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Author Topic: custom workshops!!!!!  (Read 2722 times)

Lemunde

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Re: custom workshops!!!!!
« Reply #15 on: January 29, 2010, 11:39:21 pm »

I think I might try to make an alternate mason's workshop that lets you choose what type of stone you can work with.  A temporary solution until Toady gets around to adding it into the game proper.
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AtomicPaperclip

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Re: custom workshops!!!!!
« Reply #16 on: January 30, 2010, 01:55:25 am »

If you can't make sand with the current smelter system, I don't think you can with custom workshops unless that process has been changed...
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Foxbyte

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Re: custom workshops!!!!!
« Reply #17 on: January 30, 2010, 03:09:38 am »

Will we be able to make massive industrial-sized workshops?

Say, dump in a ton of cloth and get out a full suit of clothing?
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Deon

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Re: custom workshops!!!!!
« Reply #18 on: January 30, 2010, 03:43:08 am »

You can use SOME items in barrels, however there're some hardcoded tags like [HAS_LYE] so don't hype too much.

We were aware of this thing a few months already, come on, there was a thread like this :).
I honestly like this change very much, because now I will be able to make big industrial workshops for Fallout mod and the like :).
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Grimlocke

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Re: custom workshops!!!!!
« Reply #19 on: January 30, 2010, 04:50:49 am »

Blast furnace, stained glass workshop, potters workshop, sacrificial pit, so many options.

Im hoping there will be a way to use vermin in reactions, nothing like some +pixie juice biscuits+

Might also try to make an alchemy mod, one that lets you make nice colored glass, some special metals and whatever the new system lets me make. I tried it with the current version but with the smelter as only reaction building and the limited system it just wasnt that interesting.
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Shadetree

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Re: custom workshops!!!!!
« Reply #20 on: January 30, 2010, 09:42:54 am »

Magma powered Obsidian Smelter: Takes in certain stones. Churns out obsidian

Lumbermill (5x5, needs large serrated blade, and a mechanism).  Wood to a number of planks based on real world average tree size.

Custom Carpentry workshop to use planks for smaller items.

Metal Mechanisms

I really would like to take a skull and a a piece of wood and make custom furniture piece because I need 'Elf Skulls on Pikes' placed... pretty much everywhere. 

But all that comes after I play with the new features.
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Hyndis

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Re: custom workshops!!!!!
« Reply #21 on: January 30, 2010, 10:37:45 am »

Deep mines.
A large workshop that uses the mining skill, can be set to mine for metal ore or stone to allow your fortress to be based on metal working rather than making socks.


Prospecting workshop.
Uses the jewel cutting skill. Able to find gems from ordinary stone. Combine it with a deep mine that is just producing piles of stone and your jewelers will always have work.


Tree farm.
Uses the woodcutting skill. Maximum size workshop that produces lumber so I don't have to keep redesignating trees to be cut down.


Training dummy (if possible).
Produces nothing but uses the wrestling and/or dodge skill. Would allow civilian dwarves, including hunters, to practice so they can defend themselves somewhat. Best results would probably be to set it so that no one legendary or higher can use it, so the legendary guys would no longer need to train.
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Hyndis

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Re: custom workshops!!!!!
« Reply #22 on: January 30, 2010, 10:45:20 am »

Metal Mechanisms


You can already do this right now.

Normally this can only be done with adamantine. But if you put the [ANY_USE] tag on to other metals instead of just adamantine, you can also make mechanisms out of that metal at a forge.

Its nice to be able to make steel mechanisms.  :D

If they're a masterwork quality then they're also absurdly valuable particularly considering that you can stack many mechanisms in a single lever.

There's no reason why you can make gears out of adamantine but not iron or steel.

You cannot queue up this job in the job manager screen though, so you do have to do it manually at the forge, but it can be done.
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PhilbertFlange

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Re: custom workshops!!!!!
« Reply #23 on: January 30, 2010, 10:47:16 am »

Deep mines.
A large workshop that uses the mining skill, can be set to mine for metal ore or stone to allow your fortress to be based on metal working rather than making socks.

