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Author Topic: Horn (again)  (Read 1187 times)

Rysith

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Horn (again)
« on: January 23, 2009, 11:18:24 pm »

I know that all the experiments here that I've seen with horn have ended in clouds of freezing gas, but...

I just had some traders show up with a rope reed bag decorated with superior quality elk horn. Might the problem with horn/pearls have been that they need a creature type associated with them, or they come out as no-creature items and boil (just like no-creature bones)?

I suppose that this has probably been tried before (and I can't go messing with my raws to find out right now), but it seemed like an idea if we hadn't tried it yet.
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Deon

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Re: Horn (again)
« Reply #1 on: January 24, 2009, 02:15:31 am »

   [HORN] for creatures which leave horns
There's a token for pearls too.

I don't see anything wrong if you just add [HORN] to a creature you need. What's wrong with it? And I don't get an idea, what do you want (sorry :))?

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but it seemed like an idea if we hadn't tried it yet.
Which idea?
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Footkerchief

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Re: Horn (again)
« Reply #2 on: January 24, 2009, 07:16:04 am »

The idea is that horn boils into vapor because no creatures have the HORN tag by default.  If you add it to one, then horn can be used just like pearl or whatever.
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Deon

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Re: Horn (again)
« Reply #3 on: January 24, 2009, 07:27:24 am »

Oh, but it's not an idea, it's fact. So yes, you need a creature with horn and a creature with silk etc. to have these materials.
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Vucar Fikodastesh

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Re: Horn (again)
« Reply #4 on: January 24, 2009, 12:21:28 pm »

no creatures have the HORN tag by default.

On the contrary, the Elk has the horn tag by default, it is the only creature that does.

Code: [Select]
[CREATURE:ELK]
[NAME:elk:elk:elk]
[TILE:'E'][COLOR:6:0:0]
[LARGE_ROAMING]
[PREFSTRING:grace]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:HOOF]
[GRASSTRAMPLE:0]
[HORN]
[FAT:3]
[DIURNAL]
[MODVALUE:2]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GENPOWER:2]
[BENIGN][MEANDERER][NATURAL][PET]
[PETVALUE:100]
[SIZE:7]
[MAXAGE:10:20]
[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
[CHILD:1][CHILDNAME:elk fawn:elk fawns]
[BIOME:TUNDRA]
[BIOME:GRASSLAND_TEMPERATE]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:200]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]

This is why the OP had elk bones on his bag.
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Footkerchief

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Re: Horn (again)
« Reply #5 on: January 24, 2009, 01:36:37 pm »

Oh NOW I get what the OP meant.  Yeah, it's possible something weird like that is going on, but generally in the current version DF materials (i.e. elk horn) inherit their boiling point etc. from the generic material (horn).  It would be strange if horn was handled differently.  Worth a try though.
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Erom

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Re: Horn (again)
« Reply #6 on: January 25, 2009, 11:05:34 am »

I don't think decoration material "exists" in that it's material properties tags are checked - therefore I think that if the horn is used "off-screen" and only exists on screen as a decoration, the freezy-vapor-bomb behavior never manifests, whereas if the horn was produced locally it would splodiferate.

It would be an easy thing to check though. I mean, has no one ever had a fort with elk to check if they drop horn, and what that horn does post drop?
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Rysith

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Re: Horn (again)
« Reply #7 on: January 25, 2009, 11:57:54 pm »

It would be an easy thing to check though. I mean, has no one ever had a fort with elk to check if they drop horn, and what that horn does post drop?

They don't drop horn. The question was whether smelters could locally produce horn to fulfill noble demands, more than anything else.
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Vucar Fikodastesh

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Re: Horn (again)
« Reply #8 on: January 26, 2009, 01:22:18 am »

Unless I'm doing something wrong the answer is no. [RING:NO_SUBTYPE:HORN:ELK] Gives me boiling horn.
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.