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Author Topic: Little mod: Sawmill  (Read 8495 times)

Fullmoon

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Re: Little mod: Sawmill
« Reply #15 on: May 10, 2010, 05:33:46 am »

Hmm. Quite nice. And IIUC only blocks are attainable. Great idea about limitations. Should go modify my plastic.

 ...yes, I've made plastic. Dwarves like it for it's shiny surface.
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Kazang

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Re: Little mod: Sawmill
« Reply #16 on: May 10, 2010, 07:20:38 am »

Possibly a stupid question, but would not be more simple to make trees drop multiple logs when felled?  Creating more hauling jobs but circumventing the whole "game doesn't know what a plank is" issue.
Or is this a hard coded value that you can't easily change?
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Knight Otu

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Re: Little mod: Sawmill
« Reply #17 on: May 10, 2010, 09:13:15 am »

Or is this a hard coded value that you can't easily change?
It's hardcoded behavior, so how many logs a tree drops isn't changeable.
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bdog

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Re: Little mod: Sawmill
« Reply #18 on: May 10, 2010, 05:56:32 pm »

And as far as I know it's not possible to change "what" tree drops... so there's no way to force DF to drop "wooden unusable boulder" that could be processed into logs (but I hope that I'm wrong)
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Tiler

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Re: Little mod: Sawmill
« Reply #19 on: May 10, 2010, 07:18:20 pm »

You should make the sawmill require a large serrated disc to build.

I wish there was a way for it to require power.
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Arkenstone

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Re: Little mod: Sawmill
« Reply #20 on: May 11, 2010, 05:58:53 pm »

Have a MAGMA SAWMILL!!!
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Bishop36

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Re: Little mod: Sawmill
« Reply #21 on: May 11, 2010, 07:38:40 pm »

This works well with human fortresses. (following the human challenge rules from the wiki)
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Osdeath

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Re: Little mod: Sawmill
« Reply #22 on: May 12, 2010, 04:50:55 pm »

So made a "workshop_sawmill.txt" File in raw/objects, copied the text from the first post into it, fixed it up so it looked like the soap makers one (copy paste stuck it all one one line, so i just pressed enter a fair bit really), did the same for "reaction_plank.txt", put the bit in Plant_standard.txt, added the two lines in Entity_default.txt in the part for dwarves, aaand, no sawmill? am i missing something here?
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Vucar Fikodastesh

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Re: Little mod: Sawmill
« Reply #23 on: May 12, 2010, 05:59:21 pm »

I believe "workshop_sawmill.txt" needs to have "workshop_sawmill" at the top, not "building_custom".
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roqi

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Re: Little mod: Sawmill
« Reply #24 on: May 13, 2010, 05:00:10 am »

Hm, I don't know; in my case, it works with building_custom. Perhaps you have forgotten to regen/edit the raws in your save file? I haven't tried the latter, so I don't know if a regen is really necessary.  ???
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Knight Otu

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Re: Little mod: Sawmill
« Reply #25 on: May 13, 2010, 05:26:23 am »

"workshop_sawmill.txt"
That there is part of your problem. DF doesn't read all the files in the raw folder, only those with a name in a specific format. For buildings, the file needs to start with building_ , so building_sawmill.txt should work.
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LordSlowpoke

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Re: Little mod: Sawmill
« Reply #26 on: May 13, 2010, 07:59:45 am »

I just noticed that here, one log makes ten logs.
Those ten logs make a hundred logs.
That hundred logs makes even more logs.
Ten sawmills, ten logs of input, one in-game year. Then, the elves arrive, and get flooded with a literal storm of chopsticks.
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roqi

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Re: Little mod: Sawmill
« Reply #27 on: May 13, 2010, 09:40:23 am »

I just noticed that here, one log makes ten logs.
Those ten logs make a hundred logs.
That hundred logs makes even more logs.
Ten sawmills, ten logs of input, one in-game year. Then, the elves arrive, and get flooded with a literal storm of chopsticks.

I changed them to bricks my dear sir.
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Osdeath

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Re: Little mod: Sawmill
« Reply #28 on: May 13, 2010, 10:06:34 am »

Ah, cheers, shortly after writing that post of mine, i saw a modding guide that had got bumped to the top of the page, read through that, and tagged the sawmill bits onto the end of build_custom, works fine now, cheers :P
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krbrowning

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Re: Little mod: Sawmill
« Reply #29 on: January 25, 2011, 04:36:02 pm »

Planks don's stockpile as wood or blocks. what should I do to keep the shop from being cluttered?
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