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Messages - Shukaro

Pages: 1 ... 14 15 [16]
226
DF Modding / Re: Creation Forge - A Useful Custom Workshop
« on: July 05, 2010, 07:01:53 pm »
Oh no, it's fine, always nice to see a different approach to a problem. I just wanted to give people a good start when it comes to reactions and buildings.

227
DF Modding / Re: Creation Forge - A Useful Custom Workshop
« on: July 05, 2010, 06:19:30 pm »
Yeah, I just found it annoying testing say, a steel alloy reaction, and having to set up the whole steel industry just for that. I figured this might save others some time too. As for the FREE_ names, it seemed descriptive and as good as any, I just wanted something to put at the beginning of all the reactions in case I needed to wipe modifications out of my entity_default. Also, spontaneous booze explosion is a serious problem that should not be joked about.

Only you can prevent sobriety.

228
DF Modding / Re: Community Mods and utilities list.
« on: July 05, 2010, 12:50:08 pm »
I've got a small mod that can be pretty useful if you're genning and discarding lots of worlds. http://www.bay12forums.com/smf/index.php?topic=60815.0

It's a custom workshop that creates a variety of different items and resources, useful for testing custom reactions and such. Sadly, no bone or shell support, as those seem to be borked at the moment.

Also I noticed Baughn's DF Accelerator (http://www.bay12forums.com/smf/index.php?topic=51957.0) wasn't on the list. It's a dll that attempts to speed up dwarf fortress (your framerate) and usually succeeds at it.

229
DF Modding / Creation Forge - A Useful Custom Workshop
« on: July 05, 2010, 12:02:04 pm »


This is a simple workshop I modded in to help test custom reactions, buildings, and creatures. It's used to create various different items so that you don't have to set up an entire fortress to test some reactions. Hopefully it's a useful tool to people, even if it's just to look at the raw formatting. Questions, comments, requests, amazing success stories, CAPITALIZED rants about how this workshop caused all of your precious booze to explode? Post 'em here.

Create a new .txt file in raw/objects titled building_mod.txt and put this in it.
Spoiler (click to show/hide)

Create another .txt file titled reaction_mod.txt in raw/objects and put this in it.
Spoiler (click to show/hide)

Add the following lines to your existing entity_default.txt in raw/objects.
Spoiler (click to show/hide)

Remember, adding new buildings or reactions to an existing world will not work. You must generate a new world after adding these files to raw/objects and adding lines to entity_default.

If you are in dire need of shells (which are frustratingly difficult to make in a custom reaction), a good solution is to add the [SHELL] tag to other materials - such as hooves - so that they can be used instead. The file with materials in it is material_template_default.txt in raw/objects, or in your existing world's raw/objects folder.

EDIT: Added rough clear diamond.

230
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 04, 2010, 10:28:52 pm »
Yeah, what's likely is that there is some variable set in the draconic entity or creature that requires a certain environment and the generator can't generate it. It could also be that there's just some weird bug in this version of DF as there are quite a few of those floating around.

231
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 04, 2010, 08:53:43 pm »
What you mean by 'names'?

I mean the values in the [ENTITY] and [CREATURE] fields. If for example you have two entities tagged as MOUNTAIN or two creatures as DWARF, very Fun stuff happens.

232
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 04, 2010, 06:59:58 pm »
What I would suggest zlurker, is first copy the dwarf creature and entity entries, and changing the names to avoid crashes. Then change one thing at a time, each time generating a new (pocket or small is easiest) world. Whenever it starts to reject all of them, that's your problem. Sorry if I couldn't be of more help, but I haven't had much experience with the new creature and entity tags.

233
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 04, 2010, 05:26:56 pm »
Does anyone know the item token and if applicable the subtype of mechanisms? Are they just MECHANISM? Nothing's in the string dump, so I'm not sure, I'll do some testing.

234
DF Modding / Custom Workshops: Basing Color on Construction Material
« on: July 02, 2010, 09:59:51 pm »
Many, if not most of, the hardcoded workshops have tiles that change color depending on what material is used to construct them. Is it possible to have this behavior in a custom workshop?

235
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 08:13:25 pm »
I guess the games just treats normal thread like pig tail and silk differently from metal strands. Odd.

236
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 08:08:28 pm »
So, does the game track each individual thread? Because running the reaction once at 15000 spat out 15000 strands and instantly put the workshop into the highest clutter. Also, the strands can each be woven into a single cloth.

237
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 08:02:10 pm »
Hmm, so, in the case of adamantine strands, what would changing it to [PRODUCT:100:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE] alter about the reaction? Would it just increase the number of strands created?

238
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 07:55:16 pm »
Is there any difference in the functions of adamantine thread and adamantine strands?

239
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 07:38:53 pm »
Quote
Your adamantine reaction requires the [PRODUCT_DIMENSION:150] line. Like so:
Spoiler (click to show/hide)

For the thread 5 is rather low. The system works differently for thread. Try 15000, you won't get that many units of thread, it is just a converted number.
Spoiler (click to show/hide)

What you really need is another part of the [BUILDING:CREATION_FORGE] line. It is supposed to be [BUILDING:CREATION_FORGE:CUSTOM_any letter]. This tells the workshop what letter you press to queue the reaction.  Look at the previous spoilers in my post to see how I have added them. The line should look like this: [BUILDING:CREATION_FORGE:CUSTOM_S].

I've genned a new world using my corrected reaction_mod file without [PRODUCT_DIMENSION:150] and it was producing wafers perfectly. What exactly does that tag do? The thread reactions also works, although it produces strands instead of thread, but that may be what it did in 40d and I just didn't notice it. What would changing the quantity value to 15000 do to the reaction? I realized my omission of the keybind after looking at different examples and it worked when I fixed that.

Looking at a previous fort, I saw that it was indeed thread that was produced, so I guess the tokens may have shifted.

240
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 02, 2010, 06:54:15 pm »
Seeing as this is the thread for these things, I have a problem. With modding. More specifically, custom workshops and reactions. I have added a new building, as well as several reactions for that building to the raws, generated a new world, embarked, constructed the building, and what did I see? Nothing. The different reactions I had assigned to the building were nowhere to be seen on the workshop task list. However, I opened the job manager, searched, and found them. I queued up a few different reactions, made sure I had a manager with an office, and waited. None of the reactions were ever transferred into the workshop queue, and my manager was doing nothing. This is quite annoying as I've looked through the files of several mods and can't find any major differences.

New file, reaction_mod.txt
Spoiler (click to show/hide)

New file, building_mod.txt
Spoiler (click to show/hide)

Addition made to entity_default.txt, under the mountain entry
Spoiler (click to show/hide)

EDIT: Hmm, didn't fill out the keybinding parameter in the reactions, perhaps that is the cause.

EDIT: Yep, I'm an idiot, the keybinding parameter in the "[BUILDING:" is apparently important. Who'da thunk it.

Corrected reactions_mod.txt
Spoiler (click to show/hide)

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