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Difference between revisions of "v0.31:Shell"
(started a sea-side fortress and scored tons of shells from mussels and oysters in v0.31.03, bone carvers used them the same way they would use turtle shells) |
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− | {{av}}{{Quality|Fine}}A '''Shell''' is produced by {{L|Fishery|preparing}} a shelled {{L|fish}}, such as a raw {{L|turtle}}, via {{L|Fish cleaner|Fish cleaning}}. It has been reported that in DF2010, a {{L|cave lobster}} does not produce a shell. However mussels do produce shells. {{verify}} Unlike in previous versions of the game, shells are not left behind when a dwarf {{L|cook}}s or {{L|food|eat}}s a shelled creature. Shells currently cannot be acquired via {{L|trading}}. The fish the traders provide has already been processed and does not provide a shell. | + | {{av}}{{Quality|Fine}}A '''Shell''' is produced by {{L|Fishery|preparing}} a shelled {{L|fish}}, such as a raw {{L|turtle}}, {{L|oyster}}, or {{L|mussel}} via {{L|Fish cleaner|Fish cleaning}}. It has been reported that in DF2010, a {{L|cave lobster}} does not produce a shell. However mussels do produce shells. {{verify}} Unlike in previous versions of the game, shells are not left behind when a dwarf {{L|cook}}s or {{L|food|eat}}s a shelled creature. Shells currently cannot be acquired via {{L|trading}}. The fish the traders provide has already been processed and does not provide a shell. |
− | Shells are considered to be a part of the {{L|turtle}} or {{L|cave lobster}} and not their own material type. To store them in a {{L|stockpile}} enable refuse -> body parts -> turtle and cave lobster. | + | Shells are considered to be a part of the {{L|turtle}}, {{L|oyster}}, {{L|mussel}} or {{L|cave lobster}} and not their own material type. To store them in a {{L|stockpile}} enable refuse -> body parts -> turtle and cave lobster. |
Shells can be crafted at a {{L|craftsdwarf's workshop}} using the {{L|bone carver}} skill. However, due to a bug, attempting to create shell crafts, helms, leggings, or gauntlets will not create the proper items. Your {{L|bone carver}} will gain experience but not do anything. The only thing shells can currently{{version|0.31.03}} be used for is {{L|strange mood|strange moods}} and {{L|decoration|decorating}}. | Shells can be crafted at a {{L|craftsdwarf's workshop}} using the {{L|bone carver}} skill. However, due to a bug, attempting to create shell crafts, helms, leggings, or gauntlets will not create the proper items. Your {{L|bone carver}} will gain experience but not do anything. The only thing shells can currently{{version|0.31.03}} be used for is {{L|strange mood|strange moods}} and {{L|decoration|decorating}}. |
Revision as of 21:49, 16 May 2010
This article is about an older version of DF. |
A Shell is produced by Template:L a shelled Template:L, such as a raw Template:L, Template:L, or Template:L via Template:L. It has been reported that in DF2010, a Template:L does not produce a shell. However mussels do produce shells. [Verify] Unlike in previous versions of the game, shells are not left behind when a dwarf Template:Ls or Template:Ls a shelled creature. Shells currently cannot be acquired via Template:L. The fish the traders provide has already been processed and does not provide a shell.
Shells are considered to be a part of the Template:L, Template:L, Template:L or Template:L and not their own material type. To store them in a Template:L enable refuse -> body parts -> turtle and cave lobster.
Shells can be crafted at a Template:L using the Template:L skill. However, due to a bug, attempting to create shell crafts, helms, leggings, or gauntlets will not create the proper items. Your Template:L will gain experience but not do anything. The only thing shells can currentlyv0.31.03 be used for is Template:L and Template:L.
Modding
Adding Shells to Existing Creatures
The combination of the common requirement for shells during Strange Moods, the bug that causes shell-producing fish to be unavailable in many maps, the inability to trade and get shells may lead to unresolvable Strange Moods. It is possible to modify the raws to allow other creatures to produce shells if the player is so inclined:
- In raw/objects/creature_domestic.txt, find "[CREATURE:COW]"
- Alter the [BODY] section to include ":SHELL" i.e, [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]
- Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section
- Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] section
- Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature
- If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.
Slaughtering a cow should now produce a "Stray Cow shell" usable by dwarves stuck in strange moods.
Enabling Other Materials to Be Used in Moods
If you don't want to add shells to existing creatures, you can enable other materials, like Template:L or Template:L to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to eg. make shell crafts of them.
- In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]
- Add the [SHELL] to the material
- If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.