Training dummy (if possible).
Produces nothing but uses the wrestling and/or dodge skill. Would allow civilian dwarves, including hunters, to practice so they can defend themselves somewhat. Best results would probably be to set it so that no one legendary or higher can use it, so the legendary guys would no longer need to train.

I really like these two. I'd make it so deep mines have to be made on the lowest z level, as they'll be mining deeper than the map. I like the idea of randomly producing a rarer metal or stone every once in a while, after having mined most of the map.
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Slappy Moose

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Re: custom workshops!!!!!
« Reply #24 on: January 30, 2010, 11:10:40 pm »

I know it's un-DF like, but I enjoy having reactions that can turn stone or stuff into wood logs, coal, and raw iron.

I hate having to cut down an entire map for wood logs for coal and then still not having enough to go around. However, I also like still making it challenging or at least not entirely free, so I make everything require stone and coal, and my reactions take up a lot of manpower in order to work well.

With this change I'm gonna make a very large workshop, probably called a "Fabricator." It will be big so as to balance things out, and I'll keep my reactions the same.

Besides that I won't change my buildings much, although I would love if at some point it's possible to produce living beings from a building, so that I can make a cloning chamber, heheh.
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nenjin

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Re: custom workshops!!!!!
« Reply #25 on: January 30, 2010, 11:13:42 pm »

Quote
Training dummy (if possible).
Produces nothing but uses the wrestling and/or dodge skill. Would allow civilian dwarves, including hunters, to practice so they can defend themselves somewhat. Best results would probably be to set it so that no one legendary or higher can use it, so the legendary guys would no longer need to train.

Hopefully this is part of the training mechanics in the upcoming patch. They do mention something about different training regimes and stuff.
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Hyndis

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Re: custom workshops!!!!!
« Reply #26 on: January 31, 2010, 01:16:32 am »

Deep mines.
A large workshop that uses the mining skill, can be set to mine for metal ore or stone to allow your fortress to be based on metal working rather than making socks.

Training dummy (if possible).
Produces nothing but uses the wrestling and/or dodge skill. Would allow civilian dwarves, including hunters, to practice so they can defend themselves somewhat. Best results would probably be to set it so that no one legendary or higher can use it, so the legendary guys would no longer need to train.

I really like these two. I'd make it so deep mines have to be made on the lowest z level, as they'll be mining deeper than the map. I like the idea of randomly producing a rarer metal or stone every once in a while, after having mined most of the map.

So far as I know there is no way to restrict workshops to particular areas. Deep mines are an abstraction to off-map mining outposts, and when those are put into the game there will be no point for these.

So while there is no in-game mechanic to prevent you from building deep mines right next to your wagon after you embark, just don't do it. Gotta prepare some elaborate mine, preferably with engravings, heavy iron doors, and statues lining the hall to the mine where dwarves toil away under the protection of guards.

Same thing with the wood farm. Only build it on the surface.
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Deon

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Re: custom workshops!!!!!
« Reply #27 on: January 31, 2010, 06:15:57 am »

Yeah, and good luck digging for the lowest level, now with 50+ levels and magma underneath :P.
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Tenebrous

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Re: custom workshops!!!!!
« Reply #28 on: January 31, 2010, 02:20:18 pm »

After reading the 2010 Wiki page, there is one workshop I will definitely mod in, if it is possible:

Elf Shaving Station. Takes in elves who dare to wear facial hair to my fort, and removes it. May optionally also remove face.

Actually, if we can bring in sentients as reaction components (similar to a Kennel) I wouldn't mind a workshop which removes my Hammerer's arms, or makes a noble's preferences into iron.
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Deon

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Re: custom workshops!!!!!
« Reply #29 on: January 31, 2010, 03:11:36 pm »

Quote
Actually, if we can bring in sentients as reaction components
We can't operate creatures yet.
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