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Author Topic: Removing stones, Removing lag  (Read 4050 times)

They Got Leader

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Re: Removing stones, Removing lag
« Reply #30 on: March 25, 2010, 07:21:49 pm »

The reaction given to melt stone didn't work. What exactly do you put? I have a couple thousand stone (and counting, seeing as how I'm digging at an extreme pace) and I need to skill up my furnace operators.

Did you add [REACTION_CLASS:JUNK] to the stones you want gone?
Did you purge the ...\data\objects folder?
Added reaction class line to Gabbro. This is what I have right now:
Code: (reaction_standard.txt) [Select]
[REACTION:StI]
[NAME:Stone to Iron]
[SMELTER]
[REAGENT:10:REACTION_CLASS:JUNK]
[PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]
and
Code: (matgloss_stone_layer.txt) [Select]
[MATGLOSS_STONE:GABBRO]
[NAME:gabbro][COLOR:0:7:1][TILE:177][REACTION_CLASS:JUNK]
[IGNEOUS_INTRUSIVE]

Wait, does this require a normal smelter? Because I am using a magma smelter.
« Last Edit: March 25, 2010, 07:31:50 pm by They Got Leader »
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

sunshaker

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Re: Removing stones, Removing lag
« Reply #31 on: March 25, 2010, 07:32:22 pm »

Added reaction class line to Gabbro. This is what I have right now:
Code: (reaction_standard.txt) [Select]
[REACTION:StI]
[NAME:Stone to Iron]
[SMELTER]
[REAGENT:10:REACTION_CLASS:JUNK]
[PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]
and
Code: (matgloss_stone_layer.txt) [Select]
[MATGLOSS_STONE:GABBRO]
[NAME:gabbro][COLOR:0:7:1][TILE:177][REACTION_CLASS:JUNK]
[IGNEOUS_INTRUSIVE]

Since this is an existing game you can not add reactions to it, but you can replace them. Thus if you did not previously have a reaction called [REACTION:StI] in the raws before you genned this world then it will not work. You can however modify an existing reaction like Rose Gold so it appears as such

Code: [Select]
[REACTION:ROSE_GOLD_MAKING]

[NAME:Stone to Iron]

[SMELTER]
[REAGENT:10:REACTION_CLASS:JUNK]
[PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]

Make sure you purge the ...\data\objects folder or the game will use the existing game files and not generate the new modified ones.
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They Got Leader

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Re: Removing stones, Removing lag
« Reply #32 on: March 25, 2010, 07:36:45 pm »

...
Code: [Select]
[REACTION:ROSE_GOLD_MAKING]

[NAME:Stone to Iron]

[SMELTER]
[REAGENT:10:REACTION_CLASS:JUNK]
[PRODUCT:50:1:BAR:NO_SUBTYPE:METAL:IRON]
[FUEL]

Make sure you purge the ...\data\objects folder or the game will use the existing game files and not generate the new modified ones.

Purge?

EDIT: OOOh, so then the game updates the raw files. Got it.
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

buckets

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Re: Removing stones, Removing lag
« Reply #33 on: March 25, 2010, 07:40:44 pm »

You build catapult parts at a siege workshop, place catapults, order them to fire at will and enable the siege operator labor on the desired number of dwarves. For a stone thus fired to be destroyed, it cannot fall a level. Just place a wall in front of your catapults if you're worried about friendly fire (though I'm almost sure that catapults, as opposed to ballistae, will never hit friendlies).

Awesome, I must try this.
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They Got Leader

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Re: Removing stones, Removing lag
« Reply #34 on: March 25, 2010, 07:42:07 pm »

There we go. That worked. I am using a map which doesnt have adamantine, so I replaced the make wafers with use gabbro. Of course, I saved the make wafers...
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

sunshaker

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Re: Removing stones, Removing lag
« Reply #35 on: March 25, 2010, 07:56:22 pm »

Purge?

EDIT: OOOh, so then the game updates the raw files. Got it.

