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Author Topic: The Bloodwinery v1.3.1 -- Preview  (Read 15179 times)

arclance

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The Bloodwinery v1.3.1 -- Preview
« on: March 07, 2012, 09:26:47 pm »

The Bloodwinery v1.3.1

Brew blood brought by caravans, or obtained from body parts and meat into alcohol at The Bloodwinery.

This is a simple preview of my upcoming bloodwine mod for those who are interested.
The full version will have different varieties of bloodwine produced by different types of creatures.
The bloodwine can be aged which increases its value but it has a chance of spoiling in the process which destroys the bloodwine.

To make the varieties work I had to edit ~80% of the creature raws so I am going to wait until the Dwarf Fortress release rate slows down before I release the full version here.

Updated For v0.34.06
Download it here.

How to make Bloodwine

1. Process Imported Blood or Extract Blood From Bodyparts, Meat, or Fish At The Bloodpress.
Spoiler (click to show/hide)
This will produce "brewing blood barrels"
Spoiler (click to show/hide)

2. Use Two "brewing blood barrels" To Brew One Barrel of Bloodwine at The Bloodwinery.
Spoiler (click to show/hide)

3. Age One Barrel of Bloodwine in The Ageing Room To Make One Barrel of Aged Bloodwine or Destroying The Bloodwine In The Process.
Spoiler (click to show/hide)

Changelog
Spoiler (click to show/hide)
« Last Edit: March 25, 2012, 06:21:10 pm by arclance »
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Meph

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Re: The Bloodwinery v1.0 -- Preview
« Reply #1 on: March 07, 2012, 09:43:05 pm »

Thank you :)
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Pokon

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Re: The Bloodwinery v1.0 -- Preview
« Reply #2 on: March 07, 2012, 10:02:46 pm »

" Here son, taste the wine: its made out of demons blood."
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thatkid

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Re: The Bloodwinery v1.0 -- Preview
« Reply #3 on: March 07, 2012, 10:10:32 pm »

Making use of this to make my "Hotel California" base of operations for retired adventurers...hehe...

" Here son, taste the wine: its made out of demons blood."
Don't be silly, we haven't had that spirit here since 1969.
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arclance

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Re: The Bloodwinery v1.1 -- Preview
« Reply #4 on: March 08, 2012, 03:45:24 pm »

While making screenshots to add to the first post I found some leftovers from the full version that produce a lot of error messages.
I uploaded a new version to eliminate these error messages, please download it if you are using v1.0.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Meph

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Re: The Bloodwinery v1.1 -- Preview
« Reply #5 on: March 08, 2012, 04:56:35 pm »

I like this mod, it gives a second way of producing alcohol, much needed alternative to plants. But I think that it adds too much unecessary stuff. 5 Buildings ?

If you permit I will use the rough idea of a bloodwine, but instead add "extract blood" to the kitchen and "brew bloodwine" to the still. (And the upgrades for it to the brewery, since I have it in my mod anyway)

This way I dont need to add even more buildings.
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arclance

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Re: The Bloodwinery v1.1 -- Preview
« Reply #6 on: March 08, 2012, 05:16:54 pm »

I like this mod, it gives a second way of producing alcohol, much needed alternative to plants. But I think that it adds too much unecessary stuff. 5 Buildings ?

If you permit I will use the rough idea of a bloodwine, but instead add "extract blood" to the kitchen and "brew bloodwine" to the still. (And the upgrades for it to the brewery, since I have it in my mod anyway)

This way I dont need to add even more buildings.
You have my permission to use the mod that way.
The 5 buildings are more important with all the varieties in the full version and I think a workshop called "Bloodpress" fits too well in Dwarf Fortress.
There are 14 varieties of bloodwine in the full version and I did not want to clutter up the vanilla buildings with over 42 new reactions.
I ended up with 5 buildings because some of the varieties will only be able to be brewed or aged at the Magma Bloodwinery or the Magma Ageing Room.
You should be aware that there are three "extract blood" reactions and one "prepare blood" reaction to handle all the possible blood sources (body parts, meat, vermin fish (from fisherdwarves/trade), and blood from caravans).
The vermin fish reaction is necessary because they seem to produce some kind of hardcoded vermin-fish meat which does not respect their material templates.
« Last Edit: March 08, 2012, 05:22:10 pm by arclance »
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Meph

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Re: The Bloodwinery v1.1 -- Preview
« Reply #7 on: March 08, 2012, 05:27:51 pm »

I only need one, since all meat is one. All bloodwine will be "bloodwine", no types defined by the blood used. I think caravans still bring specific blood, but all animal parts are generic. There is only "meat", nothing else.

