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Author Topic: [KOBOLD] Pottery Overhaul  (Read 12710 times)

Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #105 on: August 30, 2013, 04:57:23 am »

Yea, that makes sense.
Should I move the "dry mud into peat" from the dirt digger to the gremlin chemist?
« Last Edit: August 30, 2013, 05:19:10 am by Apani »
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #106 on: August 30, 2013, 05:24:10 am »

How on earth can you dry mud into peat?

"Peat (turf) is an accumulation of partially decayed vegetation."
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #107 on: August 30, 2013, 05:27:44 am »

Chemical Magic. It was just a way to get an otherwise extremely rare soil. I guess I'll add plants to the reagents then.
If not, I could do it the FTB way:
http://feed-the-beast.wikia.com/wiki/Bog_Earth
You mix sand, dirt and water to get Bog Earth, then you leave Bog Earth to mature next to water until it becomes Peat. I could make something similar.
« Last Edit: August 30, 2013, 05:39:35 am by Apani »
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #108 on: August 30, 2013, 07:11:20 am »

Ok, bugfixes apart, the next should be the final version:
Here are the modifications I made on the files:
building_kobold: Turned Kiln into Pottery, Batch Kiln into Kiln and changed some building materials. The firepit can be built out of nothing.
entity_kobold_camp: removed kiln & batch kiln reactions. New reactions are all at the start of the file. I made a reaction to make plaster and pearlash at the kiln, so you could consider removing those reactions from the clay oven.
inorganic_mineral: changed kaolinite's FIRED_MAT output.
inorganic_other: added clay stages and mineral gravels.
inorganic_stone_soil: made almost all soils gatherable. Added various reaction tags.
item_clay_greenware: fake clay greenware items, metal nuggets and mineral shards.
reaction_kobold: new reactions to the dirt digger to purify soils. new reactions for the pottery and kiln. new reactions concerning nuggets between various workshops. new reactions to the chemist to make fire clay, kaolinite and peat.
Code: [Select]
[REACTION:MAKE_PEAT_KOBOLD]
[NAME:Make peat]
[BUILDING:GREMLING_CHEMIST:NONE]
[REAGENT:PLANT:1:PLANT:NONE:NONE:NONE]
[REAGENT:BUCKET:1:BUCKET:NONE:NONE:NONE][PRESERVE_REAGENT][CAN_USE_ARTIFACT]
[REAGENT:DIRT:1:BOULDER:NONE:INORGANIC:DIRT]
[REAGENT:SAND:150:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
[REAGENT:BAG:1:BOX:NONE:NONE:NONE][BAG][PRESERVE_REAGENT][CAN_USE_ARTIFACT][CONTAINS:SAND]
[PRODUCT:100:4:BOULDER:NONE:INORGANIC:PEAT_SOIL]
[SKILL:LYE_MAKING]
Is the plant reagent written correctly?
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #109 on: August 30, 2013, 07:17:30 am »

Yes, that is correct.

It would be SOOOO much simpler for me if you could put the files into their own set of raws. All reactions into reaction_apani.txt and all items into item_apani.txt and so on. If you make changes to existing raws, just copy that one out.

Alternatively mark all changes with "changed by apani" in the raws, otherwise I have a really hard time finding the differences. I open the inorganic file and one of 500 lines has your addition... no way of finding it. if it has a => changes by apani, I just search the file by your name and see everything you did.

Let me know when you have the final version online. :)
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #110 on: August 30, 2013, 07:52:55 am »

For Inorganic_stone_soil and inorganic_other I edited pretty much everything (glazes and plaster) excluded, so I'll just tell you what I did NOT change. Or you could just overwrite yours with mine, if you didn't change anything.
Inorganic_mineral just changes Kaolinite's FIRED_MAT tag to [MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:GREENWARE_PORCELAIN] and adds to it [REACTION_CLASS:SHAPED_MAT], so there wouldn't be even need to upload it.
I'll do as you say, anyway.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #111 on: August 30, 2013, 08:18:25 am »

Final version is up. :)
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #112 on: August 30, 2013, 08:31:10 am »

Still reading through it, only thing I noticed is this:

Code: [Select]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:RUBY]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:SAPPHIRE]
[PRODUCT:2:1:ROUGH:NONE:INORGANIC:TOPAZ]
[PRODUCT:1:1:ROUGH:NONE:INORGANIC:DIAMOND_LY]


These are very, very valuable, so I'll replace them with cheaper gems. I also dont know yet if I should add all the soils back or not. A lot of "purify silty/sandy/loamy clay sand soil" reactions.

