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Author Topic: Peat as fuel?  (Read 1008 times)

durt101

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Peat as fuel?
« on: September 08, 2009, 08:04:12 pm »

What tag would I add to Peat to make it considered a fuel, or to make it processable into fuel?
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Criptfeind

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Re: Peat as fuel?
« Reply #1 on: September 08, 2009, 08:22:33 pm »

Peat is considered a soil type so nothing you can do will make it in to a fuel. You could conceivably make a rock call peat that appears in soil layers that can be burned. 

Edit: After spelunking though the raws I came up with this:

Add this to the matgloss_stone_mineral:
Code: [Select]
[MATGLOSS_STONE:PEAT_FUEL]
[NAME:peat fuel][COLOR:0:6:1][TILE:15]
[ENVIRONMENT:PEAT:CLUSTER:200]
[ITEM_SYMBOL:15]
[SPEC_HEAT:409]
[IGNITE_POINT:11440]
[MELTING_POINT:NONE]
[BOILING_POINT:16708]
[SOLID_DENSITY:1346]
And add this to the reaction_standard:
Code: [Select]
[REACTION:PEAT_FUEL_TO_COKE]
[NAME:make coke from peat fuel]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:PEAT_FUEL]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[FUEL]

This should make it so in peat you should find a stone called peat fuel which than you can process in to one fuel.

It will need a regen.
« Last Edit: September 08, 2009, 08:36:16 pm by Criptfeind »
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Firnagzen

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Re: Peat as fuel?
« Reply #2 on: September 08, 2009, 08:35:41 pm »

I believe that it's hard coded, so you can't.
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durt101

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Re: Peat as fuel?
« Reply #3 on: September 09, 2009, 12:06:26 am »

Okay, well thanks guys, I'll try it out soon  :)
I'm also trying to add a creature, the rabbit. This is the code I have, everything works fine except that I don't know how to make them purchaseable at embark...

Code: [Select]

[CREATURE:RABBIT]
[NAME:rabbit:rabbits:rabbit]
[TILE:'r'][COLOR:7:0:1]
[PETVALUE:11][NATURAL]
[LARGE_ROAMING][COMMON_DOMESTIC]
[PET]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:PAW]
[POPULATION_NUMBER:30:60]
[CLUSTER_NUMBER:3:7]
[SIZE:9]
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
[CHILD:1][CHILDNAME:baby rabbit:baby rabbit]
[FAT:1]
[DIURNAL]
[BIOME:ANY_FOREST]
[BIOME:ANY_GRASSLAND]
[STANDARD_FLESH]
[HOMEOTHERM:10068]
[LAYERING:15]
[MUNDANE]

what tag would I add?
EDIT: It's already in the creature_domestic file. Also, how do I change the litter size?
« Last Edit: September 09, 2009, 12:17:06 am by durt101 »
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Keuran

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Re: Peat as fuel?
« Reply #4 on: September 09, 2009, 12:29:10 am »

You use [liTTERSIZE:min:max]. For rabbits, probably [liTTERSIZE:2:6]

To my knowledge, the file the creature definition is in has no impact on anything.
The creature file it's in doesn't have an impact, but the [COMMON_DOMESTIC] tag does, and the rabbit has that tag.

Also, durt, you DO realize that you have rabbits that are about twice the size of a dwarf, right?
And the problem might be that at 15 layering, they're not surviving the temperatures. Cats have 100 layering.
« Last Edit: September 09, 2009, 12:57:26 am by Keuran »
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Derakon

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Re: Peat as fuel?
« Reply #5 on: September 09, 2009, 12:31:08 am »

Take a look at the other purchasable animals and compare their tags to the tags you have for your animal. One random thought -- do biomes have any impact on animal availability? Like, if your civilization doesn't have access to desert biomes, are camels unavailable?

To my knowledge, the file the creature definition is in has no impact on anything.
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Grax

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Re: Peat as fuel?
« Reply #6 on: September 09, 2009, 01:00:25 am »

Wow.

I've just removed the soil tag from peat, loaded the game and what i see - the game changed all soil peat into clay!
So there's no peat at all on the map!

