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Author Topic: I hope this goes here....  (Read 939 times)

guale

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I hope this goes here....
« on: September 05, 2009, 09:12:14 pm »

Well I guess this is a result of the bit of modding I have been doing. I have bituminous coal out the ass in my current fortress and I just got my first wave of immigrants so I figured I'll start making metal since I also have magentite and hematite out the ass with a touch of limonite all in a mountain of chalk. I build my smelter and the only options it gives me are melt metal object, smelt native platinum, and smelt magnetite even though I have a mined out vein of bit coal. I used the job manager to order some coke made and I get numerous error messages saying Urist McMetalsmith cancels make coke from bituminous coal, needs tetrahedrite. What?

My bit coal reaction in reaction_standard:

[REACTION:BITUMINOUS_COAL_TO_COKE]
[NAME:make coke from bituminous coal]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE]
[FUEL]

and bit coal in matgloss_stone_mineral:

[MATGLOSS_STONE:COAL_BITUMINOUS]
[NAME:bituminous coal][COLOR:0:0:1][TILE:126]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ITEM_SYMBOL:15]
[SPEC_HEAT:409]
[IGNITE_POINT:11440]
[MELTING_POINT:NONE]
[BOILING_POINT:16708]
[SOLID_DENSITY:1346]

Can anyone make any sense out of this?
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Mephansteras

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Re: I hope this goes here....
« Reply #1 on: September 05, 2009, 09:23:23 pm »

The number of reactions is capped, so it may be that you've added too many.

Also, look for any duplicates among the things you've added in. Duplicate entries in any of the raw files causes the game to do very odd things.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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guale

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Re: I hope this goes here....
« Reply #2 on: September 05, 2009, 10:55:15 pm »

Ok, I have gone as far as replacing nearly every raw with the vanilla version, excluding entity_default and creature_standard which have both been read through for duplicates. Trying to make coke from lignite requires horn silver, incidentaly. Would I have to regen to get results?
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Mephansteras

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Re: I hope this goes here....
« Reply #3 on: September 06, 2009, 12:49:12 pm »

Yes, try genning a new world.
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Protactinium

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Re: I hope this goes here....
« Reply #4 on: September 06, 2009, 01:32:47 pm »

The number of reactions is capped, so it may be that you've added too many.

Capped? How many reactions can one have?
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Mephansteras

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Re: I hope this goes here....
« Reply #5 on: September 06, 2009, 03:17:19 pm »

The number of reactions is capped, so it may be that you've added too many.

Capped? How many reactions can one have?

I'm pretty sure it's 38, assuming I counted the number of reactions in Civforge properly. Close to that, in any case.
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BlazingDav

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Re: I hope this goes here....
« Reply #6 on: September 06, 2009, 04:53:31 pm »

I hope not

I use civforge mod plus a mod im developing... uses 73 reactions in total about *vanilla + civforge + mine* and even without excess ones i made itd probably still be 60+ i think

I think there is no cap personally, but I agree its strange that a reaction producing fuel should have anything to do with an ore other than that, but as metal ore smelts dont count as reactions i think there is something more to this, also the coal and lignite to coke reactions are somewhat at the top of the reactions file, somewhat hard to screw with. I subscribe to adding reactions on top without regenning personally, if you do that its simply better to edit a reaction you dont use to what you want then that should work fine unless you modded in a reagent or something to get there without regenning
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Mephansteras

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Re: I hope this goes here....
« Reply #7 on: September 07, 2009, 12:12:21 pm »

I know for a fact that there is a cap, unless it got removed in 40d somehow. If I added in reactions past 38 I'd start to lose the ones at the beginning of the file.

Easy enough to test again, I suppose.
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Grax

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Re: I hope this goes here....
« Reply #8 on: September 07, 2009, 03:02:52 pm »

I hope not

I use civforge mod plus a mod im developing... uses 73 reactions in total about *vanilla + civforge + mine* and even without excess ones i made itd probably still be 60+ i think
Second that.

Mine 67 reactions works fine.

Plus ten test-reactions - just added entries like that:
[REACTION:SPARE-5]-----[NAME:--][SMELTER]
[REAGENT:10000:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[FUEL]
(just for not to regen every time i want to add something to existing fortress)

There's 77 total, so maybe cap is there and it equal to 100, or maybe a whole byte (255), nevertheless that's enough for now.
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Finis sanctificat media.

Niyazov

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Re: I hope this goes here....
« Reply #9 on: September 07, 2009, 09:58:18 pm »

Oh wait, never mind. Didn't read the first post thoroughly enough.
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Funk

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Re: I hope this goes here....
« Reply #10 on: September 08, 2009, 10:42:48 am »

I know for a fact that there is a cap, unless it got removed in 40d somehow. If I added in reactions past 38 I'd start to lose the ones at the beginning of the file.

Easy enough to test again, I suppose.

it will be 128 or more 256?
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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jaked122

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Re: I hope this goes here....
« Reply #11 on: September 08, 2009, 11:21:50 am »

the cap is for the number of REAGENTs/PRODUCTs in a single reaction.

Flaede

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Re: I hope this goes here....
« Reply #12 on: September 09, 2009, 04:15:40 am »

I'm guessing a duplicate reaction name somewhere.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

forsaken1111

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Re: I hope this goes here....
« Reply #13 on: September 09, 2009, 05:40:16 am »

Either:

1. You have a duplicate reaction name, which causes the game to decide to enter crazy land.
2. You changed the total number of reactions after generating the world. This makes strange things happen.
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Flaede

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Re: I hope this goes here....
« Reply #14 on: September 09, 2009, 05:52:56 am »

sometimes deleting the "shadow" objects files in the Data folder (ie, not the "raw" txt files) will fix the problems with extra reactions having been added. sometimes.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]