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Author Topic: Modding the Sperm Whale; a Monomaniacal Quest.  (Read 5985 times)

rmblr

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #15 on: November 26, 2014, 11:50:52 am »

Success!



Doesn't look like arena mode supports building workshops to test reactions? :-(

Here's my raws, I hate pasting in the forum, so here's a link. Once we get a final version we can toss it on DFFD.

What's next? Figuring out if the reactions work..tweaking value values. If this requires building a functional fort, capturing a Sperm Whale, successfully hauling it to a butcher shop before it spoils, I'm definitely not up to the task. This while "capturing whales" thing was a wild dream I had in the first place.

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Ladygolem

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #16 on: November 26, 2014, 12:18:29 pm »

I believe one of the above posts mentions simply adding the spermaceti organ to dogs, for easy and cheap testing in fort mode. As long as you don't call them "sperm dogs".

Vattic

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #17 on: November 26, 2014, 01:26:30 pm »

I believe one of the above posts mentions simply adding the spermaceti organ to dogs, for easy and cheap testing in fort mode. As long as you don't call them "sperm dogs".
It's how I tested while working on it. Didn't post the full raws because they are for an older version and things might have changed since then. I'm waiting for updates to stabilise a bit before I migrate all my changes again. You should be able to make sperm whales domestic and embark with them too, but they will air drown unless other changes are made.
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MJMCP

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #18 on: November 26, 2014, 02:40:21 pm »

This is amazing. I'm incredibly happy that people were so on board with working on this.

I maintain that this is the greatest and best community in the world.

Quote
I implemented this myself for personal use. I don't know if it would be useful. I tested it by giving dogs the same raws and butchered them in fortress mode, but haven't tried it with a real sperm whale; It was for in case I randomly happen upon one in fort mode.

To the sperm whales I add a new organ and a load of materials. When you butcher one you get globs of spermaceti because the new organ is made of it.
Spoiler (click to show/hide)

The organ:
Spoiler (click to show/hide)

Then the reactions for boiling it to purify and pressing into oil and wax:
Spoiler (click to show/hide)

The wax and oil can be used for crafts and soap respectively (like bees wax and plant oil).

Spoiler: Stockpiles (click to show/hide)

One thing that needs looking at is values; I mean to make it so the products of spermaceti are more valuable than the default oil/wax.

Another thing is that the LIQUID_MISC_CREATURE token on the raw and pure spermaceti materials cause them to be listed by their liquid name in the stockpile menu, yet this token is needed to get the items stockpiled sensibly. To get around this I just gave them the same liquid and solid names. It does mean if it melts it won't be called molten, but I see no other way.

It looks like we all started with fat/tallow as a template -- my only quibble is that spermaceti should technically melt at 10090 Urists.

Are these the full raws? I noticed that you edited it. I'd love to try your raws out on the latest version in arena mode.

For the value of the materials, it'll take some time to find what exactly works best. I'd say that five would probably be okay. That makes it much less than the rare metals, but not too low. Also, on par with parts from non-dragon valuable land creatures and such (I think).

As noted on reddit, Sperm Oil technically can't be made into soap, but I am willing to overlook that and assimilate Sperm Oil into the same schema as other oils in the game. This is a game in which monsters made of vomit can have seven arms and spew webs, after all.

Quote
Here's my raws, I hate pasting in the forum, so here's a link. Once we get a final version we can toss it on DFFD.

Would love to toss it up there once we converge on a good and balanced version. Call it the Urist McAhab mod?
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smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #19 on: November 26, 2014, 03:08:51 pm »

please be sure to add this in for giant sperm whales. I would say sperm whale men but you can't butcher them anyway.

I'm still figuring out the logistics of my tanks but overcame (thanks to some very good advice) one hurdle that I was previously unable to figure out..

I wish we could do more with the blubber, as well.
« Last Edit: November 26, 2014, 03:11:53 pm by smeeprocket »
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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #20 on: November 26, 2014, 03:09:17 pm »

This is amazing. I'm incredibly happy that people were so on board with working on this.

I maintain that this is the greatest and best community in the world.

Huzzah!

It looks like we all started with fat/tallow as a template -- my only quibble is that spermaceti should technically melt at 10090 Urists.

Should be easily changed?

Are these the full raws? I noticed that you edited it. I'd love to try your raws out on the latest version in arena mode.

Sort of, see the raws I posted. They are his, but complete! Just save the files with the names given and copy to raw/objects/

For the value of the materials, it'll take some time to find what exactly works best. I'd say that five would probably be okay. That makes it much less than the rare metals, but not too low. Also, on par with parts from non-dragon valuable land creatures and such (I think).

Some thought should be given to how much material is harvested from one whale (don't forget Giant and Man varieties), and how much processed material can be gained. Capturing, butchering, and processing even a single whale will be quite the endeavor, however each one yields literally hundreds of gallons (maximum 2,000 litres (530 gallons), according to Britannica) of oil. A single catch should be incredibly valuable, but not insanely so (for some definition of insane).

