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Author Topic: Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?  (Read 53237 times)

Rhenaya

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #15 on: June 08, 2010, 05:30:59 am »

Neat idea, im gonna be using this.

Also, it should be possible to make the fire perpetual by setting the heatdam value above the fixed temp.

Hadn't thought of that... however, it might be beneficial to have the fire run out eventually, in case something needs to be fixed or removed.

what if you use the water thingie from gypsum? meaning if you flood your bonfire it will turn into something harmless instead of boiling :x
so you can use a third one which isnt watersafe but got the heatdam value.
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wolflance

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #16 on: June 08, 2010, 06:05:06 am »

I suggest add a 'Put out fire' command to the workshop in case  things go out of control.

On second though, no. 100% safe workshop is not dwarfy enough. Let's make it goes boom sometimes. or produce a LOT of smoke to annoy your dwarfs.

Also how about we make this into BOOZEfire?
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Psieye

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #17 on: June 08, 2010, 07:01:24 am »

The way it's set up, you can't have a 'put out fire' command anyway - best bet is to cause a cave-in and then dig out the fire material, then atom-smash it. About Boozefire, you need to wait for a very future patch where all liquids can flow. Unless you mean booze that burns without blowing up (I don't know how you'd do that unless you want solid, undrinkable booze)?
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Warlord255

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #18 on: June 08, 2010, 07:07:53 am »

The way it's set up, you can't have a 'put out fire' command anyway - best bet is to cause a cave-in and then dig out the fire material, then atom-smash it. About Boozefire, you need to wait for a very future patch where all liquids can flow. Unless you mean booze that burns without blowing up (I don't know how you'd do that unless you want solid, undrinkable booze)?

Precisely... so you can see why a permanent fire isn't an attractive option.

I had a bug while working on the reagent tag where it would take any wooden item instead of logs, and the first thing they took was booze barrels... unfortunately, the boiling cloud was not weaponizable.
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Adultratedhydra

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #19 on: June 08, 2010, 07:24:37 am »

gotta say i got a laugh out of this.

Spoiler (click to show/hide)

Sharp fire. love it.
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Flaede

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #20 on: June 08, 2010, 07:27:43 am »

I hear 1 z level water near magma can parboil invaders in their armour. Does steam now do that once more?
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Warlord255

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #21 on: June 08, 2010, 09:30:38 pm »

Experimenting in cold biomes, I've nailed down a problem; massive temperature lag occurs when a forest fire goes near a frozen pond or river. Avoid doing this if possible.
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Rumrusher

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #22 on: June 09, 2010, 12:50:51 am »

The way it's set up, you can't have a 'put out fire' command anyway - best bet is to cause a cave-in and then dig out the fire material, then atom-smash it. About Boozefire, you need to wait for a very future patch where all liquids can flow. Unless you mean booze that burns without blowing up (I don't know how you'd do that unless you want solid, undrinkable booze)?

Precisely... so you can see why a permanent fire isn't an attractive option.

I had a bug while working on the reagent tag where it would take any wooden item instead of logs, and the first thing they took was booze barrels... unfortunately, the boiling cloud was not weaponizable.
wait so we could make venom steam traps with out wasting our magma supply?
sweet!
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Master

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #23 on: June 09, 2010, 03:54:54 pm »

So how do you put this into your game? Anyone have a stock 31.06 that has this mod?
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Flaede

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #24 on: June 09, 2010, 07:59:52 pm »

Since I have them in my came, I could toss the necessary files onto the DFFD if Warlord doesn't mind. I couldn't get the "inna bin" reaction to work (no so good at modding, myself), so that wont be in there. You'd have to put the necessary lines into your entity raw yourself, however.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Warlord255

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #25 on: June 09, 2010, 08:35:47 pm »

So how do you put this into your game? Anyone have a stock 31.06 that has this mod?

It's fairly simple. Go to raw->objects (those are folders, by the way) and do the following:

1. Put the Custom Workshop entry in building_custom.txt
2. Put the Reaction entry in reaction_smelter.txt OR reaction_other.txt
3. Put the Coal entry in inorganic_stone_mineral.txt
4. Put the Firewood entry in plant_standard.txt
5. Put the listed Entity tags in entity_default.txt in with the other PERMITTED items for the Dwarf civ.
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LegoLord

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #26 on: June 09, 2010, 09:21:01 pm »

Since I have them in my came, I could toss the necessary files onto the DFFD if Warlord doesn't mind. I couldn't get the "inna bin" reaction to work (no so good at modding, myself), so that wont be in there. You'd have to put the necessary lines into your entity raw yourself, however.
Do you mean the default files edited to have the components in them, or have the components in their own files?  Because if it's the prior, I have the latter already if that'd be preferred (which some modders believe is much more friendly to those using multiple mods).
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Flaede

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #27 on: June 09, 2010, 09:22:33 pm »

the latter.
I am one of those who prefers things this way.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

NRN_R_Sumo1

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #28 on: June 15, 2010, 04:11:07 pm »

this is probably one of the most useful mini-mods I've ever had the good fortune of finding.
Great idea.
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Shaostoul

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Re: Fire on Demand! Warlord's Bonfire Mod
« Reply #29 on: June 15, 2010, 04:22:19 pm »

Oh noes! I know I was forgetting a mod in my new game! Well, at least I just started. Time to gen a new world. hahaha.
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