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 - travellersside

Pages: 1 2 [3] 4
31
Meph, the glass mod that was mentioned is probably this one:
http://dffd.wimbli.com/file.php?id=4071
Which is linked to in this thread:
http://www.bay12forums.com/smf/index.php?topic=79662.0

It's very much a Chemistry or Alchemy type mod. Might well be of interest.

32
DF Modding / Re: Mod to allow blocks for Crafting and Furniture?
« on: December 21, 2012, 11:32:43 am »
The only way to really understand how things work is to open a mod and study reactions. After a while you get used to the format. You can always just copy a similar reaction and tweak it to your own needs.

a)
[REACTION:MERGE_LIGNITE_BLOCKS]
[NAME:merge lignite blocks together]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:5:BLOCKS:NONE:INORGANIC:LIGNITE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:LIGNITE]
[SKILL:PRESSING]

b) Not possible. You can't make mist or miasma in a workshop (although DFhack's pretty impressive, so maybe one day you'll be able to). But you can rig up some pumps and grates to make a mister yourself.
Meph has something musical in Masterwork already, although it's not possible to have any kind of skill levels involved - it's just yes or no. Here's the original (standalone) post that he made introducing it. When you get the hang of how it works, you can tweak various other effects into existence:
http://www.bay12forums.com/smf/index.php?topic=107325.0

c) The best advice that I can give you is to study the raws of various mods as closely as you can. Grab a selection and dig through them, looking for how people have done things. Find someone who did something similar to what you want and see how it can be changed. Find people who did similar things and see how they differ. After a while it does make sense.

33
DF Modding / Re: Mod to allow blocks for Crafting and Furniture?
« on: December 21, 2012, 10:53:38 am »
Since you didn't mention it, and because a lot of people forget to do this at first:

Did you add entries to the entities file? Specifically
   [PERMITTED_BUILDING:BLOCKCRAFT]
   [PERMITTED_REACTION:MAKE_BONE_CABINET]
   [PERMITTED_REACTION: etc. You'll need one for every one of the reactions, of course, which can be quite the list.

If you've already done this, then my apologies, but that's the usual reason that new workshops and reactions don't show up, and needs to be checked before any debugging of reactions is done.

34
DF Modding / Re: Mod to allow blocks for Crafting and Furniture?
« on: December 19, 2012, 09:14:39 am »
It's not possible to add them as a default choice, but easily possible to create a new workshop and have a set of reactions that point towards it. A number of the major mods make use of this kind of thing - Genesis and Masterwork to name but two. Here's a basic one that I've put together to make you a stone table.

[REACTION:MAKE_STONE_TABLE]
[NAME:make stone table from block]
[BUILDING:    xxxxx Custom Workshop Name xxxxx    :NONE]
[REAGENT:A:1:BLOCKS:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]

Make certain that you have a custom workshop to point all the reactions to, as you can't add to the carpenter or mason. That done, just look up tokens on the wiki (you'll want Item Tokens to tell you what the furniture is called, and Material Tokens will help somewhat with the materials that it's made of) and find further examples of finished reactions for more ideas on how to use them.

35
So, hypothetically speaking, if we were to make the very minor modification of changing the Dwarven active season from Autumn to Spring, and make sure to build a Depot asap, could we stop the game sending out either of those first two migrant waves at all?

36
DF Modding / Re: Magic Music and Toy-Syndromes?
« on: December 01, 2012, 07:42:56 am »
You can make a workshop reaction that will take an instrument and drop a syndrome causing rock. The syndrome could grant you an interaction that then did some of the things that you wanted. The reaction is never reliable, as it depends on the dwarf being affected by the syndrome cloud, and sometimes they aren't (I've heard a figure of maybe 30% failure given), and it'll take a decent amount of work to set up, but in principle, you could do something that would work.

37
DF Wiki Discussion / Re: Butcherable vermins?
« on: November 20, 2012, 07:23:44 pm »
Not that I've ever tried to butcher them but skimming through the raws, I don't see why they wouldn't be. Firstly, most vermin have the [NOT_BUTCHERABLE] tag, but Creepy crawlers don't. Secondly, they have a size of 1,000, compared to a hamster's 150, a cave spider at 50, and a rat at 300. Since both adult rabbits (500) and cavy (800) are smaller than a creepy crawler is, and those can be butchered, I don't see any problem there.
It's just unusual to see a butcherable creature that can spawn randomly, rather than having to be bred.