Wikipedia has additional chemical properties (like flash point!) that may be useful: https://en.wikipedia.org/wiki/Sperm_oil

As noted on reddit, Sperm Oil technically can't be made into soap, but I am willing to overlook that and assimilate Sperm Oil into the same schema as other oils in the game. This is a game in which monsters made of vomit can have seven arms and spew webs, after all.

I agree, but if it would be easy to prevent soap making.. I say lets do it! If not, meh, Sperm Oil Soap will be a thing!

Quote
Here's my raws, I hate pasting in the forum, so here's a link. Once we get a final version we can toss it on DFFD.

Would love to toss it up there once we converge on a good and balanced version. Call it the Urist McAhab mod?

Absolutely, though I don't have much time to continue testing this, so I encourage anyone to take those raws and run with them.
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Vattic

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #21 on: November 26, 2014, 04:13:35 pm »

If you want to remove the ability to turn sperm oil into soap just remove the [MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_CREATURE_MAT:SOAP] token from the oil material; You might as well remove the soap material too (both of these inside the modified sperm whale raws). I was considering adding whale oil from processing the blubber which can be used for soap, but we already have that by a different name: soap from tallow.

When it comes to value I was just going to double them all when compared to similar vanilla products. This is because they would be even rarer in the DF world with the only supply from beached whales (can't wait for ships). A rare and valuable bounty.

One of the other reasons I didn't just post all my raws is that they are heavily modified besides. Glad to see they are of use :).
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smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #22 on: November 26, 2014, 07:27:40 pm »

there are other ways to get whale products. I am working on that atm. I'm after the giant ones but I will keep smaller ones around if I can and perhaps some sharks.
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smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #23 on: November 27, 2014, 06:32:06 am »

Here is a test fortress complete with whale tanks. You will have to catch your own whales.

http://www.bay12forums.com/smf/index.php?topic=145774.msg5836993#msg5836993
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Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

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"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #24 on: November 27, 2014, 07:17:33 am »

Nice!

Did you add the new sperm whale raws?

If someone could do the following, it would be a great help:

  • Mod these raws into dogs or something
  • Slaughter some dogs and check for spermaceti
  • Run the Pressing and wax making reactions to make sure it all works

Some other info that would be good to know, to adjust value:

  • How much spermaceti is dropped per whale, per giant whale?
  • How much are the intermediate finished goods worth?
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smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #25 on: November 27, 2014, 08:40:26 am »

No I haven't, I will now though.

Stupid question, what file does each raw get added to?
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smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #26 on: November 27, 2014, 08:55:16 am »

okay I think I figured it out and everything is in place. Are there any other creatures that have this organ that I should add this to?
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smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #27 on: November 27, 2014, 11:45:49 am »

Nice!

Did you add the new sperm whale raws?

If someone could do the following, it would be a great help:

  • Mod these raws into dogs or something
  • Slaughter some dogs and check for spermaceti
  • Run the Pressing and wax making reactions to make sure it all works

Some other info that would be good to know, to adjust value:

  • How much spermaceti is dropped per whale, per giant whale?
  • How much are the intermediate finished goods worth?

I'll do that today at some point, watching some youtube stuff atm.

Giant Sperm Whales are an exact copy of sperm whales, everything is just multiplies by... 800? So whatever amount sperm whales make of it, multiply that.

I'll be very lucky if I actually see either the regular or large ones, tbh. I haven't seen any unusual sea life and I have bridges blocking land animals. I get lots of flying land animals now though.

Migrants and megabeasts ignore the raised bridges also.
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Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

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"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Ladygolem

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #28 on: November 27, 2014, 02:39:24 pm »

You can kill off all other biome creatures in DFHack, which I guess should force them to spawn.

smeeprocket

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Re: Modding the Sperm Whale; a Monomaniacal Quest.
« Reply #29 on: November 27, 2014, 02:53:18 pm »

That seems pretty cheaty.

I built my fortress up around legitimately capturing them.

Though the chance seems remote. They are in the region, there's about 40 some odd of them. Lots of regular whales and giant orcas too iirc. Sea Serpents also though they would not be breedable in vanilla.

I am using the method to catch sea serpents, in that I am putting raised bridges around the entire land perimeter, preventing any non-flying creatures from migrating on land. Yet what I end up with are a lot of flying creatures roaming my land area and some jellyfish and a seahorse in the water.

I have fished out the entire ocean, but I hear the fish you catch are actually vermin and are from a different pool of animals.

Lately, when autumn comes I drop the bridges to let the caravans in. Migrants and megabeasts can get in past the bridges, but I haven't seen anything smaller that isn't a flier. I killed off all my war dogs and most of my livestock to up my chances.

I don't know, maybe I need to reread the sea serpent thing again. The thing is, it's become more of a stare at the ocean waiting for anything other than those few jellyfish to show up. And ocean creatures sort of just hover where they are and maybe drift a few tiles, they don't meander and roam like land animals do.

One thing I am concerned about is that the edges of the water have up ramps. IN the places where I have channeled openings into my tanks, I wonder if the ramps block the animals, like they can't cross them. That seems unlikely but I have no way to test it.
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Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."
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