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Author Topic: Oh my....~  (Read 2126 times)

Tastysaurus Rex

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Oh my....~
« on: May 23, 2010, 05:24:02 pm »

Ok, so in an attempt to be less cynical I decided to give 2010 another chance. I breach my first cavern and find a pleasant surprise waiting for me. Apparently there are these little guys called Plump Helmet Men, and as the name would state it appears to be a sentient Plump Helmet.

Lets get right to it: can I eat these suckers? Cook 'em? Brew them, even? I have Plump Helmets, but I'll be damned if I'm gonna miss the chance to squeeze wine out of these little bastards.
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That wasn't technically a miscarriage, but the doctors didn't have a concise term for "gave birth and immediately baptized the baby in liquid fire."
Dwarf Fortress: Killing people so you can draft their dogs into the army.

Hyperturtle

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Re: Oh my....~
« Reply #1 on: May 23, 2010, 05:34:34 pm »

No, but you can cage them and put them in a zoo!  My soldiers refused to attack them.
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igless

Tastysaurus Rex

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Re: Oh my....~
« Reply #2 on: May 23, 2010, 05:44:14 pm »

Hmm, I like zoos.

I don't really want to just straight-up slaughter them if I can't turn them into roasts. Do they fare well in a pit with wild wolves or are they only good for dying?
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That wasn't technically a miscarriage, but the doctors didn't have a concise term for "gave birth and immediately baptized the baby in liquid fire."
Dwarf Fortress: Killing people so you can draft their dogs into the army.

twwolfe

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Re: Oh my....~
« Reply #3 on: May 23, 2010, 05:55:25 pm »

i thought they were edible. I've heard people talking about how hungry military killed one, then stopped to munch on the newly-slain mushroom men
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There are dwarves that are nothing but useless sacrifices - Miners are not one of them.

Tastysaurus Rex

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Re: Oh my....~
« Reply #4 on: May 23, 2010, 06:00:11 pm »

i thought they were edible. I've heard people talking about how hungry military killed one, then stopped to munch on the newly-slain mushroom men
They just snack them up? Like, where they fall? This calls for science.
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That wasn't technically a miscarriage, but the doctors didn't have a concise term for "gave birth and immediately baptized the baby in liquid fire."
Dwarf Fortress: Killing people so you can draft their dogs into the army.

alway

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Re: Oh my....~
« Reply #5 on: May 23, 2010, 07:14:24 pm »

i thought they were edible. I've heard people talking about how hungry military killed one, then stopped to munch on the newly-slain mushroom men
They just snack them up? Like, where they fall? This calls for science.
Sounds similar to what happened in my fort. I can at least confirm it is something which should be looked in to. In my case, I had a military dwarf kill 3 or 4, stopping in between to munch on em (I think he was anyway). I had [SPEED:1] on my dorfs, so it went quickly. After that case, my military dorfs just left them alone and let them run up through the fort and out the top.
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Eric Blank

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Re: Oh my....~
« Reply #6 on: May 23, 2010, 07:49:40 pm »

Unfortunately, they don't actually produce meat, even when butchered, just 'flesh', which goes straight to the refuse stockpile and is subsequently ignored.
Dunno how to change that, but you can mod them to produce alcoholic milk. (which requires either making all milk alcoholic or creating a new world with a copy/pasta milk type that is alcoholic) Just call it wine instead of milk in the raws.
I'm making several new kinds of fungus-men and -beasts with different attributes, including one to add to the/another animal-man civ that glows in the dark, very useful when exploring the caverns in adventure mode.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Hyperturtle

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Re: Oh my....~
« Reply #7 on: May 23, 2010, 08:50:40 pm »

yes I have a lot of plump helmet flesh.  The dwarfs linger at the refuse pit, sadly, knowing they aren't coded to eat it.
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igless

Tastysaurus Rex

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Re: Oh my....~
« Reply #8 on: May 23, 2010, 09:42:23 pm »

Dunno how to change that, but you can mod them to produce alcoholic milk. (which requires either making all milk alcoholic or creating a new world with a copy/pasta milk type that is alcoholic) Just call it wine instead of milk in the raws.
Despite being squicked out by an earlier thread concerning the milkability of certain creatures, I rather like this idea. As good a time to dabble with modding as any.
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That wasn't technically a miscarriage, but the doctors didn't have a concise term for "gave birth and immediately baptized the baby in liquid fire."
Dwarf Fortress: Killing people so you can draft their dogs into the army.

