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Author Topic: Non-workshop buildings  (Read 821 times)

Jazz Cat

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Non-workshop buildings
« on: December 04, 2017, 03:43:36 pm »

Is it possible to add in custom buildings that aren't workshops - things like furniture and whatnot? Or, barring that, is is possible to put the new workshops in the top level of the build menu (for example, b > A instead of b > w > A)?
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Deon

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Re: Non-workshop buildings
« Reply #1 on: December 04, 2017, 04:21:08 pm »

1) You can make workshops/furnaces only. However you can make workshops that do nothing. For example, in my Fallout mod I've made WC, bar, casino and other buildings just for decoration.
2) All custom workshops appear below the standard buildings, in an order they are in RAWs.
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Jazz Cat

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Re: Non-workshop buildings
« Reply #2 on: December 04, 2017, 05:11:34 pm »

No, I don't mean the order they appear in, I mean the category. Typically to make a workshop, you use uild [w]orkshop [n]ew thing, but I'd like to be able to make it via just uild [n]ew thing, without entering the category for workshops.
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Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

Telgin

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Re: Non-workshop buildings
« Reply #3 on: December 04, 2017, 05:21:00 pm »

Pretty sure that's not possible, at least in vanilla.  There might be a way to get DFHack to move the option up to the top level building menu, but if so I'm not sure how you'd go about it.  If you want to go that route, try asking in the DFHack thread.
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Jazz Cat

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Re: Non-workshop buildings
« Reply #4 on: December 04, 2017, 05:40:55 pm »

Oh well. I guess I'll wait 'till DFHack is out for the latest version.

Thanks for the reply, though!
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Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

milo christiansen

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Re: Non-workshop buildings
« Reply #5 on: December 07, 2017, 10:40:41 pm »

If you are willing to use DFHack (it sounds like you are) it is possible to create workshops or furnaces and list them in other parts of the build menu. This should get you what you want.

Specifically, you need "modtools/change-build-list".

I initially wrote this script to remove hardcoded workshops, but later used it to add new machines, siege engines, etc to the proper categories. Don't worry, there is nothing extra to install, as this script should come with DFHack nowadays.
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Jazz Cat

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Re: Non-workshop buildings
« Reply #6 on: December 07, 2017, 10:48:07 pm »

That sounds excellent, I'll have to look into that. I probably won't add it as part of my holiday mod, since I'd like to keep the release as standalone as I can, but it sounds great for personal use.

On a side note, you added in new machines? I've been wanting to do that for a while now, but I haven't seen anything in the raws about buildings that produce/require power. If you have any tools for that I'd love to try them out.
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Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

bloop_bleep

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Re: Non-workshop buildings
« Reply #7 on: December 07, 2017, 11:33:20 pm »

That sounds excellent, I'll have to look into that. I probably won't add it as part of my holiday mod, since I'd like to keep the release as standalone as I can, but it sounds great for personal use.

On a side note, you added in new machines? I've been wanting to do that for a while now, but I haven't seen anything in the raws about buildings that produce/require power. If you have any tools for that I'd love to try them out.
There's nothing in the raws for using/providing power, so you'd have to use DFHack for that. I've been meaning to create an Advanced Mechanics mod for some time now, but I guess I never got to it, and I'm not that good at DFHack scripting anyway. :D I was, however, working on a script that makes items that fall on top of a minecart go into the minecart, which with some creativity would allow completely automated transport systems (since the offloading and transportation part of it are already automated in the base game.) I stopped working on it some time back, but I might start again, and I'll shoot you a link when it's finished.  :D

I remember reading about a mod created by IndigoFenix called Gnome Fortress that added a new race of gnomes with access to various mechanical contraptions, such as logic gates, dynamos, capacitors, lightning weapons, automated drills, etc. Not sure how up-to-date it is right now, though.
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Jazz Cat

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Re: Non-workshop buildings
« Reply #8 on: December 08, 2017, 12:41:34 am »

Dang. I've got just a smidge more than absolute-zero experience in writing code of any sort so that's probably out for me.
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Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

milo christiansen

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Re: Non-workshop buildings
« Reply #9 on: December 08, 2017, 09:29:02 am »

If you look at Rubble (link in sig) it ships with a ton of powered workshops and a powerful API to make more.

It has been a while since I updated them, so a few could have minor issues (workshops that make clothing and armor may or may not work quite right), but in general everything is tested and working. The scripts that make up the API (in the addon "Libs/Powered") all have lots of comments documenting every function.
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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