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Author Topic: glass everything  (Read 853 times)

casino.doug

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glass everything
« on: June 14, 2011, 09:39:39 pm »

Hello i am new to modding dwarf fortress and am wondering about a few things and looking for suggestions on how to go about them?
1.How i would go about creating things such as fiber glass thread for clothes or glass weapons?
2.How much do i need to make my self does making a new type of cloth need for all things from it be remade such as bags or can i just say it is a type of silk?
3.Also is it possible to add new reactions to already existing workshops or am i going to need to make some of my own for this?
sorry first time posting here on the forums
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elf-fondling human

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Re: glass everything
« Reply #1 on: June 14, 2011, 09:45:41 pm »

Perfectly legitimate questions, no need to apologize. That being said, they're mostly legitimate because I don't feel like I've got enough experience to actually answer most of them yet. All I can say is that modding in a new type of strand shouldn't be all that difficult.
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Griallia

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Re: glass everything
« Reply #2 on: June 14, 2011, 10:07:37 pm »

I assume new reactions to existing workshops shouldn't harm it. Reactions are bounded to a workshop anyway. Haven't tried it out myself although.

how is fiberglass made?

you can either use the Adamantine process of producing armor or pretend it's silk.
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casino.doug

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Re: glass everything
« Reply #3 on: June 14, 2011, 10:12:23 pm »

the Adamantine way sounds good for making fiberglass from raw green glass then to be used as a silk
but i don't know how to go about or start on any of this
I basically want to make a fort that can be built completely out of glass and nothing else
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NecroRebel

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Re: glass everything
« Reply #4 on: June 14, 2011, 11:39:58 pm »

Hello i am new to modding dwarf fortress and am wondering about a few things and looking for suggestions on how to go about them?
1.How i would go about creating things such as fiber glass thread for clothes or glass weapons?
Glass is simply a material, and threads and weapons are simply item types, so to create glass threads or weapons you'd just have to make a reaction to make the appropriate item out of the material. For example, for green glass thread, you'd use the following product line:

[PRODUCT:100:1:THREAD:NO_SUBTYPE:GLASS_GREEN:NONE]

For weapons, THREAD would be WEAPON and NO_SUBTYPE on the item type would be replaced with the appropriate weapon subtype from item_weapon.txt, for instance ITEM_WEAPON_BATTLE_AXE.

Trouble is, raw materials, such as threads, probably wouldn't work too well; glass thread wouldn't be considered plant fiber or silk, and probably wouldn't be considered metal, so the loom, clothier's shop, and craftsdwarf's shop likely wouldn't recognize it. You'd probably need more reactions to turn it into the various finished goods.

Quote
2.How much do i need to make my self does making a new type of cloth need for all things from it be remade such as bags or can i just say it is a type of silk?
It depends on what the new type of cloth is. For cloth made from animals, plants, or metals, the hardcoded workshops would probably work. For glass cloth, though, I don't think they would, as mentioned above.

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3.Also is it possible to add new reactions to already existing workshops or am i going to need to make some of my own for this?
sorry first time posting here on the forums
For the most part, the preexisting workshops can't be modded. There are exceptions: the soap maker and screw press are both technically custom workshops that just happen to exist in the vanilla game, and the kitchen, kiln, tanner's workshop, and smelter can have custom reactions assigned to them. If you don't want your reactions done in one of those, however, you're going to need a new custom shop.
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Eagle0600

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Re: glass everything
« Reply #5 on: June 15, 2011, 02:38:50 am »

Here's a reaction with commentary to help you understand it.
Code: [Select]
[REACTION:GLASS_THREAD] // Just the reaction ID. Make sure it's unique.
[NAME:make glass thread] // The name of the reaction that you'll see in-game.
[BUILDING:MILLSTONE:NONE] // The first value is the building that will be used. You can specify a custom building or any of KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN.
// The second value can be left as NONE, but changing it to CUSTOM_X or CUSTOM_SHIFT_X will give it a hotkey (x and X, in this case).
[REAGENT:glass:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL] // The first value is just an identifier for the reagent.
// The second value can be changed to any number to alter the amount of glass needed.
// The rest of this token specifies that it has to be a rough gem of any material. Changing 'ROUGH' to 'GEM' will make it require a cut gem.
// GLASS_MATERIAL specifies that the reagent must be made of a glass material. The standard ones are GREEN_GLASS, CLEAR_GLASS, and CRYSTAL_GLASS. More can be modded in.
[PRODUCT:100:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:glass:NONE] // The '100' specifies the percentage chance of getting the product out of the reaction.
// The '1' can be changed to set the number of items you get out.
// The 'THREAD' makes the reaction produce a thread item. You might want to set this to CLOTH.
// GET_MATERIAL_FROM_REAGENT:glass sets the product material to that of the reagent. In this case, some type of glass.
[PRODUCT_DIMENSION:15000] // This sets the amount of thread you get out. 15000 is typical for thread, while 10000 is the usual amount for cloth.
[SKILL:MILLING] // This sets the skill and labor that will be used for the reaction. Setting it to NONE will make the reaction instant.

Don't forget to add [PERMITTED_REACTION:GLASS_THREAD] to your dwarf entity.
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ArKFallen

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Re: glass everything
« Reply #6 on: June 15, 2011, 07:12:36 am »

I will detail another way to go about doing the above with less reactions.
For clothes you could make a replica of glass (using wiki reconstructed RAWs) and make it a thread type, like so:
Spoiler (click to show/hide)

For the other stuff this should work:
Spoiler (click to show/hide)
Of course you could say it's not really glass just a mock of it. That's true to an extent, but this makes it exactly like glass and able to fit in vanilla/stockpiles.
Note: You'll need still reactions to turn glass into its counterparts but this is a lot less reaction heavy compared to its counterparts. See the above posts for reaction help. I haven't tested any of this but by tag elimination and addition it should work. Testing is for the people who'll use it ;)
« Last Edit: June 15, 2011, 07:14:53 am by ArKFallen »
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casino.doug

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Re: glass everything
« Reply #7 on: June 16, 2011, 03:40:41 am »

thanks for all your help everybody
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mrtogo12

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Re: glass everything
« Reply #8 on: June 16, 2011, 08:07:15 am »

DO you want to make dwarf strippers to wear transparent glothing?
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casino.doug

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Re: glass everything
« Reply #9 on: June 16, 2011, 03:03:19 pm »

NO :< i want them only wearing semi-transparent clothes it is green glass clear cost to much
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thatkid

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Re: glass everything
« Reply #10 on: June 16, 2011, 05:28:35 pm »

Semi-apparent is sexier anyways. It lends an air of mystique.
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casino.doug

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Re: glass everything
« Reply #11 on: June 16, 2011, 05:42:41 pm »

i wounder if i can put magma in the clothes? that would be really HOT
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