[ML 11.x][0.50b] Dig Site Mod - by Jontis_00

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Re: [ML 10.x][0.50a] Dig Site Mod - by Jontis_00

Postby Jontis_00 » Sat Aug 11, 2012 5:08 pm

Updated for the new Modloader version 10.x and Towns 0.50a!
As usual, please report any bugs :)
My Mods: 12 000+ downloads!

-list of mods removed-

I do no longer make mods for Towns sadly, if you want to continue or update any of my outdated mods, feel free to contact me!
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Re: [ML 11.x][0.50b] Dig Site Mod - by Jontis_00

Postby Atoning Unifex » Thu Sep 13, 2012 9:47 pm

I've just come across something odd with this. I rebuilt all my storage years and discovered that my townies also moved all my dig sites into storage too!

Would adding the <glue> tag in the item entries prevent them from being moved later?
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Re: [ML 11.x][0.50b] Dig Site Mod - by Jontis_00

Postby Jontis_00 » Fri Sep 14, 2012 6:30 am

Atoning Unifex wrote:I've just come across something odd with this. I rebuilt all my storage years and discovered that my townies also moved all my dig sites into storage too!

Would adding the <glue> tag in the item entries prevent them from being moved later?


Sounds like <stackable>true</stackable> is on, it should be set the false.
Will check on it later today.
My Mods: 12 000+ downloads!

-list of mods removed-

I do no longer make mods for Towns sadly, if you want to continue or update any of my outdated mods, feel free to contact me!
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Re: [ML 11.x][0.50b] Dig Site Mod - by Jontis_00

Postby smithforge » Wed Oct 03, 2012 5:57 am

@Jontis

Alternate digging mechanism suggestion:

I came up with this idea while trying to do other stuff (ahem... eh.. making carpentry desks have a chance to spew useless sawdust when somebody is working on it...)

1) Instead of attaching the picks to digsites, make digsites similar to just designations (i.e. we can still throw in a wood or two to account for preparation like maybe a sign post or a fence etc).

2) picks are still prerequisite items but they limit the total number of miners which doesn't matter what the miners actually mine

3) Mining instead is done by creating a "mining" version of the dig sites (which can have different graphics to be more interesting) where it will spawn a random number (suggest just 0-2) ore within a short time before maxAging back to the inactive digsites

4) The whole digging process is thus as follow:
- pick up a pick (pun not intended)(can be any pick that is suitable for the digsite. suggest limit to stone, copper and iron. silver and gold picks are just too fantastic)
- move to a digsite (the idle version)
- use replaceCellItem to replace the digsite to the mining version
- wait (at least long enough such that the digsite maxAges back)
- the actual queue ends here. But the pick in the citizen's hand will be preserved and probably dropped somewhere.

What this method achieves:
- more realistic use of tools (picks). In fact, the picks can be made a more general tool that may support other action types.
- separate designation of digsites from ability to actually mine from it (we can designate 10 digsites but without a pick..... But if we have a single pick, we will be able to mine from any digsite, though just 1 at a time)
- digsite mining production is random. (ideal if it can be tuned to spawn 1 ore at a time, but with chances of spawning no ore or 2 ore rarely)


Interesting to note is that if the area around digsite is congested by items, the ore will not spawn properly (kinda make sense, though not intended) which will encourage players to try to keep their digsites tidied, and also desigate digsites spaced apart (a digsite totally surrounded by 8 other digsites will not produce any ore as there is no space!)

As a side issue, I've created a DIY mod which allows creation of markers and non-destructive (no items will ever be destroyed) manual moving of raw material items to somewhere near the markers. This can work together with the above method such that the player can manually clear the are near digsites if necessary. (even more useful if a mass move custom action, which works like the mass harvest/chop/cut commands in the bottom menu can be added)

Hope there is something useful in here you could use :)

Side note: I was actually thinking whether I can use this method for a fishing mod as well, but I don't have a way to check for adjacency to rivers/lakes :|
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Re: [ML 11.x][0.50b] Dig Site Mod - by Jontis_00

Postby Jontis_00 » Wed Oct 03, 2012 1:20 pm

smithforge wrote:@Jontis

Alternate digging mechanism suggestion:

I came up with this idea while trying to do other stuff (ahem... eh.. making carpentry desks have a chance to spew useless sawdust when somebody is working on it...)

