DF Modding / Re: Metal Mod v0.1 released
« on: May 10, 2008, 08:54:00 am »mod is stable and totaly incompatiable.
please give it a try and let me know any problems.
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mod is stable and totaly incompatiable.
please give it a try and let me know any problems.
Cheers!
TerminatorII
v.0.1a fixes this (I hope) no metals are "doubled" instead existing metal tasks are replaced with the new ones. Thus allowing new metal amounts to be generated for all types of metals, and not confusing the player.
The way I fixed the problem (without replacing all old metal ore/stone types was by removing the [METAL_ORE:XXXX] tag from matgloss_stone_mineral and under reaction_metalmod using stone instead of ore tags. This to my befuddled eyes appears to have solved the problem.
Note: Install mod, generate new world. It "SHOULD" work. please post if it doesn't
please check it out and post comments questions and errors here.
I also have uploaded my 1280x800 tileset. (no fancy pics just large) It also includes my customized performance 1280x800 init file.
Have fun!
code:
[REACTION:SMELT_DOOMLINITE]
[NAME:smelt doomlinite ore]
[SMELTER]
[REAGENT:4:STONE:NO_SUBTYPE:STONE:RAW_DOOMLINITE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL : DOOMLINITE]
[FUEL]
Change it to this and it should work.
code:
[REACTION:SMELT_DOOMLINITE]
[NAME:smelt doomlinite ore]
[SMELTER]
[REAGENT:4:METAL_ORE:RAW_DOOMLINITE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL : DOOMLINITE]
[FUEL]
have fun 
[ May 07, 2008: Message edited by: TerminatorII ]
[ May 07, 2008: Message edited by: TerminatorII ]
matgloss_stone_mineral
code:[MATGLOSS_STONE:MALACHITE]
[NAME:malachite][COLOR:2:7:0][TILE:156]
[ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
[ENVIRONMENT_SPEC:MARBLE:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:COPPER:100]
[VALUE:2]
reaction_metals
code:[REACTION:MALACHITE]
[NAME:Smelt MALACHITE to Bars (uses Ore)]
[SMELTER]
[REAGENT:1:METAL_ORE:MALACHITE]
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:COPPER]
[FUEL]
This works for all hard codded mineral types.
in the product line the second number is the quantity of product.
[ May 07, 2008: Message edited by: TerminatorII ]
gives 100 bars
[PRODUCT:100:23:BAR:NO_SUBTYPE:METAL:GOLD]
gives 23 bars.
easiest way to get multiple bars.
WHY?
basically I want to make it possiable to smelt all raw ores into multiple bars. However, the only way to do this (I think) is to use a REACTION. I also wanted to remove old metals so the user of the mod wasn't confused by having 2 smelting tasks for all metals.
so I moddified matgloss_stone_mineral
code:[MATGLOSS_STONE:GOLD2]
[NAME:native gold][STONE_NAME:gold nuggets][COLOR:6:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
[ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:GOLD:100]
[SOLID_DENSITY:19320]
[VALUE:30]
every metal ore got renamed. ( I put a 2 on the end of them all.)
then I added reaction_metal document with the new reactions in them. All the reactions were similar.
code:
reaction_metal[OBJECT:REACTION]
[REACTION:GOLD]
[NAME:Smelt Gold to Bars (uses Ore)]
[SMELTER]
[REAGENT:1:METAL_ORE:GOLD2]
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:GOLD]
[FUEL]
what puzzles me is that though I used this format for all the metal ores only gold works. And I also got coal to work.
code:
[REACTION:COAL_BITUMINOUS]
[NAME:Smelt BITUMINOUS COAL to COKE (uses Ore)]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS2]
[PRODUCT:100:100:BAR:NO_SUBTYPE:METAL:COKE]
[FUEL]
I don't understand what is happening that the other ones fail to work. I think it is probably either a tag or hard code issue.
...
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And bled to death before I could move even one square.
HOW DO YOU PICK UP ARROWS?
? I can only seem to get tehm back by pulling them out of corpses if them happen to stick. but what about my other 30 arrows lining the walls of the room?