Yup, been there, done that, been annoyed for hours trying to figure out what I'm doing wrong. This one and the very specific naming of the raw files and the headers are the two big one I always make sure to ask about.
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They Got Leader

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Re: Removing stones, Removing lag
« Reply #36 on: March 25, 2010, 07:59:33 pm »

Thanks guys. I'm now making 1 copper bar per 20 gabbro stones. Which is fair. I have over 10000 of them. I also have 20 dwarves dumping whatever other stone I have into my atom smasher. So between the two, I won't have a gabbro problem anymore. Thanks again.
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

Sutremaine

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Re: Removing stones, Removing lag
« Reply #37 on: March 25, 2010, 08:00:59 pm »

You build catapult parts at a siege workshop, place catapults, order them to fire at will and enable the siege operator labor on the desired number of dwarves.
Awesome, I must try this.
Note that siege operators aren't fussy about what they throw at the walls. In a far-off mining shaft this won't be a problem so long as all the ores and such have been moved away, but if you've been shoving stone into the corners at the heart of the fortress and want only now to get rid of it... good luck.

The reaction class method is more precise and requires less babysitting, but unless you set profiles on each and every workshop your main melting and smelting operations will be slowed down by the sudden influx of ascended haulers.
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Hishan

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Re: Removing stones, Removing lag
« Reply #38 on: March 26, 2010, 03:14:33 am »

Im happy to see that my thread has helped lots of people, perhaps in the future there will be an option to NOT mine out economic stone. Since my question has been excellently answered by everyone, feel free to hi-jack this thread.
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Kyronea

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Re: Removing stones, Removing lag
« Reply #39 on: March 26, 2010, 03:19:10 am »

Quantum stockpiling underneath a 1x2 atom smasher.  If you get to many, simply trigger it, and have your dwarfs refill the stockpile so your masons have materials.
That's still too time intensive. Plus, I've smashed more than one dwarf by accident as a result of using this method.

Personally, I prefer modding a minor reaction into all stone so I can just smelt it away. I get some bonus metals, and I get rid of the stone without having to resort to ridiculous methods.
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Dorf3000

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Re: Removing stones, Removing lag
« Reply #40 on: March 26, 2010, 07:00:11 am »

I've noticed with smelting that it's perfect to clear out a room for stockpiling, because the dwarves grab the nearest stones and clear out a square, rather than a bunch of dwarves coming from all over to take one random stone to dump.

I replaced the lay pewter reaction(s) for this - does anyone ever make that stuff?  Except for mandates of course.  Lead doesn't seem that common and there are two other, better pewters you can make.
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Zaranthan

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Re: Removing stones, Removing lag
« Reply #41 on: March 26, 2010, 12:46:15 pm »

The ideal throwaway reaction is Rose Gold from ore. Odds are, if you get a mandate for rose gold, you're going to have bars lying around, so the ore reaction is superfluous. There are a few other alloys that can be made directly from ore, so they're good, too.

As for backing up your smelters, just build a new one, profile it for low-skilled furnace operators, set your haulers to smelt, and fill the smelter with repeating stone smelting jobs. Your haulers get some decent paying jobs, your real operators aren't bothered by the junkyard duty, and your stone disappears.
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Retro

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Re: Removing stones, Removing lag
« Reply #42 on: March 26, 2010, 12:49:46 pm »

The ideal throwaway reaction is Rose Gold from ore. Odds are, if you get a mandate for rose gold, you're going to have bars lying around, so the ore reaction is superfluous. There are a few other alloys that can be made directly from ore, so they're good, too.

Don't you dare get rid of Rose Gold! That pretty pinky-purple... how can you live without it? :O You must ALWAYS MAKE MORE.

Dorf3000

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Re: Removing stones, Removing lag
« Reply #43 on: March 26, 2010, 02:08:11 pm »

The ideal throwaway reaction is Rose Gold from ore. Odds are, if you get a mandate for rose gold, you're going to have bars lying around, so the ore reaction is superfluous. There are a few other alloys that can be made directly from ore, so they're good, too.

Don't you dare get rid of Rose Gold! That pretty pinky-purple... how can you live without it? :O You must ALWAYS MAKE MORE.

Retro, Mayor demands 50 Rose Gold items.
Retro, Mayor cancels Rest: Dangerous Terrain.
Retro, Mayor has died in the heat.
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Zaranthan

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Re: Removing stones, Removing lag
« Reply #44 on: March 26, 2010, 02:53:06 pm »

Don't you dare get rid of Rose Gold! That pretty pinky-purple... how can you live without it? :O You must ALWAYS MAKE MORE.
Reading comprehension. I'm fond of the stuff, too, but you only need the bars reaction. The reactions that smelt ores into alloy bars are useless. If you're really so short on fuel that saving a few pieces of coal would make a difference, you should be seeking a different solution. Like the one Dorf3000 suggested. :D
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