Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Polls?

Yes
- 2 (40%)
No
- 3 (60%)

Total Members Voted: 5


Pages: 1 2 [3] 4

Author Topic: Dwarf Caramel: A livestock replacement mod.  (Read 17504 times)

InsanityPrelude

  • Bay Watcher
  • O SHI--
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #30 on: April 04, 2011, 09:39:02 pm »

The frill lizard raw points to HEAD_FRILL but there isn't a body file to go with it?
Logged
Forget down stairs, make an up stair
And then what?  Mine the sky? . . .  Actually, that'd be awesome.

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #31 on: April 04, 2011, 09:56:21 pm »

Oh, whoops. I must have missed copying that file over when I made 0.3.

Here's what should be in it:
Code: [Select]
body_mod_ade

[OBJECT:BODY]

[BODY:HEAD_FRILL]
[BP:HEAD_FRILL:frill:STP][CONTYPE:HEAD][CATEGORY:FIN]
[DEFAULT_RELSIZE:100]

Edit: Updated DFFD file with this fix.
« Last Edit: April 04, 2011, 10:09:15 pm by AdeleneDawner »
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #32 on: April 04, 2011, 11:37:59 pm »

Posting to watch. This is definitely interesting.
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

ahonek

  • Bay Watcher
  • Tekeli-li! Tekeli-li!
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #33 on: April 05, 2011, 01:17:06 pm »

Very cool. I'm looking forward to seeing how the cave coral are implemented.
Logged

Umune

  • Bay Watcher
  • Not all who wander are lost.
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #34 on: April 05, 2011, 04:01:53 pm »

Considering the recent shortage of desirable metals, the cave coral is definitely relevant to my interests.
I also really like the idea of making everything more dorf.
Watching this oh so closely.
Logged

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #35 on: April 05, 2011, 10:36:38 pm »

It looks reasonably likely that I'm going to be making region-type coral along with some other kind or kinds, so I've started on that. I haven't worked gems in, yet, but here's the code for an igneous extrusive region coral, with a 10% chance of giving each of the 5 layer stones in that region, an 8% chance of giving each of the two large-cluster stones, a 4% chance of giving each of the 7 vein stones, and a 1% chance of giving each of the 7 small-cluster stones. (I started with igneous extrusive because it's simple - none of this 'this one vein only shows up in this one large cluster, which only shows up in one of the 4 layer types' nonsense that I'll have to figure out for some of the stuff.)


Code: [Select]
[CREATURE:CORAL_CAVE_IGNEOUS_EXTRUSIVE]
[DESCRIPTION:A slow-moving, tentacled creature with a thick shell of igneous extrusive stone.]
[NAME:igneous extrusive coral:igneous extrusive corals:igneous extrusive coral]
[CASTE_NAME:igneous extrusive coral:igneous extrusive corals:igneous extrusive coral]
[CREATURE_TILE:161][COLOR:7:0:1]
[SPEED:100000]
[PETVALUE:300]
[PET][COMMON_DOMESTIC]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[NO_DIZZINESS][NO_SLEEP][NOBONES][NOEMOTION][NOEXERT][NOFEAR]
[NONAUSEA][NOPAIN][NOSTUCKINS][NOSTUN][NOTHOUGHT]
[NATURAL]
[PREFSTRING:stony carapices]

[PHYS_ATT_RANGE:AGILITY:0:0:0:0:0]

[BODY:BASIC_1PARTBODY:SHELL:TWO_NO_CLAW_TENTACLES:ORGANS:GUTS:HEART]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]

[TISSUE:BASALT_TISSUE]
[TISSUE_NAME:basalt:basalt]
[TISSUE_MATERIAL:INORGANIC:BASALT]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:20]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:BASALT_TISSUE:FAT:MUSCLE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]

[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:0:0:12000]
[BODY_SIZE:1:0:60000]
[BODY_SIZE:2:0:120000]
[MAXAGE:100:150]
[ALL_ACTIVE]
[HOMEOTHERM:10040]

[CHILD:1]
[LITTERSIZE:1:2]
[MULTIPLE_LITTER_RARE]
[BABYNAME:baby igneous extrusive coral:baby igneous extrusive corals:baby igneous extrusive coral]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ANDESITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BASALT]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:DACITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:OBSIDIAN]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:RHYOLITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ALUNITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:MICROCLINE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:CINNABAR]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:COBALTITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:GALENA]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HEMATITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_COPPER]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_GOLD]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:TETRAHEDRITE]

[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:BRIMSTONE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:HORNBLENDE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:NATIVE_ALUMINUM]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:ORPIMENT]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:PYROLUSITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:STIBNITE]
[LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:REALGAR]


[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
« Last Edit: April 05, 2011, 11:13:49 pm by AdeleneDawner »
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #36 on: April 05, 2011, 11:29:51 pm »

Hey, I have a suggestion (if you take them).

What about an underground rock-beast that's a grazer?

Imagine a big six-legged lizard-cow-thing with a tough hide that gives plenty of good stuff when you butcher it (tough skin for armor, valuable horns, meat, etc.) as well as train it (make it rather ballsy when it comes to fighting) but to balance it out, they aren't domestic animals and they aren't exactly sociable creatures either. I imagine that they would enjoy nothing more than a good dwarf-punting.

Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #37 on: April 05, 2011, 11:50:32 pm »

Right now I'm focusing on common-domestic creatures, but I have been considering following this batch up with some underground creatures that could be tamed. I don't have any really good ideas yet, though, and I'd want at least 3 or 4 before I started working on it.

