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Author Topic: >>>>Zero's Metalworking and More v1.2<<<<  (Read 4056 times)

NightS

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #15 on: July 16, 2011, 05:53:01 am »

Maybe there is something duped in there?
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Godmouth

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #16 on: July 17, 2011, 03:50:32 am »

Ok I got it to work, completely removed the objects folder and replaced it with the one from the mod. Some weird things like magnetite appears in veins instead of clusters but it works at least.
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Dutchling

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #17 on: July 17, 2011, 07:43:23 am »

Bookmarked.
I think I'll try this when I start a new game. The chance that I remember this is quite low so I doubt it will actually happen.
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #18 on: July 17, 2011, 01:56:58 pm »

Ok I got it to work, completely removed the objects folder and replaced it with the one from the mod. Some weird things like magnetite appears in veins instead of clusters but it works at least.

Yup, I should mention that. If you look in the stockpiles folder youll see rock is now categorized into weapon ore, etc, and is alphabetized. I did delete some core game files and I also moved bees to the creature_bees.txt, so you have to overwrite everything, unfortunately.

Also, magnetite is supposed to occur in veins within igneous stone because it appears there in real life, and I wanted to make iron a tad bit more common. It still shows up in sedimentary stone as normal, but now you'll have one extra ore of iron in igneous stone.

I've been having some computer troubles recently (read: lost everything in linux partition, had motherboard partially fried, took some time and a new motherboard) but now that I'm back, I'll get an update out soon. First thing's first though, I have to download my graphics driver for linux, compiz to make everything pretty, and DF itself. I also lost the mod and a whopping two additions (magma carp and unicorpions). It shouldn't be hard to remake those.
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.0<<<<
« Reply #19 on: July 19, 2011, 06:05:20 pm »

Updated to version 1.1!

Changelog:

Code: [Select]
v1.1
-Added Automatons as tier 4 siegers.
-Added magma-dwelling and blind cave species of carp.
-Added Unicorpions to roam the joyous deserts.
-Fixed a few bugs with the new minidragons (mountain, frost, and desert drakes).
-Red dragons, which occur as normal creatures, can now be tamed. Megabeast version still exists.
-Allowed plump helmets to be grown all year but retained the new season-long grow times.
-Added dire wolves as flavor creatures in wastelands.
-Reorganized files a bit... You must delete the raw folder before installing this.
-Included latest phoebus pack
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daxp

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #20 on: July 21, 2011, 01:27:06 am »

I have a quick question regarding mining. Something is causing my miners to get rotten lungs, and I have no idea how to fix it or stop it. What do I need to do?
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Trapezohedron

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #21 on: July 21, 2011, 02:48:16 am »

I'd recommend you to replace the megabeast dragons into chromatic dragons (nethack spoilers). They simply are better in every way than ordinary dragons and they can breath a couple different breath attacks.

EDIT: Oh, and multiple types of dragons too. (rot, frost, sleep)
« Last Edit: July 21, 2011, 02:50:09 am by New Guy »
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Acanthus117

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #22 on: July 21, 2011, 02:58:45 am »

Looks interesting.
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Sphalerite

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #23 on: July 21, 2011, 08:15:49 am »

I have a quick question regarding mining. Something is causing my miners to get rotten lungs, and I have no idea how to fix it or stop it. What do I need to do?

It looks like this mod has a feature where mining coal sometimes releases clouds of dust that cause black lung disease in miners.
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Seriyu

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #24 on: July 21, 2011, 06:27:55 pm »

Are you intending on introducing a building that can smelt cobalt without basically killing the smelter in the long term? Haven't played yet but given the focus of the mod it seems like an obvious decision. :P

EDIT: Also since the raws are replaced, does this work with tilesets?
« Last Edit: July 21, 2011, 06:35:17 pm by Seriyu »
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #25 on: July 21, 2011, 08:55:34 pm »

I have a quick question regarding mining. Something is causing my miners to get rotten lungs, and I have no idea how to fix it or stop it. What do I need to do?

