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Messages - Nate McCloud

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16
DF Modding / Re: Powder state for metals
« on: March 11, 2011, 11:50:06 pm »
[REACTION:CRUSH_METAL_ORE]
   [NAME:crush metal ore]
   [BUILDING:QUERN:CUSTOM_S]
   [BUILDING:MILLSTONE:CUSTOM_S]
   [REAGENT:metal ore:1:BOULDER:NONE:NONE:NONE][METAL_ORE] <-- havnt tested, but METAL_ORE does shows up in the string dump.
   [REAGENT:bag 1:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:bad 2:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:metal ore:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag 1]
   [PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:metal ore:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag 2]
   [SKILL:MILLER]

Should be something like this. Not sure what you mean by 'non metal powder', you can make any item out of any material you like. It might be that you modified the metal template, not realising metal ores use the stone template.

Smelting the stuff is where i gets more convoluted. You would have to either make new smelting reaction reaction for each ore, or use product reagent tags to refer ores to their metals. The first is probabaly preferable, while it will clutters your furnace it does let you smelt specific metals.

The later would still mean you have to modify every single metal ore by hand, and also that you have to work in some weird system to handle multiple metal ores. You could simply add more than one product reagent tag to all ores, and the same number of products with a limited chance to be produced. This would also cause problem with reactions sometimes producing nothing or multiple bars of metal.

I tried [METAL_ORE] like that, but it ended up not using any ore at all, and just putting two non-metal powders (by the way, what I mean by that is that it just produces two plain "powders" that aren't actually made of anything) in the bags. And doing the PRODUCTs that way takes the material from the ore itself, not the metal it's made of (so if you were to crush a piece of hematite, you'd get two units of hematite powder, not two units of iron powder. But since I didn't give each individual mineral a powder form, it just shows up as hematite.

Anyways, the way I'm doing it is adding a separate reaction for each ore, and for ores that could smelt into multiple things, the chances of each product is the same as the chances of smelting into the metal (e.g. pulverizing tetrahedrite would have a 100% chance of producing two piles of copper dust, and a 20% chance of also producing two piles of silver dust, just as smelting tetrahedrite ore always smelts into copper, but also smelts into silver 1/5 of the time).

Now that I think about it...for ores that can produce multiple metals, perhaps I should require additional bags just in case...

17
DF Modding / Re: Powder state for metals
« on: March 11, 2011, 03:07:56 pm »
Please, I really need help. I don't even know what modifications I need to make to make the reaction work. So far, I've added state names for the powder forms of all the basic metals in inorganic_metal.txt, as well as to METAL_TEMPLATE in material_template_default.txt. Metal powder apparently doesn't fall under POWDER_MISC, and obviously doesn't fall under POWDER_DYE. So far, all I've managed to do is make non-material powder, and turn, for instance, a malachite into two malachites (not iron powders) stuffed into a bag.

EDIT: While I'm at it...would I need to create a separate reaction for pulverizing each individual kind of ore, or can I make a single reaction that will work with any metal ore?
EDIT2: Considering that some ores have multiple kinds of metal that could come out, I'm guessing I'd need a separate reaction for each ore.
EDIT3: Thanks for not answering me. No, seriously, thank you! I actually figured it out on my own--I DO need to use separate reactions for each ore, and the material falls under POWDER_MISC:NONE:METAL:<metal>.

18
DF Modding / Re: Powder state for metals
« on: March 09, 2011, 02:32:06 am »
Help, please?

19
DF Modding / Re: Powder state for metals
« on: March 08, 2011, 12:34:48 am »
Could you please post the reaction? I want to see how you did it. I tried POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:ore:NONE, but that just resulted in regular, non-metal powder.

EDIT: I'm tempted to try this:
Code: [Select]
[PRODUCT:100:2:METAL_ORE:GET_MATERIAL_FROM_REAGENT:ore:METAL_MAT][PRODUCT_POWDER]EDIT2: Didn't work...I'm out of ideas.

20
DF Modding / Re: Powder state for metals
« on: March 07, 2011, 11:11:34 pm »
Yeah, but I don't want to make it TOO easy...

21
DF Modding / Re: Powder state for metals
« on: March 07, 2011, 11:07:16 pm »
Yeah, but Gypsum has an entry under POWDER_MISC. I plan on making it so that a crafty dwarf can essentially double their metal output by pulverizing one ore into two powders, and smelt each powder into an ingot.

