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DF Modding / Re: What determines the value of a creature's meat?
« on: April 22, 2009, 09:34:37 pm »
MODVALUE should be. Or PETVALUE if that fails.
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I seem to remember that if you add the [RANGED:CROSSBOW:?] tag to something then it can be made out of bone at the bowyers shop. Just make sure to set the ammo type to blowgun or make a new type so that you don't have dwarves running around firing bolts from their swords. The one side effect of this is that creatures wielding those weapons will never spar.
In carp-filled areas I always channel out a pond with a grate indoors, so that my dwarves never go near the river. alternatively, start with a huge pile of war iron men and assign a meeting zone right next to the carp
the iron men won't drown and so can really kick carp butt.
Ah well, mistakes happen to the best of us!
I was wondering. I generated a few worlds and skimming through the available home civilizations. None of them seemed to offer alcohol to begin with or trade for. Is that intentional, or am I just getting unlucky repeatedly? Carp + no alcohol = very upset fortress for 2 years solid.
hm. I'll check it out.
*edit*
Version 1.2a is up. It now includes the worldgen files, no other changes =). Don't know how they slipped out!
If you use [PRODUCT:100:1:BED:NO_SUBTYPE:METAL:NO_MATGLOSS], you'll get "metallic beds" made of no particular metal. However, IIRC they have a value of zero points.
Would it be possible to 'copy' thoughts across multiple dwarfs?
I'm thinking either a sort of 'legion' effect where something that when one dwarf gets a happy though, all the other dwarfs get the same happy thought, either that or a 'queen' effect where when one specific dwarf gets a happy thought, all other dwarfs get the same thought.