Dwarf Fortress

Dwarf Fortress

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More Bolts
   
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20 mag 2023, ore 0:29
20 mag 2023, ore 1:42
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More Bolts

In 1 collezione di Egg
Allmods
2 elementi
Descrizione
This mod adds reactions to craft stacks of 100 bolts, and a 1x1 "Ammo Collection Spot" workshop where you can combine loose bolts into new unified stacks or a generic wood material OR mix bolts into unified stacks of 50 bolts.
In order to do this I had to create a "ammo pack" item that dwarves will have to unpack at the same station (otherwise they'd grab the same bolts they were just using forever), the "material" of the ammo packs is based on the material of bolts used in the mix jobs.

Example: You have 28 willow bolts, 12 iron bolts, 3 cow bone bolts and 7 cave swallow bone bolts in stacks of random amounts (maybe a lot of single bolts, maybe there are 14 bolts somewhere and 8 somewhere else, you get the point).

If a dwarf does a COMBINE bolts job, it will choose ANY bolts available to turn into an ammo pack of a "mixed wood" material, which can then be unpacked into a full stack of 50 "mixed wood" bolts.

If a dwarf does a MIX bolts job, it will choose ANY bolts available like above, but choose the material of the ammo pack based on whichever material the FIRST bolt he grabbed was. So if he grabs a willow bolt first and then the others, you would get a willow ammo pack, if it was an iron bolt it'd be an iron ammo pack, and so on, which again, unpack into 50 bolts of that material.

This optional, but a pretty nifty way of putting all those loose random bolts to use and recycle ammo without having to leave it forbidden all over the place or throw it all in an atomizer to get rid of it, also saves you the effort of manually clicking each individual bolt in the trading menu if you don't want to sell a whole bin of it.
As an added bonus, it also helps a bit with marksdwarves going into battle or training with just a handful of single bolts in their quiver and sort of seems to help with a weird bug where they'll stop grabbing new ammo because "their" ammo is in someone elses inventory??

By default I've made it so that only vanilla type reactions are enabled, so if you enable this mod you'll get your usual metal, wood and bone bolts, ability to craft them in stacks of 100 each and jobs to merge and combine these (and specify if you want say, only iron bolts to be mixed, only bone, wood, etc).

But I've also made all kinds of reactions for more exotic or weird materials like cheese, gems, stone, etc and included an explanation for how to enable all of these in the mod file. Check the entity_more_bolts_patch file for that, index for a list of all reactions and reaction_more_bolts for explanations for how the reactions and such work and what they do.
These also tell you how to add these to custom or other civs.

Regarding compatibility, it should be compatible with literally anything as long as it doesn't remove ITEM_AMMO_BOLTS from the game. It doesn't touch the ammo directly and it adds the new building and reactions to the dwarves (ENTITY:MOUNTAIN) via a patch file, so no vanilla files are edited (sort of, I did select the three ceramic materials to add REACTION_CLASS:CERAMIC to them, but it's nothing major and doesn't affect changes made by vanilla or other mods).
If you're not sure where in the list to put it then lower = better, since the game loads mods from top to bottom.

The steam ID for this mod is 2978122141 and it will show up in Dwarf Fortress/data/installed_mods as more_bolts (1).

If you want to use anything in this mod for yourself, in your own mod or whatever go ahead, I don't care.
26 commenti
LegalizeTax 7 feb, ore 10:04 
The sign is a subtle joke. The shop is called "Sneed's Feed & Seed", where feed and seed both end in the sound "-eed", thus rhyming with the name of the owner, Sneed. The sign says that the shop was "Formerly Chuck's", implying that the two words beginning with "F" and "S" would have ended with "-uck", rhyming with "Chuck". So, when Chuck owned the shop, it would have been called "Chuck's Feeduck and Seeduck".
상자 19 ott 2023, ore 19:03 
Smart idea
MangoCobra 12 lug 2023, ore 15:27 
The sign is a subtle joke. The shop is called "Sneed's Feed & Seed", where feed and seed both end in the sound "-eed", thus rhyming with the name of the owner, Sneed. The sign says that the shop was "Formerly Chuck's", implying that the two words beginning with "F" and "S" would have ended with "-uck", rhyming with "Chuck". So, when Chuck owned the shop, it would have been called "Chuck's Fuck and Suck".
Egg  [autore] 12 giu 2023, ore 5:30 
Na i'm good
@sunnyhongyu我是盗号王 10 giu 2023, ore 16:09 
Easy, have done it with buildinngDo you want this file?
Egg  [autore] 3 giu 2023, ore 20:55 
@ Vonir Ye, those errors come from you missing the Bolt Collection Spot building I made, but I guess you figured it out. If you wanna rip out the reactions without using the building you should probably change the workshop used to something else lol

@ IceCreamYo I'll do that eventually as I said, but it might be a while, if you wanna do a quick and dirty arrow version yourself check the earlier comments, DF raws aren't as spooky as they look at first so it's pretty easy to mess with
@sunnyhongyu我是盗号王 3 giu 2023, ore 13:01 
Okey, nevermind... i dropped your mod into DA folder, and surprise... Reactions are available now
@sunnyhongyu我是盗号王 3 giu 2023, ore 12:44 
i still have problems... loadng the mod, reactions not showing, they are my changed reactions, but also yours, so bolts should work at least. Found those in error log:** Error(s) finalizing the reaction MAKE_MORE_BOLT_COMBINE_50
MAKE_MORE_BOLT_COMBINE_50: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_COMBINE_100
MAKE_MORE_BOLT_COMBINE_100: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_COMBINE_200
MAKE_MORE_BOLT_COMBINE_200: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_MIX_50
MAKE_MORE_BOLT_MIX_50: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_MIX_100
MAKE_MORE_BOLT_MIX_100: Unrecognized Building Token: MORE_BOLTS_COLLECTION
*** Error(s) finalizing the reaction MAKE_MORE_BOLT_MIX_200
MAKE_MORE_BOLT_MIX_200: Unrecognized Building Token: MORE_BOLTS_COLLECTION
IceCreamYo 2 giu 2023, ore 19:07 
May I ask if it's possible to mix arrows too? I'm playing with the bunny fortress mod and that race can only craft arrows, I think the snail mod race can only craft ammo for blowguns. I'd like to use this mod in compatibility with others.
Egg  [autore] 2 giu 2023, ore 9:32 
I don't exactly remember why I added it to every reagent entry
I think at some point I was having some kind of problem where I'd create stacks of tens of thousands of bolts and it was one of the tokens I added to try and figure out if stack/reagent size was the problem, it's probably redudant but I kept it for all of them just to be sure, it's harmless so.

Afaik the gist of what MAX_MULTIPLIER does is stop the game from using an entire stack of items as the reagent (and having that amount affect how much product you get?), I know the bone bolts making one for sure needs it since bones are a stackable item, but for stuff like wood I don't think it's neccesary?