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Author Topic: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD  (Read 59197 times)

brewer bob

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #165 on: March 21, 2023, 02:58:01 am »

Can non-stone/metal blocks use a stockpile?  I tried adding '[PRODUCT_TOKEN:BLOCKS]' indented under the output line of my reaction, to no avail.  The blocks can be used like normal, but they can't otherwise be moved out of the workshop.
Pretty sure my ash and charcoal are all stored in my bars stockpile. Wooden blocks too.
Maybe soap, but I tend to only make enough for the hospital.

Soap is stored in bars: other materials. Soap has the material definition token SOAP, which allows it to be stored in that pile. Wood has WOOD, which allows it in wood stockpiles (and to be used by carpenters). Ash and charcoal are hardcoded and the extracted raws don't seem to indicate any stockpile option, so can't say how their stockpile is chosen.

But I'd try various stockpile options for the non-stone/metal material and see if any works. Maybe STOCKPILE_GLOB_PRESSED might do it? At least it doesn't have another use than stockpiling (such as used by masons/carpenters), but I'm not sure if it'll allow BLOCK items.

Immortal-D

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #166 on: March 21, 2023, 03:56:43 pm »

I tried [MATERIAL_TOKEN:BONE] and [IS_STONE], no dice.  Unless I'm horribly missing something, this is the reaction in its' entirety;

[REACTION:MAKE_BONE_BLOCKS]
   [NAME:make bone blocks from 4 bones]
   [BUILDING:BONE_CRAFTER:NONE]
   [REAGENT:A:4:NONE:NONE:NONE:NONE]
      [USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
   [MAX_MULTIPLIER:1]
   [PRODUCT:100:10:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
      [MATERIAL_TOKEN:IS_STONE]
   [SKILL:BONECARVE]

brewer bob

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #167 on: March 21, 2023, 04:25:15 pm »

Ah, you'd have to add the IS_STONE to the bone material template [MATERIAL_TEMPLATE:BONE_TEMPLATE], which can be found in material_template_default.txt.

Immortal-D

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #168 on: March 21, 2023, 05:13:51 pm »

Ah, you'd have to add the IS_STONE to the bone material template [MATERIAL_TEMPLATE:BONE_TEMPLATE], which can be found in material_template_default.txt.
I don't necessarily want it to be stone, I was just trying things to force the blocks into a stockpile.  By default, they should retain the property of being bone, right?  So a refuse stockpile should still accept them.

brewer bob

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #169 on: March 21, 2023, 06:17:02 pm »

Ah, you'd have to add the IS_STONE to the bone material template [MATERIAL_TEMPLATE:BONE_TEMPLATE], which can be found in material_template_default.txt.
I don't necessarily want it to be stone, I was just trying things to force the blocks into a stockpile.  By default, they should retain the property of being bone, right?  So a refuse stockpile should still accept them.

I did a quick test with IS_STONE and it doesn't seem to work anyway if the material has the BONE token. However, using STOCKPILE_GLOB_PRESSED in the material template did show various creature names in the pressed stockpile (didn't say bone, though) and bones were still present in refuse. But I didn't test so far as to see if it'll actually accept blocks (probably only pressed globs will work) and uh, they'd be under food stockpiles if you use that option.

There's then the option that you'd make a generic inorganic material called INORGANIC:BONE, which would use the same material properties as bone, but without the BONE token and replace it with IS_STONE. I think that might work and normal bones would still go to the refuse pile. However, you wouldn't then get 'forgotten beast bone blocks' or 'cat bone blocks', but would just have generic 'bone blocks' regardless of what creature they come from.

That's all I can think of. Maybe someone more knowledgeable of stockpiles has better ideas?

Edit. Goblin Fortress actually uses the inorganic option with IS_STONE

Immortal-D

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #170 on: March 21, 2023, 10:36:00 pm »

I appreciate the insights.  Half the fun of the mod is seeing the attributed creature names, 'water buffalo bone drawbridge', etc.  Daisy-chaining dump zones works for now, but hopefully stockpile settings can be updated in the future.

brewer bob

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #171 on: March 22, 2023, 12:54:45 am »

I appreciate the insights.  Half the fun of the mod is seeing the attributed creature names, 'water buffalo bone drawbridge', etc.

Yeah, I agree with that. If I think of something that works, I'll post about it.

dikbutdagrate

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #172 on: April 01, 2023, 03:44:04 pm »

How do you log a legends excerpt, like X was cursed, outside of IS_HIST_STRING interactions?

Like, I want a dwarf to report to legends that they were cursed by a vermin bite. I have these bees that when they sting people, it permanently turns them into goats.