Anyway, I have a look at your updated version and show you the results when I am done.
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EmperorJon

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Re: The Bloodwinery v1.0 -- Preview
« Reply #8 on: March 08, 2012, 05:36:35 pm »

Making use of this to make my "Hotel California" base of operations for retired adventurers...hehe...

" Here son, taste the wine: its made out of demons blood."
Don't be silly, we haven't had that spirit here since 1969.

Do you let Elf traders in... then tell them they can never leave!
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

arclance

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Re: The Bloodwinery v1.1 -- Preview
« Reply #9 on: March 08, 2012, 05:59:49 pm »

I only need one, since all meat is one. All bloodwine will be "bloodwine", no types defined by the blood used. I think caravans still bring specific blood, but all animal parts are generic. There is only "meat", nothing else.

Anyway, I have a look at your updated version and show you the results when I am done.
A meat reaction will not process body parts like arms, legs, and skin so if you want to process them you will need that reaction.
I had to make a separate reaction for vermin fish because they don't produce "meat"
[REAGENT:body part:1:MEAT:NONE:NONE:NONE][REACTION_CLASS:FRESH_BLOOD_MAT][UNROTTEN]
they produce "fish"
[REAGENT:body part:1:FISH:NONE:NONE:NONE][UNROTTEN]

I did not use a generic meat reaction because not all things that fall under "meat" would logically contain a large amount of usable blood.
For example eyes produce meat but would not logically produce a large about of blood.
Spoiler (click to show/hide)
I used the reactions I used to filter out those types of "meat" so they would not be used to produce blood.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Meph

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Re: The Bloodwinery v1.1 -- Preview
« Reply #10 on: March 08, 2012, 10:42:23 pm »

Here my finished product: I trimmed it down to 3 reactions.

Extract blood, kitchen, takes any organ, meat or unrotten bodypart or corpse, makes 5 blood.
Distill bloodwine, still, takes blood, makes bloodwine.
Season bloodwine, brewery, takes bloodwine, 3 plants and sugar, makes aged bloodwine.

######################################################
#######      BLOODWINE          ######################
######################################################

[REACTION:EXTRACT_BLOOD]   
[NAME:extract blood]   
[BUILDING:KITCHEN:CUSTOM_B]   
[REAGENT:body part:1:NONE:NONE:NONE:NONE]
   [REACTION_CLASS:FRESH_BLOOD_MAT]
   [UNROTTEN]   
   [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]   
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]      
   [EMPTY]         
   [PRESERVE_REAGENT]      
   [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]   
[PRODUCT:100:5:LIQUID_MISC:NONE:INORGANIC:BLOOD3]   
   [PRODUCT_TO_CONTAINER:barrel]      
   [PRODUCT_DIMENSION:150]   
[SKILL:BREWING]


[REACTION:DISTILL_BLOOD]
   [NAME:distill blood to wine]
   [BUILDING:STILL:CUSTOM_L]
[REAGENT:blood:150:NONE:NONE:NONE:NONE]   
   [REACTION_CLASS:BLOOD]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]      
   [CONTAINS:blood]      
   [FOOD_STORAGE_CONTAINER]       
   [PRESERVE_REAGENT]      
   [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]   
[PRODUCT:100:1:DRINK:NONE:CREATURE_MAT:ALCHOHOL_BLOODWINE:DRINK1]      
   [PRODUCT_TO_CONTAINER:barrel/pot]      
   [PRODUCT_DIMENSION:150]   
[SKILL:BREWING]


[REACTION:AGE_BLOODWINE]   
[NAME:season bloodwine]   
   [BUILDING:BREWERY:CUSTOM_L]   
[REAGENT:bloodwine:150:NONE:NONE:NONE:NONE][REACTION_CLASS:AGED_BLOODWINE_MAT][REACTION_CLASS:SPOILED_BLOODWINE_MAT]   
[REAGENT:bloodwine container:1:NONE:NONE:NONE:NONE]      
   [CONTAINS:bloodwine]      
   [PRESERVE_REAGENT]      
   [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]   
[REAGENT:A:3:PLANT:NONE:PLANT_MAT:NONE:STRUCTURAL]
[REAGENT:sugar:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:CANDY_MAT]
[REAGENT:sugar container:1:BOX:NONE:NONE:NONE]
      [BAG]
      [CONTAINS:sugar]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:DRINK:NONE:CREATURE_MAT:ALCHOHOL_BLOODWINE:DRINK2]      
   [PRODUCT_TO_CONTAINER:bloodwine container]
   [PRODUCT_DIMENSION:150]
[SKILL:BREWING]
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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arclance

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Re: The Bloodwinery v1.1 -- Preview
« Reply #11 on: March 09, 2012, 03:08:38 pm »

Here my finished product: I trimmed it down to 3 reactions.

