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Messages - Eggman360

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1
DF General Discussion / Re: Future of the Fortress
« on: July 01, 2013, 01:41:37 pm »
Quote from: flabort
Will underground trees still grow after you pierce the caverns? Will underground trees still be single tile trees or multitiled?

The underground mushrooms and trees will be multi-tile, and they'll be treated like other trees with respect to growth (that is, it's one of the remaining items to get it to work, and I expect it'll work out since the tree growth function was written with growth-during-play in mind).

If an underground multi-tile tree is cut down, with one of its leaf tiles (or even branches)
touching a side or the cavern roof, will this stop a timber/cave-in situation?

2
So I take it you guys haven't played with it :P lol

I'll add it now :)

3
...So no-body wants it after all :P lol

4
Here are the files :) enjoy
To use this mod just build the two custom workshops, one (the boiling pot) takes plants and makes them into green in a 1:1 conversion.
The second, called the Congealer, turns that green into plants at a 2:1 converstion.

Plump helmets are a 1:1:1 converstion, so 1x Plump ->1x Green ->1x Plump, just because the green isn't stockpilable right now.

the other plants, for example Pig tails work like 2x Pig -> 2x Green ->1x (any listed plant), ok enough rambling from me :)....

Paste into entity_default
Spoiler (click to show/hide)

Paste These into building_custom
Spoiler (click to show/hide)

Paste these into plant_standard
Spoiler (click to show/hide)

Paste these into reaction_other
Spoiler (click to show/hide)

I Hope you all really enjoy this mod, and if anyone makes any changes that improve function or make the mod better, i'll gladly add and change things, enjoy :) and if you wantr to use this mod in a modpack (pfft, not likely :P lol) then feel free, just give me credit :) Happy erm....Congealing?

5
Sure sorry, I'll get right on that, it will be up by 4:30 pm GMT (27th Feb)

I wasn't sure if anyone actually wanted it xD lol

I'm not at home right now you see.

6
Ok! it's finally ready :) all the reactions are in place, and its been tested, and it works fine :)

Anyone willing to have a copy of this mod post on here and check it out, :)

Two workshops,

one is "The Boiling Pot", takes plants one at a time and turns one plant into one gel.
And the other is the "Congealer", this takes two lumps of gel and turns them into ONE plant :)

I just want to thank everyone for the great advice, assistance, ideas and possitive feedback :) Hopefully this is the first mod of many :)

7
Well, the only thing I don't want to see is people using the mod and thinking "screw it' its easier just to setup multiple farms than it is to use this mod and micromanage the stockpile stuff" lol

Granted, this mod isn't meant as a "I want to only harvest loads of only one type of plant, then use that crop to synthesise the other crops to make it easy", its for making other foods in a pinch, turning in-edibles er...edible and recycling rotten food. But if someone (I can't deny I might xD, lol) wants to make one giant farm room for one crop and just turn most of that one into the rest they need that's fine really :)

If it was a simple 1-1 conversion that would be far too easy, at least with the 2-1 I made it might make sense to set up proper alternate and varied farms later. If the thought that "losing" half of the crop to change it to another seems too easy, I don't know how to make it harder, lol

As for the whole "Make rock door thing" actually I WOULD like to be able to specify which materials, purely from an aesthetic standpoint. Yes it is possible to set up stockpile-workshop paths, but just like Grimlocke said, have an "Any Stone option at the top, and specifics below" I totally agree with this and with mine that would be exactly the way I'd like to do it, the general reaction is already written anyway :)

8
Of course this is your mod so you should do whatever suits you!

It's not "My" mod, it's for the community, I'll do what people like :) maybe ill make two versions, but then the micro manage version is just complexity for the sake of complexity.

Sort of like making obsidian out of water and magma pump stacks when there's a whopping vein of obsidian just sat there waiting to be mined out... :P lol

9
And it wouldn't be a popular mod if it was ridiculous to manage or use. :P lol

It's just another job for me to do rather than a dozen jobs to do each time you change plants :)

10
...you lot all seem very keen to make more work for yourselves :P lol, why mess around with stockpiles, dedicated workshops and such when you could just say "Ok minion-Dwarf-things, turn 20x Plump helmets into Gel...you BETTER not use any other plants -.-" lol :)

11
The way I see it is I could do a bit of work on the mod in the "build" stage, and save us all time while using the mod, I'll just make more reactions, that would make the game easier to manage and play instead of us all having to micro manage during play, I'll just make the extra reactions and make a second workshop, one from plants to gel, and the second from the gel to plants (the one that exists now).

And for the "above ground plants" thing, I don't know, something about the entity_default file makes products very by race very specific, like how dwarves only posses certain items to trade or embark with...I just thought that's what it's all based on xD.

And thanks, it's great so far :)

Just want to thank you all for the amazing feedback you've all given so far :D

12
I'll double check once I get home (me and my girlfriend are on holiday) but I'm certain they're all fine, but I'll know for a fact on Wednesday.

It's nothing to do with the fact some of these plants are "above ground" ones is it?

13
Ill have to make unique reactions for each plant to gel, but once I actually make them (practically copy and paste lol) it will be 1000x better for it. Once I've fixed the properties of the green gel (most likely back to an edible + stockpile...able item) I'll make all new reactions.

Does anyone know why my workshop only shows about 5 of the reactions I've made? It only shows plants to gel, Gel to helm, Gel to Pig tails, Gel to Pig, Gel to wheat and Gel to Wood, but no others. :S I wrote like 15, but I can't seem to make the rest :(

14
The other major flaw I've found is (my girlfriend pointed this out to me lol) say I want to turn a few plump helmets into pig tails, but I have a few pig tails already, the dwarves WILL grab a few pig tails and turn those into gel, so in place of a generic "any plant to gel" I'm going to have to write individual reactions for each plant -.- it's just a copy and paste situation really.

I'll gut the mod and try the [REACTION_CLASS] stuff.

But I'm going to need to write the individual reactions to stop the "wrong" plants being used i.e

"plump helms -> Gel -> 0.5 of a plump helm" :/ lol

Cheers for the feedback JediaKyrol :) anything to make this better :)

...I feel the need to ask...Does this seem too "cheaty" to anyone? Lol or just damn useful? :)

15
...in hindsight this information would have been amazing last night :P

But thank you :)

Another "Fun" downside is the in edible green gel is fond of rotting :/ but even when rotted its still usable :) ...silver lining and all that :P

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