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Author Topic: [31.25] Egg problems  (Read 829 times)

Molly Renata

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[31.25] Egg problems
« on: July 24, 2018, 08:53:48 pm »

I'm really not sure where to put this, so it's going here. And yes, I'm still playing older versions of the game. I have my reasons.

I'm having some problems with eggs. Specifically, breeding egg-laying creatures. Is there any way to tell if the eggs are fertilized? If so, how? (It's somewhat important because I'm trying to do a generational fort with an egg-laying race, and... it's not going so well...)
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

Fleeting Frames

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Re: [31.25] Egg problems
« Reply #1 on: July 25, 2018, 07:39:53 am »

Only with dfhack. Unluckily, tweak eggs-fertile was only implemented in 2015. I don't also know whether spore breeding worked same way with egglayers and citizens as with other animals.
« Last Edit: July 25, 2018, 07:42:17 am by Fleeting Frames »
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lethosor

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Re: [31.25] Egg problems
« Reply #2 on: July 25, 2018, 08:59:59 am »

Right, but the flag that "tweak eggs-fertile" checks still exists in 0.31.25, as far as I know. Checking it would be a bit of a challenge, though, because scripting support wasn't added until the 0.34 series.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Telgin

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Re: [31.25] Egg problems
« Reply #3 on: July 25, 2018, 09:29:09 am »

Realistically speaking, yeah, you're probably only going to be able to tell if eggs are fertile by waiting to see if they hatch.  I think that takes 6 months.

As far as I recall, egg laying citizens used spore breeding like everything else, and it does work, but was just very tedious.  People used to claim that if the mother got off of the clutch for a single game tick the eggs would die, but my testing showed that that wasn't true, although I'm not sure how long the mother could get off of the eggs safely.

The biggest irritations were definitely trying to figure out if a mother had been sitting on a clutch of eggs for so long that they were clearly infertile, and trying to keep people from eating the eggs.  It helped that I could sometimes recognize when someone wasn't married and immediately unforbid her eggs so that she'd get back to work, since those eggs weren't going to be fertile.
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Through pain, I find wisdom.

Fleeting Frames

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Re: [31.25] Egg problems
« Reply #4 on: July 25, 2018, 10:00:53 am »

3 months, at least now. A turkey can lay two batches of fertile eggs off meeting same gobbler (even if the gobbler is slaughtered after first meeting), so long as the pet cap permits.

Molly Renata

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Re: [31.25] Egg problems
« Reply #5 on: July 25, 2018, 01:33:31 pm »

Yeah, I heard they cut down the time it takes for eggs to hatch in more recent versions (still haven't played the latest version myself...) and I'm just like, thank goodness. 6 months is way too freakin' long.

Well, if I can't put a script for checking it in DFHack, I guess I'm SOL. Patience is a virtue...
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Molly Renata, also known as gyppygirl2021.
Fangirl. Beware random references to old and obscure games.
I'm a dumb hipster who plays older Dorf Fort versions. Mostly DF2010 and 40d. I also make and play a lot of silly mods, and find my own ways to have Fun.

ab9rf

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Re: [31.25] Egg problems
« Reply #6 on: July 31, 2018, 08:16:19 pm »

I wrote a plugin that detected fertile eggs a long time ago. I think it existed for 31.25, but I don't remember for sure if this is the case.
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