Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Butchering shells from non-vermin in 3.20  (Read 1104 times)

Magnut

  • Bay Watcher
    • View Profile
Butchering shells from non-vermin in 3.20
« on: March 19, 2011, 12:55:22 am »

Is this no longer doable?  With [HASSHELL] removed from play, I'm having trouble getting non-vermin modded creatures to drop a shell on butchering.  Moreover, the SHELL body plan has the [VERMIN_BUTCHER_ITEM] tag now... one more clue as to why my large shelled creatures are no longer dropping their shells.

I've created a new body item (LARGESHELL) that leaves off the [VERMIN_BUTCHER_ITEM] tag, but there's no comparable examples in the vanilla raws or at the wiki for what to add to it to get it cleanly butchered off the body and ready for processing.  Current trials don't produce a shell on butchery.

I tried looking at hooves, since they butcher pretty reliably off animals that have them, but I see no tag on there that would say "hey, when a part with me goes into the butcher shop, make sure I end up as an item post processing".

Same with teeth, I guess - how do you mark a body part as "preserve this after butchering"?

Logged

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Butchering shells from non-vermin in 3.20
« Reply #1 on: March 19, 2011, 10:45:28 am »

Body parts are set as a category.
That category is then defined to have a tissue set (in the body detail plans -- vascular layers section) which usually encompasses BONE, CARTILAGE, FAT, SKIN. (Though those are sent to that particular token as variables so that it can be used with more than just those standard tissues)
Each of those defines a material for that tissue, which are just defined (in the body detail plans again -- standard materials section) as direct copies of the relevant templates.

EDIT: Yes, I did some poking around in the raws.
the [CATEGORY:SHELL] is already in place, but the shell tissue/material that it needs are defined (presumably just as copies of the template) in the creature's raws.
Take a look at the turtle's raws, and copy out the relevant tissue/material definition.
« Last Edit: March 19, 2011, 10:51:16 am by Jay »
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Magnut

  • Bay Watcher
    • View Profile
Re: Butchering shells from non-vermin in 3.20
« Reply #2 on: March 19, 2011, 12:11:29 pm »

Right, I looked at turtles and crabs and whatnot, and unfortunately they all point back to a BODY_DEFAULT entity with the [VERMIN_BUTCHER_ITEM] token. 

In fact, for experiment's sake I copied a turtle from the raws, removed all vermin-type tokens, and raised the body size.  No shell on butcher.  Meat, bone, scale, fat - no shell.

This whole thing arose because properly modded creatures from earlier versions stopped dropping shells, not because I could never get them to do it.

So I guess I'm just looking for confirmation that shell-droppage has been reassigned to the [VERMIN_BUTCHER_ITEM] token, and thus relegated to vermin only.
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Butchering shells from non-vermin in 3.20
« Reply #3 on: March 19, 2011, 12:26:01 pm »

I have a creature modded in 31.21 which drops shells when butchered.  The raws are as follows:

Spoiler (click to show/hide)

What seems to do the trick is having SHELL in the BODY list, having [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] somewhere, and having [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] somewhere.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Magnut

  • Bay Watcher
    • View Profile
Re: Butchering shells from non-vermin in 3.20
« Reply #4 on: March 19, 2011, 01:31:55 pm »

Beautiful touch with the vocalizations.  :)

Logged

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Butchering shells from non-vermin in 3.20
« Reply #5 on: March 19, 2011, 02:56:06 pm »

What seems to do the trick is having SHELL in the BODY list, having [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] somewhere, and having [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] somewhere.
Yep, that's...  exactly what I said.
Go figure.
Body parts are set as a category.
...
the [CATEGORY:SHELL] is already in place, but the shell tissue/material that it needs are defined (presumably just as copies of the template) in the creature's raws.
Take a look at the turtle's raws, and copy out the relevant tissue/material definition.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries