Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Lazureus on April 12, 2010, 11:20:59 am

Title: Crematorium Workshop.
Post by: Lazureus on April 12, 2010, 11:20:59 am
(http://img580.imageshack.us/img580/5148/cremator.png)(http://img580.imageshack.us/img580/5246/cremator2.png) (http://dffd.wimbli.com/file.php?id=2076)
Download Here (http://dffd.wimbli.com/file.php?id=2076)

I created a Crematorium Workshop to help alleviate Miasma production by cooking off useless bodyparts and vermain remains to produce ash and small amount of animal fat.
I tried to grab fat from the vermin, but it would just give me untannable rat/lizard/etc skins, so you only get ash from vermain remains.
Using the Crematorium requires the Smelter/Furnace Operator skill.

Sadly this does not stop rotting of corpses from enemies.

This mod adds tags to entity_default.txt and material_template_default.txt so if you've been modding those files yourself.. please follow the modders install.

Simple Install:
Spoiler (click to show/hide)

Modders Install:
Spoiler (click to show/hide)

[NOTE] It currently does not require fuel to use. I could easily add that it requires 1 wood to use.. what do you think?
Let me know if you think I should change anything to make it better.


Title: Re: Crematorium Workshop.
Post by: JavelinD on April 12, 2010, 01:05:04 pm
pretty cool i'll give it a try when i get home from work
Title: Re: Crematorium Workshop.
Post by: Shintaro Fago on April 12, 2010, 01:06:36 pm
We just need magma crematorium now.
Title: Re: Crematorium Workshop.
Post by: Warlord255 on April 12, 2010, 01:24:21 pm
We just need magma crematorium now.

We already have one! It's called a floor hatch.
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 12, 2010, 05:48:29 pm
We just need magma crematorium now.

I wish I knew how to make the custom workshops to take fuel from magma.
Title: Re: Crematorium Workshop.
Post by: Deon on April 12, 2010, 06:05:10 pm
Awesome! It's definitely going into the Genesis mod. I like the idea and the look of it.
Title: Re: Crematorium Workshop.
Post by: shadowclasper on April 12, 2010, 07:10:24 pm
One of these less buggy days I might have to download that sucker >_>;
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 12, 2010, 08:52:31 pm
Awesome! It's definitely going into the Genesis mod. I like the idea and the look of it.

Sounds great!.. I'm currently using the Genesis mod with it.
Title: Re: Crematorium Workshop.
Post by: Upright Path on April 12, 2010, 08:56:11 pm
Has anyone tried.... A building with:
[NEEDS_MAGMA]
And see if it lets REACTIONS with the [FUEL] tag work without fuel?
Title: Re: Crematorium Workshop.
Post by: InsanityPrelude on April 13, 2010, 12:20:02 am
If I had a fort with access to magma, I'd test that.
Title: Re: Crematorium Workshop.
Post by: Wavecutter on April 13, 2010, 01:33:16 am
Dead gobbos and dorfs shall make my windows clear!
Title: Re: Crematorium Workshop.
Post by: Eagle0600 on April 13, 2010, 02:19:08 am
There should be a distinction between animal ash and plant ash. Animal ash shouldn't be able to be used as fertiliser, right?
Title: Re: Crematorium Workshop.
Post by: Thrin on April 13, 2010, 02:47:48 am
Why couldn't animal ash be used as fertilizer? If chopped up fish can, surely the ashes of a chopped up fish can.

Oh, and very interesting mod. I'll have to try it out some time.
Title: Re: Crematorium Workshop.
Post by: NRN_R_Sumo1 on April 13, 2010, 03:32:56 am
ash from an animal isnt much differant than ash from a plant nutrient wise I would imagine.
Title: Re: Crematorium Workshop.
Post by: Deon on April 13, 2010, 04:12:54 am
Both plant and animal ash have calcium phosphate which means that they can be used as fertilizers. They are quite different but still they are both usable.
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 13, 2010, 12:53:36 pm
I've been trying to finish the new version to no avail. Seems you can't tell the reaction that you just want corpses.. not bones, not skulls... but Noooo!, it wants to use all body related parts.  >:(

Also from that.. I still cannot get it to produce fat from said corpses, It likes to make corpse related muscles instead.. sure they are cook-able(yay?) but you can't stash them anywhere between production and cooking, so they just clutter up the crematorium, and really, I don't want my crematorium to produce animal muscles instead of fat.

As it stands, sadly, you can only cremate the items in the previous version.. you will still have Miasma problems from non-buturable corpses until we can figure out how to distinguish between corpses and bones.
Title: Re: Crematorium Workshop.
Post by: Deon on April 13, 2010, 03:40:42 pm
But at least it burns the vermin remains, right? Right now they are not used for anything, so it would be a nice way to get rid of them while getting usable ashes.
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 13, 2010, 03:50:35 pm
But at least it burns the vermin remains, right? Right now they are not used for anything, so it would be a nice way to get rid of them while getting usable ashes.

Yes, it currently burns remains and rottable, unused, butchering scrap.
Title: Re: Crematorium Workshop.
Post by: sphr on April 13, 2010, 11:07:19 pm
Probably won't work, but I thought I'll ask anyway.  Could there be any chance of this smart device solving the "other" problem, namely having over 50 blood splatters on the same tile.  Would be cool if blood splatter can be treated as item and burnt to nothing.....  then again, contaminants probably work differently...
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 14, 2010, 06:41:27 am
Probably won't work, but I thought I'll ask anyway.  Could there be any chance of this smart device solving the "other" problem, namely having over 50 blood splatters on the same tile.  Would be cool if blood splatter can be treated as item and burnt to nothing.....  then again, contaminants probably work differently...

I'll do a quick test as blood, ichor, and goo are all outlined in the material templates.
Title: Re: Crematorium Workshop.
Post by: Deon on April 14, 2010, 07:08:48 am
But at least it burns the vermin remains, right? Right now they are not used for anything, so it would be a nice way to get rid of them while getting usable ashes.

Yes, it currently burns remains and rottable, unused, butchering scrap.

What do you call by butchering scrap? The non-cookable parts bug was solved, so you can now cook almost anything.
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 14, 2010, 07:33:16 am
But at least it burns the vermin remains, right? Right now they are not used for anything, so it would be a nice way to get rid of them while getting usable ashes.

Yes, it currently burns remains and rottable, unused, butchering scrap.

What do you call by butchering scrap? The non-cookable parts bug was solved, so you can now cook almost anything.

Scrap being Hair, sinew, cartilage, and nervous tissue, are currently unusable for anything other then clogging up refuse piles.
these items seem to be the only ones able to give me real animal fat as well.

Probably won't work, but I thought I'll ask anyway.  Could there be any chance of this smart device solving the "other" problem, namely having over 50 blood splatters on the same tile.  Would be cool if blood splatter can be treated as item and burnt to nothing.....  then again, contaminants probably work differently...

Finished the quick test.. fluids like blood are completely ignored by the crematorium.. I guess you will have to wait for a cleaner to come by and scrub that away.
Title: Re: Crematorium Workshop.
Post by: Deon on April 14, 2010, 08:01:39 am
I thought you mean intestines too... Yeah, hair and sinew are cool to be cremated.

Also I tried to work with blood too, no success yet... :(
Title: Re: Crematorium Workshop.
Post by: sphr on April 15, 2010, 11:42:08 am
I thought you mean intestines too... Yeah, hair and sinew are cool to be cremated.

Also I tried to work with blood too, no success yet... :(

Not directly related to the crematorium  (works great at getting rid of vermin! I threw away my old save games for a new one just to get this in), but wrt to blood, is it possible to say set the boiling point low, such that it will evaporate upon being created?  Just a random tot.... (I'll try it when I have time to search the raws)

edit: Adding on: just changing raws for a savegame won't work... at least not visibly yet.
Title: Re: Crematorium Workshop.
Post by: Coidzure Dreams on April 15, 2010, 12:46:33 pm
Won't that boil the blood of the dwarves while it's in their body?  Leading to Fun Times?
Title: Re: Crematorium Workshop.
Post by: sketchyd on April 21, 2010, 07:18:36 pm
I attempted to make a magma crematorium, and I was able to make the magma building, but neither reaction works in neither building.

