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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 315500 times)

Urist McVoyager

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3345 on: September 19, 2015, 11:38:18 pm »

Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3346 on: September 19, 2015, 11:44:43 pm »

Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?
« Last Edit: September 20, 2015, 02:42:52 am by CulixCupric »
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Hugo_The_Dwarf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3347 on: September 20, 2015, 01:14:02 pm »

Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?

I don't think the HOMEOTHERM works as making the creature explosive since the implementation of tissues and materials if it does carry on.

Also I believe you make the workshop out of magma safe materials, run the reaction to produce misc_liquid of INORGANIC:NONE make a bunch of it then deconstruct the workshop to release it, hopefully the poor worker is fast enough to book it out of there. One person that can Answer this better than I would be Meph as I believe he's done it more than I have (I did  it once when the SCIENCE! was happening) there was also something else regarding using minecarts where it would take from the workshop and be dumped into the minecart and then it would be pushed to it's target location and dump it.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3348 on: September 20, 2015, 01:26:24 pm »

Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?

I don't think the HOMEOTHERM works as making the creature explosive since the implementation of tissues and materials if it does carry on.

Also I believe you make the workshop out of magma safe materials, run the reaction to produce misc_liquid of INORGANIC:NONE make a bunch of it then deconstruct the workshop to release it, hopefully the poor worker is fast enough to book it out of there. One person that can Answer this better than I would be Meph as I believe he's done it more than I have (I did  it once when the SCIENCE! was happening) there was also something else regarding using minecarts where it would take from the workshop and be dumped into the minecart and then it would be pushed to it's target location and dump it.
I will look into it. also, is it possible to mod in new fuel?
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Hugo_The_Dwarf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3349 on: September 20, 2015, 01:30:17 pm »

no way to make new fuel other than something that can be turned into:
COAL:COKE
or
COAL:CHARCOAL

so you could have something that can be processed into either or, like "Crude Oil" + Water + Fuel > 3 Coke or something just a rough example
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3350 on: September 20, 2015, 02:10:48 pm »

no way to make new fuel other than something that can be turned into:
COAL:COKE
or
COAL:CHARCOAL

so you could have something that can be processed into either or, like "Crude Oil" + Water + Fuel > 3 Coke or something just a rough example

this is what i threw together last night to use until i can find an alternative...

Code: [Select]
reaction_culix_fuel

[OBJECT:REACTION]

[REACTION:REFINE_FUEL_BAR_ALCOHOL] ethanol
[NAME:refine alcohol]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_A]
[REAGENT:alcohol:150:DRINK:NO_SUBTYPE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:alcohol]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:750:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_PLANT_OIL] biodiesel
 [NAME:refine oil]
 [BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_O]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[UNROTTEN]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_TALLOW] biodiesel
[NAME:refine tallow]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_BONE] bonemeal briquettes
[NAME:refine bonemeal]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_B]
[REAGENT:bone:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:NONE]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_CLAY] clay/peat briquettes
[NAME:refine briquettes]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_C]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
 
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Seriyu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3351 on: September 20, 2015, 06:37:59 pm »

Small-ish question that I feel like probably doesn't have a concrete answer: If bones/Skin are made tougher on the creature, when they're butchered, and said skin and bones tanned/carved, does that make the resulting armor/weapons stronger if the requisite values are higher?

And more importantly, can this be preserved through non tanner/leatherworker workshop stuff? Like if I make a reaction that takes a particular type of skin or leather, and turns it into an armor, will it retain those boosted "stats" or no?

A bit more broad of a question then I originally intended, oh well. Thanks in advance!

TheFlame52

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3352 on: September 20, 2015, 07:05:22 pm »

Small-ish question that I feel like probably doesn't have a concrete answer: If bones/Skin are made tougher on the creature, when they're butchered, and said skin and bones tanned/carved, does that make the resulting armor/weapons stronger if the requisite values are higher?

And more importantly, can this be preserved through non tanner/leatherworker workshop stuff? Like if I make a reaction that takes a particular type of skin or leather, and turns it into an armor, will it retain those boosted "stats" or no?

A bit more broad of a question then I originally intended, oh well. Thanks in advance!
Yes, but you'll have to do the same to the leather.