1) Instead of attaching the picks to digsites, make digsites similar to just designations (i.e. we can still throw in a wood or two to account for preparation like maybe a sign post or a fence etc).

2) picks are still prerequisite items but they limit the total number of miners which doesn't matter what the miners actually mine

3) Mining instead is done by creating a "mining" version of the dig sites (which can have different graphics to be more interesting) where it will spawn a random number (suggest just 0-2) ore within a short time before maxAging back to the inactive digsites

4) The whole digging process is thus as follow:
- pick up a pick (pun not intended)(can be any pick that is suitable for the digsite. suggest limit to stone, copper and iron. silver and gold picks are just too fantastic)
- move to a digsite (the idle version)
- use replaceCellItem to replace the digsite to the mining version
- wait (at least long enough such that the digsite maxAges back)
- the actual queue ends here. But the pick in the citizen's hand will be preserved and probably dropped somewhere.

What this method achieves:
- more realistic use of tools (picks). In fact, the picks can be made a more general tool that may support other action types.
- separate designation of digsites from ability to actually mine from it (we can designate 10 digsites but without a pick..... But if we have a single pick, we will be able to mine from any digsite, though just 1 at a time)
- digsite mining production is random. (ideal if it can be tuned to spawn 1 ore at a time, but with chances of spawning no ore or 2 ore rarely)


Interesting to note is that if the area around digsite is congested by items, the ore will not spawn properly (kinda make sense, though not intended) which will encourage players to try to keep their digsites tidied, and also desigate digsites spaced apart (a digsite totally surrounded by 8 other digsites will not produce any ore as there is no space!)

As a side issue, I've created a DIY mod which allows creation of markers and non-destructive (no items will ever be destroyed) manual moving of raw material items to somewhere near the markers. This can work together with the above method such that the player can manually clear the are near digsites if necessary. (even more useful if a mass move custom action, which works like the mass harvest/chop/cut commands in the bottom menu can be added)

Hope there is something useful in here you could use :)

Side note: I was actually thinking whether I can use this method for a fishing mod as well, but I don't have a way to check for adjacency to rivers/lakes :|


The mining idea sounds nice, I will definitely take that in to account when updating this mod, which is when I can finally get a break from real life and acces to a PC...(hoping monday)

Your hauling mod is really nice, reminds me of my walking mod. I really enjoy the voodoo scripting you are doing :)

A mass move, as you probably know, is possible. The problem is that you have to add every freaking item inside the <pick> and <move useSource=true> tags, maybe the new mod manager can give us a nice solution to this? *wink*

btw, if you need any help or have any questions add me on Skype: Jontis_00 it's by far the best way to get in touch with me.
My Mods: 12 000+ downloads!

-list of mods removed-

I do no longer make mods for Towns sadly, if you want to continue or update any of my outdated mods, feel free to contact me!
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Posts: 736
Joined: Sun Feb 12, 2012 4:49 pm

Re: [ML 11.x][0.50b] Dig Site Mod - by Jontis_00

Postby solareclipz » Sun Nov 11, 2012 6:07 am

Does anyone know if this still works with v.80?
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Re: [ML 11.x][0.50b] Dig Site Mod - by Jontis_00

Postby Atoning Unifex » Sun Nov 11, 2012 10:52 am

It may do, but the mod was created for installation with 'modloader' rather than the mod manager so that might cause conflicts if you have other mods you want to install, and there is no uninstall option with that.

You could create a backup, install this with modloader and see if it works ok? Check out the OP

It should be simple enough to make work with Mod manager but I've not seen Jontis about for a while, shame cuz it was a good mod.
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