EDIT: Thanks for sorting everything out. :)

I do like the balancing of it all, even the "make something" in the chemist. I will remove the mechanisms from clay, at least for dwarf mode. I will add a pottery to dwarf mode. I probably port everything as is to the Kobold mode, with the little change to the gems, as mentioned above.

I will configure it so that it runs without errorlog on default settings, which is with less soil/sand/clay. I will change [REAGENT:CLAY:1:BOULDER:NONE:INORGANIC:SILTY_CLAY][REACTION_CLASS:IMPURESOIL_MAT] to [REAGENT:CLAY:1:BOULDER:NONE:INORGANIC:NONE][REACTION_CLASS:IMPURESOIL_MAT_SILTY_CLAY] this way there are no errorlogs when the soils/clays are missing, but the reactions will still work when they are enabled.

Thinking of it, I should have done this ages ago to my warpstone reactions.
« Last Edit: August 30, 2013, 08:38:59 am by Meph »
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #113 on: August 30, 2013, 08:37:47 am »

Alright, reactions can be toggled on and off along soils as well, right?
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Re: [KOBOLD] Pottery Overhaul
« Reply #114 on: August 30, 2013, 08:42:39 am »

yes, but I cant change the UI atm

Edit: I think this will lead to confusion:

[REACTION:KOBOLD_FIRE_JUG]
   [NAME:Fire clay jug]

People will think its a "fire clay" jug. Not the firing of a clay jug. I have to come up with a better word for this, and I will split the reactions into 3... one for clay, one for fire clay and one for kaolinite. Otherwise people want to make cheap clay blocks and make porcelain blocks by accident.

Edit: Respect.You gave all fake-tools the correct tile. Thats awesome. :)
« Last Edit: August 30, 2013, 08:57:25 am by Meph »
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #115 on: August 30, 2013, 09:10:45 am »

I thought stockpile feeding would have been safe and simpler than scrolling down the whole list, anyway.

Assigning tiles was quite easy with this page: http://dwarffortresswiki.org/index.php/DF2012:Tilesets and the search function.

Also, do you have any aztec-themed weapon in this mod that could be made from obsidian? Currently, I gave them obsidian daggers.

I'm going to go on holyday and come back 7. Then school starts... :-\

When I'll be free again, I plan on implementing some form of knapping.
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Re: [KOBOLD] Pottery Overhaul
« Reply #116 on: August 30, 2013, 09:23:13 am »

You only have to scroll through the list if you have 2 or even 3 material available at the same time.

Aztec weapon: WEAPON:ITEM_WEAPON_MACUAHUITL => obsidian sharded sword.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #117 on: August 30, 2013, 09:28:40 am »

If Kobolds can even wield them, don't you mind changing the reaction from making daggers to making macuahuitls?
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #118 on: August 30, 2013, 09:41:37 am »

Make two reactions and a smaller, kobold macuahuitls, which makes more sense then changing the orc version. :) dagger 2, macuahuitls 6 stones. :)

I could add that, yes. Or should that fit under your knapping-update? ;)
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #119 on: August 30, 2013, 09:58:44 am »

That seems a good number. :) Yes, I'd say to add that, since obsidian shards have no other purpose also. What about obsidian shards ammo/traps maybe? Anyway, why isn't obsidian diggable?
Also, the Dirt Digger can recover weapons (short swords and spears) unfit to kobolds, is that on purpose?
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