Does anyone know a program I can use to view/modify randomly generated raws that works for DF2014?

CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3353 on: September 21, 2015, 03:05:18 am »

this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3354 on: September 21, 2015, 03:13:43 am »

You're not applying it to a game in progress, are you?
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3355 on: September 21, 2015, 04:12:05 am »

You're not applying it to a game in progress, are you?
No, it was there during world gen.
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Hugo_The_Dwarf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3356 on: September 21, 2015, 08:40:12 am »

this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?

As far as I know, no you cannot make a generic reaction a propose what to use for it (unless you micromanage stockpiles; Make small bar stockpile near workshop, stockpile only can hold your desired metal types, can also take from gunpowder stockpile)

You can limit what kinds are actually used by using [REACTION_CLASS:<custom tag you make>] in the material [INORGANIC:COPPER and/or LEAD] and then applying that [REACTION_CLASS:xxx] to your reagent, that will drop the range of metals to use.

EDIT:
Also the file the reaction in starts with:
reaction_xxxx.txt for the filename
and the head in the file is
reaction_xxxx

and has

[OBJECT:REACTION]

before the reaction definitions?
« Last Edit: September 21, 2015, 08:42:28 am by Hugo_The_Dwarf »
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3357 on: September 21, 2015, 08:49:16 am »

this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?

As far as I know, no you cannot make a generic reaction a propose what to use for it (unless you micromanage stockpiles; Make small bar stockpile near workshop, stockpile only can hold your desired metal types, can also take from gunpowder stockpile)

You can limit what kinds are actually used by using [REACTION_CLASS:<custom tag you make>] in the material [INORGANIC:COPPER and/or LEAD] and then applying that [REACTION_CLASS:xxx] to your reagent, that will drop the range of metals to use.

EDIT:
Also the file the reaction in starts with:
reaction_xxxx.txt for the filename
and the head in the file is
reaction_xxxx

and has

[OBJECT:REACTION]

before the reaction definitions?

yeah, this is the only reaction in the file that isn't working. whole txt:

Code: [Select]
reaction_culix_other

[OBJECT:REACTION]

[REACTION:COLLECT_SEEDS_TO_BAG]
[NAME:harvest seeds]
[BUILDING:FARMER:CUSTOM_D]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:PLANT]

[REACTION:BURN_THE_BODIES]
[NAME:cremate corpse]
[BUILDING:SMELTER:NONE]
[REAGENT:corpse:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_PLANTS]
[NAME:burn plants]
[BUILDING:SMELTER:NONE]
[REAGENT:plants:8:PLANT:NONE:NONE:NONE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_BUGS]
 [NAME:burn dead vermin]
 [BUILDING:SMELTER:NONE]
 [REAGENT:vermin:5:REMAINS:NONE:NONE:NONE]
 [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
 [SKILL:SMELT]
 [AUTOMATIC]

[REACTION:CREATE_CLAYSTONE_STONE]
[NAME:create claystone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CLAYSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SANDSTONE_STONE]
[NAME:create sandstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SILTSTONE_STONE]
[NAME:create siltstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SILTSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_QUARTZITE_STONE]
[NAME:create quartzite]
[BUILDING:KILN:NONE]
[REAGENT:sandstone:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_GRAPHITE_STONE]
[NAME:create graphite]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:coal:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GRAPHITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]

[REACTION:CREATE_WEAPON_RIFLE]
[NAME:create infantry rifle]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:900:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:50:WEAPON:ITEM_WEAPON_RIFLE_INFANTRY:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

EDIT: also my fullplate armor doesn't show up in forges, and the entities have [ARMOR:ITEM_ARMOR_FULLPLATE:COMMON] and its also happening for    [WEAPON:ITEM_WEAPON_CROSSBOW_HEAVY] , however [SHIELD:ITEM_SHIELD_TOWER] is working just fine.
« Last Edit: September 21, 2015, 08:51:28 am by CulixCupric »
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Seriyu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3358 on: September 21, 2015, 04:41:51 pm »

Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.

CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3359 on: September 21, 2015, 05:27:26 pm »

Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.
It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.
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