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Author Topic: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?  (Read 53442 times)

UristMcHuman

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #105 on: August 06, 2011, 12:11:19 pm »

I've read a story where a dorf fort was almost killed by goblins and that the survivors have made a scavenger city in the caverns with campfires dotting the place.

This sounds like a cool addition. I'll see if I can make it! I'll post my results here.
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UristMcHuman

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #106 on: August 06, 2011, 12:18:19 pm »

Quick note...

You forgot
[PERMITTED_BUILDING:BONFIRE]

I think you also forgot the names for the firewood plant material, the bonfire coal mineral, the building name and the reaction names, I think.
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James009

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #107 on: September 21, 2011, 07:46:11 pm »

Fire melt ice? DOWNLOAD!
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CookieRaider

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #108 on: July 20, 2012, 01:40:48 pm »

Sorry for bringing this thread up from the grave, but every time my dwarves try to start a bonfire, they catch on fire. Is there a way to ignite it without losing a dwarf?
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TomiTapio

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #109 on: July 22, 2012, 06:54:54 pm »

Sorry for bringing this thread up from the grave, but every time my dwarves try to start a bonfire, they catch on fire. Is there a way to ignite it without losing a dwarf?
Never happened to me when I incorporated the Bonfire mod into Deon's Genesis. But maybe with .34.xx dorf logic is different.

Also, I changed the burning materials to extra heavy, so caravans would not bring them and CATCH FIRE UPON ARRIVAL (Fun!)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Meph

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #110 on: July 22, 2012, 07:40:21 pm »

I include the same mod, only changed the plant slightly so it doesnt grow naturally... again, none of my dwarves ever caught fire from it...
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Grax

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #111 on: March 01, 2013, 10:26:09 am »

I think all these mod's usage schemes can be now upgraded with minecarts bringing or dumping booze barrels straight into the fire...
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Draxis

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #112 on: April 28, 2015, 08:34:43 pm »

Necroing to say - I was tired of copying this manually into every mod I used, so I made a bash script to do it automatically:

Code: [Select]
#bonfire.sh
#goes into any df folder, even modded ones, and adds Warlord's Bonfire Mod
#Arguments:
#   Directory: TLD for a DF instance (e.g. contains the executable)

#!/bin/bash

cd $1/raw/objects

echo "

[INORGANIC:COAL_BONFIRE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:bonfire][DISPLAY_COLOR:0:7:1][TILE:15]
[ITEM_SYMBOL:15]
[IGNITE_POINT:11000]
[MELTING_POINT:NONE]
[MAT_FIXED_TEMP:12000]
[SPEC_HEAT:10000]
[BOILING_POINT:NONE]
[SOLID_DENSITY:10000]
[IS_STONE]
" >> inorganic_stone_mineral.txt

echo "

[REACTION:BONFIRE_START]
    [NAME:Ignite large fire]
    [BUILDING:BONFIRE:CUSTOM_L]
    [REAGENT:A:5:WOOD:NO_SUBTYPE:PLANT_MAT:NO_SUBTYPE:WOOD][PRESERVE_REAGENT]
    [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
    [FUEL]
    [SKILL:SMELT]

[REACTION:FIREWOOD_START]
    [NAME:Ignite small fire]
    [BUILDING:BONFIRE:CUSTOM_S]
    [REAGENT:A:1:WOOD:NO_SUBTYPE:PLANT_MAT:NO_SUBTYPE:WOOD][PRESERVE_REAGENT]
    [PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:FIREWOOD:WOOD]
    [SKILL:SMELT]
" >> reaction_other.txt

echo "

[BUILDING_WORKSHOP:BONFIRE]
[NAME:Bonfire]
[NAME_COLOR:6:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:O]
[TILE:0:1:240]
[COLOR:0:1:6:0:0]
[TILE:1:1:35]
[COLOR:1:1:6:0:0]
[TILE:2:1:19]
[COLOR:2:1:6:0:0]
[TILE:3:1:30]
[COLOR:3:1:6:0:0]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
" >> building_custom.txt

echo "

[PLANT:FIREWOOD]
[NAME:firewood][NAME_PLURAL:firewood][ADJ:firewood]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:firewood]
[STATE_ADJ:ALL_SOLID:firewood]
[PREFIX:NONE]
[MAT_FIXED_TEMP:12000]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]
" >> plant_standard.txt

sed -i '/\[CIV_CONTROLLABLE\]/a    \[PERMITTED_REACTION:BONFIRE_START\]\n     \[PERMITTED_REACTION:FIREWOOD_START\]\n    \[PERMITTED_BUILDING:BONFIRE\]' entity_default.txt


Usage:
Code: [Select]
./bonfire.sh <DF Install Directory> #obviously changes if the script is named something else.
It should work with any mod, unless there's a mod that totally removes one of those default raw files; it inserts entity information after the [CIV_CONTROLLABLE] tag so changing the playable race won't throw it off.  Linux only, but hopefully it helps someone.
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TomiTapio

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #113 on: April 28, 2015, 11:43:41 pm »

The bonfire mod is incorporated permanently into OldGenesis. Thanks Warlord255!
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Warlord255

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Re: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?
« Reply #114 on: April 06, 2018, 10:21:29 am »

The smallest ember can reignite the ancient flame...

At long last, a revised version of the Bonfire Mod is here! Check the first post for details. Kudos and credit to Lofn's Blacklung mod, the Modest Mod, and the Orichalcum Mod for adapted features.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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Taffer

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Re: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?
« Reply #115 on: August 04, 2018, 04:26:27 pm »

Would you kindly expand on the peat changes a little, please? Why remove peat from everything, and why remove AQUIFER from peat? The tile and color changed as well. Why not add the MATERIAL_REACTION_PRODUCT tokens directly to vanilla PEAT and call it a day?

Just trying to understand everything. I like the new mod! Thank you kindly!
« Last Edit: August 05, 2018, 08:33:47 am by Taffer »
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Durian Hohlades

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Re: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?
« Reply #116 on: January 03, 2019, 04:45:53 pm »

could someone update it maybe, i tried getting it to run but it seems not to work, bonfire is buildable but no reactions are available
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Durian Hohlades

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Re: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?
« Reply #117 on: January 29, 2019, 10:10:07 am »

any ideas?
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