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Author Topic: reaction raws gone mad!  (Read 2315 times)

The Chemist

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reaction raws gone mad!
« on: October 25, 2009, 12:21:40 pm »

So in an attempt to have a more or less infinitely scaleable, non-luck based fort, i added in 3 reactions to the raws, 1 to make wood from stone, 1 to turn some boring stone in to magnetite at a 5:1 ratio, and 1 to turn stone into adamantine ore at 10 to 1 ratio. the problem is that my adamantine ore and magnetite are being consumed in these reactions, so without waaay more oversight than i want to give, it's useless except for disposing of vast quantities of stone. Which is kind of handy.

[REACTION:FREE_WOOD]
[NAME:stone to wood]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]

[REACTION:MAKE_ORE]
[NAME:process stone to metal ore]
[SMELTER]
[REAGENT:5:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:MAGNETITE]
[FUEL]

[REACTION:MAKE_ADAMANTINE]
[NAME:process stone to adamantine ore]
[SMELTER]
[REAGENT:10:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:RAW_ADAMANTINE]
[FUEL]
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Hoborobo234

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Re: reaction raws gone mad!
« Reply #1 on: October 25, 2009, 12:23:35 pm »

WoW, get these fixed and you could be on to something there, bit of a cheat though :P. You need to move this to the moding subforum as well
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Rather than having them directly force you to mine adamantine, I would suggest that they give you strange moods that require adamantine. "Dig out the adamantine or Urist here goes insane and dies" is suitably vicious.

(It occurs to me that you can probably get "Lovecraft" as the random name of your fortress. That's when you know you're screwed.)

Albedo

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Re: reaction raws gone mad!
« Reply #2 on: October 25, 2009, 12:25:15 pm »

(yeah, if there's not a "gameplay question" here, you might get better feedback in the modding subforum.

As OP, you can move this thread via a link in the lower left.)
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The Chemist

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Re: reaction raws gone mad!
« Reply #3 on: October 25, 2009, 12:31:00 pm »

Moved.
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The Chemist

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Re: reaction raws gone mad!
« Reply #4 on: October 25, 2009, 01:04:58 pm »

I didn't mention this explicitly, but i'd be interested in explaining this so I can keep the adamantine, anyone have any ideas?
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Grax

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Re: reaction raws gone mad!
« Reply #5 on: October 25, 2009, 01:26:13 pm »

First:
Add tags [REACTION_CLASS:STONEWOOD][REACTION_CLASS:STONEADAM][REACTION_CLASS:ORESMELT] to all your minerals except those that have [METAL_ORE] tag and raw adamantine.

Second:
Change your reactions this way

[REACTION:FREE_WOOD]-----[NAME:stone to wood][SMELTER]
[REAGENT:1:REACTION_CLASS:STONEWOOD]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:OAK]

[REACTION:MAKE_ORE]-----[NAME:process stone to metal ore][SMELTER]
[REAGENT:5:REACTION_CLASS:ORESMELT]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:MAGNETITE]
[FUEL]

[REACTION:MAKE_ADAMANTINE]-----[NAME:process stone to adamantine ore][SMELTER]
[REAGENT:10:REACTION_CLASS:STONEADAM]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:RAW_ADAMANTINE]
[FUEL]
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Finis sanctificat media.

Grax

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Re: reaction raws gone mad!
« Reply #6 on: October 25, 2009, 01:27:12 pm »

Of course, your have to regen your world.
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The Chemist

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Re: reaction raws gone mad!
« Reply #7 on: October 25, 2009, 01:38:51 pm »

So an example of the properly appended source ores would be

[MATGLOSS_STONE:COBALTITE]
[NAME:cobaltite][COLOR:1:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_ALL:VEIN:100]
[ENVIRONMENT:METAMORPHIC:VEIN:100]
[ITEM_SYMBOL:'*']
[SOLID_DENSITY:6295]
[REACTION_CLASS:STONEWOOD]
[REACTION_CLASS:STONEADAM]
[REACTION_CLASS:ORESMELT]

yes?

and this is how the reactions should look?

[REACTION:MAKE_ADAMANTINE]
[NAME:process stone to adamantine ore]
[SMELTER]
[REAGENT:10:REACTION_CLASS:STONEADAM]
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:RAW_ADAMANTINE]
[FUEL]
« Last Edit: October 25, 2009, 01:47:09 pm by The Chemist »
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Grax

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Re: reaction raws gone mad!
« Reply #8 on: October 25, 2009, 01:56:08 pm »

Yes. All's ok. ;-)
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The Chemist

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Re: reaction raws gone mad!
« Reply #9 on: October 25, 2009, 02:12:34 pm »

Halls lined with adamantine statues... GO!
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The Chemist

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Re: reaction raws gone mad!
« Reply #10 on: October 25, 2009, 02:45:34 pm »

Success! adamantine goes unused in the process to make more adamantine, and as an ancillary benefit, i have complete control over what my crafts dwarves use in the workings!
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The Chemist

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Re: reaction raws gone mad!
« Reply #11 on: October 25, 2009, 09:11:27 pm »

Roadblocks! appending
[REACTION_CLASS:STONEWOOD]
[REACTION_CLASS:STONEADAM]
[REACTION_CLASS:ORESMELT]
 to layer materials like rhyolite and limestone seemingly does nothing.

looking at the example for dolomite, I ponder if the reaction class portions are location sensitive.
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The Chemist

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Re: reaction raws gone mad!
« Reply #12 on: October 25, 2009, 09:30:33 pm »

It is not, I put it in the same places as the reactionflux and it's still not useful

[MATGLOSS_STONE:LIMESTONE]
[NAME:limestone][COLOR:7:7:1][TILE:178][REACTION_CLASS:STONEWOOD]
[REACTION_CLASS:STONEADAM]
[REACTION_CLASS:ORESMELT]
[REACTION_CLASS:FLUX]
[SEDIMENTARY][SEDIMENTARY_OCEAN_DEEP]
[VALUE:2]

[MATGLOSS_STONE:SLATE]
[NAME:slate][COLOR:0:7:1][TILE:'%'][REACTION_CLASS:STONEWOOD]
[REACTION_CLASS:STONEADAM]
[REACTION_CLASS:ORESMELT]
[METAMORPHIC]

These are examples of non-functional materials
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The Chemist

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Re: reaction raws gone mad!
« Reply #13 on: October 26, 2009, 08:07:25 am »

I prefer my computer deterministic, but clearly it just ain't so, slate works, and I'd presume other layer materials do as well. go fig.
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Grax

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Re: reaction raws gone mad!
« Reply #14 on: October 26, 2009, 09:12:25 am »

I prefer my computer deterministic, but clearly it just ain't so, slate works, and I'd presume other layer materials do as well. go fig.
Try to delete all files from \data\objects

Edit your stones so they have only flux tag OR these class tags, as it seems the game have flux hardcoded.

And again regen a world. ;-)

If rhyolite won't work, add the [METAL_ORE:IRON:5] to them.
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Finis sanctificat media.
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