Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Question about modability of features (stockpiles, food)  (Read 592 times)

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Question about modability of features (stockpiles, food)
« on: December 09, 2022, 09:20:08 am »

Hi,

I am trying to add new types of food ingredients for cooking. I have trouble with some things:

1) I would like seasoning only to be used at most once per cooked item. Salt-only foods do not sound all that pleasant to eat for example. Is there a way to do it in raws?

1.5) If there is a stack of items in a bag, is there a way to tell that only one stack is to be used when cooking?

2) How to implement the ability to store items in food stockpiles? These raws:

Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:COOKING_WITH_SALT_SALT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:kitchen salt]
[DISPLAY_COLOR:7:7:1][TILE:127]
[SOLID_DENSITY:2787]
[IS_STONE]
[EDIBLE_COOKED]
[POWDER_MISC_PLANT]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]
[STATE_COLOR:ALL_SOLID:IVORY]

Make cooking salt show up in the section for milled plants of stockpile settings, but dwarves do seem to carry it there. Neither it is being carried to another place where that material shows - in mineral stockpile settings. is the [IS_STONE] flag preventing that?

For completeness, this is how that salt bag is being created:

Code: [Select]
[OBJECT:REACTION]

[REACTION:COOKING_WITH_SALT_MILL_ROCK_SALT]
[NAME:Grind rock salt into bag of salt]
[BUILDING:QUERN:CUSTOM_SHIFT_S]
[BUILDING:MILLSTONE:CUSTOM_SHIFT_S]
[REAGENT:rocksalt:1:BOULDER:NO_SUBTYPE:ROCK:ROCK_SALT]
[REAGENT:bag:1:BAG:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:4:POWDER_MISC:NONE:INORGANIC:COOKING_WITH_SALT_SALT]
   [PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]

Trainzack

  • Bay Watcher
  • The universe is, and we are.
    • View Profile
Re: Question about modability of features (stockpiles, food)
« Reply #1 on: December 09, 2022, 04:26:01 pm »

I think the only way to get it kind of like you want is to make the reaction produce liquid salt. Cooking can't be modified, but dwarves will always put at least one solid ingredient in meals.

Shazbot

  • Bay Watcher
    • View Profile
Re: Question about modability of features (stockpiles, food)
« Reply #2 on: December 12, 2022, 03:22:56 am »

Go about it longways. Have a reaction combine a bone, a bucket of water, and milled salt into a glob or oil of [bone's animal species] broth. Give this an elevated value. Then your stews and roasts have the delicious taste of alligator bone broth. If they drink this straight, they aren't eating pure salt to your eyes.

Once you figure out how to do this, you can apply it to creating jugs or globs of various advanced ingredients. Fat and flour? Gravy. Nervous tissue, tripe, prepared spleen and all that other offal? Mincemeat. Intestines and mincemeat? Sausage. You get the idea.

Be sure to flag things as inedible unless cooked.

I have no idea how to do this (yet) but I'm going to write this on the todo feature for my mod.
Logged