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Author Topic: Making bone furniture  (Read 1073 times)

Durthane

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Making bone furniture
« on: October 30, 2013, 11:28:37 am »

I've been playing with making bone a more useful resource in more violent or ranching fortresses. So far all I've managed is Bone Blocks and Boulders called (Donor) Bone.

Really all I'm asking is there a way to make the mason's workshop recognize the bone boulders as a workable material? Otherwise the only method I can think of is to make a custom shop with a whole lot of custom reactions to replace the Mason for this task.

I'm not all that experienced with modding so any help is appreciated. =)
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Deon

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Re: Making bone furniture
« Reply #1 on: October 30, 2013, 12:16:50 pm »

You could make a "bonemold" stone which does not appear anywhere, and add a reaction to turn bones into this stone. Call it something like "mold bone boulder", and add it to kitchen, quern/millstone or to a custom workshop.

This way your "bone" furniture will be made at mason workshop and also your furniture will be stored properly in all furniture stockpiles.
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Meph

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Re: Making bone furniture
« Reply #2 on: October 30, 2013, 12:17:46 pm »

You can make the INORGANIC:BONE, which is a rock, does not occur naturally, and is used in the mason. You have to change your reaction to make bone blocks to PRODUCT:100:4:BLOCKS:NONE:INORGANIC:BONE, and add the bone inorganic. Just copy inorganic:granite, change the id and name.

Edit: Ninja'd by deon. :)
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Durthane

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Re: Making bone furniture
« Reply #3 on: October 30, 2013, 02:05:59 pm »

Tried your solution but keep coming up with an error when I try to load the map, telling me "Missing reaction definition"

Here's what I've attempted so far. The reaction is in Reaction_Other, the stone is in Inorganic_Stone_Layer, and the last bit is under the Dwarven entity.

Spoiler (click to show/hide)

Any ideas? Thanks for your time ^^
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Durthane

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Re: Making bone furniture
« Reply #4 on: October 30, 2013, 02:09:21 pm »

Oh, and the output is due to the reaction taking up a whole stack of bones rather than singles, and I copied marble to get a white stone. The flux bit is just a why not. =)
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Meph

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Re: Making bone furniture
« Reply #5 on: October 30, 2013, 02:52:05 pm »

Did you gen a new world?
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Wannabehero

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Re: Making bone furniture
« Reply #6 on: October 30, 2013, 04:47:35 pm »

That looks like it should have worked.

World Gen might be the problem.

As an FYI, natively bone does not function as a fluxing agent.  Fluxes used in the old metallurgical sense of DF are carbonate minerals, and bone is a combination of a phosphate mineral (calcium phosphate) and collagen (a protein).  Phosphate minerals do not make good fluxes (fluxes in the terms of DF are used to remove impurities and facilitate reduction of metal oxides; phosphates tend to incorporate into metals and become extra impurities).

To make bone into a viable flux, one would need to calcine bone to high temperatures (in a kiln) in open air, burning the collagen into nothingness and decomposing the calcium phosphate into calcium oxide and phosphorus oxide.  The phosphorus oxide will evaporate away (technically it will sublime), leaving behind relatively pure calcium oxide.  Left in open air, the calcium oxide will absorb carbon dioxide from the air to form calcium carbonate (calcite, a flux).

A very common reaction I mod into my games is:
Bones + Fuel @ kiln = boulder (calcite)

And if I am using phosphorus in alchemy mods, a similar reaction is how you net phosphorus (smelt bones with sand to obtain phosphorus and calcium silicate (bone slag))
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