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Author Topic: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun  (Read 8491 times)

narhiril

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #15 on: November 10, 2011, 09:55:05 pm »

This is really impressive, and I'd be very interested in including this (full credit where it is due, of course) with LFR, but only if you agree to that.  I'll definitely be grabbing it for personal use, though.

FearfulJesuit

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #16 on: November 11, 2011, 10:10:20 am »

So...wait.

I could have a smaller group of dedicated stone haulers, and I could still have a much faster way of building buildings?

For people like me who play with low population caps, this is a godsend. I salute you, good sir.
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bdog

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #17 on: November 11, 2011, 10:56:16 am »

I think making scrap a boulder or something similar means we could make scrap cities.
Got a load of useless junk from sieges? Turn it into scrap and build houses for your subjects!

Or build catapults and lob it at the next lot.

This would be beautiful. The only drawback I see here the loss of goblinite (not much but always)
Damn, I think I'll actually do some reactions for this later, when I'll have some spare time.

This is really impressive, and I'd be very interested in including this (full credit where it is due, of course) with LFR, but only if you agree to that.  I'll definitely be grabbing it for personal use, though.

If I didn't want this to be used by others I wouldn't post it on this forum in the first place ;)
So please go ahead and use and mod it, you have my blessing.

I could have a smaller group of dedicated stone haulers, and I could still have a much faster way of building buildings?

Pretty much yes, that was the whole idea of packing items in one item and reducing hauling jobs.
I'm not sure (didn't test it) but hauling wheelbarrows *should* be handled by "Item hauling" so if you turn it of for loading/unloading dwarf you could speed this even more.

Oh and you could put [AUTOMATIC] to loading actions so there wouldn't be a need to manually queue it, just remember about burrow to prevent hauling same stones in infinite loop.
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Krantz86

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #18 on: November 11, 2011, 11:47:36 am »

i'd like to add a midified version of your work to my mod
changes:
Wheelbarrow -> mine cart

that if you give me permission of course and IF i manage to get it working
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

RexMundi

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #19 on: November 11, 2011, 02:55:40 pm »

I also like the idea of making them minecrafts minecarts.
I think I'll try tinkering around with the mod a bit, if only to allow more rock per haul. how does it handle non-everywhere rock, like ores?
either way, proof of concept accepted, you should go in with the other great modders if only because you figured this out.
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bdog

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #20 on: November 11, 2011, 05:53:48 pm »

i'd like to add a midified version of your work to my mod
changes:
Wheelbarrow -> mine cart

that if you give me permission of course and IF i manage to get it working

Go ahead and use it as you like ;)

To get mine carts instead of wheelbarrows all you need is to change item name in item_bdog.txt:
Code: [Select]
[NAME:Wheelbarrow:Wheelbarrows] change to:
Code: [Select]
[NAME:mine cart:mine carts]and it's ready (well, not entirely since you still don't have tracks for your carts but who cares ;) )

how does it handle non-everywhere rock, like ores?

Check screenshot in the first post, last time I checked tetrahedrite was an ore :P
I didn't test smelting it after unloading but there shouldn't be any problem (when I was inspecting it df displayed possible reactions)
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darkflagrance

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #21 on: November 11, 2011, 11:36:09 pm »

This mod is sheer genius.

I don't know how you were able to wrest this idea from the arcane workings of the Dwarf Fortress raws, but it is glorious to behold...
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Rumrusher

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #22 on: November 12, 2011, 01:38:41 am »

I wonder could one attach this to Cages and a build a roller coaster theme park
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flabort

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #23 on: November 15, 2011, 02:54:19 pm »

If you do make a scrap reaction (or what not), a recent other !!SCIENCE!! thread worked with negative values.
You could make the scrap actually worth less than 0, so if traders come with scrap, they'll pay to take it off your hands.

As well, dwarves who use buildings made of scrap will not get such good moods (I think?). Instead, they'll get upset by using scrap... in theory?
The problem now is finding out how to keep from finding Scrap viens down in the ground.

Oh, and you could refine huge amounts of scrap (say 10 boulders of it) into copper, or much larger (50?) into iron, or something.
I don't know. Probably a bad idea to listen to me.
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Stronghammer

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #24 on: November 18, 2011, 11:30:40 am »

hey just curious could the reaction be setup to load and unload gemstones?
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Rumrusher

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #25 on: November 18, 2011, 12:14:33 pm »

If you do make a scrap reaction (or what not), a recent other !!SCIENCE!! thread worked with negative values.
You could make the scrap actually worth less than 0, so if traders come with scrap, they'll pay to take it off your hands.

As well, dwarves who use buildings made of scrap will not get such good moods (I think?). Instead, they'll get upset by using scrap... in theory?
The problem now is finding out how to keep from finding Scrap viens down in the ground.

Oh, and you could refine huge amounts of scrap (say 10 boulders of it) into copper, or much larger (50?) into iron, or something.
I don't know. Probably a bad idea to listen to me.
well there a case where to much negative would just loop back around to being worth something and end up with "Sweet rare better than Adamantine" scrap
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DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

mrtspence

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #26 on: November 19, 2011, 12:01:55 pm »

This is actually so great. Really impressed!
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Roses

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #27 on: November 19, 2011, 04:18:32 pm »

If you do make a scrap reaction (or what not), a recent other !!SCIENCE!! thread worked with negative values.
You could make the scrap actually worth less than 0, so if traders come with scrap, they'll pay to take it off your hands.

As well, dwarves who use buildings made of scrap will not get such good moods (I think?). Instead, they'll get upset by using scrap... in theory?
The problem now is finding out how to keep from finding Scrap viens down in the ground.

Oh, and you could refine huge amounts of scrap (say 10 boulders of it) into copper, or much larger (50?) into iron, or something.
I don't know. Probably a bad idea to listen to me.
well there a case where to much negative would just loop back around to being worth something and end up with "Sweet rare better than Adamantine" scrap

The birth of dwarven "modern art"
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GaxkangtheUnbound

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #28 on: November 19, 2011, 06:11:56 pm »

From a recent bit of !!SCIENCE!!, I'm pretty sure you can assign reactions to use hauling labors, as in HAUL_STONE, HAUL_WOOD, etc.
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ouroboros

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Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #29 on: November 22, 2011, 09:35:43 pm »

In the unloading reaction, you specify to PRESERVE_REGEANT for the wheelbarrow(container).
Why not specify the same for the boulder? or would that not unload the boulder?
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