Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Minor stone management mod  (Read 3155 times)

dbay

  • Bay Watcher
    • View Profile
Minor stone management mod
« on: October 30, 2010, 07:18:41 pm »

As everyone knows, any fortress worth its salt is covered in huge rocks littering all over the place. These rocks are more than just ugly, they kill framerates. You can dump them into a pit - sure, that gets them out of the way but doesn't help the framerate. Melting them in magma is rumoured to be even worse for your framerate than leaving them lying around.

So, I give you: three ways to deal with those useless rocks! Just copy these into your REACTION_OTHER raw and add them to your permitted reactions.

The first one just straight up vanishes them. Rocks go in, nothing comes out. You might want to delete the [AUTOMATIC] tag, you might not.
[REACTION:BREAK_ROCKS]
   [NAME:break rocks]
   [BUILDING:KILN:CUSTOM_SHIFT_R]
   [REAGENT:A:1:STONE:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [SKILL:MASONRY]
   [AUTOMATIC]

What do we have too much of? rocks. What do we never have enough of? bins. Rock goes in, bin comes out.
problem solved, yo.

[REACTION:MAKE_ROCK_BIN]
   [NAME:make rock bin]
   [BUILDING:KILN:CUSTOM_N]
   [REAGENT:A:1:STONE:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY]
   [SKILL:MASONRY]

Barrels come a close second to bins in the "never having enough of" front. Now you can. Rock goes in, barrel comes out.

[REACTION:MAKE_ROCK_BARREL]
   [NAME:make rock barrel]
   [BUILDING:KILN:CUSTOM_V]
   [REAGENT:A:1:STONE:NO_SUBTYPE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [PRODUCT:100:1:BARREL:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY]
   [SKILL:MASONRY]

Aramco

  • Bay Watcher
    • View Profile
Re: Minor stone management mod
« Reply #1 on: October 30, 2010, 07:28:53 pm »

This is good and all but... what does [AUTOMATIC] do? Seems kind of important to me.
Logged
Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

Zaerosz

  • Bay Watcher
  • ☼sperm whale leather thong☼
    • View Profile
Re: Minor stone management mod
« Reply #2 on: October 30, 2010, 08:33:29 pm »

If you have all of the required reagents, the reaction is automatically queued. Like tanning hides, or rendering fat.
Logged
くコ:彡

Dral

  • Bay Watcher
    • View Profile
Re: Minor stone management mod
« Reply #3 on: October 31, 2010, 09:27:58 am »

If you have all of the required reagents, the reaction is automatically queued. Like tanning hides, or rendering fat.

Hmm, sounds useful but what needs to be done to give the player an option to enable/disable a custom [AUTOMATIC] reaction the same way that hide/fat/etc processing can be? Or, is that option automatically added?
Logged

Vucar Fikodastesh

  • Bay Watcher
  • Grand Master Explorer
    • View Profile
Re: Minor stone management mod
« Reply #4 on: October 31, 2010, 12:13:13 pm »

You just need to 's'uspend the automatic reaction.
Logged
I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Minor stone management mod
« Reply #5 on: October 31, 2010, 01:06:52 pm »

I would suggest to make a separate workshop as I did in Genesis (rock grinder) in case you want to use kilns for something else and don't want to select them every time to suspend the task.

P.S. Also the correct item type is "BOULDER", although STONE doesn't make errors.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Minor stone management mod
« Reply #6 on: October 31, 2010, 04:17:42 pm »

Both BOULDER and STONE are parsed as item type #4 (of 0-84 - see full list), so either should work fine.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

dbay

  • Bay Watcher
    • View Profile
Re: Minor stone management mod
« Reply #7 on: November 01, 2010, 10:58:08 pm »

I didn't know how to make buildings for myself, so this seemed simpler.

you can delete or re-add the [AUTOMATIC] tag in the raws without regenerating the world, which aside from suspending the task is the closest you get to a setting there.

profit

  • Bay Watcher
  • Finely Crafted Engravings... Or it didn't happen.
    • View Profile
Re: Minor stone management mod
« Reply #8 on: November 04, 2010, 06:33:54 pm »

Just so you know... I happened to make this mod about 16 hours after 30.01 came out  =)

http://www.bay12forums.com/smf/index.php?topic=52026.0

Not that I mind "competition" just letting you know =)

It also happens to be mod one on my community mods and utilities list because it was the first mod for the new version of DF after the compatibility break =)
Logged
Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Minor stone management mod
« Reply #9 on: November 10, 2010, 11:42:56 pm »

Just so you know... I happened to make this mod about 16 hours after 30.01 came out  =)

http://www.bay12forums.com/smf/index.php?topic=52026.0

Not that I mind "competition" just letting you know =)

It also happens to be mod one on my community mods and utilities list because it was the first mod for the new version of DF after the compatibility break =)
Your mod only destroys the stone, his also allows stone bins/barrels.
Logged