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Author Topic: New Buildings, workshops, etc mod.  (Read 2544 times)

Truean

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New Buildings, workshops, etc mod.
« on: May 13, 2010, 10:18:47 pm »

Ok, so we don't even really know what the new version is capable of yet. We do know that you can make custom buildings and items.

In light of all the bugs and features, what would be a good idea for the game as it stands?

Some suggestions:
Training dummies: trains soldiers, particularly while military is bugged.
Schools/Libraries: Trains student and perhaps teacher skill.
Display case: holds various items you'd like to show off and keep safe from thieves.
Playground: Usable only by children, builds social skills and observer.
Lookout Post: trains observer skill.
Incinerator: Gets rid of refuse
Sawmill: Takes logs and creates wood blocks (like a plank) for building.
Archery Range: Trains archery or perhaps marksdwarf without a million used bolts. Requires bolts, which are consumed in reaction.

Any other ideas?
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Morrigi

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Re: New Buildings, workshops, etc mod.
« Reply #1 on: May 13, 2010, 11:50:17 pm »

Training dummies, display cases, incinerators, and sawmills have already been done, search is your friend.
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Truean

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Re: New Buildings, workshops, etc mod.
« Reply #2 on: May 13, 2010, 11:52:59 pm »

I get that they have been done. The question is, what else would you like to see included as a mod. They have been done but they aren't all that can be done.
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UnLimiTeD

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Re: New Buildings, workshops, etc mod.
« Reply #3 on: May 14, 2010, 09:54:21 am »

A conveyor band for moving shit from A to B more quickly.  :) Can that actually be done?
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Truean

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Re: New Buildings, workshops, etc mod.
« Reply #4 on: May 14, 2010, 10:34:04 am »

Quote
A conveyor band for moving shit from A to B more quickly.  :) Can that actually be done?

I actually don't think it can. You'd need to have an object (Dwarf) carry an item.

Transportation systems are actually a wonderful idea for both dwarf and items, because preset routes would cut down on FPS issues from pathfinding.

A mine cart system would be very nice, but unfortunately, I don't think that's feasible at the moment.
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kurokikaze

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Re: New Buildings, workshops, etc mod.
« Reply #5 on: May 14, 2010, 10:37:28 am »

Dwarven sandbox: used by children to gain miner skill :)
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Arni

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Re: New Buildings, workshops, etc mod.
« Reply #6 on: May 14, 2010, 11:15:42 am »

Some groves for growing yer trees / mushrooms maybe?
Spoiler (click to show/hide)

How about a crafting schools/guilds?
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Deon

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Re: New Buildings, workshops, etc mod.
« Reply #7 on: May 14, 2010, 11:56:34 am »

I plan to add an archery range to Genesis, otherwise it has everything else (I will include the display case in 1.8). Keep making suggestions, I am documenting everything :).
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Truean

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Re: New Buildings, workshops, etc mod.
« Reply #8 on: May 14, 2010, 12:47:12 pm »

Quote
Some groves for growing yer trees / mushrooms maybe?
Spoiler (click to show/hide)
Code: [Select]
[BUILDING_WORKSHOP:GROVE]
   [NAME:Grove]
   [NAME_COLOR:7:0:1]
   [DIM:10:10]
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   [BUILD_LABOR:HERBALIST]
------------------
Code: [Select]
[REACTION:USEGROVE]
   [NAME:foresting grove]
   [BUILDING:GROVE:CUSTOM_F]
   [PRODUCT:9:1:WOOD:NO_SUBTYPE:PLANT_MAT:PINE:WOOD]
   [PRODUCT:4:1:WOOD:NO_SUBTYPE:PLANT_MAT:CEDAR:WOOD]
   [PRODUCT:6:1:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD]
   [PRODUCT:8:1:WOOD:NO_SUBTYPE:PLANT_MAT:MAPLE:WOOD]
   [PRODUCT:7:1:WOOD:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]
   [PRODUCT:2:1:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD]
   [PRODUCT:4:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
   [PRODUCT:5:1:WOOD:NO_SUBTYPE:PLANT_MAT:LARCH:WOOD]
   [PRODUCT:7:1:WOOD:NO_SUBTYPE:PLANT_MAT:CHESTNUT:WOOD]
   [PRODUCT:9:1:WOOD:NO_SUBTYPE:PLANT_MAT:ALDER:WOOD]
   [PRODUCT:6:1:WOOD:NO_SUBTYPE:PLANT_MAT:BIRCH:WOOD]
   [PRODUCT:5:1:WOOD:NO_SUBTYPE:PLANT_MAT:ASH:WOOD]
   [SKILL:WOODCUTTING]

How about a crafting schools/guilds?

