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Author Topic: Profit's Item Annihilator  (Read 17914 times)

profit

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Re: Profit's Item Annihilator
« Reply #45 on: March 15, 2011, 08:48:56 pm »

The incinerator workshop has been added.

The name of the mod has been changed to reflect this.

The Crematorium will be next on the list unless bugs or another idea distracts me.
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profit

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Re: Profit's Item Annihilator
« Reply #46 on: March 18, 2011, 12:45:04 pm »

The crematorium part is finished but I am not releasing it yet due to major bugs in the Corpse/Corpsepart handling code of the game.   Currently it will cremate almost anything and not use it in the reaction correctly.  I am attempting to make a workaround, however no release is planned.
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Pickerel

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Re: Profit's Item Annihilator
« Reply #47 on: March 18, 2011, 01:05:04 pm »

One of these days, someone is going to have to make an item that takes vermin corpses and compacts them into hunks of meat.  Kind of like balogna, or hot dogs.  In fact, this could be a way to make dwarven corpses edible...

Soylent green is community food.  Food for people, by people.
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profit

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Re: Profit's Item Annihilator
« Reply #48 on: March 18, 2011, 04:56:42 pm »

One of these days, someone is going to have to make an item that takes vermin corpses and compacts them into hunks of meat.  Kind of like balogna, or hot dogs.  In fact, this could be a way to make dwarven corpses edible...

Soylent green is community food.  Food for people, by people.
Currently it is not possible with dwarf (or any) corpses as the corpse and corpsepart tags are broken.

Vermin however it could be done if you wanted.

Actually one better I will even do it for you.
Code: [Select]
[REACTION:MB_DESTROY_CORPSES_001]
[NAME:Vermin Corpse to Meat]
[BUILDING:MB_CREMATORIUM:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:RAT:MUSCLE]
[SKILL:SMELT]

Knock yourself out.    

« Last Edit: March 18, 2011, 05:01:29 pm by profit »
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profit

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Re: Profit's Item Annihilator
« Reply #49 on: March 22, 2011, 04:33:31 pm »

A serious goof on my part.  Somehow I managed to contaminate the new version of the entity_default.txt file with one from an old version of DF.   It has been corrected and the mod should no longer kill soap making and a few other things if used.
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Eldrick Tobin

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Re: Profit's Item Annihilator
« Reply #50 on: March 23, 2011, 05:31:39 pm »

A serious goof on my part.  Somehow I managed to contaminate the new version of the entity_default.txt file with one from an old version of DF.   It has been corrected and the mod should no longer kill soap making and a few other things if used.

This sounds like a secret way of saying "The Package is updated!" And either way... Huzzah!

I gotta say adding the Vermin to Meat to the annihilator (as the Crematorium wasn't in yet) has been a boon for my civs that use the annihilator. (Using the wrong entity_default.txt data... excusable. Forgetting to modify DWARVES THEMSELVES to use the annihilator (thus only having it on your New Civs) and then testing DWARVES... I can not excuse myself. I iz dum.)
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Eldrick Tobin
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Jeoshua

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Re: Profit's Item Annihilator
« Reply #51 on: March 23, 2011, 05:39:32 pm »

It's a boon to the civs that use it because it's free food.  Worldgen reactions are run without reagents, so it's basically free food.
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Eldrick Tobin

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Re: Profit's Item Annihilator
« Reply #52 on: March 23, 2011, 07:12:44 pm »

I was thinking more along the lines of "Less Vermin Corpses = Win!" But I could see that. Certainly could keep kobolds alive during world gen without [NO_EAT] and [NO_DRINK] slapped on them.

Although with how both kobolds and goblins have been for Bellsplash... [AQUATIC] sounds awesome to tag on them -.-;
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Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

profit

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Re: Profit's Item Annihilator
« Reply #53 on: May 15, 2012, 01:41:54 am »

This has been updated to support 0.34.08 correctly.
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