CONTAINER:minecart]
[PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:skill here]

add the other reagents you need, but that should do what you need it to.

51
Also as to a note why it has all 4 seasons, is that all surface plants have all seasonal tags on them (at least the plant_standard.txt ones. I haven't gone through ALL the new plants yet) however some underground plants are not all seasonal, which "doesn't" really make sense.

52
Mod Releases / Re: «Modest Mod» [v0.44.12-4] (More Accelerated)
« on: August 08, 2019, 10:41:14 pm »
They can still "use" it but it has to be for military use. However with the new changes to wear and tear for weapons and armor, you're better off leaving clothing as is, and just making new sets for civvies that need it.

53
I'm a little confused about growth timers. The wiki states "Specifies at which part of the year the growth appears. Default is all year round." But the way it is used in the raws makes it seem more like how many ticks it takes from planting to the growth being available. If it really is a point in the year then a plant like (raws truncated for readability)
Code: [Select]
[PLANT:STRING_BEAN]
[NAME:string bean plant][NAME_PLURAL:string bean plants][ADJ:string bean plant]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWTH:POD]
[GROWTH_NAME:string bean pod:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:120000:200000]
[GROWTH_PRINT:'%':'%':2:0:1:120000:200000:3]
[GROWTH_HAS_SEED]
would have growths immediately if planted in the summer, but wouldn't have any growths from autumn through spring? Am I misunderstanding something?

Yeah to me growth timing is an odd thing becuase they do go off of a set time rather than the old GROWDUR for plants (which is the time since the seedling/sapling started)

so  yeah if this plant was mature right before (and maybe in the middle of??) that growth timing it'd produce those growths. Tad less controllable than normal growing settings.


54
New Question;
If creating a total conversion mod, where even the vanilla buildings are removed (through DFHack), is there any reason to use ITEMS_HARD, ITEMS_AMMO, etc...? According to the wiki, it seems that the ITEMS_XXX tokens are only used for reactions in the vanilla buildings, whereas tokens like BONE and LEATHER are used both for vanilla buildings and stockpiling.

ones that would really matter I think would be ITEMS_SOFT for clothing (worldgen AI stuff) ITEMS_WEAPON so that the AI knows for that METAL to make weapons from it, ITEMS_ARMOR for the AI to know they can make METAL armor from it, ITEMS_AMMO same thing, ITEMS_ANVIL, same thing.

ITEMS_HARD I think is more for crafts and the like but the reason for that is not only for some vanilla reactions/workshops, but so that the game understands what the AI can and cannot do with said material

55
Mod Releases / Re: «Modest Mod» [v0.44.12-2] (Now With Graphics!)
« on: August 05, 2019, 12:42:08 am »
Yeah seems to be a bug, I downloaded the mod and checked the raws.

"reaction_modest_brew.txt"

there is 1 reaction that I raise an eyebrow to, and then also the reaction that Prismaa is refering to.

BREW_SPECIFIC_FRUIT_PLUMP_HELMET (eyebrow raiser here,does anything grow plump helmets as a fruit?)

MASS_BREW_SPECIFIC_PLUMP_HELMET <- this is the one Prismaa is having an issue with

Code: [Select]
[REAGENT:plant:6:[color=red]PLANT_GROWTH[/color]:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:MUSHROOM]Should just be PLANT not PLANT_GROWTH

56
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 04, 2019, 02:29:11 am »
@Hugo_The_Dwarf

Some clarification: the b_detail_plan I posted has values for the new body parts I added, and the no tissue thickness errors are (as far as I can tell) for all bodyparts, even in the mostly-unmodified castes. Can you think of anything else that would affect it?

Where abouts do you have that ATTACKs defined? can you upload the full creature, and relevenat files (tissues, bdps, body) somehwere, and also post a bit of the errorlog too

57
DF Modding / Re: How to install mods without merging conflicts?
« on: August 03, 2019, 10:56:31 pm »
I'm having a similar problem merging Grimlocke and Meph pack, but without LNP. How did you go about this? I tried hand merging the raws myself but that only barely worked, still a lot of stuff broke.

See Meph's stuff is like Grimlocke's and a few other overhaul mods. Some base stuff like tissues, and materials have been altered by both of them extensively or even "normalized" so Meph might have on STONE_TEMPLATE [REACTION_CLASS:RAW_STONE] but Grim might have [REACTION_CLASS:BREAKABLE_STONE] and then they have reactions that use those classes in their own way

but when you merge them (in the easy overwrite this file with this one) you're going to lose 1 or the other for a class which can break stuff, not in a hard way but more of "this reaction won't work anymore"

there are other things that could break but in the case of merging you have to see what all their differences are between vanilla and that mod, then combine them into manually

58
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 03, 2019, 08:22:35 pm »
thing is you don't "have" to remove it, since DESCRIPTION tags overwrite any other one (last one defined is the winner)

if you wanted you could add in an ARG to that CV so you can put in your own description value

[APPLY_CREATURE_VARIATION:fe_CATFISH:A small whiskered fish found in muddy inland waters.] so you could in theory just make it more generic

however since that's all you're using it for (unless it's that short because it's an example) you're better off just putting in the [DESCRIPTION] after the COPY_TAGS_FROM

59
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 03, 2019, 07:04:33 pm »
@DaStormDragon
Your "dragon" like caste is still using [BODY:HUMANOID_NECK] but you posted a custom body plan for dragons. Also note that the new bodyparts for the wings are not being layered by the default BDP for that, because they are new categories that are not in the base game
WING_STRUT
WING_CLAW
WING_MEMBRANE

(Also not sure about the whole 80 characters long thing I don't think that's been an issue since stuff like cobal or mainframe programming? it's only a comment and doesn't affect anything but seeing made me go "nani?")

So long story short, you have new body parts, but they are not getting the tissue layers they need thus throwing that error in your log.

@Brolol
Yes, No, Kinda?

Yes as in you can use [CV_ADD_TAG:DESCRIPTION:descriptive text] but DESCRIPTION tags don't stack, they override. You could probably use a CV_CONVERT_TAG with the MASTER as DESCRIPTION and then TARGET as something in the text to be replaced with the REPLACEMENT which I think would almost act like how a BODYGLOSS would work

Or what do you mean by DESCRIPTION (the tag, or some sort of physical color/shaping) because CVs can ADD, REMOVE, and CONVERT any tags you want.

@Meridian
Something cannot be MALE or FEMALE at the same time, the last declared gender is what they are flagged as. so a [MALE][FEMALE] that caste would be female, [FEMALE][MALE] they'd be male.
Centaur ones could have larger litters/egg clutch sizes than other female castes, yes.
Egg stuff I'm not super versed on, other than a quick DF script to auto fertilize eggs and have them hatch in 7 days




60
DF Modding / Re: Making civs use bone weapons?
« on: August 03, 2019, 04:50:21 am »
I tried making "dog bone" and inorganic and then flipping the material on the tissue (removing the material from dog as well) and Arena mode was fine with making Dog Bone weapons. But in game I couldn't embark with it. I think the game is just hardcoded not to use creature materials as weapons, sadly.

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