Extract blood, kitchen, takes any organ, meat or unrotten bodypart or corpse, makes 5 blood.
Distill bloodwine, still, takes blood, makes bloodwine.
Season bloodwine, brewery, takes bloodwine, 3 plants and sugar, makes aged bloodwine.

Spoiler (click to show/hide)
Looks fine to me, though you might want to change [REACTION:AGE_BLOODWINE] to [REACTION:SEASON_BLOODWINE] since you are not ageing it anymore.
I also would not call the product of that reaction "aged bloodwine" if you are not actually going to age it.
I don't think your Extract Blood reaction will process prepared vermin-fish, the type caught by a fisherdwarf, because their material properties are not properly read by the game.
I used the same reagent line when testing the mod and with all food except processed vermin-fish forbidden and the reaction did not work for me.
Could you try that as well and let me know what happens?
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Meph

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Re: The Bloodwinery v1.1 -- Preview
« Reply #12 on: March 09, 2012, 03:22:26 pm »

Yes it does not work with fishes, but I personally believe that fishing is overpowerd. I already tried to nerf it in my mod, and wont add free booze to fishes.

I also have no idea between the differences between seasoning wines or aging them. As I often write in my thread: I do strategy, not simulation. As long as it has a solid place as a game mechanic it does not matter to me if it is realistic or unrealistic. I kicked out many realistic features, and added unrealistic ones, just because they offer more fun to the player.

In this case I "season" it, since all my drink upgrade names are "seasoning" If I add a custom name to each people might get confused. But I plan to add different special effects to upgraded drinks (as in deons witcher mod) so I might renamed them in the end after all.

Thanks again for the idea. I now have 3 ways to make booze. Growing plants, breeding boozebelly goats and milking them, and slaying invaders/butchering animals for bloodwine. :) I will do more testing and might reduce the amount of wine/blood you get, since it seems awfully easy to refill booze now.
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arclance

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Re: The Bloodwinery v1.2 -- Preview
« Reply #13 on: March 09, 2012, 03:56:11 pm »

Yes it does not work with fishes, but I personally believe that fishing is overpowerd. I already tried to nerf it in my mod, and wont add free booze to fishes.

I also have no idea between the differences between seasoning wines or aging them. As I often write in my thread: I do strategy, not simulation. As long as it has a solid place as a game mechanic it does not matter to me if it is realistic or unrealistic. I kicked out many realistic features, and added unrealistic ones, just because they offer more fun to the player.

In this case I "season" it, since all my drink upgrade names are "seasoning" If I add a custom name to each people might get confused. But I plan to add different special effects to upgraded drinks (as in deons witcher mod) so I might renamed them in the end after all.
I have never noticed fishing being overpowered myself I always seem to have many more times meat and plants than I do fish in my forts and would never have a stable amount of fish without buying them from caravans.

Things (wine, cheese, other types of alcohol, etc.) are aged by storing them in controlled conditions for a period of time usually months or years.  The food undergoes chemical reactions during that time which changes its flavor and increases the alcohol content of the drink in some cases.  But if you do it wrong the food will spoil which is why I had a chance of spoiled bloodwine being produced.  That also balanced the increased value of the aged bloodwine because there was the possibility that the bloodwine would spoil decreasing its value.

Seasoning alters the flavor by adding a new ingredient to the already existing food.

Thanks again for the idea. I now have 3 ways to make booze. Growing plants, breeding boozebelly goats and milking them, and slaying invaders/butchering animals for bloodwine. :) I will do more testing and might reduce the amount of wine/blood you get, since it seems awfully easy to refill booze now.
I just made bloodwine from a Kobold thief that was killed by my guard dogs while getting screenshots to put in the first post.
Spoiler (click to show/hide)
I do think the amount of bloodwine you get from the reaction is a little too much right now thought it depends on how much blood you get from caravans and how good you are a micromanaging the breeding of animals how balanced it is.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Meph

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Re: The Bloodwinery v1.2 -- Preview
« Reply #14 on: March 09, 2012, 04:08:02 pm »

If body parts from invaders work, and you just killed a siege of 50 in your weapontrap hall, then you have 200 bodyparts lying around. This is what I am most concerned about, since every hand, leg, feet and whatever gives some blood.

Quote
But if you do it wrong the food will spoil which is why I had a chance of spoiled bloodwine being produced.
Almost forgot to mention it, but this reaction of yours is bugged. You have a 75% chance for aged wine, and 25% chance for spoiled wine. But that does not mean that you do 4 aging reactions and get 3 good ones and 1 bad one.  The reaction also might produce nothing, or both.
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::: ☼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 :::
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