As to your idea, the boulder birds are meant to be a bit like that - they're not grazers yet, but they will be as soon as I get around to figuring out what their egg values need to be to stop them from starving to death when they try to hatch them, and they're grumpy solitary meat-producers who can give a dwarf a nasty kick when they're in the mood to.

I'll definitely keep it in mind, though - there can certainly be more than one kind of grumpy solitary creature-of-the-deeps.
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #38 on: April 06, 2011, 12:19:33 am »

This looks awesome, looking forward to the cave coral and gem crabs.

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #39 on: April 06, 2011, 02:28:51 am »

Fun fact: Assuming there's a cluster in every possible position and the layers stones are distributed more-or-less evenly, microcline, mica, and orthoclase are each twice as common in metamorphic areas as slate. Yes, they're clusters and slate is a layer stone, but each of those can occur in any metamorphic layer, and slate can only occur in 1/6 of the layers.

Microcline is similarly common in other regions, too. The least common non-sedimentary stone in the game is horn silver, by far, and I may leave it out of the regional coral entirely - microcline tends to be several thousand times more common than horn silver, which will be really, really annoying to set up.

Edit-to-add:

I have the proportions for the regional corals calculated, without including gems, because as it turns out including gems in them won't work very well. I actually wound up doing some pretty complicated math, based on the assumption of each embark square having 1000 squares of layer stone, a 1000-square randomly chosen large cluster, two 150-square randomly chosen veins that occur in the given layer stone or cluster, and 10 6-square small clusters, four of which are associated with the layer stone, four of which are associated with the large cluster, and two of which are associated with the veins. (Yes, this totals to about 60 more squares than are in an actual embark square. It's close enough. Round numbers are good.) I then worked out the relative frequency of each kind of stone that can occur in each layer, and, by extension, each region.

The numbers work out as follows:

Spoiler: Metamorphic (click to show/hide)

Spoiler: Igneous extrusive (click to show/hide)

Spoiler: Igneous intrusive (click to show/hide)

Spoiler: Sedimentary (click to show/hide)

As to gems, the numbers are already pretty low for most of the small cluster stones, and if I add gems, they'll be competing for those same small-cluster slots unless I re-factor everything to add more slots (which, no), so what will actually happen is that gems *and* rare stones will be too rare to show up in comparison to the more common rocks.

I'll probably still include gems in the non-region coral, but gems weren't really the point of this creature anyway, so this is fine by me.
« Last Edit: April 07, 2011, 03:14:54 am by AdeleneDawner »
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #40 on: April 06, 2011, 11:09:43 am »

I've reached a decision regarding the non-region cave coral species.

Since several vein and large cluster stones appear in more then one region, and it'd be hard to balance the different regions' stones, I'm not going to do that.

Other than the fact that they're a much more reliable source of specific layer stones, there's not very much difference between layer-stone coral and regional coral, assuming I use the same mechanics to generate the relative frequencies. For example, a regular igneous extrusive coral has a 4.71% chance of giving an olivine stone and a 0.75% chance of giving a kimberlite stone. A gabbro layer coral - the only extrusive that gives those two - has a 14.12% chance of giving the olivine and a 2.24% chance of giving kimberlite. It's not insignificant, but it's certainly not game-changing, and doesn't seem to be worth the animal-list clutter and management headaches, so I'm going to leave it out.

I am going to do single-stone corals for each ore and economic stone, including flux. I might also do one for kimberlite with diamonds and one for bauxite with rubies and sapphires, as well, but other than that I'm not going to mess around with gems. In a few cases, I plan to combine obviously-related stones that occur together, like native silver and horn silver, into one coral, but basically these guys will be single-stone-specific.

These should be out in the next few days - they're essentially done except for setting up the stones that they give and hashing out the correct pet values, but I have some coding work that I need to get on top of, so this's taking the back burner for a bit.
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #41 on: April 11, 2011, 08:31:02 am »

Update: Cave coral are ridiculously unbalanced.

I have the coral's stone-laying behavior set up, for all the species, and I'm playtesting. They're fun and also Fun; the migrants in my first fort brought me about 4 of the 12,000☼ aluminum/platinum ones, which led to a massive siege in my third year, and I didn't have any weapons made because I didn't have any weapons-grade metal yet. This was probably a fluke - the migrants at my most recent fort haven't brought any of them - but it's still not a desired behavior. I think what I'm going to do is have them lay actual eggs that hatch into babies, and add a reaction to change the various eggs into stones, and have some of the eggs give less than a 100% return rate. It means doing a bit more work for your ores, but it also gives you more control over your resources even if it is a bit odd to have several dozen boulders-to-be sitting in a pot somewhere. It also means that I can have the coral give more than one stone per season, which is a very good thing for some of the less expensive stones.
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #42 on: April 13, 2011, 04:49:51 pm »

Could you also make them Pet_Exotic and force forts to catch and tame their own? It'd stop dwarves from bringing them as pets at least, and you mentioned they were rare in the OP.

AdeleneDawner

  • Bay Watcher
    • View Profile
Re: Dwarf Caramel: A livestock replacement mod.
« Reply #43 on: April 13, 2011, 07:50:39 pm »

That might work. It'd be faster than the other idea, anyway, and let me move on to the ridiculously complicated idea I had for giving the poison worms a more interesting life cycle. And I can always fiddle with it more later.
Logged
Dying (ceasing to be alive) is also not a Moodable skill. Even totally unskilled Dwarves seem to do it correctly.
Pages: 1 2 [3] 4