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Author Topic: Shells  (Read 2652 times)

derekiv

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Re: Shells
« Reply #15 on: April 17, 2010, 01:16:12 pm »

Thanks, you guys just saved my metalsmith!
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Hyperturtle

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Re: Shells
« Reply #16 on: May 10, 2010, 12:35:08 am »

I think I did the following wrong, as my legendary appraiser still is requesting bones (and of course the caravans just arrived):

Quote
Hm, I would suggest that you put the [SHELL] line into the following two entries in the material_template_default.txt, instead of below the line "[BONE]":

[MATERIAL_TEMPLATE:HAIR_TEMPLATE]
[MATERIAL_TEMPLATE:CARTILAGE_TEMPLATE]

These two butcher-products have currently by default no use and just clutter up your refuse stockpiles unless you manually set them to be dumped. I just tried it, and it definitely works. :)

I tried the following:
In [MATERIAL_TEMPLATE:HAIR_TEMPLATE]

I added... [SHELL], illustrated as follows:

[IMPLIES_ANIMAL_KILL]
[SHELL]
[ITEMS_HARD]


You said do that instead of having it under the line [BONE].

I didn't see how the [BONE] directly affected the hair and cartilage template; the word bone wasn't in those templates at all.

So, can you paste a larger example of how it should be?  I must agree, once I caught all the turtles, I've lost about ten dwarfs lusting after shells...

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igless

Dave Mongoose

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Re: Shells
« Reply #17 on: May 10, 2010, 04:57:59 am »

You said do that instead of having it under the line [BONE].

I didn't see how the [BONE] directly affected the hair and cartilage template; the word bone wasn't in those templates at all.

Instead of under the line [BONE] in things that do have [BONE], is what was meant (I think).

So rather than make bones count as bones or shells, keep bones as just bones and make hair and cartilage count as shells (since they have no use otherwise).

Really I think hair should be usable for rope... but that would probably take a lot more modding than just adding a tag.
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Hyperturtle

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Re: Shells
« Reply #18 on: May 10, 2010, 09:46:39 am »

I believe that is what I tried to do.  Well either way that strange mood guy was sent to Armok.  A new broker has been appointed!

I wonder if Armok has a thing for turtles.



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igless

Niveras

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Re: Shells
« Reply #19 on: May 10, 2010, 11:00:49 am »

I managed to butcher a forgotten beast who had a shell, producing a shell stack of 52 units. But too bad I can't split that stack, as artifacts use an entire refuse stack instead of just one unit. :-/
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4lph4w0lf

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Re: Shells
« Reply #20 on: May 10, 2010, 01:45:58 pm »

I managed to butcher a forgotten beast who had a shell, producing a shell stack of 52 units. But too bad I can't split that stack, as artifacts use an entire refuse stack instead of just one unit. :-/

Umm...How about an artifact steel plate mail piece that is just COVERED in these 52 units of forgotten beast shell chunks? 

It would be EPIC
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The elves have hidden mind control mechanisms (wooden ones) in the brains of the zombie animals.
At the flick of a switch, the animals will become mindless killing machines and every single dwarf in your fortress will be hunted down and eaten. With a side dish of +plump helmet roast+.

Butcher the animals before it's too late!
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