I have a quick question regarding mining. Something is causing my miners to get rotten lungs, and I have no idea how to fix it or stop it. What do I need to do?

It looks like this mod has a feature where mining coal sometimes releases clouds of dust that cause black lung disease in miners.

Yup. It's the black lung mod. I completely forgot that I included Lofn's black lung mod. It's meant to simulate the fact that coal mining releases poisonous dust and therefore create a risk of lung rot in your miners.  I should mention that if you want to remove it, you can go into inorganit_stone_zero.txt (or something like that) and use ctrl-f to find "black lung" For the syndrome, you can set the SEV: value and the :PROB: value to 0, and they will get the syndrome but it will have no symptoms. You can make the change in your current world and that will spare any future miners, but I'm not sure about the current ones.

Don't worry too much, rotten lungs are bugged in DF (I think) Your miners should be fine unless they get into combat.

If nobody wants the black lung mod, I can remove it from the next version.

Are you intending on introducing a building that can smelt cobalt without basically killing the smelter in the long term? Haven't played yet but given the focus of the mod it seems like an obvious decision. :P

I believe you can already do so, but it requires limestone, rock salt, and brimstone. I might just call dwarven engineering and make it easier in the future.

Ah, here it is:

Code: [Select]
[REACTION:COBALT_MAKING]
[NAME:make cobalt bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:4:METAL_ORE:COBALT]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:COBALT][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Yup. Just look for it in the smelter. It'll take four boulders of cobaltite plus one of each requisite and give you four bars of cobalt. Perhaps it should have a chance of giving the reagents back, instead of requiring multiple boulders of cobalt?

The revised version should look like this, replace the original reaction if you want to change it in an existing world. You don't need a regen:

Code: [Select]
[REACTION:COBALT_MAKING]
[NAME:make cobalt bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL_ORE:COBALT]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COBALT][PRODUCT_DIMENSION:150]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[PRODUCT:75:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
[FUEL]
[SKILL:SMELT]

Quote
EDIT: Also since the raws are replaced, does this work with tilesets?

With phoebus, yes. With anything else, I don't think so. Can someone outline the basic raw-based differences between phoebus and the default?  I know it involves changing stone graphics, but is there anything else?

I'd recommend you to replace the megabeast dragons into chromatic dragons (nethack spoilers). They simply are better in every way than ordinary dragons and they can breath a couple different breath attacks.

EDIT: Oh, and multiple types of dragons too. (rot, frost, sleep)

Good idea, thanks!

Looks interesting.

Thanks?
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Seriyu

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #26 on: July 21, 2011, 11:21:34 pm »

Okay good, I was planning on using phoebus so. And if there's a place to smelt cobalt without issue then okay. I was just checkin, and didn't see anything in the OP. Thanks!

_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.1<<<<
« Reply #27 on: July 22, 2011, 01:45:01 pm »

Well, it comes with phoebus. :P Thanks though!
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_DivideByZero_

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Re: >>>>Zero's Metalworking and More v1.2<<<<
« Reply #28 on: July 26, 2011, 06:58:54 pm »

I added an ascii version. I might start using it myself too. Tell me if there's anything else I should fix.
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Sphalerite

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Re: >>>>Zero's Metalworking and More v1.2<<<<
« Reply #29 on: July 26, 2011, 07:56:47 pm »

I haven't tried it in game yet, but it looks like the reactions MAKE_ALUMINUM and MAKE_ALUMINUM_MAGMA in reaction_aluminum call for the wrong reagents.  Those two call for a barrel full of lye, when it looks like they should call for a barrel full of red mud.  ([REAGENT:mud:150:LIQUID_MISC:NONE:LYE] rather than [REAGENT:mud:150:LIQUID_MISC:NONE:INORGANIC:MUD_RED]).  As it is now you can make aluminum from only lye rather than from red mud, which doesn't seem right.
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