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	<updated>2026-07-22T01:31:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_lobster&amp;diff=138613</id>
		<title>v0.31 Talk:Cave lobster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_lobster&amp;diff=138613"/>
		<updated>2011-03-20T18:07:45Z</updated>

		<summary type="html">&lt;p&gt;ObliqueFault: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 2 issues with cave lobsters:&lt;br /&gt;
&amp;lt;br&amp;gt;1) No shell is produced because without [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] the game doesn't know what material to use for &amp;quot;SHELL&amp;quot; tissue,  without [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] it doesn't know what material to use for &amp;quot;SHELL&amp;quot; material (used in the previous step) and without [BODY_DETAIL_PLAN:SHELL_POSITIONS] it doesn't know where to place &amp;quot;SHELL&amp;quot; bodypart. There are many &amp;quot;SHELL&amp;quot; tokens in the raws with different meanings: cave lobsters need SHELL token on SHELL_TEMPLATE material in material_template_default.txt to register that material as usable for SHELL-requiring jobs, SHELL token  in SHELL_TEMPLATE tissue in tissue_template_default.txt to use local creature material named &amp;quot;SHELL&amp;quot; and SHELL token in BODY_DETAIL_PLAN from b_detail_plan_default.txt to find where to place local bodypart named &amp;quot;SHELL&amp;quot;. &amp;quot;SHELL&amp;quot; bodypart from body_default.txt is declared and the game will try generate an item out of it on &amp;quot;fish processing&amp;quot; job but fail due to lack of information.&lt;br /&gt;
&amp;lt;br&amp;gt;2) 214 000 cave lobster population versus 9 900 000 turtle population and &amp;quot;unnumbered&amp;quot; mussels in a standard Large world makes them hard to find and trivial to deplete entirely in any region. I you had ever successfully fished a cave lobster - leave a note here please.--[[User:Another|Another]] 17:02, 20 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another 2 issues; 1) in [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS] the tissue layer for SHELL is given as ARG1, which means chitin.  I don't think it'll be usable unless that gets changed to SHELL.&lt;br /&gt;
&lt;br /&gt;
2) cave lobsters now have the [VERMIN_NOFISH] token, which means they cannot be caught with the fishing labor.  They lack the [VERMIN_NOTRAP] token that pretty much all other fish have, though, so I suspect toady wants to enable lobster traps at some point. Until then cave lobsters are almost impossible to get.  --[[User:ObliqueFault|ObliqueFault]] 21:40, 11 March 2011 (UTC)&lt;br /&gt;
:Cave lobsters have '''always''' had [VERMIN_NOFISH], and were always supposed to be caught in traps. --[[User:Quietust|Quietust]] 22:01, 11 March 2011 (UTC)&lt;br /&gt;
::I see. I guess I was confused by the wiki saying that they could be fished. Thanks for the clarification.  [[User:ObliqueFault|ObliqueFault]]&lt;/div&gt;</summary>
		<author><name>ObliqueFault</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_lobster&amp;diff=138186</id>
		<title>v0.31:Cave lobster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_lobster&amp;diff=138186"/>
		<updated>2011-03-11T21:53:25Z</updated>

		<summary type="html">&lt;p&gt;ObliqueFault: updated information to apply to current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:05, 9 June 2010 (UTC)}}&lt;br /&gt;
{{VerminInfo|name=Cave lobster|symbol=¥|color=7:0:1|biome=* Subterranean water (1-2)&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cave lobsters''' are a type of {{L|vermin}} {{L|fish}}. They are found only in {{L|cavern|underground bodies of water}}. As of v0.31.21 cave lobsters can no longer be caught by {{L|fishing}}.  Upon {{L|fish cleaning|processing}} the cave lobster produces an {{L|food|edible cave lobster}} and a {{L|shell}} that cannot be used to craft items, unlike other shells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vermin-CaveLobster.jpg|Admired for its beauty.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>ObliqueFault</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_lobster&amp;diff=138182</id>
		<title>v0.31 Talk:Cave lobster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_lobster&amp;diff=138182"/>
		<updated>2011-03-11T21:40:44Z</updated>

