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Author Topic: A different way to add sand to all maps (never mind :( )  (Read 2222 times)

Arrkhal

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A different way to add sand to all maps (never mind :( )
« on: February 20, 2010, 02:53:06 pm »

Changing every soil type to be a sand (other than peat and clay, because those would make no sense) really bugs me, since it causes the soils to behave like sand in other ways, too.  So instead, here's an option I've yet to see anyone come up with:

Code: [Select]
See first post on 2nd page.
The only downside is that sand inclusions are treated like rocks for some reason (except they never leave a stone due to SOIL_SAND).  They're slower to mine, you get a "rough-hewn sand wall," and farm plots can't be designated without muddying first.  Adding [SOIL] doesn't help.  I guess having an [ENVIRONMENT] token prevents a rock from ever being a "true" soil.  But sand collection works, at least, and that's the important part.

Update: It don't work.  At least, not as intended.
« Last Edit: February 25, 2010, 05:37:28 pm by Arrkhal »
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ungulateman

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Re: A different way to add sand to all maps
« Reply #1 on: February 20, 2010, 07:51:33 pm »

Good job thar. That'll make a lot of people happy.

Offtopic: Am I the only person who would like a big stickied thread for all these little mods that add only a couple of things?
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CaptApollo12

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Re: A different way to add sand to all maps
« Reply #2 on: February 20, 2010, 08:07:46 pm »

So this will add sand in with the rock layers? Like every 1600 rock chunks?
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Arrkhal

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Re: A different way to add sand to all maps
« Reply #3 on: February 20, 2010, 08:29:36 pm »

Quote
So this will add sand in with the rock layers? Like every 1600 rock chunks?

No, it'll add small infertile (unplantable without irrigation) sand inclusions in all soil layers--silty clay, sandy loam, etc.  Including regular sand, though you will be able to tell the difference since the ground tile will be different, and revealed walls will say "rough-hewn sand wall" rather than simply "sand wall."  Still, hm, maybe the color should be a bit different.

You can expect about 6-10 small clusters of sand in every 48x48 tile section (48x48 tile things are represented as 1 tile on the embark map, at the far left).  I've been playtesting it, and the sand inclusions are common enough that you don't have to search much, but rare enough to be easy to avoid when digging out a spot for a farm plot.

The density means density in a material sense.  1600 means 1 cubic meter of sand weighs 1600 kilograms.
« Last Edit: February 20, 2010, 08:34:14 pm by Arrkhal »
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sunshaker

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Re: A different way to add sand to all maps
« Reply #4 on: February 20, 2010, 09:06:06 pm »

This is brilliant, thank you. *Steals* May mod it, or another stone like it, to spawn in Sandstone, Flint/Chert and maybe quartzite (which have all been used to make glass, though they need to be crushed first).

Adding the [GLASS] token from rock crystal to stone does not generate an error in the errorlog.txt (nor does adding the [SHARP] token to certain gems), this would allow other sources of Crystal glass. I've not done testing to check if either works correctly.
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smokingwreckage

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Re: A different way to add sand to all maps
« Reply #5 on: February 20, 2010, 10:33:25 pm »

Where does that code go?
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DrD_AVEL

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Re: A different way to add sand to all maps
« Reply #6 on: February 21, 2010, 05:29:13 am »

To get small sand inclusions in underground layers we shall insert this code:
Code: [Select]
[MATGLOSS_STONE:SAND_INCLUSION]
[NAME:sand][COLOR:6:4:1][TILE:176]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:100]
[SOIL_SAND]
[SOLID_DENSITY:1600]
in this file: \raw\objects\matgloss_stone_soil.txt

and generate new world?

Am I right? Or something wrong?

Arrkhal

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Re: A different way to add sand to all maps
« Reply #7 on: February 21, 2010, 12:26:59 pm »

Yep, that will do it.  Or, if you want to keep mods compartmentalized, you could create a file called

Code: [Select]
matgloss_sand_mod.txt
Which contains

Code: [Select]
matgloss_sand_mod

[OBJECT:MATGLOSS]

[MATGLOSS_STONE:SAND_INCLUSION]
[NAME:sand][COLOR:6:4:0][TILE:176]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:100]
[SOIL_SAND]
[SOLID_DENSITY:1600]

And that's the whole file.

---

Quote
This is brilliant, thank you. *Steals* May mod it, or another stone like it, to spawn in Sandstone, Flint/Chert and maybe quartzite (which have all been used to make glass, though they need to be crushed first).

