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Author Topic: Profit's Item Annihilator  (Read 17921 times)

Shukaro

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Re: Profit's Stone Annihilator COMPLETE REWRITE to be 0.31.08 compatible
« Reply #30 on: July 09, 2010, 11:51:21 pm »

No problem, always willing to show people the figurative =cave spider silk ropes=.
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Mouse Fortress | Custom Menu and Hotkey Framework
Dwarven Higher Learning Mod | Alternative Skill Training

profit

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Re: Profit's Stone Annihilator COMPLETE REWRITE to be 0.31.08 compatible
« Reply #31 on: July 10, 2010, 07:32:53 pm »

No problem, always willing to show people the figurative =cave spider silk ropes=.
LOL =)
or as they are around here.

!!=cave spider silk ropes=!!
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Shaostoul

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Re: Profit's Stone Annihilator COMPLETE REWRITE to be 0.31.08 compatible
« Reply #32 on: July 10, 2010, 07:36:59 pm »

Nice job profit, nice to see it updated and such (just caught my eye today). And god damn... brother broke my train of thought and forgot what I was going to say... If you need any help in the future, feel free to PM me or post on the guide thread.
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I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

profit

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #33 on: July 11, 2010, 08:38:22 pm »

Just checked and it works with the latest version.  Hopefully we are done and can leave that version compatibility sillyness in the past. 
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ZealotOnAStick

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #34 on: September 15, 2010, 12:43:02 pm »

Just unzip the archive into your Dwarf Fortress/raw/objects folder and REGEN.

REGEN?  Is there a way to regenerate an existing world, or does one have to start anew?
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squeakyReaper

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #35 on: September 28, 2010, 05:32:04 pm »

Thank you for getting rid of all my gabbro.  Every tile has been filled up by it, and I've been trying to get my Masons and Craftdwarves to use more valuable material, but they always find the massively prevalent gabbro and such.  Thanks!
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profit

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #36 on: October 07, 2010, 05:05:16 pm »

Just unzip the archive into your Dwarf Fortress/raw/objects folder and REGEN.

REGEN?  Is there a way to regenerate an existing world, or does one have to start anew?

you have to start anew.
more ore fun though =)

Thank you for getting rid of all my gabbro.  Every tile has been filled up by it, and I've been trying to get my Masons and Craftdwarves to use more valuable material, but they always find the massively prevalent gabbro and such.  Thanks!
glad you got some use out of it =)
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profit

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #37 on: February 05, 2011, 02:56:18 am »

FINALLY got around to breaking this into separate files.

Now a bit more mod friendly in it's current state of 2.01.000

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Thundercraft

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #38 on: February 05, 2011, 12:21:28 pm »

It's updated? Awesome!  :D

One question though:
Why did you remove the link to this Forum Thread from your download page?
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profit

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #39 on: February 07, 2011, 09:14:42 am »

It's updated? Awesome!  :D

One question though:
Why did you remove the link to this Forum Thread from your download page?
Do you mean my community mods and utilities thread?

If you did it's still on there.

If you meant DFFD, I never had a link there before, but I added one for you. =)
« Last Edit: February 07, 2011, 09:18:00 am by profit »
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panaz

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #40 on: February 07, 2011, 04:20:03 pm »

How would i make it where everytime i destroy a stone it has X% chance of producing X?
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profit

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Re: Profit's Stone Annihilator V2. Should be .31.xx Compatable
« Reply #41 on: February 07, 2011, 04:57:01 pm »

How would i make it where everytime i destroy a stone it has X% chance of producing X?

Well if you wanted to make a recation have a 5% chance of producing rose gold add this to the reaction you want.

