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Creative Projects / Re: AlfOS
« on: April 26, 2011, 12:59:12 am »
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How does that work? Will it simply spam 'melt object' jobs forever or does it detect how many objects are set to melt and are not forbidden?
That depends on how TOTAL of a conversion the mod is... Foreman expects certain materials(like iron) to exist, and won't work if they don't.Does that apply even if you remove absolutely everything from the dfjobs file? That is, does your tool rely on iron, etc, as some kind of reference point that will break things even if you go out of your way to prevent any reference to it when running your tool?
True, but stoning the child to death for eating the chocolate wouldn't be right either, and in fact would monstrous. Same thing here - pointless rule that should be followed out of respect is broken, so someone gets -killed-... just seems wrong.
Again it has to do with the person you are disobeying. Sure a mom doesn't have the right to kill their child because the child disrespected them, but we aren't talking about mom here.
A bit of memory tweaking also indicates that "data[52]= 0x01;" will make "plant" objects (probably won't work for anything), "data[52]= 0x80;" will claim to make "wooden" objects (but doesn't actually work), and "data[53] = 0x01;" will make soap objects (and might actually work - when I tested it with making crafts, my Craftsdwarf's workshop added the task and then gave "Kol Ukerstukos, Jeweler cancels Make soap Crafts: Needs soap bars." because I didn't have any soap).
Does this work with the Corrosion mod (a total conversion)?
Maybe inverce principle such melt all ores quantity above 100 will be usefull. Or weaving all thread above 50 (reserve for hospital) and etc.
