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Author Topic: What I have learned about editing the raws, and when it becomes excessive  (Read 3438 times)

Shurikane

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #15 on: January 03, 2009, 07:35:04 pm »

Nummy.  Punk dwarves with a Prince Albert.  :o
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Aqizzar

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #16 on: January 03, 2009, 07:39:37 pm »

I tried copying the human civ, with humans replaced by Spirits of Fire, then playing as them in fortress mode.

Didn't last long, but it was pretty entertaining.
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SolarShado

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #17 on: January 03, 2009, 10:17:50 pm »

I tried copying the human civ, with humans replaced by Spirits of Fire, then playing as them in fortress mode.

Didn't last long, but it was pretty entertaining.
Didn't last long? Why not?
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Ampersand

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #18 on: January 03, 2009, 10:31:58 pm »

Wagon and by proxy, booze, probably exploded.
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Wooty

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #19 on: January 03, 2009, 11:28:46 pm »

The dumbest thing I've done so far was set the littersize of dogs to 200. At the time I needed tons of bone for practice bolts and my already large population of dogs weren't producing fast enough, so I figured I'd have them make more of the bastards. The first batch of 200 came in and I immediately set them all to be butchered. My five butchers and five slaughterhouses were done with about 15 puppies when another dog gave birth to 200 more puppies. I exited and fixed the raws back to normal so I wouldn't get any more of the fuckers, then set the next 200 to be butchered. After a few minutes, I noticed all my workshops were at the higherst level of [CLT] with about 60 bits of puppy each. There was no way my haulers would be able to work fast enough, so I deconstruced each workshop and rebuilt it every fifth puppy or so to keep them at least 50% efficiency.

 I was done with about a third of the puppies when the whole third level of my fort suddenly turned into a giant purple cloud -all of the puppy tallow and puppy meat and meat chunks and puppy skin were rotten or becoming rotten, and some of the rotten puppy bits had already been hauled off to stockpiles and dumps. It took about 15 minutes to wall off the butcher's workshops and the dump and to get all the puppy chunks out of the stockpiles. Eventually I got bored of demolishing/rebuilding butcheries, and I just let them get cluttered and run at 10% of normal speed.

By the time the butcheries had gotten rid of about 350 of the 400 puppies, it had been an entire year, the butchers, bonecarvers, and tanners were legendary, and now I was butchering dogs instead of puppies. When the original 400 puppies, their puppies, and the puppies of other random dogs that had been born during the year were finally done away with, I had no idea what the heck I was going to do with all the crap. 2000 bones, 2000 chunks, 2000 meat, 400 fat, and 400 skins, and 400 skulls from the original 400, and some extra from the others. The rotten meat and bits and fat were still being atom smashed by a bridge I built next to the butcheries for that purpose, I had 3 legendary bonecarvers making thousands of bolts out of the bones, about 80 of the skins had been tanned and were now lying around gathering dust, the rest of the skins were rotten and in the atom mash queue, and the skulls were sort of just lying around cause skulls are cool.

So the moral of the story is you really shouldn't edit the raws so you get 400 puppies because it's fucking retarded, but you'll get a mountain of puppy skulls so it all turns out okay.
« Last Edit: January 03, 2009, 11:31:33 pm by Wooty »
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Shurikane

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #20 on: January 03, 2009, 11:44:41 pm »

Oh God Wooty, I am SO making a super-butcher fort on my next game.

1) Dig down a square outline channel all the way to the bottom of the fort.
2) Place meat stockpile in the outline.
3) Generate catsplosion.
4) Butcher like a madman.
5) Set the channel to "inside subterranean".
6) PERMANENT MIASMA!
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Fist_Of_Armok

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #21 on: January 03, 2009, 11:47:50 pm »

Hahahaha, oh wow.

D'you think it'd work better if you put it to 50 dogs a litter?

And butchering them at the end of a year? Should have saved 'em for wardogs. Legendary animal trainer, hooo!
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Shurikane

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #22 on: January 04, 2009, 12:47:15 am »

Better yet, how about a dog fountain?

Pick up a dog and chain it to a one-tile column over magma.  Edit the raws to make it birth puppies at a frightening rate.  Watch as you get yourself a free self-cleaning puppy fountain.
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Wooty

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #23 on: January 04, 2009, 01:13:21 am »

That would be awsome, except that I don't believe you can edit the rate they birth puppies. You can change the amount of puppies and the age the puppies become dogs at, but that's about it. So it would be more of an 'Old Faithful' type reverse puppy geyser.

Even if you could set that all up, do puppies spawn on adjacent tiles or on the tile the mother is on? If they spawn on the same tile, you would have to make it a puppy and water fountain - the water flowing over the tile to push the puppies off but leaving the chained mother. But then you wouldn't be able to use magma, so it wouldn't be self cleaning :(
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Pilsu

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #24 on: January 04, 2009, 07:18:40 am »

Simple, a chain with a grate in front of it. When the dog stands on it, open it and it hangs on the chain above magma and you have your.. puppy fountain. Wow, this makes that mermaid death camp project sound sane

Currently hanging does not make them choke so any gallows designs are on hold
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GenericOverusedName

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #25 on: January 04, 2009, 11:15:46 am »

Bwahahaha.

I once had a similar accident with werewolves. I made 'em able to breed (at a somewhat frightening rate), and gave 'em a more nasty set of attacks. I lost many adventurers to swarms of cute, rabid werewolf pups. And then a fortress or three!
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Jay

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #26 on: January 04, 2009, 12:30:32 pm »

Oh God Wooty, I am SO making a super-butcher fort on my next game.

1) Dig down a square outline channel all the way to the bottom of the fort.
2) Place meat stockpile in the outline.
3) Generate catsplosion.
4) Butcher like a madman.
5) Set the channel to "inside subterranean".
6) PERMANENT MIASMA!
Pretty sure that inside subterranean stockpiles are what prevent rotting.
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FluffyToast J

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #27 on: January 05, 2009, 07:34:13 pm »

Pretty sure that inside subterranean stockpiles are what prevent rotting.

As far as I know, if refuse is inside at all when its rotten it will produce miasma.
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Taritus

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #28 on: January 05, 2009, 07:42:02 pm »

Inside food stock piles prevent rotten food.  Inside refuse piles generate miasma.  You're both thinking of different stock piles.
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FluffyToast J

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Re: What I have learned about editing the raws, and when it becomes excessive
« Reply #29 on: January 05, 2009, 07:49:59 pm »

Inside food stock piles prevent rotten food.

Actually, its the barrels that prevent rotten food. I've had food go rotten in my inside food stockpiles before I got barrels going before.

Inside refuse piles generate miasma.

Its all inside refuse. Corpses, limbs, anything that used to be a creature that is inside while its rotten will generate miasma. Doesnt have to be in a stockpile.

That said, thats only from memory. If I'm wrong, let me know.
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