RandoM51
03-07-2010, 02:53 PM
If you play DF long enough eventually you'll get a dwarf in a fey/strange/possessed mood who wants an ingredient that isn't on your map.
One way to prevent this is to completely disable artifacts in the init.txt file, but doing so tosses out the baby with the bathwater.
Instead of that, a better way is to edit reaction_standard.txt
Its location is: $DF_INSTALL_DIR\raw\objects\reaction_standard.txt
This file contains the data for each reaction that can take place at various workshops. You can add entirely new reactions but that requires you to generate a new world, which wouldn't be any help at this point. What doesn't require a new worldgen is changing one of the existing reactions.
Save your game and exit DF.
open reaction_standard.txt for editing.
Find this(it should be the 2nd reaction in the file):
[REACTION:LIGNITE_TO_COKE]
[NAME:make coke from lignite]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[FUEL]
If you needed shells for your fey mood you could change it to this:
[REACTION:LIGNITE_TO_COKE]
[NAME:make coke from lignite]
[SMELTER]
[PRODUCT:100:4:SHELL:NO_SUBTYPE:LOBSTER_CAVE:NO_MAT GLOSS]
After that change if you loaded your game back into DF and had one of your dwarves "make coke from lignite" at a smelter you wouldn't get lignite, you would get 4 cave lobster shells.
Removing the [REAGENT] tag means you don't need ingredients for the reaction.
Removing the [FUEL] tag means you don't need fuel(charcoal or magma smelter).
This works for anything you might need for a mood. You can figure out the item tags for other products by reading the wiki and/or the official df modding forum.
One way to prevent this is to completely disable artifacts in the init.txt file, but doing so tosses out the baby with the bathwater.
Instead of that, a better way is to edit reaction_standard.txt
Its location is: $DF_INSTALL_DIR\raw\objects\reaction_standard.txt
This file contains the data for each reaction that can take place at various workshops. You can add entirely new reactions but that requires you to generate a new world, which wouldn't be any help at this point. What doesn't require a new worldgen is changing one of the existing reactions.
Save your game and exit DF.
open reaction_standard.txt for editing.
Find this(it should be the 2nd reaction in the file):
[REACTION:LIGNITE_TO_COKE]
[NAME:make coke from lignite]
[SMELTER]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE]
[FUEL]
If you needed shells for your fey mood you could change it to this:
[REACTION:LIGNITE_TO_COKE]
[NAME:make coke from lignite]
[SMELTER]
[PRODUCT:100:4:SHELL:NO_SUBTYPE:LOBSTER_CAVE:NO_MAT GLOSS]
After that change if you loaded your game back into DF and had one of your dwarves "make coke from lignite" at a smelter you wouldn't get lignite, you would get 4 cave lobster shells.
Removing the [REAGENT] tag means you don't need ingredients for the reaction.
Removing the [FUEL] tag means you don't need fuel(charcoal or magma smelter).
This works for anything you might need for a mood. You can figure out the item tags for other products by reading the wiki and/or the official df modding forum.