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Author Topic: A modding thread: EXTRA_BUTCHER_OBJECT  (Read 3488 times)

Girlinhat

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A modding thread: EXTRA_BUTCHER_OBJECT
« on: February 16, 2012, 09:19:08 am »

So, not really the exactly correct place to put this, since it is modding, but I've just realized how powerful this is.

EXTRA_BUTCHER_OBJECT is a new tag associated mainly with ostriches.
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]
[EBO_SHAPE:GIZZARD_STONE]
This specifies, in order:
[There's an extra object to be given at butcher:It comes from a category:It comes from everything GIZZARD]
   [The item:It's a gemstone:no subtype:it can be any hard stone] - (this means it grabs any known stone, theoretically even gold or maybe even slade)
   [Give the item a specific shape:It should use the GIZZARD_STONE type of gem cut] - (likely the only actual way to obtain a gizzard cut stone is from butchering)

Sure, that's fun.  Gastroliths!  Stones held in the gizzard/throat of many birds, because birds don' have teeth to grind their food but they use pebbles in their gizzards to grind it before being digested.  But y'know what's more fun?  The sheer amount of options available.

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:CHITIN]
[EBO_ITEM:SHIELD:ITEM_SHIELD_SHIELD:CREATURE_MAT] - (I don't think "CREATURE_MAT" in specific would work here, but you get the idea.)
This would be applied to, say, a giant crab or giant cave spider.  Then, when one of these was butchered, you'd get meat, prepared lung, sweetbread, and a "giant crab chitin shield" that would be instantly usable!

It could also be applied to alligators, simply make the EBO into a toy or an instrument, and associate it with the stomach.  You'd catch and kill an alligator, and cut it open to find it had swallowed a steel mini-forge at some point, which you could now smelt for metal or sell off.  "Jewel crabs" could be made to drop usable gemstones upon butcher, with different castes of the same creature dropping different gems.  Butcher an emerald crab and get a handful of rough emeralds.  Butcher a diamond crab and get some diamonds!  Butcher a marble boulder crab and get a few marble boulders from your butcher's shop!  Add Ents, have them appear on the map's edge and travel slowly with hefty defense, and when you kill them you can butcher them to produce a few logs.  You can sleep on the corpse of your enemy!  You can embark in a rocky wasteland, kill a few ents, and have enough wood to handle yourself.

Imagine a large worm.  About 20 feet long, it's covered in thick armor plates of chitin and moves slowly.  Over the years (centuries?) it's been hunted many times, and survived.  Old swords, spears, and arrows are embedded in its thick skin, most have been knocked off over the years but many are still wedged deep between the cracks.  When you finally kill and butcher the beast, you can retrieve the weapons that are still usable.  This could be a new megabeast that drops a few random swords and spears, maybe even add a shield or helmet to the stomach to show how it's eaten its would-be hunters.

Mod in golems, and have them drop a number of stones.  Add a more mystical type of dragon, and have it produce a "dragon's heart" type of gemstone, which you could then cut and encrust on a weapon.  Change existing dragons to produce spears from the claws - have your butcher attach the claws onto rods and produce dragon claw spears that your soldiers can use.  Female giant cave spiders could be butchered for eggs - which could not be hatched but could be eaten or sold.  They wouldn't be inside a nest box, and they wouldn't be fertile, so they'd never hatch, but sometimes you kill a spider when it's still got eggs present.  Create a "Tumor Soldier" - an old footsoldier that was cursed, skin growing and deforming until he had become a lump of messy flesh with a few bits of armor lodged between the folds, cursed to continue his livelihood of killing but no longer having the sense to care about who he was killing.  Butcher them to produce a set of iron armor and weapon.

There's a TON of possibilities here, I've listed several but that's only off the top of my head.

Discuss.

And for everyone who skipped to the bottom of the post, take away the most important part:
Plump Helmet Men can now be butchered to produce edible plump helmets.

Naryar

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #1 on: February 16, 2012, 10:45:45 am »

I would rather have my giant arthropods  drop "[insert animal name here] raw chitin" and then you can craft the chitin into stuff. Possibly using leatherworker skill.

After all, the very existence of giant arthropods means some civs are bound to use chitin as light armor, or other uses.

Pretty sure that chitin should be tougher than leather, maybe as strong as scale (keratin).

Seriously, giant desert scorpion chitin armor ! How cool is that ?

Most likely not as tough as steel armor, but much lighter.

Kilroy the Grand

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #2 on: February 16, 2012, 10:54:29 am »

I was thinking of something more along the lines of adding a gland to every animal that contains a syndrome that turns whoever eats it into that animal
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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #3 on: February 16, 2012, 10:59:10 am »

You could also insert boxes of FUN into the stomachs of dragons.
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Hotaru

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #4 on: February 16, 2012, 11:01:01 am »

Quote
As with most dragons, Smaug's scaly hide is nigh invulnerable, yet his softer underside is more vulnerable to attack. However, centuries spent sleeping atop his gold hoard has caused gold and gemstones to become embedded in his flesh, creating essentially an impenetrable armour.

Now possible in DF.

How to model it... create a new beast called elder dragon, skin material set to gemstone, and upon butchering yields gold and gems?

Also, now the mimics. Horrible treasure-chest shaped beast containing treasure.

