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Author Topic: Brewing blood now possible?  (Read 3106 times)

Brandstone

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Re: Brewing blood now possible?
« Reply #15 on: February 24, 2011, 11:10:51 pm »

not be a total douche but last I checked blood doesn't have enough sugars in it for yeast to convert to booze... Blood pudding makes sense.... but turning blood into booze is on the same level of turning water into wine... just the evil version of it I guess.
You're forgetting the high blood-alcohol content of the populations in Dwarf Fortress.

Flaede

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Re: Brewing blood now possible?
« Reply #16 on: February 24, 2011, 11:57:32 pm »

Ideally, it'd be more "making blood drinkable" but that isn't possible in a direct fashion.

Are you sure a "BLOOD_DRINKABLE_TEMPLATE" couldnt' be made with the [ALCOHOL_CREATURE] tag in it? Or just add the tag to blood (warning, would make blood drinkable, as booze, by all creatures).
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Re: Brewing blood now possible?
« Reply #17 on: February 25, 2011, 12:05:23 am »

It could work, potentially, but you're not going to be getting it in barrels/containers anytime soon, and due to that the AI probably won't do a great job of figuring out how to use it.

Of course, there's always the possibility that I'm underestimating DF's robustness (I've certainly done it before), and the AI's actually smarter than I think.
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Flaede

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Re: Brewing blood now possible?
« Reply #18 on: February 25, 2011, 12:17:35 am »

It could work, potentially, but you're not going to be getting it in barrels/containers anytime soon

Traders. I routinely get at least one barrel of blood in each caravan. Often more. And I think someone in this thread wrote a "meat squeezing" reaction for the new press workshop (for pressing honey. And nuts... hmm... We have the makings of a breakfast cereal here).
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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.
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Re: Brewing blood now possible?
« Reply #19 on: February 25, 2011, 12:22:51 am »

Aha. Yeah, I forgot about that reaction posted earlier. That lends a lot of merit to the idea.

To be honest, most of my predispositions on this subject have held over from 40d, but there we didn't have access to the actual materials of plants and things (so it was entirely impossible without a workaround).
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Bohandas

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Re: Brewing blood now possible?
« Reply #20 on: February 25, 2011, 12:33:31 am »

Of course, that just produces blood.  It doesn't make alcohol from it.  Although blood can be fun too, you can place the barrel somewhere, go in and forbid the blood, then dump the barrel (not the blood) and your dwarf will dump the blood on the ground and then put the barrel in the local dump.

Can't you just add the [ALCOHOL_CREATURE] token in the raws for the creature in question, in the section where the blood material is defined?
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Bohandas

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Re: Brewing blood now possible?
« Reply #21 on: February 25, 2011, 12:36:37 am »

Of course, that just produces blood.  It doesn't make alcohol from it.  Although blood can be fun too, you can place the barrel somewhere, go in and forbid the blood, then dump the barrel (not the blood) and your dwarf will dump the blood on the ground and then put the barrel in the local dump.

Can't you just add the [ALCOHOL_CREATURE] token in the raws for the creature in question, in the section where the blood material is defined?

Oops. Just noticed that Flaede already suggested this...
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Flaede

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Re: Brewing blood now possible?
« Reply #22 on: February 25, 2011, 12:42:54 am »

Of course, that just produces blood.  It doesn't make alcohol from it.  Although blood can be fun too, you can place the barrel somewhere, go in and forbid the blood, then dump the barrel (not the blood) and your dwarf will dump the blood on the ground and then put the barrel in the local dump.

Can't you just add the [ALCOHOL_CREATURE] token in the raws for the creature in question, in the section where the blood material is defined?

Oops. Just noticed that Flaede already suggested this...

To be fair, I suggested editing it in the materials section. I didn't know whether or not you could define that part in the creature raws. I am total pants at creature modding.
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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.
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Grimlocke

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Re: Brewing blood now possible?
« Reply #23 on: February 25, 2011, 12:49:10 am »

Of course, that just produces blood.  It doesn't make alcohol from it.  Although blood can be fun too, you can place the barrel somewhere, go in and forbid the blood, then dump the barrel (not the blood) and your dwarf will dump the blood on the ground and then put the barrel in the local dump.
Can't you just add the [ALCOHOL_CREATURE] token in the raws for the creature in question, in the section where the blood material is defined?
Oops. Just noticed that Flaede already suggested this...
To be fair, I suggested editing it in the materials section. I didn't know whether or not you could define that part in the creature raws. I am total pants at creature modding.

Should work actualy. Just drop the alcohol tag below the blood tag and it adjusts the material for just that creature. Doing it in the material template would result in every single instance of the material to be a drink.
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Bohandas

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Re: Brewing blood now possible?
« Reply #24 on: February 25, 2011, 02:03:56 am »

Of course, that just produces blood.  It doesn't make alcohol from it.  Although blood can be fun too, you can place the barrel somewhere, go in and forbid the blood, then dump the barrel (not the blood) and your dwarf will dump the blood on the ground and then put the barrel in the local dump.
Can't you just add the [ALCOHOL_CREATURE] token in the raws for the creature in question, in the section where the blood material is defined?
Oops. Just noticed that Flaede already suggested this...
To be fair, I suggested editing it in the materials section. I didn't know whether or not you could define that part in the creature raws. I am total pants at creature modding.

Should work actualy. Just drop the alcohol tag below the blood tag and it adjusts the material for just that creature. Doing it in the material template would result in every single instance of the material to be a drink.

Good point. especially since the token has no arguments, so if it is added to the material template it can't be removed from the creatures using that template (or not easily removed, at any rate. I think that there might be some way to do it by screwing around with custom creature variation raws...)
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Re: Brewing blood now possible?
« Reply #25 on: February 25, 2011, 02:09:04 am »

CV_REMOVE_TAG respects the selection/deselection of mats/tissues, so yeah, it's possible via that. I wouldn't recommend trying to use it, though (I've caused hard crashes that way).
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silverskull39

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Re: Brewing blood now possible?
« Reply #26 on: February 25, 2011, 10:00:53 pm »

(for pressing honey. And nuts... hmm... We have the makings of a breakfast cereal here).

combined with the topic of the thread, this idea is awesome.
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