The changes I made:

-added [FUEL] to reactions
-added a new custom workshop, with the name and id "Magma_crematorium" and the additional tag [NEEDS_MAGMA]
-added the workshop to entity default

Can you try that on your working copy?  I'm not sure why it isn't working for me.
Title: Re: Crematorium Workshop.
Post by: sketchyd on April 21, 2010, 11:02:10 pm
ah, fixed it.

added the tag [BUILDING:MAGMA_CREMATORIUM:NONE] to each of the reactions, so it would appear in the magma crematoriums as well.
Title: Re: Crematorium Workshop.
Post by: Lazureus on April 22, 2010, 04:54:20 am
ah, fixed it.

added the tag [BUILDING:MAGMA_CREMATORIUM:NONE] to each of the reactions, so it would appear in the magma crematoriums as well.

nice, thank you.. ill put together a new version on the weekend..
Title: Re: Crematorium Workshop.
Post by: Kaelem Gaen on April 30, 2010, 01:37:25 pm
Also might want to add "blocks" since I don't think most dwarves are going to walk on a cremation oven XD
Title: Re: Crematorium Workshop.
Post by: Demonic Spoon on April 30, 2010, 01:43:55 pm
Mmm, as to the uselessness of hair, couldn't you set up some sort of custom reaction for a loom to weave hair into thread and then into cloth for the textile industry?
Title: Re: Crematorium Workshop.
Post by: Kaelem Gaen on April 30, 2010, 01:46:14 pm
I think you'd have to make a custom workshop too, I don't believe the loom accepts custom  reactions yet.   Right now I believe it's Only the Kitchen, Kiln, Smelter, and custom reactions. then again maybe tanner's shop too
Title: Re: Crematorium Workshop.
Post by: Demonic Spoon on April 30, 2010, 01:47:54 pm
Oh, okay, but is the idea sound? We could call it the loom mark 2 or whatever.
Title: Re: Crematorium Workshop.
Post by: Ilmoran on April 30, 2010, 01:50:39 pm
Oh, okay, but is the idea sound? We could call it the loom mark 2 or whatever.

You probably have to do some finagling somewhere along the line.  In experimenting with creating gold thread, I was able to make gold thread/cloth, but couldn't make any clothes from it.  The clothier shop only allows plant or silk to be used for clothing, so somewhere along the way you'd probably need to change it to a dummy material type.
Title: Re: Crematorium Workshop.
Post by: Star Weaver on June 24, 2010, 05:01:01 pm
Hey, I was just looking in the entity_default file shipped with this to make a quickie .changes file for the permits, and I noticed that you've also got:

[PERMITTED_BUILDING:PORTAL]
...
[PERMITTED_REACTION:F_OAK_WOOD]
...
SOLDIER_COLOR] <in two places, indented more, missing opening bracket>

in the file that seem unrelated to the crematorium.
Title: Re: Crematorium Workshop.
Post by: NRN_R_Sumo1 on June 24, 2010, 05:20:07 pm
Oh, okay, but is the idea sound? We could call it the loom mark 2 or whatever.

You probably have to do some finagling somewhere along the line.  In experimenting with creating gold thread, I was able to make gold thread/cloth, but couldn't make any clothes from it.  The clothier shop only allows plant or silk to be used for clothing, so somewhere along the way you'd probably need to change it to a dummy material type.

Gold thread you say? sounds like I should mention this to Deon for wasteland, wires could be used in it somehow I'm sure of it.
Title: Re: Crematorium Workshop.
Post by: Kogut on April 28, 2011, 09:28:32 am
Thanks for this mod!
Spoiler (click to show/hide)