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Author Topic: Butchery Mod  (Read 1619 times)

Courtesy Arloban

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Butchery Mod
« on: January 17, 2012, 09:15:50 pm »

A different answer to how to rename cow to beef, I chose to rename the animal beef and have the castes named cow and bull, I also wanted to have several cuts of meat, like beef sirloin.  I'm still working on making sausages, but I've created a reaction that takes Pork Belly and Pork Belly only and makes bacon.

http://dffd.wimbli.com/file.php?id=5380 link to the creature files replacements for creature_domestic and some others.

smoke bacon reaction
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NobodyPro

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Re: Butchery Mod
« Reply #1 on: January 18, 2012, 04:02:19 am »

There are better ways to make beef. Tissues for example.
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Deon

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Re: Butchery Mod
« Reply #2 on: January 18, 2012, 06:55:19 am »

Wrong, it's the best way IMHO, the OP is right. If you go the tissue name way, it will net "cow beef".

Quote
you can get around 120 slices of bacon from one pork belly
Sounds like a cheating :P. You can feed the whole fort with a few pigs.
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NobodyPro

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Re: Butchery Mod
« Reply #3 on: January 18, 2012, 07:39:13 am »

I just had a look in fort mode for any way the beef thing could go wrong and I stand corrected. By tissues I meant renaming the tissue and doing something similar to the 'Standardised Leather Mod'. This is much easier.
Though won't this make 'beef meat'?
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Deon

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Re: Butchery Mod
« Reply #4 on: January 18, 2012, 08:51:05 am »

With proper MEAT_NAME it won't :). I don't think that making additional creatures just to rename cow meat is a good idea :).
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Courtesy Arloban

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Re: Butchery Mod
« Reply #5 on: January 19, 2012, 01:55:12 pm »

I just had a look in fort mode for any way the beef thing could go wrong and I stand corrected. By tissues I meant renaming the tissue and doing something similar to the 'Standardised Leather Mod'. This is much easier.
Though won't this make 'beef meat'?

Some beef meat is still created even though I tried to rename the default meat brisket to see if it would stack with the other brisket.  A simpler mod than my cuts of meat would be to make a meat named "steak" replace all the muscle tissue.  I also had an issue with "leg of ..." prefix not working so it's beef leg, mutton leg, chevon leg... etc.

Quote
Sounds like a cheating . You can feed the whole fort with a few pigs.

Thanks for the comments about meat output, I'm still trying to find a balance.  I also worry that I'm flooding the embark screen with too much meat, and I've barely started on the cuts of meat that come from reactions. If I make every cut of meat that comes from an animal, there will definitely be enough meat in one animal to keep a fort fed.
« Last Edit: January 19, 2012, 03:00:26 pm by Courtesy Arloban »
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

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Re: Butchery Mod
« Reply #6 on: March 12, 2012, 12:24:21 am »

There's always been a problem with overproduction of food. Unfortunately difficult to deal with.
I do suggest that perhaps you could move the material modifiers and tissue modifiers etc out into variations. It'd keep the extra stuff out of the creature raws and also make using them in other creatures a lot easier.
      
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Courtesy Arloban

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Re: Butchery Mod
« Reply #7 on: March 14, 2012, 06:31:18 pm »

For the current version of DF I'm moving the materials and tissues to body detail plans and tissue templates.  I've also created a material template for cured meat that doesn't rot, and added material value multipliers to the different cuts of meat,  but I'm not getting any of my meats when butchering.

EDIT:

I'm getting meat seperated into many piles and usable with my reactions, but they're all named "meat".  I don't see any examples where MEAT_NAME: is used within b_detail_plans, so maybe it doesn't work from there.

EDIT:
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Re: Butchery Mod
« Reply #6 on: March 12, 2012, 12:24:21 am »Quote
--------------------------------------------------------------------------------

There's always been a problem with overproduction of food. Unfortunately difficult to deal with.
I do suggest that perhaps you could move the material modifiers and tissue modifiers etc out into variations. It'd keep the extra stuff out of the creature raws and also make using them in other creatures a lot easier.
Thanks for the tip c_variation made it work!

Here's a somewhat buggy update for it:
http://dffd.wimbli.com/file.php?id=5897
« Last Edit: March 15, 2012, 05:00:44 pm by Courtesy Arloban »
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"