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Author Topic: Bread  (Read 5405 times)

Vattic

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Bread
« on: February 20, 2011, 04:18:12 pm »

Cheers to Dwarfu who got bread working in this post.


This doesn't work as intended. I noticed in a current fort that my dwarves won't eat or stockpile the bread. Sorry folks!


I just posted this in the modders workshop topic but I figured posters who don't visit that topic might be interested.

I wondered if the new container / reactions tokens would let us make bread and they do. Currently I've got it working with dwarven wheat flour. It takes a bag of flour and turns it into some "cave wheat bread". I'm not sure how much flour should be needed for each load of bread so that needs tweaking. Adding the same tokens to the other flour producing plants should get them working too.

For some reason my dwarves won't stockpile the bread. Does anyone have any idea why?

I considered using yeast and water in the reaction but I don't know how to get dwarves filling jugs or buckets with water and I'm not sure where they'd get the yeast.

The reaction:
Code: [Select]
[REACTION:BAKE_BREAD]
[NAME:bake bread]
[BUILDING:KITCHEN:CUSTOM_B]
[REAGENT:flour:30:POWDER_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
[REAGENT:flour container:1:NONE:NONE:NONE:NONE]
[CONTAINS:flour]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:flour:BREAD_MAT]
[SKILL:COOK]

Example changes in the cave wheat raws:
Code: [Select]
[PLANT:GRASS_WHEAT_CAVE]
[NAME:cave wheat][NAME_PLURAL:cave wheat][ADJ:cave wheat]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
/*****
[USE_MATERIAL:BREAD:STRUCTURAL]
[MULTIPLY_VALUE:3]
[STATE_NAME_ADJ:ALL_SOLID:bread]
*****/
[PICKED_TILE:231][PICKED_COLOR:7:0:1]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]
[STATE_NAME_ADJ:LIQUID:dwarven beer]
[STATE_NAME_ADJ:GAS:boiling dwarven beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dwarven wheat flour]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
/*****
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]
*****/
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cave wheat seed:cave wheat seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:stalks]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:1]
[DEAD_SHRUB_COLOR:0:0:1]

Edit to add: I took inspiration from Girlinhat's Dwarven Candy thread.
« Last Edit: April 02, 2011, 09:07:46 am by Vattic »
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Supercharazad

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Re: Bread
« Reply #1 on: February 20, 2011, 04:34:14 pm »

Bread as a form of cheese? Dwarfy.
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Vattic

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Re: Bread
« Reply #2 on: February 20, 2011, 04:44:01 pm »

Yeah and I was hoping they would end up in cheese stockpiles but I just noticed they are being left in the workshops.
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Grimlocke

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Re: Bread
« Reply #3 on: February 20, 2011, 05:00:51 pm »

Thats a pretty quick adaptation of my honey curing mod.

As for the amouths of flower, I would guess one 'item' of flower is 150 units. I used that 30 so that a stack of 5 plants would consume exactelly 150, which works for honey.

And about yeast, I allways just kind of assumed dwarves used wild yeast for their brewing, but im not realy sure if that would work for baking.
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Askot Bokbondeler

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Re: Bread
« Reply #4 on: February 20, 2011, 05:05:30 pm »

eh, just stopping by to brag that it was my idea
thanks again vattic :)

Dwarfu

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Re: Bread
« Reply #5 on: April 02, 2011, 08:23:39 am »

*BAKES VATTIC SOME BREAD*

I've tested this and it works - they stockpile it, eat it and have preferences for it.

I'm updating some things, so just using a bastardized form of longland grass for now to cover barley, wheat, rye and oat.  Haven't reviewed values and such.  You'll note I don't allow the cooking of booze, seeds or flour without a reaction (currently working on gruel for the masses).  Relevant portions marked with ***

plant_standard.txt
Spoiler (click to show/hide)

Since there's no other use for flour, this is automatic when any flour is available.  I use a custom building called a stone oven.

reaction_other.txt
Spoiler (click to show/hide)

Lastly, the material template.  I just copied cheese and made a few changes until I can find real info.  This uses the [CHEESE_PLANT] token, since there isn't any of that in-game yet, which allows you to easily create a stockpile for it.

material_template_default.txt
Spoiler (click to show/hide)

Enjoy!  Off to make sausages...