[PRODUCT:5:1:BAR:NO_SUBTYPE:METAL:ROSE_GOLD][PRODUCT_DIMENSION:150]

For example changing my reaction
Code: [Select]
[REACTION:MB_DESTROY_STONE_001]
[NAME:Destroy SANDSTONE]
[BUILDING:MB_STONE_SMASHER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:SANDSTONE]
[SKILL:SMELT]
Would become
Code: [Select]
[REACTION:MB_DESTROY_STONE_001]
[NAME:Destroy SANDSTONE]
[BUILDING:MB_STONE_SMASHER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:SANDSTONE]
        [PRODUCT:5:1:BAR:NO_SUBTYPE:METAL:ROSE_GOLD][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Check the wiki for all the things you can make.. I just happen to like rose gold so I picked that.
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profit

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Re: Profit's Stone Annihilator V2. (with optional obsidian metal prospector)
« Reply #42 on: February 17, 2011, 08:44:44 pm »

That was actually the way my mod worked in the 40D days...

I made a little side mod that you can prospect obsidian for metals now for those who miss that functionality.
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Panthera Leo

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Re: Profit's Stone Annihilator V2. (with optional obsidian metal prospector)
« Reply #43 on: February 17, 2011, 09:12:21 pm »

Why not make a toy token, like say?

Code: [Select]
[ITEM_TOOL:ITEM_STONE_TOKEN]
[NAME:token:tokens]
[HARD_MAT]

A building (A shop of bank perhaps?) to convert stones to and from that token?

Code: [Select]
[REACTION:COMPRESS_STONE]
[NAME:trade stones for tokens]
[BUILDING:CRAFTSMAN]
[REAGENT:A:10:BOULDER:NONE:NONE:NONE]
[PRODUCT:100:1:TOY:ITEM_STONE_TOKEN:GET_MATERIAL_FROM_REAGENT:A:NONE]

[REACTION:DECOMPRESS_STONE]
[NAME:trade tokens for stones]
[BUILDING:CRAFTSMAN]
[REAGENT:A:1:TOY:ITEM_STONE_TOKEN:NONE:NONE]
[PRODUCT:100:10:BOULDER:GET_MATERIAL_FROM_REAGENT:A:NONE]

Or something like that? It neatly tucks the lose rock away, and if you ever need it you can get it back later. If you just want it gone you can place the moving workshops in the middle of lose stone, covert them all to tokens, and move them a great deal more efficiently.
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profit

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Re: Profit's Stone Annihilator V2. (with optional obsidian metal prospector)
« Reply #44 on: February 17, 2011, 11:02:10 pm »

I had actually given this idea a great deal of thought and I had planned on going this way when I originally created the mod, However with the ability to create infinite obsidian, I just really could not find a lot of times that I would actually ever want the stones back.   There were also a number of small annoyances when it was done like this (for example the final few blocks were missed).  It actually was originally planned that you could retrieve the stone, I just did not like the way it fit in.  If you would like though you can write a parallel mod. Feel free to use find and replace on my mods files and use it in your own but I am running enough arcs of my mods for the moment so I don't think I will release a separate one.

Why not make a toy token, like say?

Code: [Select]
[ITEM_TOOL:ITEM_STONE_TOKEN]
[NAME:token:tokens]
[HARD_MAT]

A building (A shop of bank perhaps?) to convert stones to and from that token?

Code: [Select]
[REACTION:COMPRESS_STONE]
[NAME:trade stones for tokens]
[BUILDING:CRAFTSMAN]
[REAGENT:A:10:BOULDER:NONE:NONE:NONE]
[PRODUCT:100:1:TOY:ITEM_STONE_TOKEN:GET_MATERIAL_FROM_REAGENT:A:NONE]

[REACTION:DECOMPRESS_STONE]
[NAME:trade tokens for stones]
[BUILDING:CRAFTSMAN]
[REAGENT:A:1:TOY:ITEM_STONE_TOKEN:NONE:NONE]
[PRODUCT:100:10:BOULDER:GET_MATERIAL_FROM_REAGENT:A:NONE]

Or something like that? It neatly tucks the lose rock away, and if you ever need it you can get it back later. If you just want it gone you can place the moving workshops in the middle of lose stone, covert them all to tokens, and move them a great deal more efficiently.
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