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Author Topic: Vermin Eggs  (Read 32281 times)

Dante

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Re: Vermin Eggs
« Reply #15 on: March 08, 2011, 05:15:37 pm »

PET:NONE:HONEY_BEE:NONE would be what you use in a reaction. Or better yet, VERMIN instead of PET to make them wild bees.
I just modded chickens to use [LAYS_UNUSUAL_EGGS:VERMIN:NONE:SPIDER_CAVE:NONE], and they did indeed leave live cave spiders in their nest boxes, but once I deconstructed them, the spiders immediately ran away at hyper speed and didn't seem to leave any webs behind, so creating vermin as items presumably doesn't initialize all of their properties correctly.

Interesting... I added a reaction making 100 bees in the arena and dropped them, and failed to get stung. Neither PET nor VERMIN bees stung me.

Similarly, in fort mode, fort mode, tame and wild bees spawned by reaction did not sting... but only when I modded them all into a single caste and removed hives. When I left hiveable queens in, some of the reaction-spawned bees themselves generated other bees, and those new bees did sting.

Grimlocke

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Re: Vermin Eggs
« Reply #16 on: March 08, 2011, 06:09:57 pm »

The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

That is incorrect - the syntax is [LAYS_UNUSUAL_EGGS:item:material], where "item" is an item+subtype (e.g. WEAPON:ITEM_WEAPON_WHIP, THRONE:NONE, or VERMIN:NONE) and "material" is whatever the object is made of (e.g. INORGANIC:IRON, CREATURE_MAT:CAT:LEATHER, or "CREATURE_NAME:NONE" if you happen to be creating a vermin).

I just modded chickens to use [LAYS_UNUSUAL_EGGS:VERMIN:NONE:SPIDER_CAVE:NONE], and they did indeed leave live cave spiders in their nest boxes, but once I deconstructed them, the spiders immediately ran away at hyper speed and didn't seem to leave any webs behind, so creating vermin as items presumably doesn't initialize all of their properties correctly.
Is that so, guess I misunderstood [EGG_MATERIAL:<mat tokens>] and [LAYS_UNUSUAL_EGGS:<item tokens>] in the change log. Figured it would work the same as the BUTCHER_SPECIAL tag.

Poor chicken though.
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iyaerP

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Re: Vermin Eggs
« Reply #17 on: March 12, 2011, 03:38:32 am »

So what happens if you set the chicken to lay dwarves as eggs?
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Acanthus117

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Re: Vermin Eggs
« Reply #18 on: March 12, 2011, 03:46:25 am »

Dwarf Fortress : Crimes Against Nature, Man, God, Sanity and Simple Common Sense Simulator.

Fixed.
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EmperorJon

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Re: Vermin Eggs
« Reply #19 on: March 12, 2011, 07:08:15 am »

Make chickens that lay bees and then make chickens a harvestable product from beehives.

 8)
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Pickerel

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Re: Vermin Eggs
« Reply #20 on: March 12, 2011, 06:17:58 pm »

My input for a future addition:
A special nest box called a 'cabbage patch'.
Storks that lay dwarf eggs in said boxes.
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EmeraldWind

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Re: Vermin Eggs
« Reply #21 on: March 30, 2011, 12:20:43 am »

Make chickens that lay bees and then make chickens a harvestable product from beehives.

 8)

So now... which comes first... the bee or the chicken?
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Uristocrat

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Re: Vermin Eggs
« Reply #22 on: March 30, 2011, 01:43:32 am »

Make chickens that lay bees and then make chickens a harvestable product from beehives.

 8)

So now... which comes first... the bee or the chicken?

The chickabee came first.
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GamerKnight

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Re: Vermin Eggs
« Reply #23 on: March 30, 2011, 02:02:08 am »

Dwarf Fortress : Crimes Against Nature, Man, God, Sanity and Simple Common Sense Simulator.

Fixed.

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Acanthus117

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Re: Vermin Eggs
« Reply #24 on: March 31, 2011, 10:10:21 pm »

Oh, that made me happy xD
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Bohandas

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Re: Vermin Eggs
« Reply #25 on: March 31, 2011, 10:17:44 pm »

Lol, internet noob.  Just remember, that these are considered "eggs" so it doesn't come out of the anus...
Except that chickens only have one hole that they excrete(and lay eggs) from.

Damn! You beat me to it!

http://en.wikipedia.org/wiki/Cloaca
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Bohandas

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Re: Vermin Eggs
« Reply #26 on: March 31, 2011, 10:20:08 pm »

The unusual egg tag is LAYS_UNUSUAL_EGGS:(item):(item subtype)

It wont read the 3rd part that defines which sort of vermin the game should use.

That is incorrect - the syntax is [LAYS_UNUSUAL_EGGS:item:material], where "item" is an item+subtype (e.g. WEAPON:ITEM_WEAPON_WHIP, THRONE:NONE, or VERMIN:NONE) and "material" is whatever the object is made of (e.g. INORGANIC:IRON, CREATURE_MAT:CAT:LEATHER, or "CREATURE_NAME:NONE" if you happen to be creating a vermin).

Technically it would be [LAYS_UNUSUAL_EGGS:<item>:<item subtype>:<material>:<material subtype>], wouldn't it?

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Necro910

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Re: Vermin Eggs
« Reply #27 on: April 04, 2011, 12:49:24 am »

My input for a future addition:
A special nest box called a 'cabbage patch'.
Storks that lay dwarf eggs in said boxes.
Better yet...

Make Giant Cave Spiders give live birth to dwarves!

Buzzing_Beard

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Re: Vermin Eggs
« Reply #28 on: April 13, 2011, 03:42:32 am »

I read that some people would give all the leftover brood comb (baby bees) from skep-harvesting to their chickens. I guess that's better than letting them rot; or eating them .
« Last Edit: April 13, 2011, 05:12:57 am by Buzzing_Beard »
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MarcAFK

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Re: Vermin Eggs
« Reply #29 on: April 13, 2011, 07:23:19 am »

mmm broodcomb on toast with cheese *nomnomnom*
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