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Author Topic: Holy [carp], Fellow Modders! Custom Workshops!  (Read 4142 times)

Untelligent

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Re: Holy Crap, Fellow Modders! Custom Workshops!
« Reply #15 on: September 20, 2009, 12:32:48 pm »

Could this be used to modify existing workshops to specify a material when making an item?  So I could actually choose to make 10 microcline statues?

I think Toady mentioned in the devnotes that the current workshops would probably be hardcoded.
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Mephansteras

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Re: Holy Crap, Fellow Modders! Custom Workshops!
« Reply #16 on: September 20, 2009, 12:44:44 pm »

Yeah, and we got clarification to day that they need to be rectangular. Still, I'm going to have to ponder this. Many interesting ideas to be had here.

Making proper smelters, for one. After all, you don't make Steel in the same way you make Bronze. Might be interesting to have proper Blast furnaces and the like.
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2xMachina

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Re: Holy Crap, Fellow Modders! Custom Workshops!
« Reply #17 on: September 20, 2009, 12:56:05 pm »

12 replies and no mention of the thread title typo? It's carp. (Also without a capital c.)

I actually did read it as Holy Carp!
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Deon

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Re: Holy Crap, Fellow Modders! Custom Workshops!
« Reply #18 on: September 20, 2009, 01:13:11 pm »

Yay for the addition! The Fallout mod will reach it's final destination :D.
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Johnny Chthonic

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Re: Holy Crap, Fellow Modders! Custom Workshops!
« Reply #19 on: September 20, 2009, 03:54:36 pm »

I personally am planning on adding a couple things that seem to have been lacking from DF, yet I have always wanted to see. Processing trees into pieces of lumber for more realistic building, for one. Mostly practical stuff like that, but maybe some more outlandish things like a plan I have for weapon and armor modding. (You make a sword, find a certain gem, the reaction uses both, you get a sword that does extra damage, BURN or COLD, extra crit, etc.)
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Johnny Chthonic

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #20 on: September 20, 2009, 03:58:33 pm »

Fixed the title. :]
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Igfig

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #21 on: September 21, 2009, 01:16:24 pm »

A sacrificial altar to Armok is probably the first mod I'll be making.  No idea how I'll do it, since I don't think creatures are smeltable yet.  A modded butcher shop might work if existing workshops weren't hardcoded.

It would take creatures (or maybe corpses) as reagents and produce enormous amounts of blood, and also souls if I can find a way to isolate a soul from a body.  These would be used for magic and awesome.

After that, in no particular order: mechanics that can make metal mechanisms, crafters and masons where you can specify their materials and output, glass furnaces that can only collect sand (so only my magma furnaces will make actual glass), alchemists' that can convert large amounts of common materials into small amounts of rare ones, and a greater variety of food workshops like bakeries (no more nonsensical foods like quarry leaf roasts).  Oh, and maybe some magical buildings to make use of the aforementioned souls.

Bricks

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #22 on: September 21, 2009, 02:48:16 pm »

I have a feeling that using creatures in reactions and gathering sand are going to remain hardcoded for this release.  Corpses might be doable, and chunks definitely are (I know the Dark Dwarves mod uses chunks).  I'd like to implement something similar to your alchemy shop, except more for extracting small amounts of ore/gems from appropriate layer stone.  Ideally it wouldn't be random, instead, it could work like melting old weapons/armor/whatever.  I doubt that is going to be an option, though, so maybe I'll just say "10 Gabbro -> 1 something".  Maybe it'll use the strand extractor job.
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Akhier the Dragon hearted

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #23 on: September 21, 2009, 03:20:54 pm »

Wahahahaha! finally My soul extractor will be withing my reach.

Oh maybe there will be the ability to use live creatures in a reaction!
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Avacado

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #24 on: September 21, 2009, 03:23:12 pm »

Hopefully I can make the following eventually:

Spoiler (click to show/hide)




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Bloogonis

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #25 on: September 21, 2009, 03:40:45 pm »

Im think with this i will have to re open my Druids paradise mod and spend time changing Kobold Camp for more probable set-ups.
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PTTG??

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #26 on: September 21, 2009, 04:53:17 pm »

I wonder if workshops that run off of power or magma will be doable- most likely not.
But if they where... I imagine that a workshop that provides power when over magma. Call it a Turbine.

Maybe it needs some special dwarven labor to work and a few buckets of water. Maybe it produces steam clouds. Or vice-versa; provide fuel and rock, and get a single 1/7tile of magma.

More than likely, those are both impossible. But it would be neat.

EDIT: Hmm... magma-fueling is in, anyway.

Let's get some Star Jelly to feed to our Borgles.
« Last Edit: September 21, 2009, 05:17:55 pm by PTTG?? »
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phi2dao

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #27 on: September 21, 2009, 05:19:17 pm »

According to the dev notes, you can have custom workshops that require magma.
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PTTG??

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #28 on: September 21, 2009, 06:19:13 pm »

According to the dev notes, you can have custom workshops that require magma.


We will thus need MAGMA kitchens

And MAGMA soapworks.

And MAGMA windmills

And MAGMA butcher's shops

And MAGMA tables

Urist cancels eat: table unpowered.
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LegoLord

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Re: Holy [carp], Fellow Modders! Custom Workshops!
« Reply #29 on: September 21, 2009, 07:01:54 pm »

Urist McOrganist cancels Play music:  Needs power source.

If I'm not mistaken, those do have bellows that need pumping.  It would be neat if they needed power.
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