Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun  (Read 8487 times)

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #30 on: November 23, 2011, 10:01:44 am »

I shall include these findings into my mod (credit to you of course) I was almost there but you completed before I.
Logged

flabort

  • Bay Watcher
  • Still a demilich, despite the 4e and 5e nerfs
    • View Profile
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #31 on: November 23, 2011, 04:26:43 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?

If I'm correct, that might duplicate the boulders?

Lets see. In the first reaction, the wheelbarrow is marked with a few things.
NOT_CONTAIN_BARREL_ITEM, I assume that makes it so that it only uses empty wheelbarrows.
No wait, that's what EMPTY does.

Oh, well. It marks the wheelbarrow as 'container' for the reaction, so that's important. It also doesn't list the wheelbarrow as a product.

The Boulder product has PRODUCT_TO_CONTAINER, and GET_MATERIAL_FROM_REAGENT. So this means that the resulting boulder is created inside the container, aka the wheelbarrow, and is the same material as the boulder put in, but the boulder put in is destroyed (due to no PRESERVE_REAGENT). If the original boulder had PRESERVE_REAGENT, it would leave the boulder in the workshop, while creating a new one in the wheelbarrow. So, duplicating the boulder.

If only there was a way to put the reagent into the container, rather than destroying it and creating a similar one.
Logged
The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

narhiril

  • Bay Watcher
  • [DUTY_BOUND]
    • View Profile
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #32 on: December 12, 2011, 10:57:16 pm »

I would change the build keys to...

   [BUILD_KEY:CUSTOM_SHIFT_L]

...and...

   [BUILD_KEY:CUSTOM_SHIFT_U]


... reason being that the still and the butcher shop already occupy "l" and "u."

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #33 on: December 13, 2011, 06:00:08 am »

I might make a reaction to make [MATERIAL] Scrap bricks, if I have free time, so the junk city stuff can be done.
Logged
Thank you for all the fish. It was a good run.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #34 on: December 30, 2011, 11:24:50 am »

This is, as stated, extremely awesome. I too would like to include it, in form of a stone-bearing mining utility and one for wood. Otherwise I dont have many clutter-items lying around any more in my mod anyway.  But the long walks to the mining shafts and remote corners of the map always take much workforce and time.

Thank you for your work :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Reelya

  • Bay Watcher
    • View Profile
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #35 on: February 15, 2012, 08:55:08 am »

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...
A much earlier idea here was a "lump" or something, which took 100 stone, and made a "lump" of that material, another reaction returned the 100 stone. The key new idea is to use that for hauling speed instead of clutter reduction/fps saving.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Wheelbarrows !!SCIENCE!! aka working Proof of Concept - now with more fun
« Reply #36 on: February 17, 2012, 06:34:39 pm »

I tried making a wheelbarrow for corpsepieces, but it does crash the game. I am unsure if it is my fault, or of the corpse token is broken. If anyone wants to have a look, feel free. I did make a custom wheelbarrow, called: corpse cart for this.

Here the reaction:
Code: [Select]
[REACTION:LOAD_CORPSE]
[NAME:Load body parts]
[BUILDING:STATION_LOADING:CUSTOM_C]
[REAGENT:container:1:TOOL:WHEELBARROW_CORPSE:NONE:NONE]
[EMPTY]
[NOT_CONTAIN_BARREL_ITEM]
[PRESERVE_REAGENT]
[REAGENT:B:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REAGENT:C:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:D:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:E:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:F:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:G:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:H:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:I:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT] [REAGENT:J:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REAGENT:K:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:C:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:D:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:E:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:F:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:G:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:H:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:I:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:J:NONE][PRODUCT_TO_CONTAINER:container]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:K:NONE][PRODUCT_TO_CONTAINER:container]
[SKILL:BUTCHER]

[REACTION:UNLOAD_CORPSE]
[NAME:Unload body parts]
[BUILDING:STATION_UNLOADING:CUSTOM_C]
[REAGENT:corpse:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REAGENT:container:1:TOOL:WHEELBARROW_CORPSE:NONE:NONE] was wheelbarrow bin
[CONTAINS:corpse]
[PRESERVE_REAGENT]
[PRODUCT:100:1:CORPSEPIECE:NONE:GET_MATERIAL_FROM_REAGENT:container:NONE]
[SKILL:BUTCHER]
[AUTOMATIC]
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

DreamThorn

  • Bay Watcher
  • Seer of Void
    • View Profile
    • My game dev hobby blog (updates almost never)

Ooh!  I'll definitely have to experiment with containers.

Thanks for the idea, bdog!
Logged
This is what happens when we randomly murder people.

You get attacked by a Yandere triangle monster.
Pages: 1 2 [3]