Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: Its An Ecologist's World  (Read 3995 times)

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Its An Ecologist's World
« Reply #45 on: February 11, 2008, 10:18:00 pm »

You're using the "extract plant essence" at the still, right?  Not "Process plant to barrel" or "milk creature" at the farmer's workshop?

I think the only way of getting an extract out of a plant is through the extraction job at a still.  From there, I'm not sure what you can do with the milk, as I don't know if the farmer's workshop cheesemaking process will accept it.  Worth a try though.

penguinofhonor

  • Bay Watcher
  • Minister of Love
    • View Profile
Re: Its An Ecologist's World
« Reply #46 on: February 11, 2008, 10:58:00 pm »

Hey, is there still that glitch where you can only grow like 6 different plants before the farm plot list gets cut off?
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #47 on: February 11, 2008, 11:10:00 pm »

Your Rocksham roots are pretty useless for farming.  The only way you'll get seeds is by trading since they're only edible cooked (which does not produce seeds) and cannot be processed.  This, of course, begs the question:  How do traders get the seeds?
Logged

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Its An Ecologist's World
« Reply #48 on: February 11, 2008, 11:17:00 pm »

How did the traders find ways of stocking muck roots and bloated tubers?  Those don't produce seeds under any circumstance, although you should be able to gain seeds from the plant that grows out of the tuber.

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #49 on: February 11, 2008, 11:45:00 pm »

They can gather the muck roots and bloated tubers the same way your herbalists do.  They can even gather rocksham roots the way your herbalists do.  By mysterious means unfathomable to our dwarves, however, they somehow produce rocksham seeds.  WTF?
Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #50 on: February 12, 2008, 01:45:00 am »

Ahh, yeah, that is a bit of an oversight on my part.  I fixed it: instead of just edible cooked, I made it edible raw and extractable/cookable extracted.  Which is more appropriate anyway since it's not just the root but the leaves that were used, particularly for their ascorbate content to ward off scurvey.  So yeah, eat it raw, or make a delightful seasoning for your dishes, keep your dwarves collagen springy while your at it!
Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #51 on: February 12, 2008, 01:47:00 am »

Oh, and as a side note, just for personal preference I have everything have a seed, because RL I am a farmer, and a plant without a propagule is indeed, as you pointed out, useless to me... In other words, for me, muck roots and such produce seeds ^.^  I can only hope it's not considered cheating, I just like to get a good operation of as many things as possible going.
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #52 on: February 12, 2008, 06:32:00 am »

I don't mind especially valuable/rare plants having no seeds.  It makes herbalism potentially valuable long after you've established your farms, for trade goods if not for food.  However, if you can't actually procure a plant's seeds, why give it a seed entry?  Either you should have your rocksham root with procurable seeds (which you've now done) or not have seeds at all.

The only time I'll consider buyable but unproduceable seeds anything but ridiculous is in the case of wacky genetic engineering where the plant is specifically designed not to produce seeds yet the engineers in question can still make them in a lab.  That technology is well beyond DF races, however (with the exception of "a wizard did it" -- no, wait, that's still ridiculous  :p ).

Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #53 on: February 12, 2008, 07:20:00 pm »

Like I said, oversight on my part.
Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #54 on: March 02, 2008, 09:40:00 pm »

Okay, I consider this thread to be my personal dump thread, so I will put some other stuff I added to my game here (I won't post all the random stuff I do with rocks and rock layers because you then have to modify so many other things, it would be insane, it's just too confusing, but I will post... glass?)

First, I was inspired by three particular threads (you know who you are) to make glass barrels.  But since glass can't be modded, one suggested that one one use a smelter reaction.  So I did that.  And since I LOVE glass (RL I am a glassblower) I also want one of the only other mojor things that can't be made of glass: Beds.  So they are here too.  So here's you beds, barrels, and bins, in the three normal types of glass... See below for my additional glasses.
NOTE: Once toady implements the ability to tell reactions to occur at other things other then the smelter, all of this will be converted over to work properly in the glass area.

