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1. Custom reactions don't actually take "TOOLTIP" tokens (only custom buildings do that), so this mod logs 3 errors on startup.
2. The "burn corpse" reaction specifies a reagent of type "CORPSE:CORPSE:NONE:NONE" - this should be "CORPSE:NONE:NONE:NONE".
If I queue "burn corpse" the dwarfs haul body parts there to burn.
Dwarves are unable to butcher remains of intelligent creatures, and I think that may extend to burning because it's attached to the tokens that define corpses instead of being attached to butchering. Not sure, but that's my best guess.
Luckily you don't tend to have so many intelligent corpses around that you can't atom smash them all if it becomes a problem
If you are new to modding DF: make sure you've actually enabled the mod by selecting it under "mods" when you generate a world. It's not automatically active just by downloading it, and you can't add it to existing saves
Clothing burn mod would be even more reliant on stockpile linking as well, I don't think there's a way to differentiate good clothing and worn clothing in the raws so my reaction would just take any and all clothing unless you linked it to a stockpile that only accepted worn clothing (which you already have to do for the first thing to make it decay faster anyway)
My current one is going well., so I wont be restarting any time soon. I don't have many mods loaded but I can definitely see how that could be. I'm used to modding and making mods for Rimworld, which is so much more compartmentalized, been a while since I have had to fiddle with these types of load order issues haha
What I recommend doing is messing with your load order. Place my mod at the end of your load order (so it's loaded after everything else) because it's non-destructive and simply adds tokens to an existing item instead of replacing or deleting things. This means it should just add stuff to the dwarf entity AFTER the other mods have messed with it, so it doesn't get deleted
When raws have errors that are actually problematic, like if I just made a reaction that crashed the game, 99% of the time it would still let you generate a world and play normally until you actually tried to use the reaction
However, thanks for letting me know because I'm gonna check over the raws and see if that error makes sense or not. The TOOLTIP token is new and I might be using it wrong
BURN_VERMIN:Unrecognized Reaction Token: TOOLTIP
BURN_BODY_PARTS:Unrecognized Reaction Token: TOOLTIP
BURN_CORPSE:Unrecognized Reaction Token: TOOLTIP
Atom smashing is probably more effective for getting rid of stuff, but lots of people don't know about it and/or want a "less cheaty" way, especially since it gives you a useful resource that might not be worth your time to produce otherwise
I might mess with the values later, I'll keep your suggestion in mind :)
if it doesn't create more than one bar already i would suggest the following:
burn vermin = 2 ash bars
burn body parts = 3 ash bars
burn corpse = 4 ash bars
I think it'll work on anything that counts as a "body part", which would include teeth, wool, hair, maybe even untanned hide. That's why I recommend to make a stockpile link that only accepts certain items you want to burn, so you don't accidentally burn everything useful
Looks like the description reverted itself when I updated, I had more info in there, I'll fix it now lol
Possible to burn the "shells" too from fishing?
I wanted the reaction to use fuel, but I didn't really want it to feel annoying or expensive to do. It makes sense that ash would be produced and it's a good way to introduce people to using ash when they might not otherwise bother