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Author Topic: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support  (Read 15037 times)

Jordan~

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Re: More Stone, Metals, Gem Mod V3.0 - including Stonesense Support
« Reply #30 on: March 08, 2015, 10:59:18 am »

I think you can define soil as an environment - I seem to remember Kobold Camp doing that.
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Urist McGoombaBrother

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #31 on: January 31, 2016, 01:59:27 am »

Major Update to V4.0 released

I personally call it slag invasion as it introduces different kinds of slags. They are yielded via various ore smelting and metal smelting processes. You can use slag for glazing your stone and clay items or improve them with multiple bands of slag glaze. But you can also simply mill all that slag glaze into sand for your glass industry. That can be especially useful, when you embark at an area without a natural sand depot. Take care to not run out of empty bags.

I added two new buildings, the slag recycler and magma slag recycler. When you have some higher tier slag e.g. gold or cobalt slag, you will be able to extract some pure gold or cobalt out of it, while the rest becomes lower tier standard slag. Flux is required for that process. And you need at least four of a kind.

Some more stones and gems were added. Travertine and Aragonite are good sources of flux and calcium carbonate. And finally I updated this mod for the current version of Dwarf Fortress v0.42.05. Altough most of it will work on DF V034.X and DF V40.X as well, chances are good there will be some troubles, when you try it to install it on those. So take care, when you attempt to do so.

Button

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #32 on: February 01, 2016, 12:33:12 pm »

Did you update mercury poisoning to use the new "stacking" syndrome options? :)
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Urist McGoombaBrother

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #33 on: February 03, 2016, 01:32:19 pm »

Did you update mercury poisoning to use the new "stacking" syndrome options? :)

To be honest, I don't really understand the syndromes. I added syndromes to arsenic and mercury, but never had a dwarf suffering syndromes from them despite of creating arsenic thrones and tables. Either my syndrome definitions contain an error or the game doesn't considers the dwarfs being exposed to arsenic/mercury for whatever reason.

The goal is to have higher chance for suffering weaker syndromes like being crazed or becoming dizzy and a lower chance for more dangerous syndromes. When they stack, this will be a cool feature. So if you or someone else is able to assist fixing that issue, that will be great.

Spoiler: arsenic (click to show/hide)

Spoiler: mercury (click to show/hide)

Niddhoger

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #34 on: February 03, 2016, 08:02:45 pm »

Suggestion: You should remove "titanium slag" from reactions other than making titanium bars.  Basically, you can completely skip the "Titanium clinker+chlorite->Titanium tetrachloride+magnesia->Titanium bar chain" this way.   You just smelt a titanium-bearing ore on repeat until you accumulate 4 bits of slag, then combine them with flux to make titanium.  Either this, or make the slag from smelting titanium-bearing ore into "titanium clinker" slag.  It just seems odd that you would make the best non-candy metal require so many steps, then allow such an easy bypass.  Especially since you can then just use the "junk" clinker as a building material (for walls and workshops at least). 

Btw, is it intentional for glazers to put the same glaze on the same item over and over? I have pot and statue that just get "slag glaze" 10 times over instead of using different items.  IIRC, default behavior is to only have one unique decoration for each material present.  So you couldn't put 10 lead studs on the same barrel, but you could add 10 different materials to it.  I'm not worried so much about balance, but about my glazer never putting the same pot/statue/craft down.
« Last Edit: February 04, 2016, 12:38:42 am by Niddhoger »
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Urist McGoombaBrother

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #35 on: February 04, 2016, 03:00:23 pm »

Congratulations. You just discovered the secret warp zone. I must have completely overseen that one. Thx for the heads up. Will be fixed within the next release.

