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Author Topic: .40a-c new animal/plant reactions/itemcorpses  (Read 8438 times)

ItchyBeard

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #15 on: August 24, 2008, 05:57:56 pm »

I haven't tested it out yet, but if I hear you all correctly... does this mean that one can... now... finally... after so much waiting... smelt cows?

And get something other then ratweed from smelter reactions as well?

Something like this?

Code: [Select]
[REACTION:TEST]
[NAME:smelt cows and booze and plants]
[SMELTER]
[PRODUCT:100:1:PET:NO_SUBTYPE:COW:STANDARD]
[PRODUCT:100:1:PLANT:NONE:MUSHROOM_HELMET_PLUMP:NONE]
[PRODUCT:100:1:DRINK:NONE:PLANT_ALCOHOL:GRASS_TAIL_PIG]

Produces a 'tame cow', a plumpt helmet, and some dwarven ale.

Notes:
  • Cow is buggy - should be a 'Stray cow (tame)' not a 'tame cow'. It can be pitted, but is considered vermin (it even blinks like one). It can't be slaughtered. I believe this is the same issue with smelted animals as in the last release.
  • Smelting operations probably still operate on 'stacks' of reagents - I don't have time to verify it for this version, but it probably means if you use plump helmets as a reagent then it might eat a stack of 1 or a stack of 20.
« Last Edit: August 24, 2008, 06:02:59 pm by ItchyBeard »
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Jay

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #16 on: August 24, 2008, 06:48:08 pm »

Err, where did you get that info from?  I'm entirely not seeing any new documentation anywhere.
[REACTION:SHELL]
[NAME:make shell]
[SMELTER]
[PRODUCT:100:5:SHELL:NO_SUBTYPE:TURTLE:STANDARD]
^?
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Neoadept

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #17 on: August 24, 2008, 09:35:55 pm »

I haven't tested it out yet, but if I hear you all correctly... does this mean that one can... now... finally... after so much waiting... smelt cows?

And get something other then ratweed from smelter reactions as well?

Notes
  • Cow is buggy - should be a 'Stray cow (tame)' not a 'tame cow'. It can be pitted, but is considered vermin (it even blinks like one). It can't be slaughtered. I believe this is the same issue with smelted animals as in the last release.


Just ran a test for [ITEM_CORPSE], pretty much the same deal.  Always tame, always vermin.

On the up side, dwarfs in my game now spawn goblins upon death.
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i2amroy

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #18 on: August 24, 2008, 11:59:03 pm »

So if I set a creature to spawn another on its death, will that creature act like a tame vermin, or will it act normally? Because it would be really cool to have some sort of ghostly avenger arise whenever one of my dwarves died.
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ItchyBeard

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #19 on: August 25, 2008, 12:50:39 am »

Err, where did you get that info from?  I'm entirely not seeing any new documentation anywhere.
[REACTION:SHELL]
[NAME:make shell]
[SMELTER]
[PRODUCT:100:5:SHELL:NO_SUBTYPE:TURTLE:STANDARD]
^?

There is no new documentation. I copied the format of the exported embark profiles (save an embark profile with some items in it and then check your init directory). If you need the type info for something obscure, you'll either need to figure out how to get it into the embark profiles, peek inside the executable, or guess.
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Sean Mirrsen

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #20 on: August 25, 2008, 01:03:30 am »

Does it save animals? What's the syntax for those?
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Deon

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #21 on: August 25, 2008, 01:30:17 am »

Wow, now my dwarves can spawn tape-worms on death.
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ItchyBeard

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #22 on: August 25, 2008, 01:38:44 am »

Does it save animals? What's the syntax for those?

Embark profiles save skills, items, pets, so yes... it does save animals (but see above for why it isn't useful - they come out as vermin when you attempt to smelt them). About the only thing that doesn't get saved in an embark profile is nicknames.

From memory, each entry in a saved profile is along the lines of <embark_item_type>:<count>:<item_data>. It's generally the <item_data> you're interested in.

Wow, now my dwarves can spawn tape-worms on death.

Making them spawn fire snakes on death could add some extra hilarity to your booze stockpiles... :D
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Deon

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #23 on: August 25, 2008, 05:29:58 am »

Also it could be funny if the spawned creature was not a vermin.

Imagine a water elemental which spawns a water elemental on death.
Almost Unkillable except for certain circumstances!

And it would be nice to make cave spiders to spawn cave spiders upon death. This will mean that you will never lose your source of cave spider silk.
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Neoadept

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #24 on: August 25, 2008, 10:05:13 am »

Well, cave spiders are vermin, so that might work.  Though I think we still need testing on this, like will actual vermin spawned like this behave like they normally would with webs and venoms intact?

Wait, I just had a thought:  It's possible to make a creature explode upon spawning by making it's HEAT_DAM point below it's TEMP and setting them to SEVER_ON_BREAK, right?  If the same thing works on vermin, would it be possible to make a creature which explodes upon death?
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Mohreb el Yasim

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #25 on: August 25, 2008, 10:09:15 am »

i think for exploding you could add a rock wich is dropped from creature wich himself explodes, you are not obliged to bother with vermins dropped from creature ...
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Deon

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #26 on: August 25, 2008, 10:35:51 am »

Yeah, it was possible before, Mohreb is right, and also it won't explode, it will burn everything around it. Also SEVERONBREAKS is nothing for it.
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Neoadept

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #27 on: August 25, 2008, 11:39:36 am »

I was referring to this kind of explosion, which includes flying debris and can apparently launch a dwarf halfway across a map if there's enough of it.

EDIT:  Okay, just ran a test on that.  Regular Goblins explode as soon as they spawn and do knock things around, but their vermin forms seem to act exactly the same as they used to.  This seems to indicate that all artificially created creatures will have the name and image of the creature file they're spawned from, but none of the physical or behavioral attributes.  This may imply that even ordinary vermin spawned this way wont carry venom, web, or milking attributes, but further testing may be needed.
« Last Edit: August 25, 2008, 12:16:12 pm by Neoadept »
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Mohreb el Yasim

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #28 on: August 25, 2008, 05:09:24 pm »

is it possible to make an animal put out 7/7 magma on death?
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Mohreb el Yasim


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Jay

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Re: .40a-c new animal/plant reactions/itemcorpses
« Reply #29 on: August 25, 2008, 05:34:14 pm »

Liquid is not an item or creature.
Therefore no.
But my question about the shell still stands.  Since you can't very well buy shell from embark to save it in a profile...
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