yeah I haven't posted an update in a bit... currently passing through the reaction_dwarf_civ... any reaction set that has more than 1 race set of buildings is being separated into individual files, than grouped along lines that make sense (crucible, armory, weaponry, blast furnace together because they have a standard building set and a single human guild set (the smith guild))
others are being separated out because they are actually mod sets that were pushed into the dwarf file, like handpump and the water/magma well reactions were separated into one file.
and a lot of cleanup of the actual reactions.
the format is:
reaction
tab->name
tab->building
tab->reagent
tab->tab->modifiers for reagents
tab->product
tab->tab->modifiers for reagents
tab->skill
tab-> fuel/automatic
1 token per line, which makes it easier to read, tab in for when something is directly affecting the token prior to it.
added descriptions... sooo many descriptions... basically if it does more than what the name can really expressed it has a description added to fully express that; i.e. bedroom set description:create a bed, a cabinet, a box, and a door. ; armor set description:creates a helm, an armor, greaves, high boots, and gauntlets.
added flavor text to trade shops... was having fun... basic things such as title ====stone==== has a description discussing how it's so hard to make money in stone, and the ====ore==== title talking about how he's been telling his brother that ore is where the money is. all the titles for shops did have a reagent:coin attached to them that would move the title with the item list so that when items under it were available for purchase they would appear in the list properly... fixed that with a preserve reagent tag, so that they wouldn't eat money.
fixed copper vouchers in human weapon trading (apparently at some point it was renamed improperly with the wrong metal making it inaccessible, even though it was in the entity list).
if a reaction has boulder/blocks/bars/etc:none:none:none - fixed it to none:inorganic:none where appropriate, which allows for setting of the stone or metal used by the 'details'. reduced areas where multiple reactions were put in to cover multiple material versions of the same type; like the stone sells of the trading reactions; so that instead of having 15 reactions to sell boulders, there is 1 generic boulder sell and 1 generic flux boulder sell, and 2 'rare' sells of specific stones that had higher costs.
formatting the entity file further as I clean up the reactions. of course I'm fixing tags that are broken. but I'm switching the order of reactions/buildings in the entity to show all the "mod"ular content first, and race base items second. titled them "MOD PNP CONTENT" and "{race} FLAVOR CONTENT".
reaction files have a section at the beginning that explains the file, and provides a dead list of the building and reactions: i.e.:
reaction_smith_guild
#A- this is the 4 sections of the human smith guild which is also the
# Crucible, Blast Furnace, Weaponry, and Armory in the dwarven society.
# this made it a perfect set to be put together as one group here.
[OBJECT:REACTION]
##### BUILDING AND REACTION LIST ##############################################
*PERMITTED_BUILDING:CRUCIBLE*
*PERMITTED_BUILDING:MAGMA_CRUCIBLE*
+HUMAN_GUILD_UPGRADE:GUILD_SMITH_N+
*PERMITTED_REACTION:OBSIDIAN_BOULDER*
*PERMITTED_REACTION:STEEL_MAKING_CRUCIBLE*
*PERMITTED_REACTION:BRONZE_MAKING_CRUCIBLE*
*PERMITTED_REACTION:BAUXITE_ALU*
*PERMITTED_REACTION:COBALTITE_COBALT*
*PERMITTED_REACTION:RAW_MITHRIL_MITHRIL*
*PERMITTED_REACTION:SILVER_MITHRIL*
*PERMITTED_REACTION:WOLFRAMITE_TUNGSTEN*
#
*PERMITTED_BUILDING:WEAPONRY*
*PERMITTED_BUILDING:MAGMA_WEAPONRY*
+HUMAN_GUILD_UPGRADE:GUILD_SMITH_E+
*PERMITTED_REACTION:LUA_HOOK_IMPROVE_ITEM_EXAMPLE_ITEM_WEAPON_PICK*
*PERMITTED_REACTION:LUA_HOOK_IMPROVE_ITEM_EXAMPLE_ITEM_WEAPON_BATTLE_PICK*
........
