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caranha Regular User Nov 19, 2008, 08:24:32 pm 1 3
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1  Speargroove succession game (end of turn 3) Nov 19, 2008 0.01 39 Unrated 493 12.14 MB 0
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 Arrkhal's weapon and material mod v (v 0.3)  » posted under Arrkhal's weapon and material mod v0.3 on Apr 16, 2010, 02:30:41 am
With a little more fiddling, the "max edge" tag seems to be the problem for stones.

Any stone with a "max edge" above a certain value will disappear from the "economic stones" list. Adding the "flux" attribute will make it appear again. Since you add a high "max edge" for so many stones, it makes them all disappear (except the flux ones)

It seems to be a bug with dwarf fortress itself, which is treating the "sharp edges" propriety wrongly. Reporting on bugtracker now.

SUMMARY: DF is messing with the economic stone display for "sharp edge" stones. Since all stones in your mod are sharp edge, all of them not layer start out forbidden (expected behavior), and you can't enable them in the economic stones menu, unless they are also flux (not expected behavior). I'd say you should probably remove the "max edge" property from the stones until this bug is solved. I'm not sure what is making the metals appear in the economic stone list, I'll check that later, but it is probably something similar.
comment last edited by caranha on Apr 16, 2010, 03:11:41 am
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 Arrkhal's weapon and material mod v (v 0.3)  » posted under Arrkhal's weapon and material mod v0.3 on Apr 16, 2010, 01:43:02 am
Hey there. I have tried a few tests:

-> Genned a world with the original 31.03 raws, started a fortress - there are 6 pages of stones listed in the "economic stones" menu (all of them, I think, including useless stone)
-> Genned a world with the original 31.03 raws, started a fortress, then replaced local raws with your raws - the "economic stones" menu is reduced to 3 pages, with some weird entries (processed metals)
-> Genned a world with your raws (replaced the main raws), started a fortress - the "economic stones" menu is the same 3 pages as above.
-> Used the above fortress, and replaced the local raws (modded), with the original 31.03 raws, except for "item_ammo" due to crash, and the 6 pages of "economic stones" is back.

Then I tried to add your raw files, one by one, to see what changed.

When I added "inorganic_metal.txt", the economic stone screen started to include processed metals which aren't really stones, such as fine pewter, rose gold, etc.
When I added "material_template_default.txt", the economic stone screen removed a whole bunch of stone, (including kaolinite ;-P).

Also, when moving raws around, the "use/don't use" flags did not change. So a workaround would be to start a fortress with your raws, change to the original raws to enable all the stone needed, and then go back to your raws to play with the balance - although this is not optimal.

It seems that the criteria the game is using to add or remove something to the "economic stone" menu is quite different - not sure if this is a feature or a bug, but I will check if anyone has talked about this on the modding forum yet.

Cheers!
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 Arrkhal's weapon and material mod v (v 0.3)  » posted under Arrkhal's weapon and material mod v0.3 on Apr 15, 2010, 02:54:31 am
Hey Arrkhal!

Thanks for the mod!

However, using it I have noticed something funny. Kaolinite is listed as an economic stone (dwarves can't build with it/it is listed as being able to build "sharp weapons"), but it is not listed in the economic stone menu, so I can't tell them to use it anyway. I did not have this problem under unmodded DF, so I wonder if something in this mod did it?

Cheers,
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