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Poll

Which graphics set should the Modest Mod be uploaded in next?

Afro
- 1 (0.7%)
Duerer
- 8 (5.4%)
GemSet
- 14 (9.5%)
Ironhand
- 29 (19.6%)
Jolly Bastion
- 5 (3.4%)
Mayday
- 15 (10.1%)
Obsidian
- 17 (11.5%)
Spacefox
- 35 (23.6%)
Wanderlust
- 11 (7.4%)
Other (please specify)
- 13 (8.8%)

Total Members Voted: 148


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Author Topic: Modest Mod v0.42.06-1  (Read 146874 times)

NW_Kohaku

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Re: Modest Mod v0.40.24-2a
« Reply #120 on: June 23, 2015, 04:11:34 pm »

Alright, well, I don't have a glass mod in the current version of the glazes mod.  I know how to expand it into glass, however, and I can reverse-engineer a little work done by Pickerel (who gave me permission a couple years ago for copying some of his work :P ) to put in full-blown multi-color glass. 

Keep in mind, however, this makes the mod much larger, as it means you have the capacity to do things like make red glass blocks, red glass enormous corkscrews, red glass armor stands, etc. plus blue glass blocks, yellow glass blocks, brown glass blocks, etc. 

(Enamel isn't so complex unless you want to specify both color and object type to be decorated...)

Do you guys want an "every possible permutation explicitly labeled" mod for absolute control without having to get finnicky about stockpiles, or a "simple commands" mod?
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Re: Modest Mod v0.40.24-2a
« Reply #121 on: June 23, 2015, 05:03:02 pm »

Oops, I'll change the votey thing to just glazes for now, then.
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Re: Modest Mod v0.40.24-2a
« Reply #122 on: June 23, 2015, 05:12:05 pm »

Do you guys want an "every possible permutation explicitly labeled" mod for absolute control without having to get finnicky about stockpiles, or a "simple commands" mod?

I wish all the workshops worked like the smelter/forge, so yes, more reactions!
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Re: Modest Mod v0.40.24-2a
« Reply #123 on: June 23, 2015, 05:48:55 pm »

So I'm doing something wrong. Not quite getting the material token correct, since they work, but they work the same as the generic plant brewing. So in other words, I give the order for rum but they are using everything but sweet pods. Using the 3 generics right now, just so I can test without starting a new game.

Code: [Select]
reaction_modest_generic

[OBJECT:REACTION]

[REACTION:GENERIC_1]
[NAME:brew dwarven ale]
[BUILDING:STILL:CUSTOM_A]
[REAGENT:plant:1:PLANT:GRASS_TAIL_PIG:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

[REACTION:GENERIC_2]
[NAME:brew dwarven beer]
[BUILDING:STILL:CUSTOM_D]
[REAGENT:plant:1:PLANT:GRASS_WHEAT_CAVE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

[REACTION:GENERIC_3]
[NAME:brew dwarven rum]
[BUILDING:STILL:CUSTOM_R]
[REAGENT:plant:1:PLANT:POD_SWEET:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER] barrel or any non-absorbing tool with FOOD_STORAGE
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

I'm also tempted to up it to 5, but I have a feeling that would be 5 stacks instead of 5 plants. Also not sure if that means I up the output to 25 and seeds to 5 or leave them as they are (since they already multiply source right?). My reasoning being that another aggravation I've noticed is multiple barrels with 5 units clogging up space. Same for sugar, dye, etc. Specific reactions that can save space and complement the general "use whatever is available" order would be handy. I am also willing to do the grunt work of making them and happy to share. I just need a pointer or three it seems. ;)
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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...

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Re: Modest Mod v0.40.24-2a
« Reply #124 on: June 23, 2015, 10:06:13 pm »

Any good mod merging utilities around?

I know a version of lnp had it, but im not too sure about now.
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PeridexisErrant

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Re: Modest Mod v0.40.24-2a
« Reply #125 on: June 23, 2015, 11:16:31 pm »

Any good mod merging utilities around?

