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Author Topic: Butcher's shop in the dev_now  (Read 13499 times)

CobaltKobold

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Re: Butcher's shop in the dev_now
« Reply #60 on: December 06, 2009, 07:24:43 pm »

See for yourself :


I don't know anything about cooking, but it seems pretty hardcore, even if you avoid the "ashes of one fine thin joint" :p

That recipe should produce something recognizable as barbecue sauce. It looks like a lot of ingredients, but most barbecue sauce recipes simplify by specifying ketchup. I dunno about that coffee though.
M e either.Rest sounds like yeh, it'd work- though I think it's heavy on the liquid smoke. (I think the "Killian's Red" is half in jest/for EVUL purposes.)

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I dunno, I asked about decorations in mainthread.
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CaptainNitpick

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Re: Butcher's shop in the dev_now
« Reply #61 on: December 06, 2009, 08:06:48 pm »

And to take things somewhat back on-topic: should dwarves want/need/have access to condiments? You could have Urist McDibbler selling suspicious sausages with lots of mustard. I suspect it would be too complicated for the player to manage.

Well, we already have dwarven syrup, and that'll be more condiment-like in the future:

# Req129, IMPROVE COOKING, (Future): More food. Food should require a substrate, rather than just being seeds etc. Seeds, syrups, drinks and other such objects can contribute to the likes/dislike checks as they do now, but they shouldn't add to the number created. A good roll could lead to the recipe being given a name and saved to the entity definition, where it can then be encountered in other cities in subsequent games.

I don't think it would be a management problem for the player, as long as the dwarves are intelligent about just using whatever's available.

I meant condiments as an optional thing that dwarfs would choose to put on their already-prepared food when eating. Like a miner who likes to put Berserk Elf Sauce* on his biscuits.

I guess I just find the idea of a dwarf running around refilling cruet sets silly.

*does not contain actual elf
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Footkerchief

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Re: Butcher's shop in the dev_now
« Reply #62 on: December 06, 2009, 08:10:31 pm »

I guess I just find the idea of a dwarf running around refilling cruet sets silly.

It's a little silly, but endearingly so, I think.  Sooner or later those mead halls will have waitstaff.
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CaptainNitpick

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Re: Butcher's shop in the dev_now
« Reply #63 on: December 06, 2009, 08:37:34 pm »

It's a little silly, but endearingly so, I think.  Sooner or later those mead halls will have waitstaff.

I see a waiter having a strange mood, locking himself in the butler's pantry, and emerging holding an artifact origami napkin covered in stone spikes.
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Untelligent

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Re: Butcher's shop in the dev_now
« Reply #64 on: December 06, 2009, 08:42:01 pm »

Also, with this new abundance of meat, and the new material system, could we at last make awesome, skyscraping towers of MEAT blocks? (with some minor modding ofc)


Ooh, I just realized that the supermod I'm planning for next version will inadvertantly allow that sort of thing.

You'll also be able to make towers out of tofu, but real men don't build tofu.
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LegoLord

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Re: Butcher's shop in the dev_now
« Reply #65 on: December 06, 2009, 08:46:28 pm »

I wonder if we'll be able to make it so that some by-products of butchering are made of metal?  Or more specifically, a metal named "plastic" that'd be inedible.

Can you guess what modding I'm thinking of?
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Footkerchief

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Re: Butcher's shop in the dev_now
« Reply #66 on: December 06, 2009, 08:59:04 pm »

Yes, you can do that.  It doesn't actually have to be "metal" anymore, either, due to the material rewrite.  The new material system is extremely flexible.  You can make creatures out of plump helmet material if you want.
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shadow_archmagi

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Re: Butcher's shop in the dev_now
« Reply #67 on: December 06, 2009, 10:17:00 pm »

Urist Mcwaiter cancels Wait Table: Tip Jar lost or misplaced
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Walliard

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Re: Butcher's shop in the dev_now
« Reply #68 on: December 06, 2009, 10:31:45 pm »

I wonder if we'll be able to make it so that some by-products of butchering are made of metal?  Or more specifically, a metal named "plastic" that'd be inedible.

Can you guess what modding I'm thinking of?

Autons?
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CobaltKobold

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Re: Butcher's shop in the dev_now
« Reply #69 on: December 06, 2009, 10:37:19 pm »

I wonder if we'll be able to make it so that some by-products of butchering are made of metal?  Or more specifically, a metal named "plastic" that'd be inedible.

Can you guess what modding I'm thinking of?

Autons?
(Hint: It's in his name)
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Duke 2.0

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Re: Butcher's shop in the dev_now
« Reply #70 on: December 06, 2009, 10:46:27 pm »

Urist Mcwaiter cancels Wait Table: Tip Jar lost or misplaced
Kogask McCustomer cancels Lunch: Rude Waiter
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Keiseth

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Re: Butcher's shop in the dev_now
« Reply #71 on: December 07, 2009, 03:07:02 am »

It's very obvious now that this is going to be the best release since... the last release. Seriously. It's not even surprising any more. DF has been in the "beyond the impossible" spectrum for well over a year. I eagerly await playing with materials and making bizarre things.

LEGO FORTRESS!
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Danarca

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Re: Butcher's shop in the dev_now
« Reply #72 on: December 07, 2009, 06:18:31 am »

It's very obvious now that this is going to be the best release since... the last release. Seriously. It's not even surprising any more. DF has been in the "beyond the impossible" spectrum for well over a year. I eagerly await playing with materials and making bizarre things.

LEGO FORTRESS!
Which is actually going to be great with this release...
You could make a dragon be out of 5 green blocks, and 2 flame-thingies, and specify how they all connect :p
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shadow_archmagi

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Re: Butcher's shop in the dev_now
« Reply #73 on: December 07, 2009, 07:35:54 am »

The spinning green block catches the Dragon in the upper right green block! It is broken!
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invention is every dwarf's middle name
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Neonivek

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Re: Butcher's shop in the dev_now
« Reply #74 on: December 07, 2009, 07:47:25 am »

Isn't the point of the "Lego *Series*" franchise that it is supposed to be more simple then the real thing? (One of the reason why Lego Rockband MAKES NO SENSE!)

Lego Dwarf Fortress seems needlessly complex.
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