I actually like this idea. I do think that the groves should require a lot of space to be built though and/or have limits placed upon how often you can use them. I dunno though.

Guilds are of course, rather Dwarven and a good idea. Schools that train things are nice.
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Truean

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Re: New Buildings, workshops, etc mod.
« Reply #9 on: May 14, 2010, 12:55:43 pm »

Perhaps a business school for training appraiser skill. Consider that shops in the old econ (broken though it is...) used appraiser skill. A law school/library for training persuasion, negotiator, etc?

actually.....

It's possible I could have figured something out for transit but it's clunky at best and impossible at worst.

Workshop: Transit Loading Platform
Workshop: Transit Depart Platform.

Require "metal rails" made out of special iron power axles. You need two rails linking the two stations.

Perhaps a creature called a "minecart" could be placed in a restricted path between the station platforms. It would then travel between the two stations (FPS isses, I know, pathfinding would suck, major problem).

A reaction would have to require a preset number of items as reagents to be placed in the loading platform. These would then appear in the depart platform. The reactions would be "Load 10 X" Where X is any type of item. There would be a load 10 stone, load 10 whatever. Only certain things could be transported this way as listed in preset reactions.

The trick would be:

1.) The minecart "creature" (Needed?)
2.) Requiring a workshop to need power for the "rails" (power axles)
3.) Having reagents in one workshop produce things in another distant workshop.

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The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.

Deon

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Re: New Buildings, workshops, etc mod.
« Reply #10 on: May 14, 2010, 12:57:52 pm »

Truean: those "transit" system ideas are a fantasy, you cannot do anything like that (and I doubt you will someday).

1) You cannot make creatures but vermin which are bugged if are made.
2) Everything you do happens on the same tile as a working dwarf. I mean reagents go there and products appear there too.
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Truean

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Re: New Buildings, workshops, etc mod.
« Reply #11 on: May 14, 2010, 01:00:13 pm »

Quote
Truean: those "transit" system ideas are a fantasy, you cannot do anything like that (and I doubt you will someday).

I know. I actually said the same thing here earlier.

The only possibility would be a.) Toady codes something, b.) Teleport mods. Even teleport mods wouldn't really work well if at all.

I get that it's not feasible currently if it ever will be. :)
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The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
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Deon

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Re: New Buildings, workshops, etc mod.
« Reply #12 on: May 14, 2010, 01:05:53 pm »

The best teleport is a z-level drop ;).
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Truean

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Re: New Buildings, workshops, etc mod.
« Reply #13 on: May 14, 2010, 01:14:01 pm »

Quote
The best teleport is a z-level drop ;).

lol. I agree except it's one way, survival's a problem, and I never did understand how to "pit" things correctly.
______________________________________________

How about a "resin" reaction workshop? It could use Dwarven syrup to make either a "shell" material (I hate moods for the moment) or something like that. It could perhaps be used as an item "coating" with a custom reaction "decorate with resin." This wouldn't be functional like waterproofing but rather a coating to increase value for all intents and purposes currently.

Of course resin would have to be added as a custom material if possible. That way it could be decorated with.... Maybe you could even make medical casts out of it, though I wouldn't recommend that. Perhaps you could even make low value "resin gems" rather than resin as an entirely new material.
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The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.

UnLimiTeD

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Re: New Buildings, workshops, etc mod.
« Reply #14 on: May 14, 2010, 01:21:18 pm »

Don't creatures throw each other in fight?
Could you like build something that just constantly throws everything on to of it one tile in a specified reaction if supplied 5 power?
You would need an enormous amount of gears and axles for that, and a really big Reactor, but you could build a spaced out fortress with quick transportation by having a storage area on the first tile.
So far I'm trying to solve it by having automated water-cannons that project an item through a corridor when placed on a pressure plate.^^
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