[REACTION:BARREL_GLASS_GREEN]
[NAME:make green glass barrel]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BARREL:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]

[REACTION:BIN_GLASS_GREEN]
[NAME:make green glass bin]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BIN:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]

[REACTION:BED_GLASS_GREEN]
[NAME:make green glass bed]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BED:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[FUEL]


[REACTION:BARREL_GLASS_CLEAR]
[NAME:make clear glass barrel]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_CLEAR:NO_MATGLOSS]
[PRODUCT:100:1:BARREL:NO_SUBTYPE:GLASS_CLEAR:NO_MATGLOSS]
[FUEL]

[REACTION:BIN_GLASS_CLEAR]
[NAME:make clear glass bin]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_CLEAR:NO_MATGLOSS]
[PRODUCT:100:1:BIN:NO_SUBTYPE:GLASS_CLEAR:NO_MATGLOSS]
[FUEL]

[REACTION:BED_GLASS_CLEAR]
[NAME:make clear glass bed]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_CLEAR:NO_MATGLOSS]
[PRODUCT:100:1:BED:NO_SUBTYPE:GLASS_CLEAR:NO_MATGLOSS]
[FUEL]


[REACTION:BARREL_GLASS_CRYSTAL]
[NAME:make crystal_glass barrel]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_CRYSTAL:NO_MATGLOSS]
[PRODUCT:100:1:BARREL:NO_SUBTYPE:GLASS_CRYSTAL:NO_MATGLOSS]
[FUEL]

[REACTION:BIN_GLASS_CRYSTAL]
[NAME:make crystal glass bin]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_CRYSTAL:NO_MATGLOSS]
[PRODUCT:100:1:BIN:NO_SUBTYPE:GLASS_CRYSTAL:NO_MATGLOSS]
[FUEL]

[REACTION:BED_GLASS_CRYSTAL]
[NAME:make crystal glass bed]
[SMELTER]
[REAGENT:3:BLOCKS:NO_SUBTYPE:GLASS_CRYSTAL:NO_MATGLOSS]
[PRODUCT:100:1:BED:NO_SUBTYPE:GLASS_CRYSTAL:NO_MATGLOSS]
[FUEL]

Next I took the idea for 'tempered glass' from another thread (I even plaigiarized their numbers: I didn;t change the temperatures or anything), though I thought theirs a bit overpowered, and toned it down (nerfed it) a bit.  Borosilicate glass... I guess...  That's all I work with RL anyway.  I figure borax should be okay as a source of boron, no?  I put it as any use since I can't find the way to make thread metal out of something, and I figure one could make fiberglass out of it ^.^

[REACTION:GLASS_BOROSILICATE]
[NAME:borosilicate glass bars]
[SMELTER]
[REAGENT:2:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:BORAX]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:GLASS_BOROSILICATE]
[FUEL]

[MATGLOSS_METAL:GLASS_BOROSILICATE]
[NAME:borosilicate glass]
[ADJ:borosilicate glass][COLOR:3:7:1]
[VALUE:4]
[SPEC_HEAT:550]
[MELTING_POINT:13180]
[BOILING_POINT:13760]
[WEAPON][AMMO][ARMOR][ANY_USE]
[DAMAGE_PERC:66]
[BLOCK_PERC:66]
[SOLID_DENSITY:2650]


Then I thought, since I am at it, why not do what ANOTHER thread suggested, and make a metal so that we can play with it like glass.  This way I can have multiple colors!  I LOVE multiple colors, and I sure love glass.  So, here they are...  KEEP IN MIND, THIS IS PURELY AESTHETIC, which is why they have no cost in fuel or reagents from green glass to this.  I tested it, and is seems to work wonderfully like regular green glass.  The unfortunate extra step(s) will be remedied when it's possible to use the glass place for reactions, and... well, if anyone knows how I can go about referencing sand in a sandbag the way glassmaking does, please tell, so I can remove the need to make another type of glass first.  
First, the glasses themselves.  In metals, place the following:

[MATGLOSS_METAL:GLASS_RED]
[NAME:red glass]
[ADJ:red glass][COLOR:4:7:1]
[VALUE:2]
[WEAPON]
[SPEC_HEAT:550]
[MELTING_POINT:12780]
[BOILING_POINT:13460]
[DAMAGE_PERC:50]
[BLOCK_PERC:50]
[SOLID_DENSITY:2650]

[MATGLOSS_METAL:GLASS_GOLD]
[NAME:gold glass]
[ADJ:gold glass][COLOR:6:7:1]
[VALUE:2]
[WEAPON]
[SPEC_HEAT:550]
[MELTING_POINT:12780]
[BOILING_POINT:13460]
[DAMAGE_PERC:50]
[BLOCK_PERC:50]
[SOLID_DENSITY:2650]

In gems, because we want to be able to make gems, place the following:

[MATGLOSS_STONE:GLASS_RAW_RED]
[TILE:15][GEM:red glass:STP][COLOR:4:7:1][VALUE:2]
[ENVIRONMENT_SPEC:OBSIDIAN:CLUSTER_SMALL:100]

[MATGLOSS_STONE:GLASS_RAW_GOLD]
[TILE:15][GEM:gold glass:STP][COLOR:6:7:1][VALUE:2]
[ENVIRONMENT_SPEC:OBSIDIAN:CLUSTER_SMALL:100]

And in reactions, the clincher:

[REACTION:GLASS_REDING_RAW]
[NAME:raw red glass]
[SMELTER]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:GLASS_RAW_RED]

[REACTION:GLASS_REDING_BLOCK]
[NAME:red glass blocks]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BLOCKS:NO_SUBTYPE:METAL:GLASS_RED]

[REACTION:GLASS_REDING_BAR]
[NAME:red glass bars]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GLASS_RED]

[REACTION:GLASS_REDING_BAR_TO_BLOCK]
[NAME:red glass bars-->blocks]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:GLASS_RED]
[PRODUCT:100:1:BLOCKS:NO_SUBTYPE:METAL:GLASS_RED]

[REACTION:GLASS_REDING_BLOCK_TO_BAR]
[NAME:red glass blocks-->bars]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:METAL:GLASS_RED]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GLASS_RED]

[REACTION:BED_GLASS_RED]
[NAME:make red glass bed]
[SMELTER]
[REAGENT:3:BAR:NO_SUBTYPE:METAL:GLASS_RED]
[PRODUCT:100:1:BED:NO_SUBTYPE:METAL:GLASS_RED]
[FUEL]


[REACTION:GLASS_GOLDING_RAW]
[NAME:raw gold glass]
[SMELTER]
[REAGENT:1:ROUGH:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:GLASS_RAW_GOLD]

[REACTION:GLASS_GOLDING_BLOCK]
[NAME:gold glass blocks]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BLOCKS:NO_SUBTYPE:METAL:GLASS_GOLD]

[REACTION:GLASS_GOLDING_BAR]
[NAME:gold glass bars]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:GLASS_GREEN:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GLASS_GOLD]

[REACTION:GLASS_GOLDING_BLOCK_TO_BAR]
[NAME:gold glass block-->bar]
[SMELTER]
[REAGENT:1:BLOCKS:NO_SUBTYPE:METAL:GLASS_RED]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GLASS_GOLD]

[REACTION:GLASS_GOLDING_BAR_TO_BLOCK]
[NAME:gold glass bar-->block]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:GLASS_GOLD]
[PRODUCT:100:1:BLOCKS:NO_SUBTYPE:METAL:GLASS_GOLD]

[REACTION:BED_GLASS_GOLD]
[NAME:make gold glass bed]
[SMELTER]
[REAGENT:3:BAR:NO_SUBTYPE:METAL:GLASS_GOLD]
[PRODUCT:100:1:BED:NO_SUBTYPE:METAL:GLASS_GOLD]
[FUEL]

Again, other then the ability to make beds out of glass, it is entirely aesthetic, so no fuel or anything (The beds need fuel).  I tested it out and debugged it until it all seemed to work.  If any of this does not, tell me.  Also, I don't know if bars and blocks are interchangeable, though there's a few things each can do that the other cannot, hence I added the way to convert between the two.  Make sure to have each appropriate thing for each reaction.

These two glasses can do, I am pretty sure, all the things normal glasses can do, but they do it A. at the smelter and B. at the the metalworker's shop.  Sorry guys, your just going to have to get an anvil to use them.  The upside is they therefore can already be used to make barrels and bins, because the game reads them as metals.  MOST unfortunate, though, is the fact that doors and such made out of these will not look, though I with they would, like portals and such made of pretty green glass...

And as always, change it as you see fit, and tell me when things don't work so I can fix them!

[ March 02, 2008: Message edited by: Pickerel ]

[ March 02, 2008: Message edited by: Pickerel ]

Logged

Fenrir

  • Guest
Re: Its An Ecologist's World
« Reply #55 on: March 02, 2008, 09:57:00 pm »

The names of your gold-glass block-to-bar/bar-to-block reactions are mixed up.
Logged

Pickerel

  • Bay Watcher
    • View Profile
Re: Its An Ecologist's World
« Reply #56 on: March 02, 2008, 10:19:00 pm »

There we go, fixed it ^.^  Thank you!  I had corrected that once before but forgot to save, and then forgot to refix it again when I realized I had forgotten to save and went back to fix a bunch of other things.  It's good now...
Logged
Pages: 1 2 3 [4]