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Author Topic: For science: absurd numbers in the raws  (Read 10020 times)

pushy

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Re: For science: absurd numbers in the raws
« Reply #15 on: January 19, 2010, 09:23:05 am »

Somebody needs to build a Large Elf Collider.
There must be some way to mod ballistae or catapults to fire elves ;D
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Heliomance

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Re: For science: absurd numbers in the raws
« Reply #16 on: January 19, 2010, 11:04:54 am »

Hmm... mod in a smelter reaction to produce a new material called "Elf body" out of elf chunks, which you can then craft ballista bolts out of?
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denito

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Re: For science: absurd numbers in the raws
« Reply #17 on: January 19, 2010, 02:37:42 pm »

These things might not apply to the new release coming out soon, but here's some of what I found out by putting some absurd numbers into the raws:

  • If you make the material and/or item value of some things negative, the items will end up having negative value, and you can then get an unlimited amount of supplies on the embark screen, since "buying" something with a negative value gives you more points.
  • If the total value of what you're buying from a merchant is negative, then they'll think you don't have any of their goods selected, so nothing will hapen.  However, if you mix in enough positively valued items so that the total is positive but small, you can then buy out their entire caravan for 50☼.
  • The minimum weight a single object can have is 1Γ, regardless of putting negative weights or densities into the raws.

Actually, having a material with a negative worth could make sense:  you could mod in a kind of (common) stone or metal that is so unliked, crappy and worthless that making things out of it adds negative value to your fortress!  Also cloth materials:  sandpaper socks, for instance.

As for the minimum weight thing - although a single object cannot have less than 1Γ weight, what about the total weight bins and barrels containing a mixture of items with positive and negative weight raw materials?  Would a bin with a +13 weight item and a -10 weight item weigh only 3?
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gtmattz

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Re: For science: absurd numbers in the raws
« Reply #18 on: January 19, 2010, 03:02:11 pm »

...a common stone  that is so unliked, crappy and worthless...

You mean microcline?  ;D
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moki

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Re: For science: absurd numbers in the raws
« Reply #19 on: January 19, 2010, 03:51:36 pm »

...a common stone  that is so unliked, crappy and worthless...

You mean microcline?  ;D

Well... I would pay traders to take it...
"Here, have this stack of 80 *dwarven cheese roast*, but please take all the ugly stones with you!"
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Lord Dakoth

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Re: For science: absurd numbers in the raws
« Reply #20 on: January 19, 2010, 07:20:08 pm »

Sandpaper socks? Sound pretty Dwarfy, especially if they menace with spikes.
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Quantum Toast

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Re: For science: absurd numbers in the raws
« Reply #21 on: January 20, 2010, 08:45:00 pm »

Sandpaper socks? Sound pretty Dwarfy, especially if they menace with spikes.
On the inside?
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100killer9

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Re: For science: absurd numbers in the raws
« Reply #22 on: January 20, 2010, 10:11:15 pm »

...a common stone  that is so unliked, crappy and worthless...

You mean microcline?  ;D
Microcline is at least blue. But ORTHOCLASTE...
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Lord Dakoth

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Re: For science: absurd numbers in the raws
« Reply #23 on: January 20, 2010, 10:17:24 pm »

Ortho Clause? Isn't he the little bearded man who flies around in a bauxite, pitchblende-powered sleigh, distributing mugs to all the good human children?
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612DwarfAvenue

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Re: For science: absurd numbers in the raws
« Reply #24 on: January 21, 2010, 02:44:16 am »

And the bad ones too. He's just trying to get rid of those friggin mugs...
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wagawaga

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Re: For science: absurd numbers in the raws
« Reply #25 on: January 21, 2010, 09:08:20 am »

Actually it's not a single item wheighing less than 1 dwarf-kilogram, but one stack of items. I've had stacks of 9999 bolts (from modded reaction) wheigh 1.
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