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Author Topic: Sand Import  (Read 3447 times)

MC Dirty

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Re: Sand Import
« Reply #15 on: September 20, 2008, 07:55:38 pm »

Ah, okay, now I get it! Why didn't you say that before? I would have never thought that containing sand is just a  property, an attribute to the bag. So, listing it as a content just like every other item, which can be stored in bags, is just confusing...

Edit: Soooo.... What happens if you "smelt" sand? Meaning: Using sand as a product in a reaction
« Last Edit: September 20, 2008, 07:57:53 pm by MC Dirty »
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Boksi

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Re: Sand Import
« Reply #16 on: September 20, 2008, 08:07:01 pm »

It's hard enough for me to understand it without having to try to explain it to someone too ;)

As for the smelting question, I'm afraid it's not currently possible, since the smelter can't check whether the bag has sand in it or not. It can't check anything inside any container, for that matter.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

MC Dirty

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Re: Sand Import
« Reply #17 on: September 20, 2008, 08:22:12 pm »

No, I'm not talking about sand as a reagent (although it will definitely be possible later because of the glass furnace), but as a product.
I did a bit of Wiki-reading and look what we've got here:
Quote
The smelter cannot look inside containers for reagents; this means not only bins and barrels, but bags, coffers, et cetera. In practice this makes it seemingly impossible to use extracts of any sort (liquid, powder, and so on) in smelter reactions. It likely won't show up on the job list at all and, if it does, will result in immediate cancellation when a dwarf tries to select it from the job queue. Extracts can be the product of a reaction but since they must be stored, they will immediately be "spilled" upon creation and be impossible to store and use.
The bold stuff is the interesting stuff. ^^
The question is: What means "spilled"? I doubt it will turn the surface the smelter is standing on to turn into a surface functioning as a sand source, but the sand has to be somewhere.
The reaction would be like this, i guess:
Code: [Select]
[REACTION:STONE_TO_SAND]
[NAME:make sand from stone]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:SAND:NO_SUBTYPE:SAND:NO_MATGLOSS]
Maybe, it's "POWDER_MISC" as an item token, but "SAND" seems quite reasonable.
On the other hand, we're talking about Dwarf Fortress here...
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Boksi

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Re: Sand Import
« Reply #18 on: September 20, 2008, 08:29:48 pm »

Actually, it should go:

[PRODUCT:100:1:SAND:NO_SUBTYPE:SAND:SAND_TAN]

I think. Or STONE:SAND_TAN.

But try sand.
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[HAMMER:HAMMER:HAMMER]

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MC Dirty

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Re: Sand Import
« Reply #19 on: September 20, 2008, 08:55:20 pm »

The wiki tells me that the matgloss token "SAND" doesn't have any subtypes. "STONE:SAND_TAN" would be a soil, just like black sand and red sand. I don't even want to know what happens with layers as products...
Wait... I want to!
The stuff I wrote earlier, should actually be the "powder" sand which is "used" in bags. It will most likely just disappear, but the soil could form a sand source just under the smelter. Of course, this is just speculative, because right now I don't want to try it out. It's 03:55 AM here in Germany...
« Last Edit: September 20, 2008, 08:58:05 pm by MC Dirty »
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MC Dirty

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Re: Sand Import
« Reply #20 on: September 20, 2008, 08:56:49 pm »

Edit: Sorry, I'm tired. Ignore this.
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Jay

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Re: Sand Import
« Reply #21 on: September 21, 2008, 04:23:34 pm »

Sand is in fact an object, just as much as dyes, sugar and the like.
None of which can be properly made in a smelter reaction IIRC
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MC Dirty

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Re: Sand Import
« Reply #22 on: September 21, 2008, 04:50:57 pm »

Yep, tried it and the reaction didn't even show up in the smelter.  :-\
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Granite26

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Re: Sand Import
« Reply #23 on: September 24, 2008, 02:40:17 pm »

Haven't messed with the modding yet, but here's my 2cents:

Can't make sand.  Why do you want sand?  Because I need it for moods and Nobles, mostly moods.  You don't use sand in moods, you use glass.  Yeah, so?

Anyway, long story short:

Is it possible to make a grind and smelt option that takes a silicon rich rock, grinds it up and melts it into green glass?  I.E. Rock + Fuel = Raw Green Glass .  Also Rock + Fuel + Pearlash = Raw Clear Glass and Rock + Rock + Rock + Fuel = Green Glass Cabinet.

Etc ad nauseum till you get what you 'need'.

Erm, maybe glassmaker moods need sand, but if you don't have sand, why the @$#@$ do you have a glassmaker?

JoRo

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Re: Sand Import
« Reply #24 on: September 24, 2008, 02:48:56 pm »

Erm, maybe glassmaker moods need sand, but if you don't have sand, why the @$#@$ do you have a glassmaker?
My moody glassmakers have always needed raw glass.
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Refar

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Re: Sand Import
« Reply #25 on: September 24, 2008, 02:57:17 pm »

but if you don't have sand, why the @$#@$ do you have a glassmaker?
For the same reason i have 3 Soap Makers and a Small Animal Dissektor  ::)

It's not about moods actually... Just like to have many options at disposal.
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MC Dirty

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Re: Sand Import
« Reply #26 on: September 24, 2008, 03:24:09 pm »

Why do you want sand?
Dwarf Fortress and modding are not about "Why?", they are about "Why not?".
So, why do I want to make sand? Because I want to! Because I want to see if I can.
Obviously, I can't, but it was worth the try.
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