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Author Topic: Standardizing Tags in Smithing RAWS  (Read 593 times)

TerminatorII

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Standardizing Tags in Smithing RAWS
« on: December 07, 2010, 09:59:39 pm »

Ok I know I brought this up before so please don't crucify me for making a new thread. That said I'd like to get Toadys input (or atleast Three toe's) on this subject.

First off, Since time immoriable there has been a (METAL_ORE:*ORE NAME*:*QUANTITY RATIO*) tag in the Stone RAW next to metal ores. This tag puts a job in the smelter for that stone and allows it to be smelted resulting in 1 bar for single output stone (hematite) or 2 Lead 1 Silver (Galena). Then you also have the Reaction_Smelter RAW that has other reactions in it (Metal to Bars and Stone to Bars, alloys, etc.) However it seems that the code has been doubled up and more tags than necesary are being used. I have made a mod to the game that actually eliminated the (METAL_ORE) tag and replaced all those reactions with reactions under Reaction_M&M for my mod. Not only did this free up a tag (not that it would change anything on htat side) it allowed other users to select custom quantities and even probabilities in thier smelting reaction. It also allows a custom text to be supplied under the smelter menu.


So my question is this.

Toady, why not remove the (METAL_ORE) tag completely eliminate the code for it, and just port all those reactions into the RAW's like everything else to give us players/modders more flexability and enabling or creativity?


Thanks =)
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rampaging-poet

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Re: Standardizing Tags in Smithing RAWS
« Reply #1 on: December 08, 2010, 12:27:00 am »

I could be wrong, but isn't the metal ore tag also used to determine which stones are placed in the metal ore stockpile category?  If that's the case, wouldn't eliminating the tag make it more difficult to set up an ore stockpile next to your smelter?  That's obviously not an impossible problem to solve or work around, but it still means more work for either us (scanning through lists) or Toady (creating subcategory tags or something).

Still, consistency is almost never a bad thing.  Since we can create arbitrary reactions anyway, it makes sense to create bars from ore the same way.
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G-Flex

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Re: Standardizing Tags in Smithing RAWS
« Reply #2 on: December 08, 2010, 12:30:14 am »

I could be wrong, but isn't the metal ore tag also used to determine which stones are placed in the metal ore stockpile category?  If that's the case, wouldn't eliminating the tag make it more difficult to set up an ore stockpile next to your smelter?

The game could determine which stones are metal ores simply by whether or not reactions are available to make metal out of them at a furnace, which is pretty much the point here.
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TerminatorII

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Re: Standardizing Tags in Smithing RAWS
« Reply #3 on: December 08, 2010, 12:19:56 pm »

Don't forget we also already have the ability to determine what stones are considered Economic for use in the smelting/mason workshops. Ill have to test it out later tonight to see if my modding moved the Ore stone types out of the Metal ore category in the stone pile selection dump. Even if it does, Toady could remove the code to do the reaction from that tag and use it to just determin what category it goes under in the menu, to clean up the code. to me it would just make sense to simplify and standardize the reactions. I also think that sub categories should be standardized as well. Like the fact that the (u)nits screan you have the + and - to move through it but in other ones you use the arrow keys... sometimes I feel like it was arbitrarily done. (probably was LOL!) I think it would make more sense to make the arrow keys move the selector through the sub menus then some being arrows and others being + and -. With a Sub menu open you can't move your tile selector around anyways so I don't see any problems this would cause to game mechanics.

Just my 2 cents.

=)

Ok I have tested it and yest removing hte [METAL_ORE] tag does remove them from the (P) - (S) - Metal Ores tab. However they are under Economic stone tab. So the tag can be removed without losing functionality... it just moves them around.


Also note: that in hte new verwion you have to add the new reactions to the entity RAW for allowable reactions. I gave all the new reactions I made to all hte civs just so they coulld all use copper and iron.
« Last Edit: December 08, 2010, 05:44:30 pm by TerminatorII »
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No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.