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Author Topic: Accelerated CivMWForge (Mod) v6.2.2  (Read 8345 times)

Mephansteras

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #15 on: April 23, 2013, 12:41:26 pm »

These should be all of the stones that are used in reactions in Civilization Forge:

Stones
TRUESILVER
LEVITITE
ILMENITE
SALTPETER
CINNABAR
COBALTITE
STIBNITE
MELANTERITE
CHALCANTHITE
[REACTION_CLASS:ALUM]
  SHALE_ALUM
  BAUXITE
  ALUNITE
[REACTION_CLASS:SALT]
  ROCK_SALT_DEPOSIT
  ROCK_SALT
[REACTION_CLASS:MAGNESIUM]
  TALC
  OLIVINE
  DOLOMITE


Gems
CRYSTAL_FROST
FIREHEART
CRYSTAL_STORM
CRYSTAL_WARD
CRYSTAL_FLARE
CRYSTAL_ROCK


For the various Reaction_Class ones you only really need 1 type. Preferably a reasonably common one so that the stone isn't too hard to acquire.

Rock weapons are made in a craft workshop, and the ability to use a given stone is just a property of the stone itself. A high MAX_EDGE values lets the stone be used, so they aren't specifically mentioned anywhere. So removing Bladestone and/or Flint should be fine.
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crusaderbond

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #16 on: April 23, 2013, 12:59:43 pm »

Let's go over the error list, that seems like a productive thing to do when making decisions.

here's the stone

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - PERICLASE

Periclase is a magma safe stone that shows up in pockets in marble. I'm pretty sure it's safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - PERICLASE

Not sure why it's duplicated though.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - KAOLINITE

Kaolinite is for making porcelain, these stones vein within it, Marcasite, Alunite, and Turquoise, none of which have a real purpose in vanilla. In civforge, alunite is one of the stones you can use to make alum, which is used a great deal in the alchemy system, but there are two other stones that also can be used. I'd say it's probably safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - BORAX

Borax is a cluster stone that does nothing in df, safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - KIMBERLITE

Kimberlite is where diamonds form, and also the magic gems in civforge. I was wondering why I couldn't find any in the ground.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - PUDDINGSTONE

Useless rock that shows up in clusters. Safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - TALC

Cluster stone with no purpose in df, safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - ALUNITE

Shows up in Kaolinite, magmasafe, In civforge, alunite is one of the stones you can use to make alum, which is used a great deal in the alchemy system, but there are two other stones that also can be used. probably safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - CHROMITE

Chromite contains demantoid gemstones and native platinum. In real life it's the sole ore of chromium. Seems mildly important

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - MICA

No real purpose, safe to remove.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - MICROCLINE

Shows up everywhere, was originally intended to be jail for HFS, has no real use except for making cool colored stonework, for which, I often use it. Contains frost crystals from civforge, probably safe to remove, don't know if I would though.

CRYSTAL_ROCK: Environment Spec Stone Not Found, Token - KAOLINITE

AMAZONITE: Environment Spec Stone Not Found, Token - MICROCLINE

so amazonite from civforge shows up in microcline, civforge wiki say's it's supposed to be gemstone quality microcline. probably safe to remove

FIREHEART: Environment Spec Stone Not Found, Token - KIMBERLITE
CRYSTAL_STORM: Environment Spec Stone Not Found, Token - KIMBERLITE
CRYSTAL_WARD: Environment Spec Stone Not Found, Token - KIMBERLITE
CRYSTAL_FROST: Environment Spec Stone Not Found, Token - MICROCLINE
CRYSTAL_FLARE: Environment Spec Stone Not Found, Token - KIMBERLITE

These fancy gems aren't working because the stone they spawn in is gone, no big deal.

NIGHTSTONE: Environment Spec Stone Not Found, Token - ALUNITE

Bright blue decorative stone found in alum, safe to remove.

LEPIDOLITE: Environment Spec Stone Not Found, Token - MICA
ZINNWALDITE: Environment Spec Stone Not Found, Token - MICA
MUSCOVITE: Environment Spec Stone Not Found, Token - MICA
PHLOGOPHITE: Environment Spec Stone Not Found, Token - MICA

Types of mica added to civforge. They really exist. Safe to remove.

ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_RED
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_RED
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_BLACK
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_BLACK
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_WHITE
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_WHITE
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_TAN
ROCK_SALT_DEPOSIT: Environment Spec Stone Not Found, Token - SAND_TAN

I wasn't aware you could find sand in rock salt. cool beans.

MELANTERITE: Environment Spec Stone Not Found, Token - ILMENITE

This indicates ilmenite isn't working. Melanterite is for alchemy, ilmenite is iron titanium dioxide, for some reason that makes it a good candidate for use in crucible steel in the mod (not in real life though, Iron sand, or a purer iron ore works way better)


Other stuff that isn't functioning from the reactions list

*** Error(s) finalizing the reaction MAKE_SALTPETER
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction MAKE_QUICKSILVER
Unrecognized Inorganic Token: CINNABAR
*** Error(s) finalizing the reaction MAKE_MIDNIGHT_ELIXIR
Unrecognized Inorganic Token: COBALTITE
*** Error(s) finalizing the reaction MAKE_ANTIMONY
Unrecognized Inorganic Token: STIBNITE
*** Error(s) finalizing the reaction MAKE_EMEN_AREN_FROM_VITRIOL
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction MAKE_EMEN_AREN_FROM_ALUM
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction WOOTZ_STEEL_MAKING
Unrecognized Inorganic Token: ILMENITE

Not sure why these minerals aren't present, but they are breaking the alchemy and crucible steel workshops, because these reactions don't work, So that's probably important somehow.

See you folks later, I gotta go write more PHP.
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thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #17 on: April 23, 2013, 01:05:03 pm »

These should be all of the stones that are used in reactions in Civilization Forge:

Stones
TRUESILVER
LEVITITE
ILMENITE
SALTPETER
CINNABAR
COBALTITE
STIBNITE
MELANTERITE
CHALCANTHITE
[REACTION_CLASS:ALUM]
  SHALE_ALUM
  BAUXITE
  ALUNITE
[REACTION_CLASS:SALT]
  ROCK_SALT_DEPOSIT
  ROCK_SALT
[REACTION_CLASS:MAGNESIUM]
  TALC
  OLIVINE
  DOLOMITE


Gems
CRYSTAL_FROST
FIREHEART
CRYSTAL_STORM
CRYSTAL_WARD
CRYSTAL_FLARE
CRYSTAL_ROCK


For the various Reaction_Class ones you only really need 1 type. Preferably a reasonably common one so that the stone isn't too hard to acquire.

Rock weapons are made in a craft workshop, and the ability to use a given stone is just a property of the stone itself. A high MAX_EDGE values lets the stone be used, so they aren't specifically mentioned anywhere. So removing Bladestone and/or Flint should be fine.

thx, very insightful

So I'll probably pull
  SHALE_ALUM & ALUNITE to leave vanilla BAUXITE

&
  ROCK_SALT_DEPOSIT to leave vanilla ROCK_SALT

&
  TALC & DOLOMITE to leave vanilla(/accelerated?) OLIVINE

The gems, I may even further reduce to something similar to simplegeology mod.

The next big problem I'm going to have is how to replace the stones that are going to go missing as found here
http://www.bay12forums.com/smf/index.php?topic=125119.msg4195006#msg4195006

I guess I could just plug in a matching stone that does something similar (i.e. either a non reactive stone for non reactive, or a reactive one for reactive).


UPDATE:
thx crusaderbond!

Now with
Spoiler (click to show/hide)

that's been fixed for a while, must be an old version.

Quote
Preferably a reasonably common one so that the stone isn't too hard to acquire.

Is obsidian not nearly as common as FLINT or BLADESTONE?  How would I find out?
« Last Edit: April 23, 2013, 01:08:53 pm by thistleknot »
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Mephansteras

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #18 on: April 23, 2013, 01:07:46 pm »

If you're only going to have one I'd leave Obsidian in. It's common around lava and the player can make it by mixing lava and water.

Hmm. Thinking about it, I have no idea what the game would do if you tried to take Obsidian OUT. Might break the lava/water interaction. But I'm not sure.
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smakemupagus

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #19 on: April 23, 2013, 01:12:47 pm »

I think removing obsidian would cause things to break, unless you gave another stone [LAVA].