I know a version of lnp had it, but im not too sure about now.

The current PyLNP is the best I know of that actually takes standard modded raws as an input; there are other tools but they tend to be "write some kind of script, then generate raws" rather than a mod merging tool.
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Re: Modest Mod v0.40.24-2a
« Reply #126 on: June 23, 2015, 11:26:52 pm »

Do you guys want an "every possible permutation explicitly labeled" mod for absolute control without having to get finnicky about stockpiles, or a "simple commands" mod?

I wish all the workshops worked like the smelter/forge, so yes, more reactions!

Keep in mind, nested menus like the forge has aren't possible for modded reactions. You'll only get a long, spammy list.

So I'm doing something wrong. Not quite getting the material token correct, since they work, but they work the same as the generic plant brewing. So in other words, I give the order for rum but they are using everything but sweet pods.

I'm not 100% sure - I pretty much never make reactions which require a specific plant - but you might need to specify LOCAL_PLANT_MAT:STRUCTURAL for the last two tokens of your reagent.

Quote
I'm also tempted to up it to 5, but I have a feeling that would be 5 stacks instead of 5 plants.

5 would mean at least 5 plants, divided across however many stacks it takes. So if they pick up a 4 stack, they may go get another 4 stack, leaving 3 sweet pods left over.

For tree fruits, which can be gathered into stacks of more than 5, you might pick up a 4 stack and then a 6 stack, and then since 10 is a multiple of 5, you'd use up all 10 for a double batch.

Quote
Also not sure if that means I up the output to 25 and seeds to 5 or leave them as they are (since they already multiply source right?). My reasoning being that another aggravation I've noticed is multiple barrels with 5 units clogging up space. Same for sugar, dye, etc.

Actually, the reactions you have here will take 5 plants and produce 5 units of booze from those 5 plants. If you had a 10-stack of a plant (which can happen with tree fruits, due to Toady's herbalism overhauls), you would produce 10 units of booze from those 10 plants.

Any good mod merging utilities around?

I know a version of lnp had it, but im not too sure about now.

Yeah, what PeridexisErrant said.

I'm slowly working on something that I flatter myself will be better ;), but it's not working yet.
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PeridexisErrant

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Re: Modest Mod v0.40.24-2a
« Reply #127 on: June 24, 2015, 12:55:17 am »

Any good mod merging utilities around?
I know a version of lnp had it, but im not too sure about now.
Yeah, what PeridexisErrant said.
I'm slowly working on something that I flatter myself will be better ;), but it's not working yet.
When it is working, I'll try to upgrade PyLNP to match :P
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #128 on: June 24, 2015, 09:23:35 am »

Keep in mind, nested menus like the forge has aren't possible for modded reactions. You'll only get a long, spammy list.

So I'm doing something wrong. Not quite getting the material token correct, since they work, but they work the same as the generic plant brewing. So in other words, I give the order for rum but they are using everything but sweet pods.

I'm not 100% sure - I pretty much never make reactions which require a specific plant - but you might need to specify LOCAL_PLANT_MAT:STRUCTURAL for the last two tokens of your reagent.

Quote
I'm also tempted to up it to 5, but I have a feeling that would be 5 stacks instead of 5 plants.

5 would mean at least 5 plants, divided across however many stacks it takes. So if they pick up a 4 stack, they may go get another 4 stack, leaving 3 sweet pods left over.

For tree fruits, which can be gathered into stacks of more than 5, you might pick up a 4 stack and then a 6 stack, and then since 10 is a multiple of 5, you'd use up all 10 for a double batch.

Quote
Also not sure if that means I up the output to 25 and seeds to 5 or leave them as they are (since they already multiply source right?). My reasoning being that another aggravation I've noticed is multiple barrels with 5 units clogging up space. Same for sugar, dye, etc.

Actually, the reactions you have here will take 5 plants and produce 5 units of booze from those 5 plants. If you had a 10-stack of a plant (which can happen with tree fruits, due to Toady's herbalism overhauls), you would produce 10 units of booze from those 10 plants.

