Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 13

Author Topic: [MODDING] REACTIONS QUESTIONS THREAD  (Read 38022 times)

Rex Invictus

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #120 on: June 24, 2015, 09:02:32 am »

Is there a way to do summoning / creature creation without using DF hack?
Logged

ldog

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #121 on: June 24, 2015, 09:28:10 am »

Can anyone tell me how to properly format this?
[REAGENT:plant:1:PLANT:GRASS_TAIL_PIG:NONE:NONE]

I've tried various combinations, none of which have worked properly.
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

scamtank

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #122 on: June 24, 2015, 10:11:22 am »

It's item, item subtype, material and finally material subtype(s). Like most item classes, PLANTs don't have any, so that's PLANT:NONE first.

Then you have the material, which I'd imagine is a plant material, specifically the basic structure stuff of pig tails. Plant and creature material subtypes have two parts, so it should go PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL. String those two together.
Logged

ldog

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #123 on: June 24, 2015, 03:08:11 pm »

It's item, item subtype, material and finally material subtype(s). Like most item classes, PLANTs don't have any, so that's PLANT:NONE first.

Then you have the material, which I'd imagine is a plant material, specifically the basic structure stuff of pig tails. Plant and creature material subtypes have two parts, so it should go PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL. String those two together.

So
[REAGENT:plant:1:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
or
[REAGENT:plant:1:PLANT:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
?
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #124 on: June 24, 2015, 03:18:21 pm »

PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL

PLANT:NONE is the item

PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL is the material

ldog

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #125 on: June 24, 2015, 03:23:03 pm »

PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL

PLANT:NONE is the item

PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL is the material

Ok, so
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]
?
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #126 on: June 24, 2015, 03:23:18 pm »

yes

ldog

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #127 on: June 24, 2015, 03:26:24 pm »

thanks
Logged
Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #128 on: June 25, 2015, 06:58:23 am »

Is there a way to do summoning / creature creation without using DF hack?
Yes, but it convoluted and unreliable.  I can't search for it effectively on my phone, but look for the phrase "hoops as fuck" because that's how the original author described the complicated series of steps.

My initial mod development used that method, but I opted instead to duct-tape together a semi-functional spawn-unit script.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #129 on: June 27, 2015, 08:28:29 pm »

if I remember correctly, it wasn't the original author who described that way, it was me.

Urist McGoombaBrother

  • Bay Watcher
  • Trust the plump helmet! ♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #130 on: August 21, 2015, 11:15:04 am »

I have got two questions for the reaction pro's among you.

1) Glazing

Is it possible to use a powder inside a bag for glazing? If so, how? I could successfully set up a stone boulder outside a bag to be used for glazing. But doing the same with a powder inside a bag did not work.

2) Dyeing

Can I make a custom coloured dye out of a stone boulder or a powder inside a bag?

Many Thx

Bogus

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #131 on: August 28, 2015, 05:37:37 pm »

Code: [Select]
[REAGENT:glaze:150:POWDER_MISC:NONE:YOURPOWDER:YOURSUBTYPE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:glaze bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:glaze]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

this would be the normal way to use reagents in a bag, not sure you already tried it? the 150 dimension is one full unit of powder, you will want to use this instead of the 1 for boulders. (noticed this actually isnt even a bag but if your reaction puts it into bags it shouldnt be a problem  :P)

Quote
Can I make a custom coloured dye out of a stone boulder or a powder inside a bag?

its possible to do that but you probably will need to use a dummy plant as dyes that are technically not made from plant will produce unusable cloth as far as i recall. would look something like this:

dummy plant, either in its own file or any of the plant raws:
Code: [Select]
[OBJECT:PLANT]

[PLANT:DUMMY_VERMILION]
[NAME:vermilion dye][NAME_PLURAL:vermilion dye][ADJ:vermilion dye]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[SHRUB_TILE:','][DEAD_SHRUB_TILE:','][SHRUB_COLOR:6:14:1][DEAD_SHRUB_COLOR:6:14:1][PICKED_TILE:13][PICKED_COLOR:6:14:1]
[MATERIAL_REACTION_PRODUCT:CUSTOM_MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:vermilion dye]
[STATE_COLOR:ALL_SOLID:VERMILION]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:20]
[POWDER_DYE:VERMILION]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[PREFSTRING:bright color]

notice prefstring and proper names so dwarves can like this without displaying silly/weird texts.

modded cinnabar:
Code: [Select]
ore of mercury, powdered gives vermilion dye
[INORGANIC:CINNABAR]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cinnabar][DISPLAY_COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']
[IS_STONE]
[MELTING_POINT:11044]
[SOLID_DENSITY:8100]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:DYE_MAT:PLANT_MAT:DUMMY_VERMILION:MILL]

milling reaction:
Code: [Select]
[REACTION:MILL_PIGMENT_STONE]
[NAME:mill rocks to pigment]
[BUILDING:QUERN:CUSTOM_R]
[BUILDING:MILLSTONE:CUSTOM_R]
[REAGENT:stone:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DYE_MAT]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:stone:DYE_MAT]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]
« Last Edit: August 28, 2015, 05:41:08 pm by Bogus »
Logged

Jazzeraint

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #132 on: September 17, 2015, 05:56:29 pm »

Based on the Reactions page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?
Logged
The silver is responsible for this How?

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #133 on: September 17, 2015, 06:36:15 pm »

Based on the Reactions page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?

Closest you could get would be to use vermin, since they can be treated as items, but I haven't tried anything like that before. I wouldn't quite know how to go about it, or which hurdles may come up.
Logged

Jazzeraint

  • Bay Watcher
    • View Profile
Re: [MODDING] REACTIONS QUESTIONS THREAD
« Reply #134 on: September 17, 2015, 07:09:33 pm »

Based on the Reactions page, I'm gathering that there's no way to make a custom reaction that uses a live animal (e.g. a custom shearing or milking reaction) ?

Closest you could get would be to use vermin, since they can be treated as items, but I haven't tried anything like that before. I wouldn't quite know how to go about it, or which hurdles may come up.

Alright, ty~
Logged
The silver is responsible for this How?
Pages: 1 ... 7 8 [9] 10 11 ... 13