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Messages - Reelya

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17311
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 19, 2012, 05:07:58 pm »
The trees are hard-coded to drop logs, sorry. The best you can do is a workshop where the "log" of a rare material is taken, and an item spits out. Or you can take the Ents from My Little Pony Mod and modify those.

EDIT: Just thought of something that might work ... a boiling log with a syndrome attached.

17312
That's interesting, would I have to modify body detail plans or something?

17313
Interesting if you read my notes i just decided to make bread a "cheese". I guess the options to get this working are pretty limited.

The problem now is I'd like to make. e.g. a "cheese sandwich" which takes some cheese + bread and makes "sandwiches" which remember what animal cheese they're made from.

And i definitely don't want to replicate this for every creature with a "cheese". The only way to do this right now is to make an inedible "sandwich" tool or toy, and have it of the cheese material. Which is "pretty" but inedible.

btw Deon the point of this thread was for me to work out the solution. You posting a solution for me kind of derails what i was doing ;D maybe i should've waited until i had done v#3 before posting ;_;

17314
Episode 1 - making dough and bread from flour. I'm going into this blind with little idea how to do things, which is kinda fun, lots of dead-ends and mistakes ahead.

The very first thing i tried was making a tool or toy which inherited the material from the flour. The pros were that this required very minimal modifications to each crop (added reaction class "IS_FLOUR" to each flour) and gave dough and bread with the name of the type and quality modifiers, e.g. "*dwarven wheat flour dough*" , which was really nice. The cons were that the game won't stockpile this stuff anywhere and the dwarves won't eat it since it's a toy. We need an edible ITEM type with it's own food stockpile section, which would allow cakes, etc which remember their key ingredient and have quality ratings.

D'oh - scratch approach #1, it won't work without Toady adding to the engine, but this approach would have been nice as it minimizes the need to directly edit plants. Implement edible items Toady!

----

Testing an approach #2 gave concrete results - borrowing from quarry bushes I added these lines to cave wheat MILL section :-

      [STATE_NAME_ADJ:SOLID_PASTE:dwarven wheat dough]
      [STATE_NAME_ADJ:SOLID_PRESSED:dwarven wheat bread]
      [REACTION_CLASS:IS_FLOUR]
      [STOCKPILE_GLOB_PASTE]
      [STOCKPILE_GLOB_PRESSED]

After updating the reactions, dwarves will make dough and bake bread as GLOB type, and stockpile them (under paste and press sections of food stockpile settings). Pros are it stockpiles nicely, but cons are it's not stackable and has no quality settings and as I just stuck it in the "MILL" section I can't make the dough or bread directly edible without making the flour edible too.

Now on to version #3 which should be properly edible. I have two options it seems - #1 = edit in an edible dough and bread for every plant with flour (which would make the bread remember its type), #2 - edit in a "dummy" plant with a single dough / bread type. On the principle of conserving information, I'm going with #1. Also, I'd like the products to be stackable. For this reason I looked over the edible product types which are stackable and chose "cheese", as plant cheeses are stackable, and have a stockpile section which is empty.

17315
Post reserved for chapter headings

17316
Hey I've just started a mod a couple of hours ago to see how much i can add to the dwarven cooking experience ... this post is reserved for results ... once i have something decent going ... being caught by all sorts of caveats and limitations of the engine, will post some observations for laughs ...

17317
Does this give quality modifiers to the booze?
I have made modded booze reactions before and I found that those reactions do not put quality modifiers on the booze.
That's as I thought, so modded reactions don't impart quality.

17318
I made a reaction to brew drinks with water


[REACTION:BREW_ALCOHOLIC_BEVERAGE]
   [NAME:Make an Alcoholic Beverage]
   [BUILDING:STILL:CUSTOM_V]
   [REAGENT:water:150:LIQUID_MISC:NONE:WATER]
   [REAGENT:bucket:1:NONE:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:plant:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BOOZE_MAT][UNROTTEN]
   [REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:BOOZE_MAT][PRODUCT_TO_CONTAINER:barrel/pot][PRODUCT_DIMENSION:150]
   [SKILL:BREWING]

To make dwarves gather water in buckets, simply assign a flat area as a pond zone to be filled, dwarves will leave buckets with water near the water source zone.
Does this give quality modifiers to the booze?

17319
I tried a dozen worlds, doesn't seem to hate me quite enough to give me husks...

Perhaps I haven't slaughtered enough children in .34?  Am I not a monster so indiscriminate that only Husks and Soot befit me?  Surely my reputation needs to be sullied further...
How about dropping the types of evil rain down in worldgen, so you get evil clouds more often?

17320
DF Gameplay Questions / Re: Reverting metal costs back to 1 bar?
« on: February 19, 2012, 12:19:24 pm »
You can also make iron appear as large clusters instead of veins, you get those huge oval-shaped deposits like microcline give you.
Iron ore already does appear as large clusters, provided it's in the form of magnetite.
Yeah i see that only very occasionally, maybe due to the layer stone it appears in. Hematite seems to be the most common i think.

17321
DF Modding / Re: Is enemy AI moddable?
« on: February 19, 2012, 12:15:26 pm »
Thx Meph, though i didn't "forget", read the last sentence i wrote in my post.

17322
I got "fiendish fog" which caused "fiendish fog husks" to roam around. That fog was a killer!

Mine were

- instakill "fiendish fog", no exceptions noted.
- fog could flow over walls at least 2-Z high, and seemingly down corridors. building outside was too risky / savescummy so i couldn't test much. But you could build a "sky city" at the second level above ground, and the fog / mist should flow UNDER your building zone.
- cage-trappable husks resulted
- husks of wild-life often left the map quickly
- husk zombies were not contagious at all as far as I saw, I only got husks from direct fog exposure, but my evil map also lacked auto-reanimation.
- i didn't observe any husks fighting each other, only the living, but i might just be unobservant.

EDIT: about to go over this thread fully, will edit here if i have any info not reported.

17323
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 18, 2012, 05:49:45 pm »
To restate a previous unanswered question, does anyone know how can I make it so beings that are not humans or dwarfs will become necromancers with towers and such?
As far as I can tell, they just have to be a member of a civilization with an active reason to seek immortality out.  Elves and goblins don't because they're already immortal.
The creatures/entity I modded in just do.
Well, knowing what tokens affect that would be very handy, i just went through the entity_default.txt and nothing noteworthy in dwarf or human jumped out...but elves can already be members of those civs, so i think it's in the creature def's.

Possibly it's [MAXAGE:XXX:YYY] - only dwarves, humans, kobolds (they live 1000 years!) have this defined out of the regular entity races. Also, kobolds have [CANLEARN] but not [INTELLIGENT]

Try setting [MAXAGE] for elves/goblins and [INTELLIGENT] for kobolds, see if you get necromancers of those races.

17324
Plus, if someone wants to fire you and they're smart they don't give a reason so you can't sue them. "You're services are no longer required.". They have no legal obligation to give you a job for life. Or, they give another vague reason like "poor performance."

17325
DF Adventure Mode Discussion / Re: Modding worlds
« on: February 18, 2012, 02:47:36 pm »
dfhack has "dflair" added, which is supposed to stop items being scattered between abandon and reclaim...that should mean you can find the items still there for the taking as an adventurer. Works by tagging the site as a monster's lair, which stops scattering.

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