That may be a good idea, too.  Let's see, all of the above layer stones can only contain small clusters of saltpeter and petrified wood, and some ornamental and semi-precious gems.  Except quartzite can have graphite, rutile, and hornblende.

The game does tend to make only one type of small cluster throughout the map, though, so sand inclusions would likely cut into your low-value gem supply.

Hopefully, a future version will be more realistic about glass production, and allow the use of high-silica silts and loams and rocks.  And the creation of crystal glass out of any silica source, since it's just a matter of purity and heat treatment.

Quote
Adding the [GLASS] token from rock crystal to stone does not generate an error in the errorlog.txt (nor does adding the [SHARP] token to certain gems), this would allow other sources of Crystal glass. I've not done testing to check if either works correctly.

I've tried both of those.  Flint and chert spears worked fine, and [GLASS] on the various colored quartzes also worked.  But I eventually changed it back to clear quartz only, and just made it more common, with:

Code: [Select]
[ENVIRONMENT:ALL_STONE:CLUSTER_ONE:100]
There are no cluster_ones in vanilla, so that token tends to make them show up absolutely everywhere.
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sunshaker

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Re: A different way to add sand to all maps
« Reply #8 on: February 22, 2010, 08:30:33 pm »

I used different environment tokens to have it spawn in only non-sand soils. For those that want it setup like that just cut these and replace [ENVIRONMENT:SOIL:CLUSTER_SMALL:100].

Code: [Select]
[ENVIRONMENT_SPEC:CLAY:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:CLAY_LOAM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:LOAM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:LOAMY_SAND:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:PEAT:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SANDY_CLAY:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SANDY_CLAY_LOAM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SANDY_LOAM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SILT:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SILTY_CLAY:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SILTY_CLAY_LOAM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SILT_LOAM:CLUSTER_SMALL:100]
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G-Flex

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Re: A different way to add sand to all maps
« Reply #9 on: February 22, 2010, 08:34:18 pm »

Changing every soil type to be a sand (other than peat and clay, because those would make no sense) really bugs me, since it causes the soils to behave like sand in other ways, too.

I'm curious: What "other ways" are there? I've never noticed sand acting differently from regular soil except for that.

Wait, do you mean that it shows up in sand deserts and beaches more often? I guess that makes sense.
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sunshaker

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Re: A different way to add sand to all maps
« Reply #10 on: February 22, 2010, 08:57:58 pm »

Well I've had a Clay Desert before (very early in my thoughts on adding pottery to the game I made clay a [SAND] soil, decided that clay deserts were just plain wrong and found a better way to do it).
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Odd!x

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Re: A different way to add sand to all maps
« Reply #11 on: February 25, 2010, 01:39:21 am »

when I put a activity zone over a dug out area of this sand inclusion, it indicates "Sand Collection (0)"

what's up with this?

EDIT: I tried collecting sand bags from this sand, but no dice :(
« Last Edit: February 25, 2010, 04:34:00 am by Odd!x »
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Dude_Jebawe

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Re: A different way to add sand to all maps
« Reply #12 on: February 25, 2010, 03:44:18 am »

Vanilla sand layers have both [SOIL] and [SOIL_SAND], and your sand inclusions only have [SOIL_SAND]. Maybe that's why it's treated like rock?
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shadowsofwhite

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Re: A different way to add sand to all maps
« Reply #13 on: February 25, 2010, 06:12:29 am »

Well I've had a Clay Desert before (very early in my thoughts on adding pottery to the game I made clay a [SAND] soil, decided that clay deserts were just plain wrong and found a better way to do it).

Clay deserts are not uncommon; however, they go by another name: badlands. This name makes them no less a desert, much as arctic and antarctic regions that are entirely (and consistantly) covered in ice are considered a form of desert (not all deserts need be hot, and ice is only wet when warm).

I like the idea of pottery, which means I only hope it comes in the next version.

This is a good little mod for adding sand everywhere, though I will likely never get around to testing it.
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sunshaker

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Re: A different way to add sand to all maps
« Reply #14 on: February 25, 2010, 12:47:14 pm »

I like the idea of pottery, which means I only hope it comes in the next version.

Pottery is easy, though it is a hackish work around (I'm working on it as we speak, it isn't done yet so I'm not going to post it). Basically you have 5 types of ceramics, make a reaction or two for each type and have it produce a stone of each type. Have each type of stone be Environmentless so it does not spawn on maps. Craft stone as usual.
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