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DF Modding / Re: Having trouble with a reaction
« on: July 22, 2014, 12:28:25 pm »
oh no it won't give color in game, I just used the color features of the forum to highlight related variables. DF handles the colorization on it's own.
And seems like it's going to be an interesting modification I for sure would like to prevent farmed food spam (in about a year or two you can go from 50 to 700 plump helmets) and those like to eat up all the free barrels that I need for brewing.
So if I may i'd like to give suggestions and/or tips that you may like to use or not use.
2. Since seeds will be acquired from brewing only, and seed return on the "shucking" is low, they should give a bit more and maybe renaming the crops to a plural or group "Plump Helmet Cluster/Bushel" so you need a cluster/bushel to brew booze and get some seeds, or take that cluster/bushel and clean/shuck/process for 2-4 edible chunks per cluster/bushel but only have your 25% chance of 1 seed per cluster/bushel.
2b. Changing the milk-able to something to do with by-product of eating seems a tad weird, however you could make a new material in the creature "night soil" and have them LAYS_UNUSAL_EGG to make them lay "night soil <item>" that way females can be milked and cheese made but now they will use nest boxes to produce your fertilizer. You can go further and use syndrome triggers to make it a requirement that they lay eggs or else pain or berserk or death may happen.
2c. Grazer will work, altho the CANSPEAK/BONECARN combo like be a bit problem-matic, makes sense that cats and dogs need to eat meat (bonecarn seems more like a dog item, and carnivore for cats) which means players need to keep a supply of meat as well for their furry friends. But will they be able to eat? lacking GRASP parts (unless make special mouths for carnivorous pets), and in that case will dogs and cats carry meat from the stockpile, goto the dining hall and eat at a table? or will this end up everything starving? Give it a shot tho.
And seems like it's going to be an interesting modification I for sure would like to prevent farmed food spam (in about a year or two you can go from 50 to 700 plump helmets) and those like to eat up all the free barrels that I need for brewing.
So if I may i'd like to give suggestions and/or tips that you may like to use or not use.
2. Since seeds will be acquired from brewing only, and seed return on the "shucking" is low, they should give a bit more and maybe renaming the crops to a plural or group "Plump Helmet Cluster/Bushel" so you need a cluster/bushel to brew booze and get some seeds, or take that cluster/bushel and clean/shuck/process for 2-4 edible chunks per cluster/bushel but only have your 25% chance of 1 seed per cluster/bushel.
2b. Changing the milk-able to something to do with by-product of eating seems a tad weird, however you could make a new material in the creature "night soil" and have them LAYS_UNUSAL_EGG to make them lay "night soil <item>" that way females can be milked and cheese made but now they will use nest boxes to produce your fertilizer. You can go further and use syndrome triggers to make it a requirement that they lay eggs or else pain or berserk or death may happen.
2c. Grazer will work, altho the CANSPEAK/BONECARN combo like be a bit problem-matic, makes sense that cats and dogs need to eat meat (bonecarn seems more like a dog item, and carnivore for cats) which means players need to keep a supply of meat as well for their furry friends. But will they be able to eat? lacking GRASP parts (unless make special mouths for carnivorous pets), and in that case will dogs and cats carry meat from the stockpile, goto the dining hall and eat at a table? or will this end up everything starving? Give it a shot tho.