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Author Topic: Bone Material Consolidation for Bolts  (Read 993 times)

Urist McRhaidsaugh

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Bone Material Consolidation for Bolts
« on: September 18, 2013, 12:20:11 am »

Hello everyone, I am currently playing 3.0i, and haven't played since 3.0c. I've noticed that when I order my dwarves to produce bone bolts from the Craftsdwarf Workshop, the bone type from the animal I killed is preserved. That is, if I killed a moleweasel, the product would be

moleweasel bone bolt [5]

I recall that this would have been bone bolt[5] in 3.0c. (I prefer this style, which is one reason why I love MWDF.) I spent two hours scanning the changelogs/bug reports, but can't find any documentation of a change or a bug. Does anybody else have this problem, or is there some kind of obvious thing I am missing?
« Last Edit: September 18, 2013, 12:22:01 am by Urist McRhaidsaugh »
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BoffoDorf

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Re: Bone Material Consolidation for Bolts
« Reply #1 on: September 18, 2013, 04:40:17 am »

The funny thing is, I generally end up using only mole weasel bones for practice ammo exclusively, so I never really noticed. The problem is that the reaction is as such...

[PRODUCT:100:25:AMMO:ITEM_AMMO_BOLTS_ONE:GET_MATERIAL_FROM_REAGENT:C:NONE]

So yeah GET_MATERIAL_FROM_REAGENT is the culprit for wood and bone arrows retaining their base material, it's not unique to you. The problem arouse when the vanilla bowyer was replaced by the fletchers workshop, Meph prolly cut and paste from the forge reactions.

[REACTION:MAKE_BOLTS_ONE_COPPER]
[NAME:cast copper broadhead bolts(50)]
[BUILDING:CASTER_LFR:CUSTOM_C][BUILDING:CASTER_MAGMA_LFR:CUSTOM_C]
[REAGENT:A:450:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BOLTS_ONE:GET_MATERIAL_FROM_REAGENT:A:NONE] <------
[FUEL]
[SKILL:SMELT]

Prolly should be
[PRODUCT:100:25:AMMO:ITEM_AMMO_BOLTS_1:INORGANIC:BONETIP] for the 6 culprit reactions.

Edit: Then again Bonetip and Woodtip would need material entries as well hehe...
« Last Edit: September 18, 2013, 12:47:44 pm by BoffoDorf »
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