Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: The shells! The shells!  (Read 3371 times)

Talanic

  • Bay Watcher
  • Struggling author / pizza delivery guy.
    • View Profile
The shells! The shells!
« on: April 13, 2010, 02:58:01 pm »

I had a soldier break out of training to perform a stonecrafting strange mood.  She started clamoring for shells...and my fisherdwarves had already caught every last turtle in the area.  No cave lobsters either. 

So I set out (as a dabbling modder) to add shells to cows.  I figured that a cow shell would be weird but I could handle it.

No dice.  Despite cows suddenly HAVING shells, they didn't drop them when butchered.  But they did drop horns and hooves...

A visit to the material templates later, I added [SHELL] to the Horn and Hoof templates.  My moody dwarf immediately got up, grabbed some cow hooves, and made them into the artifact.

That was my last cow, though - so I wasn't able to test if a bone carver would take hooves and decorate objects with them.  So I thought I'd throw it out here and see if the real modders would have some ideas.
Logged
I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: The shells! The shells!
« Reply #1 on: April 13, 2010, 03:05:48 pm »

Prepare raw turtles at the fishery to get turtle and a shell.
Works for me.
Logged
Proud of my heritage.
Prepare to lose your sanity.

Talanic

  • Bay Watcher
  • Struggling author / pizza delivery guy.
    • View Profile
Re: The shells! The shells!
« Reply #2 on: April 13, 2010, 03:23:46 pm »

In theory, at least, that should work.  But...

My fisherdwarves caught about twenty turtles before declaring the stream and swamps entirely fished out.  Also, I had trouble getting them to hold onto the shells after processing the raw turtles, and so had been out of shells for years.
Logged
I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: The shells! The shells!
« Reply #3 on: April 13, 2010, 03:26:55 pm »

If you designate stockpiles for bones and remains, the shells go there nicely.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Talanic

  • Bay Watcher
  • Struggling author / pizza delivery guy.
    • View Profile
Re: The shells! The shells!
« Reply #4 on: April 13, 2010, 03:28:16 pm »

I'll have to try again.  In the meantime, there's still the possibility that we could mod in interesting things to do with horns and hooves, which are otherwise useless (aren't they?)
Logged
I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

My first review from a real magazine!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: The shells! The shells!
« Reply #5 on: April 13, 2010, 03:41:19 pm »

You can burn them with the Lazureus's Crematorium :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: The shells! The shells!
« Reply #6 on: May 05, 2010, 05:13:59 am »

OK, a minor necro, sorry.
This is the best workaround to the "noshells" problem out there I can find. NO one's come up with a  better solution in the weeks since this was posted, at least as far as I can find.

Is this it?

Has no one found out how to create shells from reactions, or de-process imported fish, or even modded in turtle-cats? Anything? In the last version I had fossil shells, and a reaction to remove them from the rock. Since I could then import fossils, I found this very satisfactory. I can't make heads nor tails out of the current raws.
« Last Edit: May 05, 2010, 05:16:48 am by Flaede »
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

the Dregs

  • Bay Watcher
    • View Profile
Re: The shells! The shells!
« Reply #7 on: May 05, 2010, 06:20:29 am »

Here is one they are using on SA. It's a domestic turtle that you can buy on embark and take with you from the get-go. It's about the size of a Donkey. I heard that you can train it into a war- or hunting-turtle by adding the [TRAINABLE] tag, but I haven't tried that. They can be adopted as pets and cost the same as a dog. Just unpack it into your creature:amphibian RAW folder. I use the Mayday graphics/tiles pre-pack and the adult turtles look just like moss agates, while the babies look like rubies. Confused me at first, because I kept trying to cut gems, but they didn't show up in the jeweler's shop. Then I saw them walking.


