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Author Topic: Brainstorm: Hard Brewing Mod  (Read 4999 times)

Reelya

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Re: Brainstorm: Hard Brewing Mod
« Reply #15 on: November 29, 2014, 09:09:10 am »

One thing that might be good for fermentation is if rotting inside containers can be made to work, that could be allowed for a specific item type to allow it to rot (as a makeshift timer), then a reaction made to process a barrel of rotten plant matter to alcohol, this would make a 2 stage custom brewing process, though the time period would be tied to how long rotting took

smeeprocket

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Re: Brainstorm: Hard Brewing Mod
« Reply #16 on: December 06, 2014, 06:57:37 pm »

Has there been any progress? I'd like to add kombucha (or whatever you prefer to call it) of different varieties with plants and drinks available via the elves.

I was looking forward to this one but it seems the discussion fizzled out.
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Button

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Re: Brainstorm: Hard Brewing Mod
« Reply #17 on: December 08, 2014, 11:45:02 am »

Sorry, this is still firmly in the "rolling the idea around in my head" stage. I'll probably start working on it sometime around Christmas.
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smeeprocket

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Re: Brainstorm: Hard Brewing Mod
« Reply #18 on: December 08, 2014, 11:52:35 am »

Maybe I'll just implement tea plants and brewable fermented tea without any further complexity to brewing.

The elves could bring the plants as well as tea blocks or whatever.
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Raidau

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Re: Brainstorm: Hard Brewing Mod
« Reply #19 on: December 09, 2014, 02:25:25 am »

Well, i have some thoughts since hard brewing is part of my WIP mod.

I think water is best to be left alone :) although there might be scenarios where getting fresh water is a challenge for player,  on most sites fresh water is no challenge at all and including scripts/stockpiling tricks to make reactions require water is not worth the difficulty added. So to my mind water is just a free ingredient when needed.

For really harder brewing we need to use custom workshops and reactions and get rid of vanilla ones. Realistic still workshop (the custom one, for distilled spirits) should require new alembic tool and fuel for distilling reactions (magma-fueled still moddable too). Modding that tool into the game is quite easy and that doesnt cause any stockpile/world generations/trading weirdness. That will create some additional challenge for those who want to get high-value alcohol (which also may give extra bonuses via syndromes).
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samanato

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Re: Brainstorm: Hard Brewing Mod
« Reply #20 on: December 09, 2014, 03:52:33 am »

You can't get rid of hard-coded buildings like stills, unfortunately. But brewing reactions are all raw-based, so you can make distilling reactions that require fuel or magma. You can even make the still a real still and reserve it only for distilling spirits, though for usual modding purposes (ones that don't need the waterwell script) only one kind of building is needed. Magma stills would be of course, if you're making distilled spirits require fuel, and it would the most dwarfy workshop ever.

I've only made separate Winery and Brewery workshops, because I made brewing without fruit require nearby water with DFHack, and it was convenient to have all water-using brewing confined to one building. Even then, I might merge one with the still, since some of my distilling reactions also require water (only brandy doesn't). The water is a rather niche challenge thing of itself, as said, which would have harder sustenance in general as a goal.
« Last Edit: December 09, 2014, 03:56:16 am by samanato »
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Raidau

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Re: Brainstorm: Hard Brewing Mod
« Reply #21 on: December 09, 2014, 04:45:17 am »

You can't get rid of hard-coded buildings like stills, unfortunately.

Correction: It is possible using dfhack (didnt test that in 40.x, that function just hides workshop from building list). But the upside with brewing is that vanilla still workshop accepts custom reactions, so it is not necessary to delete it, just stuff it with new reactions.

It would be great to have different workshops dedicated to fermentation/brewing/distillation. The substrates for fermentation however may be gotten from different sources: fruit or berry juice, grain, ground plants. Your fruit pressing idea is really nice, i think you may add juices (LIQUID_MISC items ingame) to pressable plants, and then process them to tier 1 brew (sugar may be required for plants with low sugar, e. g. turnip).

I also think about grains revamp, when the grain itself counted as powder and stored in bags. So production flow for wheat will look like

wheat(plant) ----trash---> grain(POWDER_MISC) ----mill----> flour (POWDER_MISC) --cook--> prepared food
                                                +seeds            \
                                                                         ---brew--> wheat beer ----> wheat whiskey



I also think some useless/uninteresting/dull drinks should be removed so they dont clutter preferences and stockpile lists (radish wine, tomato wine and a lot more)
« Last Edit: December 09, 2014, 06:03:35 am by Raidau »
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samanato

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Re: Brainstorm: Hard Brewing Mod
« Reply #22 on: December 09, 2014, 10:03:07 pm »

Correction: It is possible using dfhack (didnt test that in 40.x, that function just hides workshop from building list).

I haven't heard of that, but that actually interests me (for different modding reasons), which script does that?
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Raidau

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Re: Brainstorm: Hard Brewing Mod
« Reply #23 on: December 09, 2014, 11:22:44 pm »


I haven't heard of that, but that actually interests me (for different modding reasons), which script does that?

Part of LUA API readme:
Code: [Select]
removeNative(shop_name)

Removes native choice list from the building.

That is part of eventful plugin.

I remember using this successfully a year ago, and this should work fine now. Well, it doesnt actually hides the workshop, but hides all the vanilla reactions from that workshop.

BTW, there is also a way to make custom workshops require mechanical power :) see the LUA API readme
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samanato

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Re: Brainstorm: Hard Brewing Mod
« Reply #24 on: December 10, 2014, 12:21:39 am »


I haven't heard of that, but that actually interests me (for different modding reasons), which script does that?

Part of LUA API readme:
Code: [Select]
removeNative(shop_name)

Removes native choice list from the building.

That is part of eventful plugin.

I remember using this successfully a year ago, and this should work fine now. Well, it doesnt actually hides the workshop, but hides all the vanilla reactions from that workshop.

BTW, there is also a way to make custom workshops require mechanical power :) see the LUA API readme

Thanks.
addReactionToShop looks intriguing as well for the hard-coded buildings. I might try that and the power for my blast-furnace sometime  :)
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