38
DF Gameplay Questions / Re: Everybody's drowsy. [Resolved]
« on: November 03, 2012, 05:58:31 pm »
The problem was that you gave your dwarves NOSTUN and didn't also give them NO_SLEEP. That's it, really. Due to the way that sleeping is implemented, if a NOSTUN dwarf falls asleep, they never wake up. It's not FB contaminants, or anything of the kind - just a modding mishap.

So, you can simply remove NOSTUN to get them to wake up, or also give them NO_SLEEP - your choice.

39
DF Modding / Re: Expanded vanilla races mod- 2 Races now!
« on: July 04, 2012, 04:42:35 pm »
Remove [PERMITTED_JOB:FURNACE_OPERATOR], then grant them access to a reaction that makes the metal types that you want them to use. That should do it.

40
DF Modding / Re: Masterwork mod vivisection
« on: June 20, 2012, 03:49:58 pm »
If an entity has access to a reaction, the traders (and embark screen) can have the products without having to satisfy the prerequisites, including having the building. It's abstracted away with some handwaving and there's a pretty good chance that in the far future that will change. But for now it's simply assumed that somewhere out there the entity has crafters and workshops in use. I don't think that it matters at the moment (although I may be wrong) whether not-in-play entities have permissions for the workshops in their file - as I said, it's all handwaved away.
Your fortress is a different matter though - If you want to use a reaction, you'll need to build the relevant workshop and provide the necessary reagents. This limits you so that you can't make everything right at the start and means that you have to build up a productive fortress, which does make things more interesting than just spawning everything you want on the spot.
Since there are two different sets of rules in play - one for the player and another for the traders/embark screen/invaders/etc. - there's the opportunity for some constructive meddling. It's quite possible to create a workshop based entirely around processing some good that's only available from 'home' and as such, your supply is limited purely to what the traders bring. That kind of limiting factor can have quite an interesting effect, as the supply is infinite, but only available in a trickle. In a way, this is what's happening with the crates, but since they (usually) process into goods that you could get hold of yourself, they're more of a useful bump than a desperately needed supply.
So, the dwarven entity needs workshop permissions in order for the player to be able to actually use them. I hypothesise that the other entities have them for the sake of completeness and so that is anyone wants to tweak things so that they're playing another race, most of the work has been done already.

What will you be untangling next? There's such a lot of it, after all.

41
DF Modding / Re: Masterwork mod vivisection
« on: June 20, 2012, 12:38:27 pm »
I've dug around pretty thoroughly in Masterwork to pick out some things for my own homebrew mod, so this is actually pretty interesting for me. To answer a couple of your questions:

Why aren't some reactions available to the player, and does this mean that the products won't work for them?
What a fortress can do and what a civ can do are actually very different things. A civ will have access to the results of any reaction permitted to it in the entity files, regardless of whether it's able to provide the reagents.
For example: I can remove Furnace Operator (and the list of permitted reactions) as a valid skill for, say, humans. This will immediately prevent them from being able to get the products of smelting any ores. In fact, they won't be able to make use of metals at all. But if I give them back the bronze-making reaction, even though they will never have copper or tin, they'll now have access to bronze.
So, by allowing the dwarves to have a reaction that makes crates, but not allowing the player access to it, the crates can be bought at embark and from traders but not produced on-site. It's nice, and it works pretty well.

Why are crates made of soap?
Good question. I can only hypothesise that it's because soap appears in the misc section at the end, and thus it's a lot easier to find than if they were tools, say, and buried in the middle of the list amongst all the different flavours of tool and the materials that they're made of. Tools would certainly work, but it's a bit neater as soap. Incidentally, you can also use crates as building materials, which would be an interesting way to keep an emergency store of certain supplies. That wouldn't be possible with tools.