Of course, living armors too that are the armor and wield the weapon they drop when butchered. Bonus points for living armor horde/aberration which is like various pieces of armor joined aberrantly together. Like three breast plates creating a "torso" split in two, with six arms (gauntlets) wielding various weapons, two "legs" (boots) and three "heads" (helms).
« Last Edit: February 16, 2012, 11:06:26 am by Hotaru »
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Kamamura

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #5 on: February 16, 2012, 12:51:10 pm »

I would propose this - in good biomes, special mists would exist that would turn any dwarf armor in a shop into "living armor" creature that would be non-aggressive, would look for the nearest dwarven fortress. When killed (would be easy), it's corpse would yield an instant set of metal armor. Why set a metal industry when the finished goods can just come to you?
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Hotaru

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #6 on: February 16, 2012, 01:14:07 pm »

Ho ho, and likewise, armor that's left unattended for long should be grabbed by a spirit and become weapon-wielding ghost armor in evil biomes.

Unfortunately that's something easier suggested to Toady than modded in, I suppose.
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Vodrilus

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #7 on: February 16, 2012, 01:27:09 pm »

I recall someone mentioning some sort of a "retribution for defilement", i.e. unicorns yielding an item that is instantly vaporized upon butchering, and causes an evil syndrome on the poor meat-dwarf. It would be interesting, if such things could be averted by placing the workshop in a cold place -- perhaps on top of a glacier... Would constructing the workshop out of nether-cap help?
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Girlinhat

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #8 on: February 16, 2012, 01:41:48 pm »

I'd rather hope for heat.  A magma-heated floor is a specific temperature, so perhaps one the bowels of the earth are safe to perform such an act, far from the sanctified surface and its measly morals.  To achieve this, it could have a liquid syndrome, but no vapor syndrome.

Sphalerite

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #9 on: February 16, 2012, 02:01:39 pm »

In 31.25 I tried without success to make creatures whose scales would drop gemstones when butchered.  This might be possible now.

I haven't experimented yet, but it looks like each EXTRA_BUTCHER_OBJECT line only causes one item to drop per matching body part.  At least, you only get one gizzard stone from a creature at the moment, no matter how large the creature is.  Has anyone yet tried having multiple EXTRA_BUTCHER_OBJECT entries in a creature?  What about a EXTRA_BUTCHER_OBJECT line that matches multiple body parts, say if you wanted each tooth to drop an item or something?
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Girlinhat

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #10 on: February 16, 2012, 02:07:00 pm »

Try it on the lung, see if you get two items without putting two entries.  Since there's two lungs, you should get two entries by association.  My Boulder Crab idea might have to have several "outcropping" organs to work properly.  A series of dummy organs should work as well though, RELSIZE:1 and SMALL with INTERNAL and such.  Should be invisible in all regards.

Hotaru

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #11 on: February 16, 2012, 03:02:28 pm »

Tried changing wolves to have


Spoiler (click to show/hide)
     

being careful to place it in the same place as it is on the ostrich, which works fine. Just got a native platinum wolf gizzard stone.

This working well, I next changed it to eye. Now, a wolf yielded 2 eye gizzard stones. Will continue testing by trying to make them give daggers again...
« Last Edit: February 16, 2012, 03:46:17 pm by Hotaru »
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Hotaru

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #12 on: February 16, 2012, 03:40:55 pm »

Well, further things:

Multiple copies of the EBO tags work fine, adding stones into eyes and heart of wolf correctly yielded 3 gizzard stones.

        [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
      [EBO_ITEM:SHIELD:ITEM_SHIELD_SHIELD:METAL:COPPER]

Works just fine too - wolf hearts yield copper shields. Reduplicating the latter part works fine, the wolf heart will then drop several items. Inappropriate materials don't.

Other things I learned that I didn't know before, due to various arena mishaps:
- Zinc swords rock, while all tin weapons are absolutely worthless - lost a brave grand master albatross swordswoman finding this out
- Any animals with grand master fighter are terrifying powers, was ripped apart by a wolf and then an aardvark in a few turns
- Adder people seem to be better fighters than albatross people
« Last Edit: February 16, 2012, 03:49:37 pm by Hotaru »
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It is said knowledge is like a foul-smelling herb. It must be cooked well and thoroughly with experience to make it palatable. A young scholar's knowledge is therefore not only worthless but disgusting. -- In Dwarf Fortress you have another paradigm. Gather as much of that smelly herb as you can and toss it at your enemy, fracturing his skull through the +capybara man leather cap+.

Wannazzaki

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #13 on: February 16, 2012, 04:37:45 pm »

Dragonheart stones will obviously require a magical effect. A passable curse? (Sets foe on fire/freezes/paralyses depending on the type of dragon?) or perhaps an artifact style quality modifier for piercing or for blocking damage. As for all of the others, wouldn't we need to fend the vogons off from their gem crabs? >.>
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Girlinhat

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #14 on: February 16, 2012, 07:23:16 pm »

I applied copper shields to a wolf's tongue.  Arena mode, killed wolf, butchered, shield showed up.  Arena mode, strangled wolf to pass out, wrestled the tongue and pinched it, it sailed in an arc, killed wolf, cannot butcher the tongue at all, no shield produced at all.
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