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Author Topic: Building reactions, Rifts®, and slaves  (Read 1891 times)

Alocer

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Building reactions, Rifts®, and slaves
« on: January 28, 2011, 11:22:24 pm »

I'm rather new to Dwarf Fortress in general, but I've decided I wanted to start to get into modding.  I thought I'd start off small and try to implement ideas from other mods that I liked, in particular peat/goethite that I saw in Deon's Genesis Mod and fossils from Zaerosz's Flavour Mod.

I have the different types of peat/bog soil, goethite ore, and a compressed peat (to be used as fuel) modded in fine.  However I ran into a slight problem with turning compressed peat into charcoal.  Is it not possible to add a reaction to the Wood Furnace?  I tried various building names for the reaction, and the reaction name shows under the manager work orders, but it won't show up at the furnace.  Does it have to be at the smelter or a custom building?

Also, I feel that in any game that allows mods, the Rifts® Universe is always vastly underutilized.  It has a huge setting with a rich history that can be used by virtually any system.  I can't believe a game hasn't been made for it yet...  Anyways, once eggs are in the game, I wanted to start a Rifts® mod with the Xiticix as a playable civilization.  Unfortunately I had to sell off my collection of books years ago, but I'm currently borrowing World Book 23: Xiticix Invasion and have started to try and work out how this race of humanoid hive-minded insects can be implemented into Dwarf Fortress.  If anyone else is a fan of Rifts® (or not a fan), I'm more than happy to hear opinions or suggestions on other things to add.  So far the only other race I've considered is adding a Gargoyle civilization.  I'll probably stay away from the heavy sci-fi aspect of it (even though I love the Coalition), but who knows, maybe things will change.

One last thing I've been pondering, if I wanted to be able to capture a member of a hostile civ in a cage and turn him into slave labor (as in giving him hauling skills, etc), is that only possible with something like DFusion?  I haven't had the chance to try it out yet personally. I have doubts on the feasibility of the whole idea, but if slaves were possible then it'd be the perfect reason for adding the Splugorth.
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NewsMuffin

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Re: Building reactions, Rifts®, and slaves
« Reply #1 on: January 28, 2011, 11:44:39 pm »

I don't know what Rifts is, but I can help you with everything else you asked.

I think peat was already ingame, but I'm not sure.
Have you tried FURNACE_WOOD or FURNACEWOOD for the building ID?
Slaves are not represented ingame, unless you use a hack, life DFhack, or Dfusion, and such.
However, if you want slave labor, and don't mind re genning the world, add a caste to the dwarf section which doesn't have [INTELLIGENT], but [CAN_LEARN]. I don't know if that'll make everyone hate you or not, though.
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Alocer

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Re: Building reactions, Rifts®, and slaves
« Reply #2 on: January 29, 2011, 12:17:35 am »

I think peat was already ingame, but I'm not sure.

Peat as a soil existed.  I added a few others like swamp peat and mires from Genesis as new soils, and compressed peat as a new stone.

Have you tried FURNACE_WOOD or FURNACEWOOD for the building ID?

Thanks for the suggestions, I have since tried FURNACE_WOOD, WOOD_FURNACE, FURNACEWOOD, and WOODFURNACE with no luck.  I did get it working at the KILN so everything should be correct except for the building ID.
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rephikul

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Re: Building reactions, Rifts®, and slaves
« Reply #3 on: January 29, 2011, 12:49:49 am »

only kiln, kitchen, smelter, soapmaker's workshop & tanner's workshop take custom reaction.
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silverskull39

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Re: Building reactions, Rifts®, and slaves
« Reply #4 on: February 19, 2011, 06:34:49 pm »

only kiln, kitchen, smelter, soapmaker's workshop & tanner's workshop take custom reaction.

not so, the screw press, quern, craftsdwarf's shop (id=CRAFTSMAN), and still also take custom reactions.
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NobodyPro

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Re: Building reactions, Rifts®, and slaves
« Reply #5 on: February 19, 2011, 06:39:57 pm »

Has anyone tried WOOD_BURNER or WOODBURNER, just a thought.
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Alocer

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Re: Building reactions, Rifts®, and slaves
« Reply #6 on: February 20, 2011, 12:06:04 pm »

only kiln, kitchen, smelter, soapmaker's workshop & tanner's workshop take custom reaction.

not so, the screw press, quern, craftsdwarf's shop (id=CRAFTSMAN), and still also take custom reactions.

I believe these were just added in .19

Also as per my original post, I'm still hoping to mod in the Xiticix as a playable race.  However there may be a problem with the egg system, in that the egg layer needs to be married for the eggs to actually hatch.  This doesn't quite fit in with the Xiticix though, as think of the egg layer as a Queen Alien from the movie Aliens.  She obviously wasn't "married" and as far as we know never had to be impregnated in order to lay all of those eggs.  Unfortunately the Rifts book mentions nothing about how the Xiticix queen gets impregnated, so ideally I was hoping she would just kind of lay hatchable eggs all by herself.

I also just realized my custom buildings with custom reactions now always show the reactions available at that specific building (they are listed in red now instead of just not showing up).  Also if you try and add that reaction, it tells you the materials required.  This could be very helpful in the name of !!SCIENCE!!

EDIT: Removed my comments about the other tags, wasn't paying close enough attention...
« Last Edit: February 20, 2011, 08:08:49 pm by Alocer »
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darkflagrance

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Re: Building reactions, Rifts®, and slaves
« Reply #7 on: February 21, 2011, 01:57:22 am »

only kiln, kitchen, smelter, soapmaker's workshop & tanner's workshop take custom reaction.

not so, the screw press, quern, craftsdwarf's shop (id=CRAFTSMAN), and still also take custom reactions.

I believe these were just added in .19

Also as per my original post, I'm still hoping to mod in the Xiticix as a playable race.  However there may be a problem with the egg system, in that the egg layer needs to be married for the eggs to actually hatch.  This doesn't quite fit in with the Xiticix though, as think of the egg layer as a Queen Alien from the movie Aliens.  She obviously wasn't "married" and as far as we know never had to be impregnated in order to lay all of those eggs.  Unfortunately the Rifts book mentions nothing about how the Xiticix queen gets impregnated, so ideally I was hoping she would just kind of lay hatchable eggs all by herself.

I also just realized my custom buildings with custom reactions now always show the reactions available at that specific building (they are listed in red now instead of just not showing up).  Also if you try and add that reaction, it tells you the materials required.  This could be very helpful in the name of !!SCIENCE!!

EDIT: Removed my comments about the other tags, wasn't paying close enough attention...

You could always include drones, and have the drone that "marries" the queen be called the "Prime Drone" noble or something. Even real ant queens need to mate to fertilize their eggs.
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