42
DF Modding / Re: Help modding reactions to craft things differently
« on: June 16, 2012, 05:32:30 pm »
Two things spring to mind:

1) Use [PRODUCT:100:10:ARMOR:ITEM_ARMOR_BREASTPLATE:METAL:STEEL] etc. It needs to be 'armor' not 'item_armor'.
2) You can't make gauntlets properly, because they need to be left and right, and custom items don't have that open to them. Footwear is generic, oddly enough, so you can make those, but not handwear.

Have you checked your errorlog to see if there's anything else that it's complaining about?

43
DF Modding / Re: The Modding Screwups Thread!
« on: June 12, 2012, 07:47:52 pm »
I made a mistake while standardising animal products and somehow erased the concept of meat from the game. It was still in the raws, but the game just didn't care. All that was left was skin and bone. I thought that it was funny enough that I was tempted to keep it, but since for some reason I had a dwarf endlessly looping through trying to process a non-existent cheese and creating an infinite amount of skin... I decided not to.

44
DF Modding / Re: Syndromes and loyalties?
« on: May 21, 2012, 06:00:25 pm »
Any idea if that causes a loyalty cascade or not?

45
I've just tested what Squishynoob posted and it works almost perfectly.
Basic setup: current version with Phoebus tileset preinstalled. Modded with the above and nothing else. Didn't even change the default .ini settings. Everyone's in a clearing with a lot of animals and some rocks (to build workshops with). Orders changed to 'gather refuse from outside' for obvious reasons.
It produces a glob of animal skin (dog 12, yak 14 etc.) and a tanner will snap it up and produce the relevant number of pieces of leather. If it doesn't get grabbed from the workshop, it gets stored in the fat/tallow stockpile. This makes sense, as it's a glob, so that's the obvious place for it, although there's no corresponding entry in the stockpile settings for 'skin' to turn off. However, as soon as it's stored in the stockpile, my dwarves runs over and clean, instantly destroying it. Unfortunate. It can be bypassed by not having a fat/tallow stockpile, since they only seem to clean it up if it's in a stockpile but that's not ideal. Does anyone know why fat/tallow globs aren't cleaned? We might be able to do something there.
In broad terms, this is great, and you're able to produce very large amounts of leather fairly easily and quickly. If you have tanners at the ready, the cleaning issue is irrelevant, but if your tanner's on break, you may as well consider that skin wasted, unless you forbid it the moment as it hits the pile. As soon as you unforbid it, your tanner will probably grab it. I had three tanneries and five tanners (and two butchers), and when I unforbid three globs, they were all immediately tanned rather than cleaned up. So it should work out.
The biggest complaint that people are likely to have is the sheer amount of leather produced. Both a yak and horse produced 14, which is somewhat high, but a dog produces 12. It's probably related to the bug that has hooved creatures producing less meat than non-hooved of a similar size (which means that yaks and horses should be producing far more skin, it's just that the bug reduces it again). I've played around with the input side of the reaction, and it's quite happy to produce, for example, 1 leather for every full 3 skin in the pile. Any excess are lost. This would let you reduce the worst effects of this, but you're still going to have problems when it comes to some animals. I suspect that elephants are going to be rather productive.
Assuming that this actually is related to that hooved bug, you could potentially have two different skin types in the way that Sphalerite has multiple types, but rather than going crazy with working out which one to use based on size, this could just be based on hooved and non-hooved. Then you could have two reactions - one taking items at, for example a 9:1 ratio (non-hoof), and the other at 3:1 (hoof). That way a yak with 14 skin would produce 2 leather, and a dog with 12 skin would produce 1 leather. Tinker as seems appropriate. It would be a fair bit of work to tweak every animal, but certainly doable. (Potentially: Find/replace to remove all skin tags in an animal entry. Then replace all hoof tags with a hoof tag followed by a skin tag. Look for what the non-hoofed have that's unique to them and do something similar)

I like this tweak and will probably play with it some more, and depending on what I can get to work, might use it permanently in my homebrew setup. I'm also wondering if I could do something similar with bones... Butcher them into glob form, then have an auto-reaction turn them into individual bones. Something to look into later.

Pages: 1 2 [3] 4