Long spammy list not so great, so maybe not. Sorry I'm too lazy to multi-quote like you do.
That's about the only reaction entry I didn't try, I'll give it a shot tonight, although I'm tempted at this point to just add an extra tag to each plant and call that.
The reactions are copied from the vanilla brewing (reaction_other) so it is multiplying the number of plants in the stack by 5 like it should. Your examples would produce 25 and 50 units of booze (well actually the fruit would wind up being 30 and a stack of 4 fruit leftover)
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Re: Modest Mod v0.40.24-2a
« Reply #129 on: June 24, 2015, 09:44:33 am »

The reactions are copied from the vanilla brewing (reaction_other) so it is multiplying the number of plants in the stack by 5 like it should. Your examples would produce 25 and 50 units of booze (well actually the fruit would wind up being 30 and a stack of 4 fruit leftover)

Sorry, I misspoke. I meant the 5 to 5 would be if you changed it to use 5 fruit for 5 booze. Which isn't what you have there, it was what you were asking about earlier in the post. :)
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ldog

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Re: Modest Mod v0.40.24-2a
« Reply #130 on: June 24, 2015, 09:59:07 am »

The reactions are copied from the vanilla brewing (reaction_other) so it is multiplying the number of plants in the stack by 5 like it should. Your examples would produce 25 and 50 units of booze (well actually the fruit would wind up being 30 and a stack of 4 fruit leftover)

Sorry, I misspoke. I meant the 5 to 5 would be if you changed it to use 5 fruit for 5 booze. Which isn't what you have there, it was what you were asking about earlier in the post. :)

Oh yeah. I was going to try 5 and 25, but I have a feeling it wouldn't work properly. Besides that I can't even get it to work right for a regular size batch so it's moot right now lol.

The whole stacking & storing mechanic is kinda wonky. I've finally given in and embraced quantum stockpiles, which at least takes care of most storage issues.
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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...

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The more appropriate question becomes, are they awesome and dwarven enough.

NW_Kohaku

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Re: Modest Mod v0.40.24-2a
« Reply #131 on: June 24, 2015, 11:44:27 am »

Keep in mind, nested menus like the forge has aren't possible for modded reactions. You'll only get a long, spammy list.

Yeah, I'm not sure how to really handle that. (Other than monstrously spammy list.)

I guess I could have an order to mix the ingredients to make red glass while still in a sandbag or something, such that you have "red glass sand", or otherwise use raw glass that gets fired into other glass products.  You'd have to rely upon stockpiles to manage which colors were fed to what kilns, then. 
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Vattic

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Re: Modest Mod v0.40.24-2a
« Reply #132 on: June 24, 2015, 01:57:13 pm »

Not sure if we'll be getting control of this for modded reactions or just the generated ones for the new instruments.

First pass on the instrument generator is done, finally. Lots of variables, components made of various materials (though they work like item improvements on the final product), some large instruments placed as little buildings, generated reactions to build them and their parts... reactions can now be categorized within shop menus and they can provide information during job selection to stop it all from being overwhelming. This is another of our experiments with just how much generated content can be used and what sorts of problems arise as you try to become immersed in your dwarves' culture.
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NW_Kohaku

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Re: Modest Mod v0.40.24-2a
« Reply #133 on: June 24, 2015, 03:19:18 pm »

Oh, well, that'll be very nice.  I guess I can just be lazy and wait for the next version, then. :P

I still need to put together enamels, though.
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Re: Modest Mod v0.40.24-2a
« Reply #134 on: June 24, 2015, 04:30:40 pm »

Not sure if we'll be getting control of this for modded reactions or just the generated ones for the new instruments.

First pass on the instrument generator is done, finally. Lots of variables, components made of various materials (though they work like item improvements on the final product), some large instruments placed as little buildings, generated reactions to build them and their parts... reactions can now be categorized within shop menus and they can provide information during job selection to stop it all from being overwhelming. This is another of our experiments with just how much generated content can be used and what sorts of problems arise as you try to become immersed in your dwarves' culture.
Emphasis mine.

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