Raviaric

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Re: Oh my....~
« Reply #9 on: May 23, 2010, 10:37:12 pm »

Brew plump helmet men. Taste the sentience.
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Eric Blank

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Re: Oh my....~
« Reply #10 on: May 24, 2010, 02:09:01 am »

What I used on my test subjects:

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE_SHROOM]
[STATE_NAME:ALL_SOLID:frozen thopit's milk]
[STATE_ADJ:ALL_SOLID:frozen thopit's milk]
[STATE_NAME:LIQUID:thopit's milk]
[STATE_ADJ:LIQUID:thopit's milk]
[STATE_NAME:GAS:boiling thopit's milk]
[STATE_ADJ:GAS:boiling thopit's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:10000] <-affects either how frequently or the amount of milk produced, not sure if lower is more or less often, DF seems to have a lot of things set in reverse. Or is it reverse... Maybe I'm just crazy, who's gonna care?
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE_SHROOM]
[STATE_NAME:SOLID:thopit cheese]
[STATE_ADJ:SOLID:thopit cheese]
[STATE_NAME:SOLID_POWDER:thopit cheese powder]
[STATE_ADJ:SOLID_POWDER:thopit cheese powder]
[STATE_NAME:LIQUID:melted thopit cheese]
[STATE_ADJ:LIQUID:melted thopit cheese]
[STATE_NAME:GAS:boiling thopit cheese]
[STATE_ADJ:GAS:boiling thopit cheese]
[PREFIX:NONE]

The flesh, cheese, and milk templates are all new, i demanded they be alcoholic and made to my exact specifications; and I also like to practice this thing called modification isolation, where my mods don't affect things already in the game, and updates don't affect my mods, therefore not breaking each-other (much), just put new things in new raw files, and always back up the originals/however many different modified ones you want.

Code: [Select]
material_template_shrooms_EB

[OBJECT:MATERIAL_TEMPLATE]

[MATERIAL_TEMPLATE:MILK_TEMPLATE_SHROOM]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:frozen milk]
[STATE_ADJ:ALL_SOLID:frozen milky]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:milk]
[STATE_ADJ:LIQUID:milky]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:1000]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[REACTION_CLASS:MILK]
[MATERIAL_REACTION_PRODUCT:CHEESE_MAT:LOCAL_CREATURE_MAT:CHEESE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[ROTS]
[GENERATES_MIASMA]
[LIQUID_MISC_CREATURE]
[ALCOHOL_PLANT]

[MATERIAL_TEMPLATE:CREATURE_CHEESE_TEMPLATE_SHROOM]
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:cheese]
[STATE_ADJ:ALL_SOLID:cheesy]
[STATE_COLOR:LIQUID:YELLOW]
[STATE_NAME:LIQUID:melted cheese]
[STATE_ADJ:LIQUID:melted cheesy]
[STATE_COLOR:GAS:YELLOW]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1200]
[LIQUID_DENSITY:1200]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:50000]
[SHEAR_YIELD:10000] no data
[SHEAR_FRACTURE:10000]
[SHEAR_ELASTICITY:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:CHEESE]
[CHEESE_CREATURE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[ROTS]
[GENERATES_MIASMA]

[MATERIAL_TEMPLATE:STRUCTURAL_PLANT_TEMPLATE_SHROOM]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:none]
[STATE_ADJ:LIQUID:none]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:none]
[STATE_ADJ:GAS:none]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1200]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:1000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:1000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:1000]
[SHEAR_YIELD:40000] used pine
[SHEAR_FRACTURE:40000]
[SHEAR_ELASTICITY:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:1000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[STRUCTURAL_PLANT_MAT]

I think this will cause your dwarves to go for it like booze, but my attention only lingers at the booze pile when people start whining about not having any, so I never checked. They will be milk-able though, just need to tame them.
You can just change some words around in the creature definition to say 'plump helmet man'. Alternatively, for pre-generated worlds, you could A: let them have normal, non-alcoholic milk, or B: make all milks alcoholic by adding/removing [ALCOHOL_PLANT] to the milk definition in the raws of a save of your choice. It's in the material template file.
Wait, if plump helmet man milk/cheese doesn't already exist, it won't be created... anyone actually modified them in a pre-generated world?

Modding DF is unbelievably easy after you understand the basic sequence of things, just read the wiki. :P

I seem to be rambling incoherently again, take what's usable.
« Last Edit: May 24, 2010, 02:18:46 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Coidzure Dreams

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Re: Oh my....~
« Reply #11 on: May 24, 2010, 02:20:19 am »

First time they got mentioned when the version first came out, someone's warrior just ate the corpse after Urist McAxedwarf killed a Plump Helmet Man.

WHich prompted a thread about modding the plump helmet man to have booze for blood.

Which prompted my avatar.and a few others

Other thread.  Some nifty stuff there and a little story.

http://www.bay12forums.com/smf/index.php?topic=54209.msg1163708#msg1163708
« Last Edit: May 24, 2010, 02:27:40 am by Coidzure Dreams »
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Eric Blank

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Re: Oh my....~
« Reply #12 on: May 24, 2010, 02:23:22 am »

Then we discussed making them smarter, so it's even MORE fun to eat fellow sentients.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Raviaric

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Re: Oh my....~
« Reply #13 on: May 24, 2010, 04:26:09 am »

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Grimlocke

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Re: Oh my....~
« Reply #14 on: May 24, 2010, 10:50:02 am »

Having them give meat or plants upon being butchered should be easy enough by adding a butcher_special tag to their material. Giving them a plant item upon butchring should make them brewable, along with the booze material tags from plump helmets.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!
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