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Author Topic: Allow custom long term unattended reactions similar to farming  (Read 1736 times)

GavJ

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...but not farming.

Basically, the ability to make something just like a farm plot, but:
1) be able to assign any skill to it, not just growing
2) be able to use raw tags on any material to specify that it can be processed at such a building, just like the ones in plant materials ([GROWDUR] etc.) but for anything.
3) be able to specify specific products and numbers and probabilities and whatnot.

Sounds a little more complicated than it might actually be. Essentially a cross between normal workshops and farms.

Usage examples? Millions of things. Tons and tons of stuff in the world and in industry requires leaving things to sit around unattended for awhile:
- Ageing whiskey
- Drying lumber or food products or clay bricks in the sun
- Evaporating stuff
- Ageing cheese
- Breeding small creatures that are abstracted as materials (like shrimp or bait fish)
- Orchards
- Grafting plants and advanced horticulture mods
- More realistic fermentation
« Last Edit: June 19, 2014, 11:34:59 pm by GavJ »
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D34dlock

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Re: Allow custom long term unattended reactions similar to farming
« Reply #1 on: June 20, 2014, 09:07:30 am »

So your asking for a few buildings.

A Drying Field. Above ground building built so it's all in sun or covered & all spaces are one space away from an uncovered space to keep the rain off for fruits & lumber. Instead of seeds you have clay, fruit, saltwater, & lumber. Giving sun dried bricks, sun dried Fruits like raisins, Sea Salt, & seasoned Lumber.

A seasoning cellar. Boozes, Cheese, & Raw Meats like Ham

Fish farms
Greenhouses & gardens

Most of this would go well in the farming overhaul.

"Orchards & Grafting plants and advanced horticulture mods" Sounds like something the Elves would have. Still, it should be in the game.

This has all probably been suggested before but I'm too lazy to search for the thread. Though the way you want to implement it might be new.
« Last Edit: June 20, 2014, 09:11:36 am by D34dlock »
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GavJ

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Re: Allow custom long term unattended reactions similar to farming
« Reply #2 on: June 20, 2014, 03:29:33 pm »

No, not asking for any buildings at all. I'm asking for the ability to add custom buildings that take reagents, let them sit in a building for a specified amount of time unattended (even a year or two) and then produce specified reagents.

The examples were only examples, and there are 10x as many things you could do. If somebody wants to make a mod where you bring proteins and heavy metal rocket fuel waste to an enzyme vat and leave them to react for 6 months, then they could do that too!

If Toady likes the idea and has a few specific buildings of that sort he wants to add for vanilla, then great, all the merrier, but as long as it still has custom abilities for more, is the main suggestion.
« Last Edit: June 20, 2014, 03:31:15 pm by GavJ »
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Dirst

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Re: Allow custom long term unattended reactions similar to farming
« Reply #3 on: June 20, 2014, 03:37:53 pm »

No, not asking for any buildings at all.
Farm plots are buildings.  However, what you seem to be asking for is a "generic multi-tile building primitive" that performs a reaction, whereas D34dlock was referring to the specific examples you mentioned.

I think a moddable "field" would be a handy thing to have, though I would give higher priority to a moddable "zone" (and ultimately these things should be merged somewhere down the line anyway).
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GavJ

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Re: Allow custom long term unattended reactions similar to farming
« Reply #4 on: June 20, 2014, 03:47:27 pm »

Well currently I think all the zones are just specialized hard coded things. So while it's possible to code anything, the building is probably closer/easier to do for this suggestion. Since you can focus on it with Q and assign jobs potentially with probably less coding.  But yes, they have a bit of a fuzzy boundary.

And yes, "building primitive(s)" is correct. Another way of putting it would be suggesting a collection of raw tags that go together. Really I think you only need 2 tags:

1) building tag [FIELD] - specifies a building placed by UMHK in variable sizes like fields, with multiuple reaction sites. Might also need to interpret the colors and tile symbol stuff differently, I guess. This would not be specific to this suggestion. Rather, ANY reaction, even attended ones, could be assigned to custom field buildings. They act just like X(by)Y many individual 1x1 workshops, basically. A couple of tags might not work with it, like [NEEDS_MAGMA] but I don't know if that would even require special programming - it would probably just already correctly not work using existing field layout code, since no field tiles can hover over magma. At the same time, you could also do long term unattended reactions in normal workshops too. It would just tie up the single reaction site until done.
2) reaction tag [UNATTENDED:ticks] - The dwarf brings ingredients and then leaves until # of ticks have expired, then the product is created and can be hauled. Can be applied to either a normal workshop or field.
« Last Edit: June 20, 2014, 03:48:58 pm by GavJ »
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Dirst

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Re: Allow custom long term unattended reactions similar to farming
« Reply #5 on: June 20, 2014, 04:09:38 pm »

1) building tag [FIELD] - specifies a building placed by UMHK in variable sizes like fields, with multiuple reaction sites. Might also need to interpret the colors and tile symbol stuff differently, I guess. This would not be specific to this suggestion. Rather, ANY reaction, even attended ones, could be assigned to custom field buildings. They act just like X(by)Y many individual 1x1 workshops, basically. A couple of tags might not work with it, like [NEEDS_MAGMA] but I don't know if that would even require special programming - it would probably just already correctly not work using existing field layout code, since no field tiles can hover over magma. At the same time, you could also do long term unattended reactions in normal workshops too. It would just tie up the single reaction site until done.
The current field type has several states for each tile such as unprepared, designated, in use, and having a plant on it.  All of those would need to be defined somewhere, possibly in the reaction but most likely in the building.  So you have a tile that means empty plot, another than means kimchi buried here, and finally a pot of kimchi appears after a long wait.  The size of each reaction site would depend on the dimensions of the TILE and COLOR definitions, usually but not necessarily 1x1.

Your seasoning cellar brings up an interesting point: a field might need certain items per field and certain items per reaction site.   Simplifying to just per reaction site is certainly workable.
2) reaction tag [UNATTENDED:ticks] - The dwarf brings ingredients and then leaves until # of ticks have expired, then the product is created and can be hauled. Can be applied to either a normal workshop or field.
You could easily have an attended reaction create an intermediate product, which can then be left in an unattended reaction to "ripen" into the final good.  An example might be converting organic matter into fertilizer.  Finally, a use for those barrels of blood!
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Valid_Dark

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Re: Allow custom long term unattended reactions similar to farming
« Reply #6 on: June 29, 2014, 12:53:41 am »

This is a great idea,
I especially like the idea of better fermentation, making brewing of alcohols take longer,
All of your examples are great.

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Zarathustra30

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Re: Allow custom long term unattended reactions similar to farming
« Reply #7 on: June 29, 2014, 05:45:23 am »

What if ALL food was stored in these fields, so they rot at appropriate times? Those eggs should not last 20 years.
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Snaaty

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Re: Allow custom long term unattended reactions similar to farming
« Reply #8 on: June 30, 2014, 10:06:20 am »

Yeah, this idea is great.

I mostly say that so Meph can work his Masterwork-Magic on it and produce awesome content as usual.  :D
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Waparius

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Re: Allow custom long term unattended reactions similar to farming
« Reply #9 on: July 06, 2014, 07:13:32 pm »

A reworking of storage in general would be a good one - maybe an expansion of things that trigger reactions, including just "left over time". This could replace the rots/not rots and wear-and-tear stuff that seems to be going on at the moment. Zones/stockpiles taking that into account could then be a thing, including breweries, perishable foods and all of that stuff.
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