22
DF Modding / Powder state for metals
« on: March 07, 2011, 10:50:56 pm »
I'm trying to make a custom workshop--a Pulverizer--that can be used to pulverize any basic metal ore into two bags of metal powder. I've already changed a line of the basic metals from this:
Code: [Select]
[STATE_NAME_ADJ:ALL_SOLID:metal]
to this:
Code: [Select]
[STATE_NAME:SOLID:metal]
[STATE_NAME:SOLID_POWDER:metal dust]
[STATE_ADJ:ALL_SOLID:metal]

but the wiki says nothing about a [PRODUCT_POWDER] modifier. How do I make sure the metal comes out as a powder? Or is it even possible to add a powdered state to basic metals?

23
DF Modding / Re: Idea for mod that adds uses for power...
« on: March 07, 2011, 07:24:46 pm »
Since millstones are attached to power sources, perhaps they can be made multifunctional by adding a battery charger to it (basically just adding a "charge battery" reaction to the millstone...maybe even hand-power them with the quern, as well)?

24
DF Modding / Re: Idea for mod that adds uses for power...
« on: March 07, 2011, 06:45:09 pm »
Huh. I would think that since mills are basically querns that require power, it would be possible to make another custom workshop that requires power. Hm. Well...

First use certain metals to forge batteries (uncharged) at a forge...
Then use another, small custom workshop to (somehow) use up an uncharged battery and return a charged battery...
Finally, make another custom workshop that does everything that a normal powered workshop does, but remove the [FUEL] tag, make a charged battery as a regeant, and add an uncharged battery as a resulting item.

...Is it possible to customize pre-existing reactions?

25
DF Modding / Idea for mod that adds uses for power...
« on: March 07, 2011, 05:26:45 pm »
Now, I'm no good at modding, but thanks to the IndustrialCraft mod of Minecraft, I've thought up a few ideas that would utilize power more...

1. Batteries, battery rechargers, and electric workshops/tools. Workshops that would normally use fuel can use units of power stored in a battery instead, and dead batteries can be left in a charging station to recharge. I'm thinking, maybe, one month to recharge each battery? This would be good for people who just find it way too complicated to bring magma up from the magma sea for a magma-powered workshop. Additionally, a new electric workshop could be used to make ore dust out of ores--two dust for each one ore--and each ore dust can be smelted into bars, effectively doubling the metal turnout. Finally, electric tools such as mining drills and chainsaws would use batteries to do the jobs of tools such as picks and axes much, much faster.

2. Same for electric workshops on the first suggestion, but instead of electric power and batteries, simply workshops that use mechanical energy for power. For instance, attach a waterwheel to the side of a forge directly over a river, and voila, no fuel necessary!

3. Power coils! These work like Tesla coils in that they can transmit power wirelessly (or in this case, axlelessly) through the air in a spherical pattern over a certain distance (even through walls!) to a receiver. A repeater can be created by attaching a receiver within range of a powered coil to another coil, essentially extending the range. Good for if you don't want a bunch of axles everywhere, but need to transmit power across a long distance.

How hard would some/all of these things be to mod into the game?

26
Actually, I think it is true that a dwarf will choose whatever material is closest to them when they choose to start working on the product. A dwarf who is already at the workshop will only use the chosen material, but if (s)he goes off to do something else, then decides to go back to work, (s)he will grab the material closest to him/her (which likely won't be the desired material) and get to work.

27
I guess the only way to do it, then, is to lock doors or assign the mason to the burrow, if they go after the materials closest to them at the time, rather than the materials closest to the workshop, because I checked very carefully, and there is ~absolutely~ no material closer to the workshop than the stockpile with the chosen stone, z-levels also considered. Thanks.

28
For some reason, even though I've made a stone stockpile ~right next~ to a Mason's Workshop that only holds one type of stone, but dwarves who use that workshop insist on traveling much farther to grab some other kind of stone to use rather than just use what's right next to them. So my question is this: How do I restrict the kinds of materials used in a particular workshop without confining a dwarf to a burrow?

29
DF Gameplay Questions / Setting a specific world param (spoilers)
« on: April 12, 2010, 05:32:54 am »
Spoiler (click to show/hide)

30
DF Gameplay Questions / Re: Uses of pipe section?
« on: April 07, 2010, 07:07:06 pm »
Blast. It'd be nice to be able to use pipes to be able to extend the range of screw pumps to transfer water and magma greater distances more easily.

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