"Cheese.... we dwarves love cheese. But.. those filthy humans tricked us, sold us cows that we can't lift into our milking devices damn them!! But we will show them... theres nothing our craftdwarfship cannot make.. and we shall name it 'Minicow'"
This is my first post on the forums, haven't been playing that long but i fell in love with the game. Most of the stuff I've done has been based on the information given by the great posters and modders in this forums, the wiki and the mod releasers in the DF download site place.
Some of this is under testing and balancing
I made a system for my dwarves to be more of a hunter and combat oriented civilization. Thus I started by increasing spawn of huntables and removing the baby snatcher flag off goblins. Also made em siege earlier.
As most here know using item type BONE, PLANT, SKULL causes the material to address based on number onto the files. Thus only accessing the first 35 ones is possible.
However there is two limitations to this1) Race played always comes from the creature_standard.txt file, namely the first one. Surprise to me who moved the dwarves elsewhere ended with gremglins as my race. (Without changes to the entity files)
2) Absence of a file (Eg. creature_other.txt) causes the game to read an older version located in the
df/data/objects folder. If said files are removed game crashes.
Quirk PLANT_ALCOHOL doesnt seem to be "13". It addresses something way past it, around 20. That itself also was pretty quirky. Therefore I had to fit what i wanted to use at 12.
Workaround usedMoved everything I didn't intend to use into creature subterranean. However once i did that my game crashed. It was fixed although im not sure if it was due to a typo in the file header area (where you type the filename without the .txt) or due to having around 20 pages of creature in one file. I made a few extra files and moved some creatures there. Worked afterwards.
Plants and such were just placed above the current ones so they would be read first.
Bone used in my setup1. All metal armors are now craftable with bone. Subject to the bone material penalty of 50%.
2. 3 Any meat + 3 Any raw fat + 1 skull = Minicow. New vermin milkable creature that can be created. Milking works although the problem with my minicows being eaten by dwarves persists. I will try the forbidden trick soon.
3. Any cheese = Ivory coin. Work around to making a "calcium extract". I wished not to be edible or usable for food or buildable of so i chose a coin for now. I also havn't figured out how to use milk directly.
4. Any bone = Bone marrow extract. Can be cooked or processed into bloody dye at the quern (marrow makes blood cells so i figured was appropiate). This can be used to color clothing.
5. Tanned leather = leather scraps. These can be processed into thread at the farmers market, and thus clothing.
6. Bloody dye + milkybone = Rough blood gem. Ment to be cut-able at the jeweler and used as decoration. Still working on this.
7. Ivory coin + 2 Any bones = Milky bone. Stone for building purposes. Cheese seems a bit too hard to come by to make it the main building block of the civilization so this needs tweaking. The idea was to have a small army of minicows providing milk. And an army of goblins and fauna suppling bones.
8. Meat + 2 Any bone + Goblin skull = Meatybone. A new type of "ore" that is smeltable into bars or usable to build. This material has value of 3 (slightly higher than economic stones) and is weaker than iron (90% vs 100%).
9. Meatybone + Goblin skull + Dwarf skull + 2 Any bone = Dwarven Metalbone. Another new type of ore that is smeltable into metal bars. This is slightly stronger than steel (135% vs 125%). Highly valuable at 8. (Might get raised in value, afterall a dwarf has to die for it)
10. Dwarven Metalbone + 2 Goblin Skull + Dwarf skull + Troll skull + 2 any bone = Dwarven Adamant Bone. A new ore stronger than adamantite (600% vs 500%) and extremely valuable! Yes it does take two dwarf skulls 3 goblin and a troll skull to make!
11. A bonus that i dont think i'll ever see and is based on a thread in these forums. The ultimate building material. Weeping elven ore. Extremely valuable and powerful, make the most royal room you can or make an Weeping elven sword! Takes 20 elf skulls to make. Now wait for the caravan.....
Sadly due to the workarounds that need to be used this is highly incompatible with other things =/
Trying to make it stand on its own so its a fun alternate way to play the game. Now i need to weaken the farms and such to make bone more of a necessity to survive. This is meant to be a hard way to play. Particularly since sad thoughts from death are gonna be abundant if you need dwarf skulls
Thanks for reading! Any suggestions are welcome.
Edit: I forgot one!
13. Tallow = Fermenting tallow. This new fermenting tallow can be brewed into a drink!
Meatybone can also be made from kobold skulls.
Also ive made everything butcherable. Wonder what happens to gear on goblins when they get into the butcher shop.. guess ill find out soon enough!
Since the way to use specific bones is known, i could make it so certain things retain the name by say making specific formulas for each. One requiring say cow bone would produce cow milkybone. Since theres no limit to smelter entries its possible to do upto 35, but god that'd be such a chore :x I may make a script to produce the code for me based on a list later. If we get more flexibility in the raws, to even use variables or certain functions and have the game "compile" it then wonders could be made