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Author Topic: Stupid different colored rocks...  (Read 2412 times)

mattie2009

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Re: Stupid different colored rocks...
« Reply #15 on: December 17, 2009, 02:09:26 pm »

I'd use a new world with a reaction that turns stones into one type of stone.
Either that or use TSearch to give myself infinite points and weigh down the plus key on my favourite stone for five minutes.
For colour-coded forts, find single-colour stones and make new reactions for them.
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assimilateur

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Re: Stupid different colored rocks...
« Reply #16 on: December 17, 2009, 02:23:29 pm »

Mod all stones to be the same color. Just copy the color information for your favorite stone to all the rest. Maybe have some white, black, and red for the occasionally aesthetic touch.

I think it's easier to either mod out the generic (but different-colored) stones altogether, or to at least change their size from large clusters to small clusters. If you're greedy you can also mod ores to occur in large clusters and in every stone layer. I've talked about how to do that in a different thread, if the OP is interested I can dig it up and provide a link.
« Last Edit: December 17, 2009, 02:25:51 pm by assimilateur »
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slink

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Re: Stupid different colored rocks...
« Reply #17 on: December 17, 2009, 03:23:53 pm »

There's a mod that adds all stones to the Economic Stones menu, so you can turn off production via that stone at will, but it requires a new world to be generated to take effect.

A regen is not required if you just replace one of the reactions in your smelter raw file.  By "replace", I mean replace the reaction and product lines.  I used the Adamantine reaction, but you can use any reaction you don't think you'll need.  It's a good idea to include it separately in future world generations, but it works fine this way as a patch on old ones.

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Tel_Janin

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Re: Stupid different colored rocks...
« Reply #18 on: December 17, 2009, 04:09:21 pm »

I just built a quarry in my latest fort, I mine tons of granite, taking time to not dig out the sections of other colours if I don't need them.

This is posible because I don't have a fortress underground, but a town on the surface.
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RedWick

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Re: Stupid different colored rocks...
« Reply #19 on: December 17, 2009, 09:29:15 pm »

A regen is not required if you just replace one of the reactions in your smelter raw file.  By "replace", I mean replace the reaction and product lines.  I used the Adamantine reaction, but you can use any reaction you don't think you'll need.  It's a good idea to include it separately in future world generations, but it works fine this way as a patch on old ones.

That sounds like far too much work relative to how annoyed I was.  I have more dwarves in my fort now, so things are picking up.  I actually have a bit of surplus to build with now!

I've talked about how to do that in a different thread, if the OP is interested I can dig it up and provide a link.

Not interested personally, but feel free to put it up!  Sounds like some folks could find that useful!
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assimilateur

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Re: Stupid different colored rocks...
« Reply #20 on: December 17, 2009, 09:49:50 pm »

Not interested personally, but feel free to put it up!  Sounds like some folks could find that useful!

Here goes:

If you want more ores, there's a couple of things you can do.

1. Change the cluster size of all your undesired minerals to cluster_small. Removing them altogether by deleting their environment tag would probably work as well, but it might have unexpected consequences like the measures you've tried yourself. I can sort of vouch for the "cluster_small" way working as expected (I say "sort of" because I have played one fort with those mods so far, and was satisfied with the results, but your mileage may vary).

2. Change the environment of your most desired minerals to all_stone and their size to cluster.

The second step is important in that it positively makes aluminum or gold or whatever you want as common as microcline. Merely getting rid of the useless minerals might not be enough to give you shitloads of ores, as you might end up with only your "layer" stones and a couple of veins or small clusters of the good stuff.

I have since tested this in a couple of forts, and I can now say that it works on ores rather well. I made most of my ores into large clusters, while making everything undesirable occur in small clusters, and a survey using reveal.exe showed there to be more ores than I'd ever know what to do with.


Now, if you really wanna go over the top, you can make ores occur not in large clusters, but in layers. This does seem to cause some instability in world-gen and sitefinder, and I have not played a fort with those settings (as getting large clusters is over-the-top enough for me), but it did work when I embarked just to check it out.
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slink

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Re: Stupid different colored rocks...
« Reply #21 on: December 18, 2009, 12:35:51 pm »

A regen is not required if you just replace one of the reactions in your smelter raw file.  By "replace", I mean replace the reaction and product lines.  I used the Adamantine reaction, but you can use any reaction you don't think you'll need.  It's a good idea to include it separately in future world generations, but it works fine this way as a patch on old ones.

That sounds like far too much work relative to how annoyed I was.

I'm glad your annoyance was so tiny after all.  It did not look that way from your original post.   :D
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Asmodeous

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Re: Stupid different colored rocks...
« Reply #22 on: December 18, 2009, 12:52:08 pm »

There's a mod that adds all stones to the Economic Stones menu, so you can turn off production via that stone at will, but it requires a new world to be generated to take effect.

It also seems to change what the worldgen generates with the stones, so be careful, areas around magma pipes will contain no flux, they will instead contain asstons of obsidian.
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Fist_Of_Armok

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Re: Stupid different colored rocks...
« Reply #23 on: December 18, 2009, 06:16:48 pm »

I just build things out of whatever rock I have to hand.

Microcline gets made into crafts and bunged in bins where I never have to look at it again. Granite and Marble get made into just about everything. Major layer stones (chalk, gabbro, rhyolite, obsidian) become megaprojects. Other stones get used for other things, or made into blocks and traded away.

I do have a weakness for dark or light-colored stone. I just wish Alunite were as pretty in-game as it is IRL.
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silhouette

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Re: Stupid different colored rocks...
« Reply #24 on: December 18, 2009, 06:53:09 pm »

Quote
000540 ▪ (0.27.169.33e) [cave-ins] magnetite became yellow sand after collapse

That bug sounds intresting and may be great to add somehting in to make useless stone such as microcline and the orthclose to be caved in and turn to sand...
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Blargityblarg

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Re: Stupid different colored rocks...
« Reply #25 on: December 18, 2009, 08:12:24 pm »

My personal mod's main premise is the removal of all large clusters- magnetite is a vein, the rest are all small clusters. It gives much larger proportions of ore (except for iron in sedimentary layers) to stone, and means you can get uniformly-coloured forts much more easily. I might upload it sometime.
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