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Author Topic: lets make a mod for...  (Read 12760 times)

Dirst

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Re: lets make a mod for...
« Reply #45 on: January 24, 2015, 08:20:46 pm »

Ummm how are we going to get the ash if the plant can't be obtained?
The first code snippet was a reaction that takes a normal bar of ash and produces a skein of thread made of the fibers from that non-existent plant.  DF has no trouble whatsoever with products being made of completely different materials than the inputs.

Since it is plant fiber thread, it should stockpile correctly.
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endlessblaze

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Re: lets make a mod for...
« Reply #46 on: January 26, 2015, 08:43:37 am »

Ohhhh....so is there a way to keep the fire men from useing other threads?
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endlessblaze

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Re: lets make a mod for...
« Reply #47 on: January 28, 2015, 08:03:03 am »

Ohhhh....so is there a way to keep the fire men from useing other threads?


Ummm guys? After this is answered you get to play the mod...
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BlackFlyme

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Re: lets make a mod for...
« Reply #48 on: January 28, 2015, 10:09:01 am »

Not 100% certain on this one.

Maybe try removing farming and pets, so that they cannot get silk/yarn/plant cloths?
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endlessblaze

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Re: lets make a mod for...
« Reply #49 on: January 28, 2015, 10:50:29 am »

Could work...we could make it so that the skill for MAKEING the threads is something else...

My main issue with removing farming is the tarvens and multicultural forts are going to need food...
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smakemupagus

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Re: lets make a mod for...
« Reply #50 on: January 28, 2015, 11:18:12 am »

> ash is held together by magic?

Today we actually have advanced textiles made from carbon nanotube yarns, which are essentially a specially prepared form of ash. 

"Any sufficiently advanced technology is indistinguishable from magic." as Clarke's laws say :)

Meph

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Re: lets make a mod for...
« Reply #51 on: January 28, 2015, 11:19:34 am »

Ohhhh....so is there a way to keep the fire men from useing other threads?
You can mod in a fire-safe thread/plant/silk/wool and add it to their civ?
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endlessblaze

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Re: lets make a mod for...
« Reply #52 on: January 28, 2015, 11:26:05 am »

> ash is held together by magic?

Today we actually have advanced textiles made from carbon nanotube yarns, which are essentially a specially prepared form of ash. 

"Any sufficiently advanced technology is indistinguishable from magic." as Clarke's laws say :)


Many shows featuring Magic like to flip that law I think

"Any sufficiently analyzed Magic is indistughable from science!"

In full metal alchemist the alchemy is stated to be a science but works like magic...you just have to have a large amount of knowledge of chemistry mass, ect. But we are getting  of topic...(not that I mind, I like derails)

Ohhhh....so is there a way to keep the fire men from useing other threads?
You can mod in a fire-safe thread/plant/silk/wool and add it to their civ?

That's the plan but I'm not sure if I can remove the cloth they already have. I don't see the reactions in the entity file, I hope pigtail fiber thread is not hard coded.
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Meph

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Re: lets make a mod for...
« Reply #53 on: January 28, 2015, 11:28:24 am »

Its kinda hardcoded. As long as the civ has access to it, they will use it. That comes from the    [INDOOR_FARMING] and [CLOTHING] tags in their entity file.
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Dirst

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Re: lets make a mod for...
« Reply #54 on: January 28, 2015, 12:11:30 pm »

You could remove any potential thread-bearing plants from the biomes they inhabit, but that's a pretty blunt instrument... especially if you want them to be able to take over others' settlements.  Would removing the SHEARER profession prevent any of them from using animal-based threads?
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Meph

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Re: lets make a mod for...
« Reply #55 on: January 28, 2015, 01:05:02 pm »

No.
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endlessblaze

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Re: lets make a mod for...
« Reply #56 on: January 28, 2015, 03:33:56 pm »

Grrrr....we must continue to discuss....

If we removed farming both indoor and outdoor could we solve this problem?
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Dirst

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Re: lets make a mod for...
« Reply #57 on: January 28, 2015, 03:42:22 pm »

Grrrr....we must continue to discuss....

If we removed farming both indoor and outdoor could we solve this problem?
Doesn't seem too far-fetched that people made of fire would have a difficult time watering plants.

"Honey, we're having steamed seeds for dinner again!"
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endlessblaze

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Re: lets make a mod for...
« Reply #58 on: January 30, 2015, 04:35:23 pm »

My main concern for removing farming was for multicultural forts and tarvens,  but I guess fish would be goon enough and we could import booze (provided we had some other citizens who could haul the stuff without blowing it to bits. This could work....so agian


If we removed farming both indoor and outdoor could we solve this problem?

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smakemupagus

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Re: lets make a mod for...
« Reply #59 on: January 30, 2015, 05:13:47 pm »

My main concern for removing farming was for multicultural forts and tarvens,  but I guess fish would be goon enough and we could import booze (provided we had some other citizens who could haul the stuff without blowing it to bits. This could work....so agian
If we removed farming both indoor and outdoor could we solve this problem?

We're not going to have all the answers packaged up for you.  Experiment a bit!
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