		<summary type="html">&lt;p&gt;ObliqueFault: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 2 issues with cave lobsters:&lt;br /&gt;
&amp;lt;br&amp;gt;1) No shell is produced because without [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] the game doesn't know what material to use for &amp;quot;SHELL&amp;quot; tissue,  without [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] it doesn't know what material to use for &amp;quot;SHELL&amp;quot; material (used in the previous step) and without [BODY_DETAIL_PLAN:SHELL_POSITIONS] it doesn't know where to place &amp;quot;SHELL&amp;quot; bodypart. There are many &amp;quot;SHELL&amp;quot; tokens in the raws with different meanings: cave lobsters need SHELL token on SHELL_TEMPLATE material in material_template_default.txt to register that material as usable for SHELL-requiring jobs, SHELL token  in SHELL_TEMPLATE tissue in tissue_template_default.txt to use local creature material named &amp;quot;SHELL&amp;quot; and SHELL token in BODY_DETAIL_PLAN from b_detail_plan_default.txt to find where to place local bodypart named &amp;quot;SHELL&amp;quot;. &amp;quot;SHELL&amp;quot; bodypart from body_default.txt is declared and the game will try generate an item out of it on &amp;quot;fish processing&amp;quot; job but fail due to lack of information.&lt;br /&gt;
&amp;lt;br&amp;gt;2) 214 000 cave lobster population versus 9 900 000 turtle population and &amp;quot;unnumbered&amp;quot; mussels in a standard Large world makes them hard to find and trivial to deplete entirely in any region. I you had ever successfully fished a cave lobster - leave a note here please.--[[User:Another|Another]] 17:02, 20 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another 2 issues; 1) in [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS] the tissue layer for SHELL is given as ARG1, which means chitin.  I don't think it'll be usable unless that gets changed to SHELL.&lt;br /&gt;
&lt;br /&gt;
2) cave lobsters now have the [VERMIN_NOFISH] token, which means they cannot be caught with the fishing labor.  They lack the [VERMIN_NOTRAP] token that pretty much all other fish have, though, so I suspect toady wants to enable lobster traps at some point. Until then cave lobsters are almost impossible to get.  --[[User:ObliqueFault|ObliqueFault]] 21:40, 11 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>ObliqueFault</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shell&amp;diff=118824</id>
		<title>v0.31 Talk:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shell&amp;diff=118824"/>
		<updated>2010-06-16T22:40:21Z</updated>

		<summary type="html">&lt;p&gt;ObliqueFault: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a stockpile for shells currently?--[[User:Albedo|Albedo]] 21:16, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I currently have &amp;quot;turtle&amp;quot; in my ingredients list, and am getting error messages if I try to &amp;quot;extract&amp;quot; at a fishery.  I did some poking around the RAWs and the stockpile options, and apparently &amp;quot;shell&amp;quot; is treated much like a special kind of bone now.  It's a type of inedible tissue that turtles have.  You can find it in refuse piles, like bones.  If you wanted a custom shell stockpile, you might make a refuse pile that is set to only accept turtle remains.  I wonder if butcher shops can separate animal materials...  Hope this helps.  [[User:Theothersteve7|Theothersteve7]] 19:25, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I had 3 turtles, but it was impossible to buthcer them at fishery. Eventually took the savegame raws and added shell to hooves (method 2). Saved my second shell-moody dorf ^^ [[Special:Contributions/90.191.16.52|90.191.16.52]] 18:53, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All our current rescourses of shells are water animals. We really need an land animal that has a shell. Like a giant cave snail or something like that.--[[User:Niggy|Niggy]] 08:47, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you're not averse to modding, there's a couple of custom domestic animals you can use.   If I'm allowed advertise my own creation, there's the Dwarven honey beetles[http://www.bay12forums.com/smf/index.php?topic=59353.0].  There's also the Dwarven pig[http://www.bay12forums.com/smf/index.php?topic=53533.0].  A giant cave snail is a good idea, though.  I might add those, too... [[User:ObliqueFault|ObliqueFault]] 22:40, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs with shells/bone carvers? ==&lt;br /&gt;
&lt;br /&gt;
I had an odd thing happen with a bone carver.  He went into a strange mood and produced an artifact at a craftsdwarf shop, but it turned out to be an iron item, an &amp;quot;iron figurine.&amp;quot; (decorated with shell) The bone carver became a legendary bone carver.&lt;br /&gt;
&lt;br /&gt;
More importantly, making shell objects seems to result in nothing, only an unchanged shell left behind. Has anyone else had either of these problems, or is it just me?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crash problem ==&lt;br /&gt;
&lt;br /&gt;
If I try either of the two methods of getting shells for moods listed in the page, my game crashes just after i load the save. Anybody knows why? --[[Special:Contributions/151.49.233.194|151.49.233.194]] 12:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ok, it crashes even if delete every modification... Damn, this is the last time I try to mod anything... --[[Special:Contributions/151.49.233.194|151.49.233.194]] 12:37, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tried the same thing, and had the game crash on load (.05). I copied the RAW folder back across from one of my backup saves (to both the DF and save folders) and it continued to crash. However, loading the backup copy did work. Therefore I'm assuming that this is an intentional crash when the modification date of the RAW files in a save are different then expected.&lt;/div&gt;</summary>
		<author><name>ObliqueFault</name></author>
	</entry>
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