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Author Topic: Higher level of abstraction Mod - HLAM  (Read 1084 times)

Quift

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Higher level of abstraction Mod - HLAM
« on: December 18, 2007, 07:49:00 am »

Hi,
first I love this game but there are some things in its design I feel could be improved in terms of creating a better game. The level of abstraction could be higher in some areas (and seriously lower in others, leaving battle to have a cold one comes to mind).

So, I made a suggestion in the suggestions forum. full post below. I was wondering how I would do to make this work in a mod. the wiki only tells me how to add stuff, but I wish to reduce, and add a few jobs. how would I do this?

Post here.
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=0021

Desription below:

-Add Very warm clothes, warm clothes, clothes, light clothes, noble clothes and Royal Clothes as items. (regular, large, narrow and small)
-take away individual clothing items.
-generate thougths about clothing
-generate thoughs about having regular clothing in cold or freezing climate
-make clothing items repairable
-make dwarfes go to the clothiershop to repair clothes
-make dwarfes pay for repairing clothes
-make Nobles demand noble clothing
-make higher tier nobles demand Royal clothing
-make clothes stockpile out of cabinets
-make buttons creatable out of bone and metals and wood
-make buttons needed in new clothes
-auto create discriptions of clothes based on gender, materials used and quality.

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Seymor

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Re: Higher level of abstraction Mod - HLAM
« Reply #1 on: December 18, 2007, 09:47:00 am »

quote:
Originally posted by Quift:
<STRONG>
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=0021
</STRONG>

URL doesn't work.

 

quote:
Originally posted by Quift:
<STRONG>
-Add Very warm clothes, warm clothes, clothes, light clothes, noble clothes and Royal Clothes as items. (regular, large, narrow and small)
</STRONG>

Very warm clothes and warm clothes are not possible. It is possible to make certain types of leather or silk warmer than others.

If you want to have leather or silk to have a fixed temperature:
[LEATHER_FIXED_TEMP:<temp>]
[SILK_FIXED_TEMP:<temp>]
where temp = degrees Fahrenheit + 9968

you could also just adjust how well the materials retain heat by adjust spec_heat values
[LEATHER_SPEC_HEAT:<spec>]
[SILK_SPEC_HEAT:<spec>
I can't remember what the spec heat value is or what the default is.

Noble and royal clothes in the sense that the clothes are only for nobles is not possible; nobles will grab whatever clothes they see. You could make clothing that is more valuable but that will make the current clothing useless to make. Just adjust the [VALUE:<value>] value.

You can also try adding [FIXED_TEMP:<temp>] and [SPEC_HEAT:<spec>] flags to the ITEM_X files however I can't guarantee that'll work.
 

quote:
Originally posted by Quift:
<STRONG>
-take away individual clothing items.
</STRONG>

If I get what you are saying just delete the entry in the ITEM_X files and then delete the contents of your ...\data\objects folder

 

quote:
Originally posted by Quift:
<STRONG>
-generate thougths about clothing
</STRONG>

You can try adding a [PREFSTRING:<preference>] to the clothes in the ITEM_X files but I can't guarantee it'll work

 

quote:
Originally posted by Quift:
<STRONG>
-generate thoughs about having regular clothing in cold or freezing climate
</STRONG>

Hard-coded, Not possible

 

quote:
Originally posted by Quift:
<STRONG>
-make clothing items repairable
</STRONG>

Hard-coded, Not possible

 

quote:
Originally posted by Quift:
<STRONG>
-make dwarfes go to the clothiershop to repair clothes
</STRONG>

 

quote:
Originally posted by Quift:
<STRONG>
-make dwarfes pay for repairing clothes
</STRONG>

Hard-coded, Not possible

 

quote:
Originally posted by Quift:
<STRONG>
-make Nobles demand noble clothing
</STRONG>

Hard-coded, Not possible

 

quote:
Originally posted by Quift:
<STRONG>
-make higher tier nobles demand Royal clothing
</STRONG>

Hard-coded, Not possible

 

quote:
Originally posted by Quift:
<STRONG>
-make clothes stockpile out of cabinets
</STRONG>

I think dwarves use cabinets in their bedroom as cloth storage. Otherwise they probably use containers

 

quote:
Originally posted by Quift:
<STRONG>
-make buttons creatable out of bone and metals and wood
</STRONG>

Might be possible by making buttons a toy of sorts and messing with the [BARRED], [HARD], [SCALED], [SHAPED], and [HARD_MAT] tags.

 

quote:
Originally posted by Quift:
<STRONG>
-make buttons needed in new clothes
</STRONG>

Hard-coded, Not possible

 

quote:
Originally posted by Quift:
<STRONG>
-auto create discriptions of clothes based on gender, materials used and quality.
</STRONG>

Hard-coded, Not possible

[ December 18, 2007: Message edited by: Seymor ]

[ December 18, 2007: Message edited by: Seymor ]

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Quift

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Re: Higher level of abstraction Mod - HLAM
« Reply #2 on: December 18, 2007, 10:07:00 am »

:(


lot of

Hardcoded, not possible, job cancelled spam there.

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Wooty

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Re: Higher level of abstraction Mod - HLAM
« Reply #3 on: December 18, 2007, 10:27:00 am »

Buttons? Royal clothes mandates? Clothing stockpiles? Every other dwarf spending all day repairing clothing at the clothesmakers or paying to have it done for them? More unhappy thoughts?

Wouldn't this just have you spening 99% of your time micromanaging clothing?

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Mr.Person

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Re: Higher level of abstraction Mod - HLAM
« Reply #4 on: December 18, 2007, 10:49:00 pm »

You could make a reaction that uses cloth and a metal bar or something, if you want.
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Re: Higher level of abstraction Mod - HLAM
« Reply #5 on: December 21, 2007, 01:39:00 pm »

quote:
Originally posted by Seymor:
<STRONG>Very warm clothes and warm clothes are not possible. It is possible to make certain types of leather or silk warmer than others.</STRONG>

Along the lines of what Mr.Person was suggesting, it seems like you could fake this with reaction modding.  I haven't messed with modding, but from the passing bits I've seen, it seems like you could do something like:

- Create a material "very warm leather" (similar to what you specified in your post with changing the heat-retaining properties of the base material).

- Leave the existing leather definition alone (hereafter referenced as "regular leather", even though it'd be just "leather" in the raws).  Also leave it so that regular leather is the only leather that gets created naturally.

- Set up a reaction so that 1 regular leather can be turned into clothes made out of regular leather.

- Set up a reaction so that 3 regular leather can be turned into clothes made out of "very warm leather".

- Repeat the process, only for turning 2 regular leather into clothes made of "warm leather".

- Repeat the process for other types of clothing material (silk and cloth).

I have no clue if this'll work (so obviously testing a single "very warm" case is your best bet before going through changing everything), but it seems like a decent possibility.

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Sean Mirrsen

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Re: Higher level of abstraction Mod - HLAM
« Reply #6 on: December 22, 2007, 11:58:00 am »

You're not russian, are you?

Because if you were russian, you would know not to name your mod HLAM.

( хлам: lit. rubbish, useless stuff)

I'm not saying its concept is entirely useless, but with the amount of impossible-to-mod stuff right now, it really is nothing but "hlam".

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