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Author Topic: item_food.txt  (Read 1434 times)

Warlord255

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item_food.txt
« on: December 08, 2008, 01:12:31 am »

So in the Small Things thread, I came across this;

http://pastebin.com/f5dec2680

It adds a slew of new names for the same ol' prepared food, but I have to ask; will it work? Since there's no entry to define these as different in the menu name (easy, fine, lavish, etc.) how does one determine which is which?
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Re: item_food.txt
« Reply #1 on: December 08, 2008, 01:26:34 am »

The easy/fine/lavish thing just looks at the LEVEL tag for the food.
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Warlord255

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Re: item_food.txt
« Reply #2 on: December 08, 2008, 01:39:43 am »

The easy/fine/lavish thing just looks at the LEVEL tag for the food.

So that means it won't be able to specify the different food-name reactions?
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Re: item_food.txt
« Reply #3 on: December 08, 2008, 01:40:46 am »

In the interface?  Probably not, if you select "easy meal" it'll probably just select one of the LEVEL:2 meals at random.
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TettyNullus

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Re: item_food.txt
« Reply #4 on: December 08, 2008, 01:42:09 am »

Now I'm curious, have anyone tried anything more than LEVEL:4 for that?
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KaelGotDwarves

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Re: item_food.txt
« Reply #5 on: December 08, 2008, 01:44:01 am »

It doesn't work.

Each of the numbers correspond to the meal grades hardcoded into the game.

2 = basic meal
3 = fine meal
4 = lavish meal

Warlord255

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Re: item_food.txt
« Reply #6 on: December 08, 2008, 01:47:21 am »

In the interface?  Probably not, if you select "easy meal" it'll probably just select one of the LEVEL:2 meals at random.

The other possibility would likely be multiple "easy meal" entries in the menu, which would correspond to the different mealnames but not be labeled.
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Re: item_food.txt
« Reply #7 on: December 08, 2008, 01:53:51 am »

It is worth noting that the kitchen interface will probably change in some way next version, since it's one of the workshops that will support reactions.
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Warlord255

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Re: item_food.txt
« Reply #8 on: December 08, 2008, 01:58:34 am »

It is worth noting that the kitchen interface will probably change in some way next version, since it's one of the workshops that will support reactions.

Where'd you hear this? ._.
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Re: item_food.txt
« Reply #9 on: December 08, 2008, 02:04:21 am »

Oh, you know, a reliable source.  You could say I'm pretty well connected.
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Footkerchief

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Re: item_food.txt
« Reply #10 on: December 08, 2008, 02:05:33 am »

Naw just kidding, it was in the dev log:

11/19/2008: 1055. Tanning/fat rendering/soap making jobs are now in the reaction raws, and in general there are more reaction tokens that'll allow fewer definitions to cover more materials (so horse fat knows to become horse tallow by virtue of material/tissue strings rather than having to write a reaction for each one). There's still a bit to do with that (the number went down because of various temperature/other updates I did with the creature materials).

And then Toady posted a clarification:

Quote
... the three workshops are some of those with the easiest jobs/interfaces currently.  Updating something like the crafts or forge shop would take more effort, and for those item crafting shops, there are also additional issues, such as their future form after some of the req/bloats come in.  It's a much larger project, and something I don't have time for for this release.
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Warlord255

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Re: item_food.txt
« Reply #11 on: December 08, 2008, 02:18:44 am »

Naw just kidding, it was in the dev log:

11/19/2008: 1055. Tanning/fat rendering/soap making jobs are now in the reaction raws, and in general there are more reaction tokens that'll allow fewer definitions to cover more materials (so horse fat knows to become horse tallow by virtue of material/tissue strings rather than having to write a reaction for each one). There's still a bit to do with that (the number went down because of various temperature/other updates I did with the creature materials).

And then Toady posted a clarification:

Quote
... the three workshops are some of those with the easiest jobs/interfaces currently.  Updating something like the crafts or forge shop would take more effort, and for those item crafting shops, there are also additional issues, such as their future form after some of the req/bloats come in.  It's a much larger project, and something I don't have time for for this release.

Hmm. So fat rendering could be repurposed into custom cooking, and lots of fun alchemical processes could be added... also potential for animal "skins" which become much more esoteric products, though that's pushing it.
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TettyNullus

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Re: item_food.txt
« Reply #12 on: December 08, 2008, 02:23:14 am »

Dwarven-made jell-o?  ;D
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Warlord255

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Re: item_food.txt
« Reply #13 on: December 08, 2008, 02:54:44 am »

Dwarven-made jell-o?  ;D

Perhaps. Although there's no indication of fixing how extracts are handled as reagents.

I could easily see combining esoteric gems/metals/plants to produce "alchemical" reactions, however. If it uses the existing reaction code - additions nonwithstanding - it'd just be a matter of semantics for the workshop used. You could pull all the same tricks, but it wouldn't feel as artificial.

Oh, also: Lead to Gold reaction. Materials should involve multiple dead animals and extracts.
« Last Edit: December 08, 2008, 03:04:02 am by Warlord255 »
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i2amroy

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Re: item_food.txt
« Reply #14 on: December 09, 2008, 01:18:30 am »

That would be cool, Dwarven Alchemists changing matter! Woot! ;D
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