No, that is not intentional. Not sure, if that can be fixed within the scope of this mod either. What I have done is to remove the token [NOT_IMPROVED] from the glazing reaction. That means now items can be improved multiple times by either glazing or encircling it with bands as often as you like. Previously items could only be improved once. But that token does not specify anything related to the priority which item is taken. The dwarfs seem to take whatever is closest/easiest reachable and apply the glaze on it. And as this item usually is yielded back to the closest empty space in the stockpile, they end up draging back and forth the same item over and over again. Maybe it is also somehow related to this behaviour (http://www.bay12games.com/dwarves/mantisbt/print_bug_page.php?bug_id=407). Just with the difference that the glazing job always refers to the same material instead of different ones like the general gem-encrusting-job. I am pretty excited about the soon to come update regarding job specifications. Maybe that solves that issue.
« Last Edit: February 04, 2016, 03:13:19 pm by Urist McGoombaBrother »
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Niddhoger

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #36 on: February 05, 2016, 03:38:24 pm »

I tried to have a cycle of jobs on the kiln I wanted to galze at "glaze pot->glaze craft->collect clay" while having a system of stockpile links set up.  One stockpile takes from the other magma kiln making items, and the next was several floors up where my farms were (for brewing).  It sometimes works, but requires several free dwarves to tag each glazed pot for hauling before the glazer gets around to seeing the same one conveniently in his workshop again.  All the while my 500+ slag bar pile keeps getting higher and higher.

Now, there were already two kinds of glaze, ash and tin.  Were they also mutually exclusive? I have never tried to tin glaze stuff before, even if tin was my only metal copper is too cheap to obtain in goblinite and from caravans to waste like that.  Even if I had iron/steel, alloying bronze and using THAT to decorate something was always preferable.  Back on point, I was only using the "glaze"  reaction (as opposed to the BANDS of glaze).  I wasn't sure if a glaze band would allow a pot to hold liquid or not.  I can try fooling around with it some more.

Edit: But items can be improved by varieties of hte same source.  I can add circles of both cat AND dog bones to the same item, but I can't decorate it with two turkey bones.  I can stud something 10 times with 10 different metals, but they'd all be studs.  Can you copy the code for other decorations for glazing? It might wind up giving glazing quality levels, but that wouldn't be a huge problem.  I mean, DYEING has quality levels.  Maybe higher levels would be like painting a picture or putting designs on the item. 

Btw, the "bands" of copper slag were called "bands of opal copper glaze cabochons" or some such.  About 10+ on one pot... so it is treating the bands as gem decorations?
« Last Edit: February 05, 2016, 08:50:13 pm by Niddhoger »
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Urist McGoombaBrother

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #37 on: February 06, 2016, 10:43:25 am »

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All the while my 500+ slag bar pile keeps getting higher and higher.

How does this number compare to all the other metal you have around? Probably it makes sense to reduce to overall slag output a little bit.

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Now, there were already two kinds of glaze, ash and tin.  Were they also mutually exclusive?

Initially you could only glaze an unglazed item once, either with tin or ash. There was no way to apply multiple glazes nor any improvements like bands.

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I wasn't sure if a glaze band would allow a pot to hold liquid or not.

Tested it with the press liquid from rock nut paste into rock nut oil reaction. No, a band of glaze is not enough. It still will have the unglazed token and is unable to carry liquids. But you can apply the glazing after you applied a band improvement.

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Can you copy the code for other decorations for glazing?

I wish I would know how to. The gem encrusting reactions appear to be hardcoded. I could only find the glazing reactions within the raw files. Also according to following entry, the improvement token does not respect the Skill in any way (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4408), so no qualitiy levels for improvements. I can add some more improvements (COVERED; RINGS_HANGING; SPIKES - http://dwarffortresswiki.org/index.php/DF2014:Reaction#Improvements), when there is interest. But those will have the same issues as bands and normal glazing.

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Btw, the "bands" of copper slag were called "bands of opal copper glaze cabochons" or some such.  About 10+ on one pot... so it is treating the bands as gem decorations?

I noticed that too. Happens from time to time. Might be some hardcoded issue? This is the improvement reaction for all materials. There is nowhere mentioned anything about gems, cabochons or encrusting.

Sampistola

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #38 on: December 31, 2018, 09:49:56 am »

You can update it for 0.44.12 please
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Darkgamma

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Re: More Stone, Metals, Gem Mod V4.0 - including Stonesense Support
« Reply #39 on: February 01, 2019, 09:35:11 pm »

You can update it for 0.44.12 please

Already works with 0.44.12, I've been playing it for some time now
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