[CREATURE:LARGETURTLE]
   [DESCRIPTION:A large reptile that carries a shell on its back for protection.]
   [NAME:large turtle:large turtles:large turtle]
   [CASTE_NAME:large turtle:large turtles:large turtle]
   [CREATURE_TILE:15][COLOR:2:0:0]
   [PETVALUE:50]
   [AMPHIBIOUS]
   [NATURAL]
   [CARNIVORE]
   [COMMON_DOMESTIC][PET]
   [BIOME:ANY_LAND]
   [POPULATION_NUMBER:250:500]
   [PREFSTRING:beauty]
   [BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE:SHELL]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
      [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:SKIN]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
      [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:SHELL_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [SPEED:2900]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:50000]
   [BODY_SIZE:1:0:100000]
   [BODY_SIZE:2:0:250000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:100:200]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [CHILD:2][GENERAL_CHILD_NAME:baby turtle:baby turtles]
   [DIURNAL]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:GREEN:1]
            [TLCM_NOUN:scales:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: The shells! The shells!
« Reply #8 on: May 05, 2010, 09:11:13 am »

I'll have to try again.  In the meantime, there's still the possibility that we could mod in interesting things to do with horns and hooves, which are otherwise useless (aren't they?)
Horns and hooves can be used by bonecarvers to decorate items, similar to how you can decorate items with bone.  I always add the [SHELL] tag to horns and hooves in the raws even when I'm embarked on a site with turtles, because IMHO it simply makes sense for a dwarf to be able to substitute similar materials for shell.  If you're willing to accept either turtle or lobster shell for a project (two very different materials, despite both being 'shell') then using cow horn instead isn't much of a stretch.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: The shells! The shells!
« Reply #9 on: May 05, 2010, 09:26:55 am »

I added shell to chitin, makes sense to me as lobster shells are made of just that.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Ratbert_CP

  • Bay Watcher
    • View Profile
    • The Enraged Primate
Re: The shells! The shells!
« Reply #10 on: May 05, 2010, 09:32:38 am »

Grrr...  Stoopid subject line...

Oh Urist boy, the shells, the shells are callin'.
From cave to cave and in the mountain side.
The magma's gone and all the Elves are thrivin'
'Tis you, 'till fell moods subside

Logged
Ratbert #CP#Z
"For FUN and HONOR!"

Ilmoran

  • Bay Watcher
    • View Profile
Re: The shells! The shells!
« Reply #11 on: May 05, 2010, 11:37:30 am »

OK, a minor necro, sorry.
This is the best workaround to the "noshells" problem out there I can find. NO one's come up with a  better solution in the weeks since this was posted, at least as far as I can find.

Is this it?

Has no one found out how to create shells from reactions, or de-process imported fish, or even modded in turtle-cats? Anything? In the last version I had fossil shells, and a reaction to remove them from the rock. Since I could then import fossils, I found this very satisfactory. I can't make heads nor tails out of the current raws.

Assuming by turtle-cats, you mean cats that can be butchered for shells, that's fairly easy.  I don't remember *exactly* how, but basically there are 4 things you need to do in the raws, iirc:  Add SHELL to the BODY tag; add the Shell template, as a material and tissue, to the body detail plan; and add the SHELL_POSITIONS to the body detail plan.  As an example, from the LARGETURTLE posted above, the following lines are relevant:

[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE:SHELL]
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
[BODY_DETAIL_PLAN:SHELL_POSITIONS]

I believe most people remove the hair materials/tissues, but I think that is unneccesary.
Logged

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: The shells! The shells!
« Reply #12 on: May 05, 2010, 08:14:28 pm »

OH! That's the part I missed. Thanks Ilmoran. All I was getting was "turtle cats" that only left skulls when butchered.

Ratbert - that is awesome.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Arkenstone

  • Bay Watcher
  • Perfect Clear Diamond
    • View Profile
Re: The shells! The shells!
« Reply #13 on: May 05, 2010, 10:41:03 pm »

why not just add a "fossil" stone that counts as bone and shell?

Code: [Select]
[INORGANIC:FOSSIL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:fossil][DISPLAY_COLOR:4:7:1][TILE:'²']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[IS_STONE][BONE][SHELL]
[MELTING_POINT:12970]
[BOILING_POINT:14014]
Logged

Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: The shells! The shells!
« Reply #14 on: May 05, 2010, 10:47:06 pm »

why not just add a "fossil" stone that counts as bone and shell?

Code: [Select]
[INORGANIC:FOSSIL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:fossil][DISPLAY_COLOR:4:7:1][TILE:'²']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[IS_STONE][BONE][SHELL]
[MELTING_POINT:12970]
[BOILING_POINT:14014]

Well now! That is amazing! If it works to set a rock as a shell, this is an even better re-work of my old dodge.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
Pages: [1] 2