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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 191326 times)

Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1740 on: May 05, 2017, 02:23:15 pm »

Are those categories defined elsewhere?

Cheesoburgor

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1741 on: May 05, 2017, 02:35:02 pm »

Does your entity have those?

This was indeed the problem here, i had completely forgotten about including the reactions in the entity file. Thank you for the quick response!  :D
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Legendary Marksdorf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1742 on: May 06, 2017, 10:05:58 am »

So, I'm making an ice metal (this is based on the theory that ice becomes a metal under extreme pressures (over 4 TpA). here's a short article that explains it, you can find more online : http://news.cornell.edu/stories/2012/01/scientists-predict-out-world-kind-ice) for my glacier civ (it'll be made using ice and... more ice ? snow ? idk) but I really don't know how to chose values for impact, torsion, etc... I don't know what unit the values for other materials are measured in so I can't really figure it out. Can someone give me pointers ? The wiki doesn't help much...
« Last Edit: May 06, 2017, 10:24:04 am by Legendary Marksdorf »
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Amostubal

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1743 on: May 06, 2017, 10:29:07 am »

So, I'm making an ice "metal" for my glacier civ (it'll be made using ice and... more ice ? snow ? idk) but I really don't know how to chose values for impact, torsion, etc... I don't know what unit the values for other materials are measured in so I can't really figure it out. Can someone give me pointers ? The wiki doesn't help much...

when you say the wiki, do you mean the Material Definition tokens page;
or the Metals page
because personally the discussion about half way to the end of the Metals page is exactly what your discussing.

maybe a little more about what you do understand and what you don't understand in the system.
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Legendary Marksdorf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1744 on: May 06, 2017, 10:31:03 am »

Oh, alright, I only looked on the material definition token page, didn't know there was more on the metal page. Thanks for your help !
EDIT: Alright, new problem: How do I use ice as a reageant in a reaction ? Would [REAGENT:A:1:BLOCK:NO_SUBTYPE:INORGANIC:WATER] work ?
« Last Edit: May 06, 2017, 11:31:38 am by Legendary Marksdorf »
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Legendary Marksdorf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1745 on: May 06, 2017, 01:47:06 pm »

After some tests, using [REAGENT:A:1:BLOCK:NO_SUBTYPE:INORGANIC:WATER] results in the reaction only taking in "Rock items" as reagents (which weapons seem to fit, apparently). So, anyone know how I make it use Ice blocks (or just ice in general) as a reagent ?

scamtank

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1746 on: May 06, 2017, 02:39:32 pm »

There is no such thing as INORGANIC:WATER. Water is one of those hardcoded categories, try just WATER:NONE.
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Legendary Marksdorf

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1747 on: May 07, 2017, 06:04:24 am »

Thanks, that worked great !

Ryga_

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1748 on: May 08, 2017, 06:03:52 pm »

Is it possible to create a reaction that takes a specific creature material and then creates an item using a different material, but without using a specific CREATURE_MAT?

For example, using "dog hair" to create something like "dog leather", but for any animal material used in the reaction.
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1749 on: May 08, 2017, 06:16:36 pm »

Yes, with MATERIAL_REACTION_PRODUCT. You'll have to modify the vanilla material templates.

Ryga_

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1750 on: May 08, 2017, 06:46:21 pm »

Thanks for the response!

So if I put [MATERIAL_REACTION_PRODUCT:MAGIC_TRANSFORM:LOCAL_CREATURE_MAT:CUSTOM_MAT] into a material template, would I have to add [USE_MATERIAL_TEMPLATE:CUSTOM_MAT:CUSTOM_MAT_TEMPLATE] into every creature I want the reaction to work for?
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Putnam

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1751 on: May 08, 2017, 06:49:31 pm »

Yes.

Ryga_

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1752 on: May 10, 2017, 08:54:03 pm »

Hey I'm having a really odd issue with the following reaction. Everything works so far in testing, but the product has no name. I can only see the quantity # next to a blank space, but viewing the item with DFHack's More Information is revealing the proper edible raw and cooked and color of the material. Anyone have an idea what's causing the lack of a name to appear? Thanks!


Reaction:
Code: [Select]
[REACTION:TOSS_SALAD]
[NAME:toss salad]
[BUILDING:STILL:NONE]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:SALAD_MAT]
[UNROTTEN]
[PRODUCT:100:1:PLANT_GROWTH:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD_MAT]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

This is located in [PLANT:MUSHROOM_HELMET_PLUMP]

Code: [Select]
[MATERIAL_REACTION_PRODUCT:SALAD_MAT:LOCAL_PLANT_MAT:SALAD]

[USE_MATERIAL_TEMPLATE:SALAD:SALAD_TEMPLATE]
[STATE_NAME_ADJ:ALL:why wont this show up]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[VALUE:2]

And this is the material. I just copied the Leaf Material Template.
Code: [Select]
[MATERIAL_TEMPLATE:SALAD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:salad]
[STATE_ADJ:ALL_SOLID:salad]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:liquid salad]
[STATE_ADJ:LIQUID:liquid salad]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:gas salad]
[STATE_ADJ:GAS:gas salad]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:10400]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10500]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:600]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] average value of some species found online
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[ROTS]
« Last Edit: May 10, 2017, 09:54:33 pm by Ryga_ »
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Amostubal

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1753 on: May 10, 2017, 09:29:26 pm »

Hey I'm having a really odd issue with the following reaction. Everything works so far in testing, but the product has no name. I can only see the quantity
  • next to a blank space, but viewing the item with DFHack's More Information is revealing the proper edible raw and cooked and color of the material. Anyone have an idea what's causing the lack of a name to appear? Thanks!



Reaction:
Code: [Select]
[REACTION:TOSS_SALAD]
[NAME:toss salad]
[BUILDING:STILL:NONE]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:SALAD_MAT]
[UNROTTEN]
[PRODUCT:100:1:PLANT_GROWTH:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD_MAT]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:BREWING]

This is located in [PLANT:MUSHROOM_HELMET_PLUMP]

Code: [Select]
[MATERIAL_REACTION_PRODUCT:SALAD_MAT:LOCAL_PLANT_MAT:SALAD]

[USE_MATERIAL_TEMPLATE:SALAD:SALAD_TEMPLATE]
[STATE_NAME_ADJ:ALL:why wont this show up]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[VALUE:2]

And this is the material. I just copied the Leaf Material Template.
Code: [Select]
[MATERIAL_TEMPLATE:SALAD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:salad]
[STATE_ADJ:ALL_SOLID:salad]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:liquid salad]
[STATE_ADJ:LIQUID:liquid salad]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:gas salad]
[STATE_ADJ:GAS:gas salad]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:10400]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10500]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:600]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] average value of some species found online
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[ROTS]

try
[PRODUCT:100:1:PLANT_GROWTH:SALAD:GET_MATERIAL_FROM_REAGENT:plant:SALAD_MAT]
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Ryga_

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Re: [MODDING] 0.43.x QUESTIONS THREAD
« Reply #1754 on: May 10, 2017, 10:16:55 pm »

Same result sadly. Also using [PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:plant:SALAD_MAT] just gets me the Plump Helmet plant itself again. Does the Salad part need to be a growth? And if so, is it possible to have growths that never actually grow naturally? I haven't really dived into the plant raws before and there's not as much documentation on the wiki as for other raws.
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