Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Juice  (Read 2116 times)

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Juice
« on: March 25, 2015, 03:54:16 am »

Short and sweet: Has anyone done anything with the new fruits/plants? Juices, teas, any drinks that are strictly speaking not-alcoholic?

Before I reinvent the wheel, I just wanted to ask if someone else had that idea. Quick forum search doesnt show anything...

You know, something along the lines of REAGENT:PLANT:NONE:NONE:NONE REACTION_CLASS:FRUIT and PRODUCT:DRINK:NONE:LOCAL_PLANT_MAT:FRUIT:DRINK.

And using MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE as basis for MATERIAL_TEMPLATE:PLANT_JUICE_TEMPLATE, which omits the PLANT_ALCOHOL tag.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rydel

  • Bay Watcher
    • View Profile
Re: Juice
« Reply #1 on: March 25, 2015, 08:46:16 am »

I'm pretty sure that there are some in Rise of the Mushroom Kingdom, though if I recall, they are made by a race that isn't playable in Fortress Mode, so it might not have everything you need.  IndigoPhoenix would have all the details.

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Juice
« Reply #2 on: March 25, 2015, 12:25:49 pm »

I think he's asking more about juices specifically from the vanilla plants.

Making a reaction that lets plants produce juice is easy (if tedious), but technically speaking all thirst-quenching liquids aside from water are considered alcoholic as far as the game's programming is concerned (i.e. if it's a DRINK, it'll satisfy dwarven needs, even if the material in question lacks the ALCOHOL_PLANT tag).

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Juice
« Reply #3 on: March 25, 2015, 02:42:29 pm »

I think he's asking more about juices specifically from the vanilla plants.

Making a reaction that lets plants produce juice is easy (if tedious), but technically speaking all thirst-quenching liquids aside from water are considered alcoholic as far as the game's programming is concerned (i.e. if it's a DRINK, it'll satisfy dwarven needs, even if the material in question lacks the ALCOHOL_PLANT tag).
Is there a way to make "milk" that comes from a plant, then worry about the stockpiling tags later?

Or more directly, make an edible liquid reaction material and avoid the DRINK tag altogether.
« Last Edit: March 25, 2015, 02:44:08 pm by Dirst »
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Juice
« Reply #4 on: March 25, 2015, 02:49:52 pm »

You can make other edible liquids, but they will count as food, not drinks.  Like milk.  Basically the only ways to quench thirst is with drinks, which always counts as alcohol, or with water.

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Juice
« Reply #5 on: March 25, 2015, 06:28:16 pm »

The biggest problem with non-alcoholic drinks is stockpiling. To put it simply you can't.
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Juice
« Reply #6 on: March 27, 2015, 09:08:22 am »

They will stockpile it, because its a DRINK. Even DRINK:MAGMA is fine and can be used. I mostly wanted it for another race... they drink ALCOHOL_TEMPLATE stuff and get drunk, but they drink these custom juices (even if they count as DRINK) that do not use ALCOHOL_TEMPLATE and do not get drunk.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Juice
« Reply #7 on: March 27, 2015, 04:12:31 pm »

Are you describing the functionality as it exists in the game, or the functionality as it exists in concept?

If this is behavior you're observing in-game, have you checked to see if dwarves get their ALCOHOL_DEPENDENT counters reset by your juice?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Juice
« Reply #8 on: March 27, 2015, 09:13:49 pm »

Dwarves would get their counter reset. But dwarves wouldnt have access to the juice reaction, that would be for kobolds. No problem there.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Juice
« Reply #9 on: March 27, 2015, 09:52:11 pm »

Having the juice count as food isn't too odd, since drinking something as extravagant as fresh fruit juice to quench thirst is a relatively new concept.  Forget where I read it, but the article said that fruit juice was seen more like a multivitamin than a beverage... though that might be some post-hoc justification about navies dealing with scurvy.

Though kobolds don't really strike me as the health-food set :)
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Rydel

  • Bay Watcher
    • View Profile
Re: Juice
« Reply #10 on: March 27, 2015, 09:54:59 pm »

The problem with it counting as food is mechanical.  It doesn't quench thirst, so the kobold can sit there drinking all day and die of dehydration.  Meph's wanting something other than water that relives thirst but doesn't get you drunk.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Juice
« Reply #11 on: March 27, 2015, 10:09:02 pm »

The problem with it counting as food is mechanical.  It doesn't quench thirst, so the kobold can sit there drinking all day and die of dehydration.  Meph's wanting something other than water that relives thirst but doesn't get you drunk.
Ah, I missed that bit.

You could put a syndrome on the juice that resets the thirst counter (probably via a syndrome-triggered script), but the kobolds themselves wouldn't know to grab a juicebox when they were thirsty.

One alternative would be to use a custom reaction that takes a barrel and some fruit to create a "<material name> barrel of orange juice" object which is really a custom container full of water that got poofed into existence by the reaction.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Juice
« Reply #12 on: March 28, 2015, 06:18:48 am »

I do have tea and coffee in some of my mods, even the fungal tea inspired by Metro series.
I don't know what you mean by "reinventing the wheel", does it even matter who thought of this first? :) Just do it!
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Juice
« Reply #13 on: March 28, 2015, 06:48:43 am »

Nah, I just meant that there are tons of new plants and I dont want to write 100 reactions for juices, teas,  coffees, etc, if someone else already did something like that. ;)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Juice
« Reply #14 on: March 28, 2015, 11:25:18 pm »

Nah, I just meant that there are tons of new plants and I dont want to write 100 reactions for juices, teas,  coffees, etc, if someone else already did something like that. ;)
You don't need hundreds of reactions, since 0.40 lets you declare a reaction product in the raws for a material.  That requires touching the raws of all the juicy fruits, but only one reaction.  I haven't come up with a better idea than a slew of custom containers that secretly contain only water.

On the plus side, kobolds will bring juice to their wounded.
On the minus side, players who embark with those containers will find that they're empty.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map
Pages: [1] 2