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Author Topic: Sand Import  (Read 3443 times)

Refar

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Sand Import
« on: September 20, 2008, 05:41:28 pm »

I would like to mod a way to get sand on sandless maps... Preferably to be able to import it from caravans... But other options (Mill stone in a mill ? i don't know) would be ok too...

Can (how ?) thi be done ? Or perhaps a mod like this does exist already ?
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Boksi

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Re: Sand Import
« Reply #1 on: September 20, 2008, 05:45:56 pm »

There's only one option I know of, and that's to mod whatever soil layer you have to have the [SOIL_SAND] tag so it can be used as sand.
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Erom

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Re: Sand Import
« Reply #2 on: September 20, 2008, 05:49:18 pm »

Unfortunately, sand doesn't really exist as an object as near as I can tell, so the only building whose function is available for the modders to play with (the smelter) can't make "sand" as "sand" doesn't exist - tiles of sandy material exists, and bags of sand exist, but that appears to be it.
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Refar

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Re: Sand Import
« Reply #3 on: September 20, 2008, 05:53:20 pm »

There's only one option I know of, and that's to mod whatever soil layer you have to have the [SOIL_SAND] tag so it can be used as sand.
This might be good enought... I do have "Sandy Loam" (i was actually thinking it would let me get sand, when i embarked... but apparently it desn't :( )...

Will the change affect a game in progress ? Or do i need to make new fortress ? Or even regenerate world ?

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Erom

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Re: Sand Import
« Reply #4 on: September 20, 2008, 05:55:34 pm »

Fortunately, that's one of the relatively few changes that doesn't require anything other than changing the tag in the raws.
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Refar

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Re: Sand Import
« Reply #5 on: September 20, 2008, 06:00:37 pm »

Ok, i am going to try it.

Thanks a lot for the fast replies.
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MC Dirty

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Re: Sand Import
« Reply #6 on: September 20, 2008, 06:32:32 pm »

I think you could make a smelter reaction, too, but what would be the product?
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Refar

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Re: Sand Import
« Reply #7 on: September 20, 2008, 06:36:32 pm »

Kitten + Limestone => Cat Leather Bag of Lime-sand  ::)
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Boksi

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Re: Sand Import
« Reply #8 on: September 20, 2008, 06:49:59 pm »

Smelter reactions can't look inside bags, nor can they put things in them. You'd end up with sand though. Hmmm. I can't be bothered to do this, but somebody ought to check out what it does. Would it cover the floor with sand? I think so!
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MC Dirty

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Re: Sand Import
« Reply #9 on: September 20, 2008, 07:06:05 pm »

Like Erom already said: There is no such object as "sand". But what is the stuff inside the sand bags? If there's no object as sand inside the bags, sand bags would be independent items created when using a bag on a sandy surface.
I don't know much about modding, but that seems to be logical...

What's the item string for bags, anyway?
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Boksi

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Re: Sand Import
« Reply #10 on: September 20, 2008, 07:09:56 pm »

The object sand doesn't exist, just like the water coverings don't exist. It's complicated, and doesn't work like in real life.

There are sand walls. They are walls. They are not objects. There is sand, which is a material. It works like vomit and blood, not an object but a covering.

Urgh, it's not logical at all. To play Dwarf Fortress, you cannot think with real-life logic because the game works on a different set of rules.
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MC Dirty

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Re: Sand Import
« Reply #11 on: September 20, 2008, 07:16:46 pm »

So, if sand is a covering or a wall or stuff like that, what the heck is inside the sand bags?
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Boksi

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Re: Sand Import
« Reply #12 on: September 20, 2008, 07:18:52 pm »

The covering is inside the bag. Or not. It's the content of the bag, although there is no real "inside" to the bag. It just is.
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Refar

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Re: Sand Import
« Reply #13 on: September 20, 2008, 07:28:18 pm »

I think this is exactly Mc Dirty's point - if the Sandbag object "just is", the Sandbag object should be create-able - be it from smelter, import, or whatever.

The trouble however is, that the said Sandbag object seem not to be in the raws - at least i couldn't find it. (Nor could i find a "bucket water" - which i assume to work in a similar fashion)

So this makes me think, that why the Sandbag object "just is", it's creation and use are probably hardcoded somewhere and not accessible to modding.

-----

For my purposes Boksi's suggestion to add sand tag to the soil in question worked good enought - i made all soil types that somehow have "sand", "sandy" etc. in the name actuall have sand, so there will be no mistakes on embark anymore
( "What ?!? Loamy Sand does not have sand in it ?!?" )
« Last Edit: September 20, 2008, 07:30:37 pm by Refar »
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Boksi

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Re: Sand Import
« Reply #14 on: September 20, 2008, 07:42:46 pm »

No, you're just not getting the point.

A bag is an object. It has many states, such as being on fire, etc, but those multiple states aren't different objects. The sand content works similar to that. It just is a particular variable.

Content = 17 or something. If it was 28, it would contain blood, etc.

Check: http://www.dwarffortresswiki.net/index.php/Matgloss_tokens

It lists sand. When a bag contains sand, it just says sand, not black sand, white sand, etc.
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