Do I really have to give a dwarf a syndrome, via the vermin bite, which grants them a self-targeting interaction which they use immediately, and has both the body transform effect and the hist string generation effect, just to be able to log a historical event in legends?

It's way simpler to just have the syndrome be responsible lol.
« Last Edit: April 18, 2023, 04:37:18 pm by dikbutdagrate »
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joostheger

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #173 on: September 11, 2023, 04:18:42 am »

Hi!

Can I use [I_TARGET:A:CORPSE] and [CONTEXT_ITEM(...) to do other things than animation?
Can I make creatures interact with corpses and corpsepieces, like going to that location and/or picking it up and/or applying force so it flies away etc?
Can I use this interaction to apply a syndrome on myself? Like with clean_self?
Can I use this interaction on a corpse to evaporate it in a big cloud?

Necromancers use this when being attacked. How is this in the raws? I cant see some sort of usage token. Wait I think I know. without usage-token it is randomly used in combat :-)
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aradar

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #174 on: September 11, 2023, 02:44:24 pm »

Hi!

Can I use [I_TARGET:A:CORPSE] and [CONTEXT_ITEM(...) to do other things than animation?
Can I make creatures interact with corpses and corpsepieces, like going to that location and/or picking it up and/or applying force so it flies away etc?
Can I use this interaction to apply a syndrome on myself? Like with clean_self?
Can I use this interaction on a corpse to evaporate it in a big cloud?

Necromancers use this when being attacked. How is this in the raws? I cant see some sort of usage token. Wait I think I know. without usage-token it is randomly used in combat :-)
There's a post that explains it really well somewhere but essentially the interaction needs an attack to trigger don't get me wrong there are other triggers but attack seems like the most dependable

with no target and no range it targets everything on the map
And necromancers are hostile so it works for them

joostheger

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #175 on: September 16, 2023, 04:42:30 pm »

I still dont get it. I have a interation in which both a cow is targeted, but also MY_CREATURE itself. By somehow, Mycreature is still be able to target itself, without a cow around.
I thought that this would be some AND-construction. Like with the emission_with_hide_effect. How is my_create be able to only target itself, without a valid target A?

Code: [Select]
[INTERACTION:SEEN_A_COW]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:COW]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MY_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:B]
  [IE_IMMEDIATE]
[SYNDROME]
  [SYN_NAME:SeenACow]
[CE_DISPLAY_NAME:NAME:look a cow:lookacow:lookacow:START:0:ABRUPT]

I should not need this effect
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
[SYNDROME]
  [SYN_NAME:testsyndrome]
  [CE_DISPLAY_NAME:NAME:cold:cold:cold:START:0:ABRUPT]

and neither this
[I_EFFECT:CONTACT]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]

this is in my creature code

   
Code: [Select]
[CAN_DO_INTERACTION:SEEN_A_COW]
  [CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:A:20]
  [CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET:B:SELF_ONLY]
  [CDI:WAIT_PERIOD:10]
[CDI:FREE_ACTION]
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aradar

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #176 on: September 17, 2023, 08:17:51 am »

I still dont get it. I have a interation in which both a cow is targeted, but also MY_CREATURE itself. By somehow, Mycreature is still be able to target itself, without a cow around.
I thought that this would be some AND-construction. Like with the emission_with_hide_effect. How is my_create be able to only target itself, without a valid target A?

Code: [Select]
[INTERACTION:SEEN_A_COW]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:COW]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MY_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:B]
  [IE_IMMEDIATE]
[SYNDROME]
  [SYN_NAME:SeenACow]
[CE_DISPLAY_NAME:NAME:look a cow:lookacow:lookacow:START:0:ABRUPT]

I should not need this effect
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
[SYNDROME]
  [SYN_NAME:testsyndrome]
  [CE_DISPLAY_NAME:NAME:cold:cold:cold:START:0:ABRUPT]

and neither this
[I_EFFECT:CONTACT]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]

this is in my creature code

   
Code: [Select]
[CAN_DO_INTERACTION:SEEN_A_COW]
  [CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:A:20]
  [CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET:B:SELF_ONLY]
  [CDI:WAIT_PERIOD:10]
[CDI:FREE_ACTION]

CDI:target:B:self_only ??
Might be the cause. 
Interactions are weird.

joostheger

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #177 on: September 17, 2023, 03:26:14 pm »

think I got it.
[IT_AFFECTED_CREATURE:COW]
was missing caste
[IT_AFFECTED_CREATURE:COW:ALL]
its working now!
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joostheger

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Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« Reply #178 on: September 17, 2023, 03:28:48 pm »

can you limit SUMMON_UNIT to creatures that naturally occure in this region?
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