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Author Topic: How to dispose of chitin and scales on reanimating biome?  (Read 628 times)

ShuangXi

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How to dispose of chitin and scales on reanimating biome?
« on: November 13, 2012, 10:52:55 am »

I'm having issue of fortress being constantly tormented by reanimating chitin and scales.

I've got it set up so all killed creatures (FBs usually) instantly get butchered, tanned, spun, etc.... but chitin and scales have no use in the game, and they are really deadly actually.  If military is not nearby, at least one dwarf is destined to die each reanimation.

I have a magma pit, but it's not reliable as the distance could be far.

Are they trap_avoid?  I keep hoping to catch them in a cage trap for mass pitting but it never works.

Any ideas?  I'm open to editing the save raws or DFhack, because I already made this embark so hard (2 terrifying biomes with a sliver of a 3rd haunted in the corner, all reanimating, and no metal on the map usable for military besides silver and candy) and it's becoming almost maddening to deal with the killer chitins.
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Dwarfotaur

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Re: How to dispose of chitin and scales on reanimating biome?
« Reply #1 on: November 13, 2012, 10:56:10 am »

You could just pit them, without magma. They won't be able to get back out. Channel a deep hole in the ground, then on the top layer of the hole, assign a zone ( i ) and then mark it as a 'dump/pit' (or something). Then use d-b-d to dump the chitin/scale once it's dead.

If the pit is close enough, the dwarves should chuck them down a hole before they reanimate. Bonus points if you put some traps in the pit.

One day, when you've advanced/had time to expand, you can fill the pit with magma.
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AutomataKittay

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Re: How to dispose of chitin and scales on reanimating biome?
« Reply #2 on: November 13, 2012, 10:58:04 am »

I think I've seen a way to make them tannable, but I'm not sure if it needs regen of world.

Have an atomsmasher pit right next to the butcher shop and dump the damn thing ASAP into it and smash smash!
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Caldfir

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Re: How to dispose of chitin and scales on reanimating biome?
« Reply #3 on: November 13, 2012, 12:44:45 pm »

The simplest solution is to just build an atomsmasher next to your refuse stockpile and immediately assign the items for dumping.  The suggested solution to make the items tannable might work without requiring a regen.  Here's a modified version of scales that allows them to be tanned without requiring any custom reactions:
Code: (material_template_default.txt) [Select]
[MATERIAL_TEMPLATE:SCALE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:scale]
[STATE_ADJ:ALL_SOLID:scale]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:60000]
[SHEAR_FRACTURE:120000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE]
[IMPLIES_ANIMAL_KILL]
[ITEMS_LEATHER]
[LEATHER]
The last three lines are what links this to the tanning reaction - it should take a stack of "scales" and make a single item called a "scale" which is a tanned hide made of the scale material (shouldn't be animatable), but I don't know for sure if this will work without regenning the world so the scales/chitin on your creatures get linked properly or what. 
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