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Author Topic: Modding out bugs/annoyances  (Read 2970 times)

Quietust

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Re: Modding out bugs/annoyances
« Reply #15 on: January 25, 2012, 12:07:53 pm »

Okay, so here's what's going on:

* TOOL_BAR, LOG_BAR, and STONE_BAR should be working just fine. Non-INORGANIC bars aren't actually named "bars" (to avoid stuff like "ash bars", "potash bars", "pearlash bars", "coke bars", or "charcoal bars"), but they're still bars.
* LOG_BAR2 is completely invalid, since it tries to produce an item made of the non-existent material "WOOD:NONE" (and is why it's complaining about "unrecognized material token") - if you want to make something out of wood, you must use PLANT_MAT:TREE_ID:WOOD as the material; it is not possible to choose a random material.
* STONE_BAR2 is also invalid, since there's no such material as "BOULDER" (and again, "unrecognized material token"). If you want to make a specific stone or metal, then you use "INORGANIC:MATERIAL_ID" (e.g. GRANITE or STEEL); as above, random material selection is not possible in reaction products.
* LOG_BAR3, continuing the pattern, is invalid - the material should be PLANT_MAT:TOWER_CAP:WOOD.
* STONE_BAR3, you get the idea - the material be INORGANIC:GRANITE.

I just tried your TOOL_BAR reaction in Arena mode, and it worked just fine with stone, metal, wood, glass, and even silk.
« Last Edit: January 25, 2012, 12:14:12 pm by Quietust »
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

nutzy

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Re: Modding out bugs/annoyances
« Reply #16 on: January 25, 2012, 01:05:05 pm »

Wow. What a stupid couple of mistakes.
I guess I didn't follow through with my efforts to recreate the results without using GET_MATERIAL_FROM_REAGENT, but that wasn't really important

I am a little confused by your comments
By "working fine" do you mean making nonexistent bars?---i.e., making the "tower cap" and "granite bar" bars?
Did you ever get ash from any of your tests?
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Quietust

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Re: Modding out bugs/annoyances
« Reply #17 on: January 25, 2012, 01:58:04 pm »

By "working fine" do you mean making nonexistent bars?---i.e., making the "tower cap" and "granite bar" bars?
Yes - they're still bars, just not explicitly named as such (in the case of wood, anyways - stone bars still get named because they are INORGANIC mats).

Did you ever get ash from any of your tests?
No.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

nutzy

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Re: Modding out bugs/annoyances
« Reply #18 on: January 25, 2012, 09:16:27 pm »

...they're still bars, just not explicitly named as such...

I must have used a tool like an ashen hive or something and gotten confused by that
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rephikul

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Re: Modding out bugs/annoyances
« Reply #19 on: January 26, 2012, 12:27:57 am »

* TOOL_BAR, LOG_BAR, and STONE_BAR should be working just fine. Non-INORGANIC bars aren't actually named "bars" (to avoid stuff like "ash bars", "potash bars", "pearlash bars", "coke bars", or "charcoal bars"), but they're still bars.
Just what I need. Awesome.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.
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