I don't know why you would do this, but it would be an interesting experiment.   (if you were complexifying geology it might be interesting to have special cursed, or deep, or arctic versions of obsidian-like stone in different geological regions with magical properties or something .. but it seems like you are doing the opposite and trying to simplify)
« Last Edit: April 23, 2013, 01:17:27 pm by smakemupagus »
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thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #20 on: April 23, 2013, 01:18:51 pm »

if bladestone and flint are found in different areas than obsidian, then I'm probably going to leave either bladestone or flint in, but I don't see the need to have all 3, I will keep obsidian, but maybe also bladestone.

I guess my goal is not to remove references to useless stone, but to replace them with something that is in the game that is already useless.  So if these stones that are safe to remove from clusters, I'd rather just replace them with another stone that does the same thing (i.e. if it's useless, I'll probably swap in a non economic stone)

wait Mephansteras, are those gems you listed, are they used in reactions?
« Last Edit: April 23, 2013, 01:42:00 pm by thistleknot »
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Mephansteras

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #21 on: April 23, 2013, 01:48:19 pm »

Everything I listed is used in a Reaction.
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crusaderbond

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #22 on: April 23, 2013, 01:49:24 pm »

Crap, I was using the wrong version. I'll take a look at the new error report. No wonder my dwarves had no pants, well, except the ones with wool greaves.
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thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #23 on: April 23, 2013, 02:34:41 pm »

well looks like I'm going to have to add kimberlite back in.

Accelerated doesn't have it, how did it go about getting diamonds in without it?

nm, I just looked at the inorganic_stone_gem.txt of accelerated, I'm going to have to remod the kimberlite references to what accelerated replaced them with.

then im going to remove all other non reactive stone types (meph gave me a list of whats reactive).

I just double checked, I don't have to change the references to kimberlite, as the gems are still found in at least 3 other areas stones that are still in.

smakemupagus:
I'm not trying to fully implement mwmod.  mwmod already had most of the good things of civilization forge.  I'm just borrowing some things from mwmod
« Last Edit: April 23, 2013, 06:14:21 pm by thistleknot »
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thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #24 on: April 23, 2013, 08:04:25 pm »

Okay, new version 5.1 is up!

Here's a peak at the changelog
Spoiler (click to show/hide)

thanks for all your help guys![/list]

thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #25 on: April 23, 2013, 11:01:43 pm »

I don't know why my mod isn't showing up all the plants...

I get cave_bulbs but no raspberry's, there in the same file too.  Unmodified plant_cf.txt

Update: It might be the biome.


nm
« Last Edit: April 23, 2013, 11:15:43 pm by thistleknot »
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crusaderbond

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #26 on: April 24, 2013, 04:20:13 pm »

wool, cotton and other threads are still being made into armor and earrings and various other things that seem inappropriate.

http://imgur.com/FBn4RuR
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thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #27 on: April 24, 2013, 04:43:21 pm »

i noticed a pig tail fiber chain coif last night as well.

im not sure whats templatr its using. wools been commented put for items_hard... ill have to do some testing

thistleknot

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #28 on: April 28, 2013, 07:03:09 pm »

I'm bumping this because I fixed the skin issues!

I also realized how local_creature_mat:material vs creature_mat:animal:material worked

FIXED CHITIN ARMOR, as well as a slew of other materials that were defaulting to skin (with no error reportings, I hope Toady fixes that in a future release), likely making the game/creatures not working right.

I hope you guys consume it now!  I've been playing fort mod (at 200FPS!!!) for over 8 hours with no error log other than pathfinding!

« Last Edit: May 02, 2013, 11:14:02 am by thistleknot »
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PeridexisErrant

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Re: Accelerated CivMWForge (Mod) v5.0
« Reply #29 on: May 19, 2013, 07:05:32 pm »

Hi - I'm maintaining an updated LNP, and now that mousequery is doing nicely I'm planning to switch from the version patched for mouse fortress to the version with bugpatches - which says this is a later version? 

Could you clarify which would work better for vanilla, and maybe update the pure page?  Thanks. 
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