reaction files for races are written as if the entity file is this reaction list for them, so in order of what is in the entity file you get information in the reaction file ie:
reaction_dwarf_civ
[OBJECT:REACTION]
#notes: A- reactions in the individual race civ reaction files are for the
# 'flavor' of the race. reactions that are used in multiple races are not
# 'flavor', and therefore are moved out of the reaction files for the races
# and placed in individual files, so they appear as they really are a part
# of a plug and play system of files for building the reactions of a race.
# reactions will be here in the order as they appear in the entity file,
# reactions that were removed to other files will have their file names
# listed. Mods that are pulled out will be listed first as to keep these
# remarks to a limited readable list.
###############################################################################
##### Vanilla building reactions ##############################################
# reaction_vanilla.txt - location of basic DF vanilla reactions
# reaction_vanilla_mw_adds.txt - location of MW reactions added to vanilla
# reaction_smelter.txt - location of all the smelting
# reaction_embroidery.txt - mushroom dyes, mushroom cheese
#
#A- may remove mushroom dyes and mushroom cheese to a seperate file, why is
# it in there? most likely due to it coming from one writer.
###############################################################################
##### Additonal PnP Mods (sets of buildings and/or reactions ##################
# reaction_patron.txt - reactions for patron buildings
# reaction_liquids.txt - Handpump and Waterwell reactions
# reaction_silk.txt - egg silk reactions, Kazoo
# reaction_campfire.txt - set fires from a campfire
# reaction_archive.txt - great archive building.
# reaction_meph.txt - Meph's decorations
# reaction_trading.txt - merchant shop reactions
# reaction_pottery.txt - all the clay/pottery reactions
...
# reaction_inventor.txt - inventor shop reactions.
# reaction_embroidery.txt - reactions for the dyer and embroidery studios.
# reaction_mw_crafters.txt - masterwork stone, wood, gem, bone crafters
# reaction_poison_vat.txt - poison vat reactions!
# thatchery is currently inside of reaction_kobold...it will be moved.
# reaction_brickoven.txt - brickoven reactions.
# reaction_siegeworks.txt - heavy seige reactions.
###############################################################################
##### Dwarf reactions - Dwarf flavor ##########################################
###############################################################################
##### WEIGHT BENCH ########################################################
specifics:
I cleaned and corrected the crap out of the clay to pottery reactions, ensured their reactions worked, pushed the cleaned versions for dwarves, Kobolds, orcs(into the muckraker shop) and humans (into the kobold workshop). the old reactions still exist inside the vanilla reaction file, and are in the orc and human kilns since both of them have a harder to get to shop... making the diversity of the pottery mod only available through work, and the basic base reactions (jugs, largepots, statues, blocks) as available prior to obtaining the sieve skills in those shops. considering allowing dwarves and kobolds those base reactions also, so that players who don't want the huge "additional items" from the pottery mod still can access the basics...
I switched 2 shops in the orc files, Muckraker Shanty is now a Kobold ghetto shop, and the Thieves Shanty is now a Goblin ghetto shop. It made more sense as Goblins are baby snatchers and Kobold is the base of the "deep" pottery system making them more of the appropriate selection for the shop.
Fixed the error in create-unit that caused the rare crashes. Should be at 0 crash rate now.
That's a lot of information. So right now I'm about 75% of finishing off the Dwarf reaction file, I'm going to finish it. Then look at the Kobold file (its small and a lot of kobold reactions were already outside of the race, so it should be fast to clean up). I think I'll have that done by Friday (48 ~ 72 hours away).
so prior to the 1.24d release:
1. finish dwarf entity/reaction file cleanup.
2. kobold entity/reaction file cleanup.
3. any emergency fixes that might be spotted.
so list of what will be pushed off to a 1.24e release:
1. human entity/reaction cleanup
2. orc entity/reaction cleanup
3. cleanup other entity files (they are really short)
4. cleanup other reaction files
5. cleanup item files
6. fix anything that might be broke in 1.24d
7. any emergency fixes that might be spotted.
I'm working at a break neck pace to get this job done. After the dwarf reaction and kobold reaction fix. Most of the file reactions that are spread across multiple races will be separated. when I do the human files, I'll spot more "groups" so that I can put 2 to 3 shops together to correctly across "profession lines" as I have done in with the smith guild list.
Anyways... that's the update of where I'm at today.