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Author Topic: A modding thread: EXTRA_BUTCHER_OBJECT  (Read 3493 times)

Sphalerite

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #15 on: February 16, 2012, 07:42:04 pm »

Interesting!  The tongue body part in a wolf-sized creature is normally too small to yield any meat.  During the normal butchering process it doesn't contribute anything to the meat and other products totals.  A tongue by itself can't be butchered because of this.  Apparently, EXTRA_BUTCHER_OBJECT still yields an object even if the body part is too small to yield anything, but the presence of EXTRA_BUTCHER_OBJECT is not enough to make a lone small body part butcherable.
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Drawde

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #16 on: February 18, 2012, 10:16:24 am »

Can you use this to make a masterwork piece of equipment?

EDIT:  I'm seeing if you can, but I can't figure out the format to make an item out of one of the creature's materials.  I can get the item to drop, but no material name.  Anyone know how to do that?
« Last Edit: February 18, 2012, 02:14:03 pm by Drawde »
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Drawde

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #17 on: February 18, 2012, 08:39:43 pm »

Format is, {FILL IN THE BLANK(EXAMPLE)}:

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:{BODYPART(CHITIN)}]
      [EBO_ITEM:{ITEM FAMILY (SHIELD):{SPECIFIC ITEM(SHIELD)}:{WHERE THE MATERIAL IS FOUND(LOCAL_CREATURE_MAT)}:{WHAT THE MATERIAL IS(CHITIN)}]

Note the all capital letters.
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FrisianDude

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #18 on: February 18, 2012, 08:42:51 pm »

Very interesting indeed.
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DungeonJerk

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #19 on: February 18, 2012, 08:49:31 pm »

From the looks of it this could also work towards making fully functional parasitoid creatures like the Xenomorphs from the Alien movies. Especially in this version of DF.

Imagine, an infected Migrant shows up. Nobody knows, he gets his own room. You get busy, forget about him. And then you get a message that Urist McPeasant has gone missing, you find him, and he's been torn open from the inside. And you know, your fortress is in trouble. Mwahaha.
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Hotaru

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #20 on: February 18, 2012, 08:54:42 pm »

From the looks of it this could also work towards making fully functional parasitoid creatures like the Xenomorphs from the Alien movies. Especially in this version of DF.

Imagine, an infected Migrant shows up. Nobody knows, he gets his own room. You get busy, forget about him. And then you get a message that Urist McPeasant has gone missing, you find him, and he's been torn open from the inside. And you know, your fortress is in trouble. Mwahaha.

For that I would think interactions would be better.

Interaction: Larva: transmit syndrome to dwarf. Kill larva.
Syndrome: Produce larva. Kill dwarf.
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DungeonJerk

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Re: A modding thread: EXTRA_BUTCHER_OBJECT
« Reply #21 on: February 18, 2012, 11:01:09 pm »

This so needs to be modded in. Much fun will be had.
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