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Author Topic: Question: Creating Economic Materials  (Read 728 times)

TheBlueSteel

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Question: Creating Economic Materials
« on: November 11, 2012, 10:04:21 am »

Righto! So, I've created several custom workshops and materials and they all seem to be working well, but I've recently come up against a block in my mod: economic materials.

In essence, one of my workshops intakes a rough gem and nine stones in a reaction to make a different very heavy stone that I'm using as a further building, called Arkenstone.

My difficulty is that said stone is still a stone, so if it isn't stored appropriately far away from the workshop then it can be consumed in the very reaction that made it..... not exactly very productive. Thusly, my question:

Is it possible to make a material 'Economic' so that it can be designated to only be used for designated tasks, like marble and other economic stones? Will giving it a reaction class solve the issue?
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Stronghammer

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Re: Question: Creating Economic Materials
« Reply #1 on: November 11, 2012, 11:14:50 am »

One way you could do it is stick REACTION_CLASS:USELESS onto all the stones you want the reaction to consume and then stick the same thing on the end of the reagent that is the stone. This way it will only use stones with that reaction tag
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Lycaeon

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Re: Question: Creating Economic Materials
« Reply #2 on: November 11, 2012, 11:20:59 am »

I recently found that one way to make a stone economic is to have a reaction that specifically requests it:

Like:

[REACTION:PRESERVE_ARKENSTONE]
   [NAME:make arkenstone block]
   [BUILDING:FOUNDRY_STONE:NONE]
   [REAGENT:A:1:BOULDER:NONE:INORGANIC:ARKENSTONE]
   [PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MASONRY]
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TheBlueSteel

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Re: Question: Creating Economic Materials
« Reply #3 on: November 11, 2012, 11:53:12 am »

I recently found that one way to make a stone economic is to have a reaction that specifically requests it:

Like:

[REACTION:PRESERVE_ARKENSTONE]
   [NAME:make arkenstone block]
   [BUILDING:FOUNDRY_STONE:NONE]
   [REAGENT:A:1:BOULDER:NONE:INORGANIC:ARKENSTONE]
   [PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MASONRY]

Ah, so as long as I continue my tech tree to the point where the stone is used for something, it can be designated as economic? Is that based on it only being used, or can it be part of a trio of reactants?

For instance, would:

[REACTION:CONSUME_ARKENSTONE]
   [NAME:make iron blocks from arkenstone]
   [BUILDING:FOUNDRY_STONE:NONE]
   [REAGENT:A:1:BOULDER:NONE:INORGANIC:ARKENSTONE]
        [REAGENT:B:3:BOULDER:NONE:INORGANIC:NONE]
   [PRODUCT:100:4:BLOCKS:NONE:IRON:NONE]
        [FUEL]
   [SKILL:MASONRY]

Still allow Arkenstone to be classed as an economic material?
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Lycaeon

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Re: Question: Creating Economic Materials
« Reply #4 on: November 11, 2012, 12:14:08 pm »

Probably its use in any reaction would do it (My reactions only used single reagents) but that should be quick to test.
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Putnam

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Re: Question: Creating Economic Materials
« Reply #5 on: November 11, 2012, 12:16:38 pm »

It's any reaction regardless of reagent amounts.

TheBlueSteel

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Re: Question: Creating Economic Materials
« Reply #6 on: November 11, 2012, 01:21:29 pm »

Marvelous. Thanks guys!
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TheBlueSteel

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Re: Question: Creating Economic Materials
« Reply #7 on: November 11, 2012, 03:10:16 pm »

Hmm, actually still having issues.

I have the reaction:

[REACTION:MAKE_STARMETAL]
        [NAME:extract starmetal from arkenstone]
        [BUILDING:SOUL_FORGE:CUSTOM_S]
        [REAGANT:a:1:STONE:NONE:INORGANIC:ARKENSTONE]
        [REAGANT:b:2:SMALLGEM:NONE:INORGANIC:STONE_SOUL]
        [PRODUCT:100:1:BAR:NONE:INORGANIC:STARMETAL]
        [SKILL:ALCHEMIST]

Enabled on one of my custom buildings, and I still can't list arkenstone as an economic resource. All the items are defined and enabled for dwarves, as well as the reaction and building... help?
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Lycaeon

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Re: Question: Creating Economic Materials
« Reply #8 on: November 11, 2012, 05:37:47 pm »

 [REAGANT:a:1:STONE:NONE:INORGANIC:ARKENSTONE]

You need to replace STONE with BOULDER methinks.
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TheBlueSteel

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Re: Question: Creating Economic Materials
« Reply #9 on: November 11, 2012, 06:04:49 pm »

[REAGANT:a:1:STONE:NONE:INORGANIC:ARKENSTONE]

You need to replace STONE with BOULDER methinks.

Afaik, STONE and BOULDER behave identically as item tokens, so that shouldn't be it.
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Lycaeon

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Re: Question: Creating Economic Materials
« Reply #10 on: November 11, 2012, 06:10:35 pm »

Maybe it does need to be the only reagent (Though I would replace STONE with BOULDER anyways, just to be sure).
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GreatWyrmGold

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Re: Question: Creating Economic Materials
« Reply #11 on: November 11, 2012, 10:32:11 pm »

Is arkenstone an [IS_STONE] material?
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TheBlueSteel

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Re: Question: Creating Economic Materials
« Reply #12 on: November 12, 2012, 09:18:32 am »

Is arkenstone an [IS_STONE] material?

Indeed it is.

The raw for Arkenstone is:

Code: [Select]
[INORGANIC:ARKENSTONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:arkenstone][DISPLAY_COLOR:7:7:1][TILE:'a']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:1]
[SOLID_DENSITY:4100] Heavy to represent composition
[IS_STONE]
[MELTING_POINT:15601]
[BOILING_POINT:15720]

It really doesn't have many properties beyond being magmasafe and a stone, so I'm not sure why the game won't identify it as an economic stone. Its currently in the Stone -> Other Stone tab for stockpiling.
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