Life Advice / Re: Free Editorial Work!
« on: January 14, 2012, 11:06:51 pm »Thanks,
Me
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The only thing I think could cause this is rat weed being the only choice under "plants" with no subfield... berries may have a subfield or something so it isn't finding the name I listed, so it gives me the first thing in the field/something generic. (For berries, you aren't harvesting the entire plant but you can't explain why cave wheat doesn't work)
Trying the same thing with meat I found something interesting...
although we don't have an animal matgloss, I guessed some animal and what do you know? a meat chunk poped out... it didn't list an animal, just said "meat". The dwarfs ate my spam and were happy for it though.
Thanks
[POPULATION_NUMBER:2:3]
The min:max number of units that show up?
[CLUSTER_NUMBER:1:1]
I usually see several schools of similar fish on ocean maps... is cluster number the number of herds/schools of an animal?
[MODVALUE:50]
Is this the selling value for one if it is caught?
[GENPOWER:5]
number from 1 to 6(?) which determines general health/endurance?
[DAMBLOCK:8]
Although it seems straight forward... most weapons do damage on the order of 70-130 or so... how is 8 (the highest I've seen) going to change anything? is it not a raw subtraction but something different?
[LAYERING:20]
No idea
[MAXAGE:600:1200]
Is this in seasons or years? Is 600 the mean and 1200 the max?
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
DAMBLOCK makes sense if damage was done on the 1-6 scale... min:max right?
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
Is 12 the number of seasons before it becomes an adult? Where is the frequency control to determine how fast the babies come?
Sorry, the wiki doesn't have this yet to the best of my knowledge...
Thanks
[REACTION:LBOW_MAKING]
[NAME:make long bow (use ore)]
[SMELTER]
[REAGENT:1:METAL_ORE:COPPER]
[PRODUCT:100:1:WEAPON:LBOW:WOOD:OAK]
(This isn't the exact code but something like it)
you have to add the weapon to the item_weapon and the entity_default files but it can be done... hopefully with better luck than I had.
[REACTION:ARROWW_MAKING2M]
[NAME:make power ammo]
[SMELTER]
[PRODUCT:100:60:AMMO:BOLT:METAL:ADAMANTINE]
[PRODUCT:100:60:AMMO:BOLT:METAL:ADAMANTINE]
[PRODUCT:100:60:AMMO:BOLT:METAL:ADAMANTINE]
[PRODUCT:100:60:AMMO:BOLT:METAL:ADAMANTINE]
[PRODUCT:100:60:AMMO:BOLT:METAL:ADAMANTINE]
(I have bolt damage at 10, so it isn't as great as you might think... but i never have to worry about goblin crossbowmen.)
So, here is a reaction that isn't important (I've never made trifle pewter and you can still make it if you smelt the bars first).
[REACTION:PEWTER_TRIFLE_MAKING]
[NAME:make trifle pewter bars (use ore)]
[SMELTER]
[REAGENT:2:METAL_ORE:TIN]
[REAGENT:1:METAL_ORE:COPPER]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:PEWTER_TRIFLE]
[FUEL]
Change your entry into this... (or something like it):
[REACTION:PEWTER_TRIFLE_MAKING]
[NAME:make trifle pewter bars (use ore)]
[SMELTER]
[REAGENT:1:WOOD:NO_SUBTYPE:WOOD:NO_SUBTYPE]
[PRODUCT:100:30:AMMO:BOLT:WOOD:OAK]
[FUEL]
Make sure you back everything up first just in case... should work though. I know you can edit existing reactions to some degree during a fort, but I've only edited material tokens so I'm not sure it will work.
Now that I think about it... you really would need to make a full map editor to get mountain regions working by editing a different region. However, the converse is not true; if toady has all mountain biomes disabled for settlement... just change the biome tag for the mountain region and you should be able to settle there.
If you really wanted to find your problem though... start with a desert and start splicing in code from a mountain region until embark is disabled.
[ March 25, 2008: Message edited by: Maher ]
The embark-ability of a region isn't actually stored in the value you are changing. It appears that there is a constant check to see if the terrain is passable/accessable on some level (like adventure mode world map travel)... not sure why it would do a constant check since embark-ablility should only change when you change position on the world map. If you really wanted to do something crazy... you could try and find the biome tag for the region you are embarking into (pick something easy like a solid desert that is one geographical region), hit e to embark into the region... but while you are being asked to prepare carefully or go ahead, switch the biome tag from desert to mountain/ocean. On the off chance that the program doesn't access the biome tag until after you select how to embark, you could skip the embark-ability check. Since the region isn't really generated until you select how to embark, it seems possible. My guess though would be a crash... you would end up in a sand mountain or something. Ask anyone who has ever played adventure mode with the flier tag, if the mountain regions are actually generated or not... they may just be black voids or something.
[MATGLOSS_PLANT:APPLE]
[TILE:235][COLOR:4:0:1]
[NAME:apple][NAME_PLURAL:apples]
[GROWDUR:6000][VALUE:3]
[DRINK:apple cider:7:0:0]
[DRINKVALUE:2]
[SEED:0:0:1]
[GENPOWER:1]
[LEAVES:20]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:apple tree]
[WET][DRY][BIOME:NOT_FREEZING]
This will generate something strange... a tree that grows in a year and a half (I'd like to change this to 3-5 years, but this is just a test) and has to be processed into bags. The fruit should be called "apple leaves" but just ignore that, I'm using leaves because it guarantees that you get 20-100 apples from every stack of apple tree. Longterm high investment. Downside is that there is only one harvest and we don't have intermediate plants implemented yet
I want to see seedlings or something instead of going from dirt to fruit in a single instant... my farming mod feels really bare when most of the time I'm sitting looking a empty fields.
If that didn't help out in other people's coding, here is another easy trick i use:
I have lots of plants that I plan on selling uncooked to traders... problem is that I lose all of my seeds and can't grow anything after a year or two. The solution is to simply add something like this
...
[SEEDNAME :potato eye][SEED:4:0:1]
[MILL :potato:7:0:1]
[MILL_VALUE:3]
[COOKABLE_WHEN_MILLED]
[SPRING][SUMMER][AUTUMN]
...
This means that you use the mill as a general processing center (think washing/bagging/whatnot) to prepare your produce for market, while extracting the seeds. You will need to have a constant supply of bags to keep everything in... but it you typically bag/barrel your goods anyways so it doesn't matter.
You should be able to get plenty of additions to your mod if you can get a couple of creative people to make a bunch of dwarf plants on these basic setups.
EDIT:
Haha, you have no shortage of plants as I can see.
[ March 24, 2008: Message edited by: Maher ]