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Author Topic: How do I make my cats go Thermonuclear?  (Read 1041 times)

Argonnek

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How do I make my cats go Thermonuclear?
« on: September 20, 2009, 07:57:58 pm »

I've decided that hauling all the crap the gobbos drop has gotten too tedious, so I chained a cat outside and put all of the others in a cage. I edited the raws to make the cat as hot as an SoF and added [SEVERONBREAKS] but the damn thing just won't explode. What am I doing wrong? I'm running 40d16.

Akhier the Dragon hearted

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Re: How do I make my cats go Thermonuclear?
« Reply #1 on: September 20, 2009, 08:14:27 pm »

wiki says
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Argonnek

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Re: How do I make my cats go Thermonuclear?
« Reply #2 on: September 20, 2009, 08:17:39 pm »

Thanks, I'll try that now.

killaconcarnage

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Re: How do I make my cats go Thermonuclear?
« Reply #3 on: September 20, 2009, 08:25:10 pm »

lol thats an idear
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Argonnek

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Re: How do I make my cats go Thermonuclear?
« Reply #4 on: September 20, 2009, 10:21:02 pm »

I tried making the cats 40000 dwarfgrees, but it didn't do anything, so I deleted the data/objects data then tried again. Nope, so I finally blame it on the rain and build a canopy over the cat and chain. Nothing. Even after waiting for the water covering to vanish, the cat remains unexploded. Any more advice?

Phantom

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Re: How do I make my cats go Thermonuclear?
« Reply #5 on: September 20, 2009, 10:23:12 pm »

Don't make it that high, it will just glitch and not register
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SquirrelWizard

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Re: How do I make my cats go Thermonuclear?
« Reply #6 on: September 20, 2009, 10:27:34 pm »

i followed the directions in the wiki and found that my current fortress' cats didn't explode.

While the changes were in place I genned a pocket world, and embarked with 187 cats, results... instant fiery death.

The result? i think you have to have regen the world for the changes to take place, I'm now going to see if its possible to keep teh severonbreaks tag and see if you can manipulate the cats temperature back to normal and the reembark.

edit

okay reset cat temp back to normal, and reembarked.

result? fiery death.

okay what I have established, at least with my version. is that it will check to see what the cat's heat state is only at embark. if you change their temperatures after that it doesn't seem to register.

For example. I had a world where I had the nuclear stats up, and the cats exploded on embark. I changed their stats to the nonnuclear ones, and reembarked without closing Dwarf Fortress down, and it still exploded. i exited DF and brought it back up and reembarked. Cats didn't explode, saved site, changed values, closed DF. Brought DF back up, and reloaded save, no kaboomie, just cats.

rembarked, cats explode.
« Last Edit: September 20, 2009, 11:00:05 pm by SquirrelWizard »
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KaziArmada

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Re: How do I make my cats go Thermonuclear?
« Reply #7 on: September 20, 2009, 11:41:18 pm »

You should edit the wiki to add this informatin in, this is VERY important for those of us wishing to make Cat nukes...
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Gergination

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Re: How do I make my cats go Thermonuclear?
« Reply #8 on: September 20, 2009, 11:57:52 pm »

I was under the impression that changes to the raws generally didn't take effect on any worlds genned before the changes were made.
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Quietust

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Re: How do I make my cats go Thermonuclear?
« Reply #9 on: September 21, 2009, 12:06:36 am »

Certain changes do take effect immediately after restarting the game. While changing HOMEOTHERM seems to require a regen, changing IGNITE_POINT does not (and is a handy way of eliminating a particular type of animal, though it takes a long time for them to burn up and generates a horrendous amount of smoke).
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Osdeath

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Re: How do I make my cats go Thermonuclear?
« Reply #10 on: September 21, 2009, 12:49:16 pm »

I found that if i tried making the cats explode, current cats wouldn't but Cats that migrated to the fortress after putting the homotherm up did explode, resulting in the death of my brand new dungeon master when his faithful cat spontaneously combusted
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SquirrelWizard

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Re: How do I make my cats go Thermonuclear?
« Reply #11 on: September 21, 2009, 04:22:25 pm »

so basically the thermonuclear mod for cats seems to explictly be something you do to blow up human or (better yet) elven settlements by embarking ontop of them with 187 cats...
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