Write the tag back and there's a peat fields again on the map. Wow. (That's even after the saving with clay!)
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Shadowex3

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Re: Peat as fuel?
« Reply #7 on: September 09, 2009, 01:55:17 am »

Remove everything except the HFS and bauxite or something?
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Grax

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Re: Peat as fuel?
« Reply #8 on: September 09, 2009, 02:26:36 am »

Remove everything except the HFS and bauxite or something?
No. Just soil tag from peat ;-)


*That change (peat to clay and reversed) means that the game controls the height layers and soil types.
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Grendus

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Re: Peat as fuel?
« Reply #9 on: September 09, 2009, 08:11:15 am »

Remove everything except the HFS and bauxite or something?
No. Just soil tag from peat ;-)


*That change (peat to clay and reversed) means that the game controls the height layers and soil types.

If you remove the soil tag from peat, I believe the game will treat peat as a stone type which means it will be found with the stone layers. To my knowledge, there is no way to prevent this, sorry.

If you still want to do this, the next step with making peat mineable is to construct a smelter reaction that turns peat rocks into coke.
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SquirrelWizard

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Re: Peat as fuel?
« Reply #10 on: September 09, 2009, 10:02:02 am »

Okay, well thanks guys, I'll try it out soon  :)
I'm also trying to add a creature, the rabbit. This is the code I have, everything works fine except that I don't know how to make them purchaseable at embark...

Code: [Select]

[CREATURE:RABBIT]
[NAME:rabbit:rabbits:rabbit]
[TILE:'r'][COLOR:7:0:1]
[PETVALUE:11][NATURAL]
[LARGE_ROAMING][COMMON_DOMESTIC]
[PET]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:PAW]
[POPULATION_NUMBER:30:60]
[CLUSTER_NUMBER:3:7]
[SIZE:9]
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
[CHILD:1][CHILDNAME:baby rabbit:baby rabbit]
[FAT:1]
[DIURNAL]
[BIOME:ANY_FOREST]
[BIOME:ANY_GRASSLAND]
[STANDARD_FLESH]
[HOMEOTHERM:10068]
[LAYERING:15]
[MUNDANE]

what tag would I add?
EDIT: It's already in the creature_domestic file. Also, how do I change the litter size?

it should also be aggresive, and do an absurd amount of damage per hit, causing body parts to fly off.
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Cockyy

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Re: Peat as fuel?
« Reply #11 on: September 09, 2009, 10:14:57 am »

Okay, well thanks guys, I'll try it out soon  :)
I'm also trying to add a creature, the rabbit. This is the code I have, everything works fine except that I don't know how to make them purchaseable at embark...

Code: [Select]

[CREATURE:RABBIT]
[NAME:rabbit:rabbits:rabbit]
[TILE:'r'][COLOR:7:0:1]
[PETVALUE:11][NATURAL]
[LARGE_ROAMING][COMMON_DOMESTIC]
[PET]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:PAW]
[POPULATION_NUMBER:30:60]
[CLUSTER_NUMBER:3:7]
[SIZE:9]
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
[CHILD:1][CHILDNAME:baby rabbit:baby rabbit]
[FAT:1]
[DIURNAL]
[BIOME:ANY_FOREST]
[BIOME:ANY_GRASSLAND]
[STANDARD_FLESH]
[HOMEOTHERM:10068]
[LAYERING:15]
[MUNDANE]

what tag would I add?
EDIT: It's already in the creature_domestic file. Also, how do I change the litter size?

Size 9!? Dude, DEER are size 5. You will have rabbits bigger than deer.

EDIT: I went and checked, your rabbits will be cow sized.
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Grax

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Re: Peat as fuel?
« Reply #12 on: September 09, 2009, 12:07:04 pm »

Okay, well thanks guys, I'll try it out soon  :)
I'm also trying to add a creature, the rabbit. This is the code I have, everything works fine except that I don't know how to make them purchaseable at embark...
Add [NATURAL].

Pre-embark purchaseability (hehe) is determined by [COMMON_DOMESTIC] tag.

I think you have to regen your world.
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Grax

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Re: Peat as fuel?
« Reply #13 on: September 09, 2009, 12:07:43 pm »

Size 9!? Dude, DEER are size 5. You will have rabbits bigger than deer.

EDIT: I went and checked, your rabbits will be cow sized.
That's normal for Chernobyl rabbits.
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