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Author Topic: Coal Mod  (Read 584 times)

RickRollYou2

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Coal Mod
« on: December 22, 2015, 10:18:22 am »

After a long while playing vanilla (and not cheating, at long last), I've decided to return to modding, mainly to tweak parts of the game I find... overtly troublesome.

However, I would like to do this in a fair, non-immersion-breaking way--for example, using vermin remains to make ash (sometimes). This, I believe, was quite a popular concept back when modding 34.11 (and even before that) was at its peak.

I would thus like to ask if anyone has any similar ideas for producing coal, or charcoal, in a fair, non-immersion-breaking way. Thank you in advance! :)
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Wannabehero

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Re: Coal Mod
« Reply #1 on: December 22, 2015, 10:33:33 am »

A while back in the 34.XX days, I would make peat collectable using the same tokens as for clays.  Your dwarves will then be able to harvest boulders of peat just like they will clays.  Set up a reaction to turn the boulder of peat into charcoal and you are good to go.  The help prevent your dwarves from making pottery out of the peat, give the other clays a new reaction class and specify that reaction class in the various pottery reactions.

Alternative is to mod in a growable plant for turning into wood, ash, and charcoal.  The plant I ended up modding back in the day I called "deepthatch", with reactions to take the harvested plants to turn into logs or burn into ash or charcoal.
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TomiTapio

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Re: Coal Mod
« Reply #2 on: December 23, 2015, 03:38:29 am »

Maybe a reaction "any ten plant structural into a greenstuff brick" and other reaction "two greenstuff brick into one charcoal".
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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