EDIT:  you could probably do this with some sort of pressed material reaction as well...
EDIT2:  don't forget to add the reaction to the entity...
« Last Edit: April 02, 2011, 03:21:06 pm by Dwarfu »
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Jeoshua

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Re: Bread
« Reply #6 on: April 02, 2011, 09:03:41 am »

Beautiful idea, but I'd like to note that bread should not have a melting point.  It doesn't melt, it burns.  Possibly an ignite point and a similar heatdam?
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Vattic

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Re: Bread
« Reply #7 on: April 02, 2011, 09:12:37 am »

Nice one, I linked your post in the OP.

Sausages have been done before and can be found here along with some other foods. The basics of implementing it from back when I added it to my raws:

For Ground Meat / Mince:
   material_template_default:
      * new ground meat material template
      * add a ground meat MATERIAL_REACTION_PRODUCT to MUSCLE_TEMPLATE
   b_detail_plan_default:
      * add ground meat material to STANDARD_MATERIALS and CHITIN_MATERIALS
   reaction_other:
      * new ground meat reaction for kitchen
   entity_default:
      * give entity ground meat reaction
      
For Sausage Making:
   material_template_default:
      * new sausage material template
      * add a sausage MATERIAL_REACTION_PRODUCT to GROUND_MEAT_TEMPLATE
      * add REACTION_CLASS:INTESTINE to GUT_TEMPLATE
   b_detail_plan_default:
      * add sausage material to STANDARD_MATERIALS and CHITIN_MATERIALS
   reaction_other:
      * new sausage reaction for kitchen
   entity_default:
      * give entity sausage reaction
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huhu

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Re: Bread
« Reply #8 on: April 02, 2011, 11:46:47 am »

Google found some articles about bread in the ancient Egypt, and they had quite a lot of techniques and culture involved. I think the DF form of baking should take a slightly more strict format than what has been suggested so far. It's a bit too easy like this.

My suspension of disbelief can withstand fantasy super wheat that's trivial to manufacture into fine quality flour. It seems 5000 years ago it was quite a bit of work, but it's not so interesting to add several more workshop steps between picking up the wheat from the fields and baking it into bread.

Building the bakery could need more conditions. Now that pottery is in, it should need at least bread molds for a more 'industrial' feeling. Making a pile of bread should use up fuel, too. (Magma bakery?) I'm not so sure about yeast. It's not strictly required to make bread, and the starch in flour is hardly enough for it to make a difference in the dough. To preserve a sense of realism, yeast needs additional sugar in the dough. Yeast will of course make its work even without any additional sugar, but the effect is limited and in reality it takes a lot more time than just a normal leavening. The ancient Egyptians used a lot of sourdough from the previous day's batch, which is another way to go about it. I can't think of a good way to apply that to DF, though.
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Deon

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Re: Bread
« Reply #9 on: April 02, 2011, 12:46:21 pm »

This is totally great! I thought it is a nice idea to add bread making, but didn't bother with it. Mind if I incorporate it in Genesis? Also, how many people should I credit for this? :)
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Dwarfu

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Re: Bread
« Reply #10 on: April 02, 2011, 02:59:16 pm »

baking should take a slightly more strict format

I tend not to got back that far, but more of a medieval setting (I play humans usually).  This was a first pass just to get it working.  I expect the reaction to require a bucket of water and a moulding board, but I'm also not in the habit of adding a bunch of unnecessary stuff/tediousness.  I passed on yeasts simply because I picture bread at this time/in forts to be more like trenchers/flatbread/unleavened/biscuit/tack/sop type thingies.  But this is about modding, so everyone should do what they need to make their game fun.

This is totally great! I thought it is a nice idea to add bread making, but didn't bother with it. Mind if I incorporate it in Genesis? Also, how many people should I credit for this? :)

I started where Vattic left off.  Feel free to use the raws and adjust them as you see fit.

..bread should not have a melting point...

I agree, but this was a first pass just to get it to work.  The values and material of bread certainly need to be adjusted away from cheese.
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Deon

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Re: Bread
« Reply #11 on: April 02, 2011, 03:37:40 pm »

I won't make it too complex just for the sake of sanity. Genesis already has a TON of stuff, so having EVERYTHING complex would make people go crazy (or more likely not to use them at all).

However if you make a dedicated "bread" mod, you could make it complex and diverse as well, why not :). Or make a "lite" and a "full" versions.
« Last Edit: April 03, 2011, 06:23:01 am by Deon »
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Vattic

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Re: Bread
« Reply #12 on: April 02, 2011, 10:58:15 pm »

I considered adding yeast originally but wasn't sure where the dwarves would get it from. One idea would be to have it as a by-product of brewing but that's not in the raws yet, unfortunately.
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