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Author Topic: removing organs as byproduct of butchery  (Read 1383 times)

Askot Bokbondeler

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removing organs as byproduct of butchery
« on: June 24, 2011, 05:46:10 pm »

hey guys, i'm trying to nerf butchery, how would i go about removing organs as a byproduct to butchery? i know how to make them inedible, but i don't want refuse stockpiles to get cluttered so quickly

Grimlocke

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Re: removing organs as byproduct of butchery
« Reply #1 on: June 24, 2011, 07:12:38 pm »

What you could do is make them all out of a single, inedible material. This would then result in something like 'groundhog organ waste [5]', rather then 10 seperate inedible products. Taking out the butchery tag would probably also be a good idea.

Tissue names should still be the same, and combat logs usualy dont seem to mention material names.

Of course there will also be no more slapping someone around with a spleen in adventurer mode, though that might be just me doing that...
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kotekzot

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Re: removing organs as byproduct of butchery
« Reply #2 on: June 24, 2011, 08:31:51 pm »

Could one do the opposite and make the livers and rectums be made of meat instead? I don't enjoy 4-unit roasts cluttering my prepared meal stockpiles.
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Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Eldrick Tobin

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Re: removing organs as byproduct of butchery
« Reply #3 on: June 24, 2011, 10:53:09 pm »

Could one do the opposite and make the livers and rectums be made of meat instead? I don't enjoy 4-unit roasts cluttering my prepared meal stockpiles.

Need to go into material_template_default.

Here's the fun parts of kidneys to let you know what you're looking for/looking to adjust

   [IMPLIES_ANIMAL_KILL]
   [ROTS]
   [GENERATES_MIASMA]
   [MEAT]
   [BUTCHER_SPECIAL:MEAT:NONE]
   [MEAT_NAME:prepared:kidney:kidney]
   [EDIBLE_VERMIN]
   [EDIBLE_COOKED]

So as an example: (Using Spleen as base)

Spoiler (click to show/hide)

I must be 8 years old considering the snickering on this side of the monitor.
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Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

Trapezohedron

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Re: removing organs as byproduct of butchery
« Reply #4 on: June 24, 2011, 10:56:30 pm »

Could one do the opposite and make the livers and rectums be made of meat instead? I don't enjoy 4-unit roasts cluttering my prepared meal stockpiles.

Need to go into material_template_default.

Here's the fun parts of kidneys to let you know what you're looking for/looking to adjust

   [IMPLIES_ANIMAL_KILL]
   [ROTS]
   [GENERATES_MIASMA]
   [MEAT]
   [BUTCHER_SPECIAL:MEAT:NONE]
   [MEAT_NAME:prepared:kidney:kidney]
   [EDIBLE_VERMIN]
   [EDIBLE_COOKED]

So as an example: (Using Spleen as base)

Spoiler (click to show/hide)

I must be 8 years old considering the snickering on this side of the monitor.

What? Rectal Tissue? THIS IS MADNESS!
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Thank you for all the fish. It was a good run.

kotekzot

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Re: removing organs as byproduct of butchery
« Reply #5 on: June 24, 2011, 11:05:32 pm »

I haven't quite figured out what you meant, but changing the meat_name didn't produce stacking meats, only made them less gross. I guess there's no way to make them stack other than making eyes and livers be made of muscle material?
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Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Eldrick Tobin

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Re: removing organs as byproduct of butchery
« Reply #6 on: June 25, 2011, 02:04:22 am »

Could one do the opposite and make the livers and rectums be made of meat instead? I don't enjoy 4-unit roasts cluttering my prepared meal stockpiles.

Need to go into material_template_default.

Here's the fun parts of kidneys to let you know what you're looking for/looking to adjust

   [IMPLIES_ANIMAL_KILL]
   [ROTS]
   [GENERATES_MIASMA]
   [MEAT]
   [BUTCHER_SPECIAL:MEAT:NONE]
   [MEAT_NAME:prepared:kidney:kidney]
   [EDIBLE_VERMIN]
   [EDIBLE_COOKED]

So as an example: (Using Spleen as base)

Spoiler (click to show/hide)

I must be 8 years old considering the snickering on this side of the monitor.

What? Rectal Tissue? THIS IS MADNESS!

Well they said livers and rectums. I had to pick one. I went with the loonier material.

I haven't quite figured out what you meant, but changing the meat_name didn't produce stacking meats, only made them less gross. I guess there's no way to make them stack other than making eyes and livers be made of muscle material?

AH! To do something cloer to that you'd have to do something like:

   [USE_MATERIAL_TEMPLATE:RECTUM:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:RECTUM:SPLEEN_TEMPLATE]

And then repeat

   [USE_MATERIAL_TEMPLATE:LIVER:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:LIVER:SPLEEN_TEMPLATE]

So that everything you wanted to stack better used the same material.
()The tissue defines what it does for the body - so you shouldn't have to worry about adding usages to other tissues or creating your own.

()The material how it's used when Grievous Churning Machines rip it from the body, and stockpile it. You could of course make your own so it's not all muscle.

In any event some !!SCIENCE!! may be required...
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Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

kotekzot

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Re: removing organs as byproduct of butchery
« Reply #7 on: June 25, 2011, 02:37:18 am »

Well they said livers and rectums. I had to pick one. I went with the loonier material.
Well played.
Spoiler: Here is your reward (click to show/hide)

I still don't quite understand how it works. I assume these need to go inside b_detail_plan_default.txt, but it only has stuff like [ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE].
Do I add
Code: [Select]
[USE_MATERIAL_TEMPLATE:BRAIN:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BRAIN:BRAIN_TEMPLATE]
after it? Or does it go into a different file entirely?
Logged
Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?

Grimlocke

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Re: removing organs as byproduct of butchery
« Reply #8 on: June 25, 2011, 07:18:35 am »

If I recall correctelly calling the same material template under a different name makes the game treat it as two seperate materials.

Not to meantion it would be easier remove all organ specific materials, and edit to body detail plan and tissue templates to only use muscle as material.

Saves you from having to manualy edit every single creature.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

kotekzot

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Re: removing organs as byproduct of butchery
« Reply #9 on: June 25, 2011, 10:33:13 pm »

Well, yeah, I could do that, but then eyes would be made of muscles, and that's stupid. That's why I'm interested in Tobin's suggestion, unless it requires actually editing every creature.
Logged
Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?