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Editing Shell
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− | {{Quality|Superior}} | + | {{Quality|Superior|12:08, 18 May 2015 (UTC)}} |
{{av}} | {{av}} | ||
<onlyinclude> | <onlyinclude> | ||
− | [[File: | + | [[File:Shells.jpg|thumb|right|Assorted shells]] |
− | + | {{catbox}} | |
A '''shell''' is a hard external covering used by certain creatures for defense. | A '''shell''' is a hard external covering used by certain creatures for defense. | ||
− | + | ===Acquiring shells=== | |
− | + | In most cases, they are acquired as part of your [[fishing]] industry: dwarves may catch shelled [[vermin]] critters such as [[turtle]]s, [[oyster]]s, and [[mussel]]s, which produce a shell when processed at a [[fishery]]. Alternatively, a few larger land animals ([[giant snail]]s, some [[forgotten beast]]s) also produce shells when their corpses are processed at a [[butcher's shop]]. | |
− | ==Acquiring shells== | ||
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− | + | Be aware that shells cannot be acquired via [[trading]] -- any turtles, crustaceans, or shellfish purchased from traders have already been processed and had their shells removed. As a result, fortresses with no naturally occurring above ground fishing sites usually never acquire shells. This can cause problems if a shell-preferring [[strange mood|moody]] dwarf requests shells as a material. To avoid the risk of dwarves attempting to make impossible artifacts, you can catch pond turtles by having [[fisherdwarf|fisherdwarves]] fish in an outdoor [[pond]]. As long as there is a population of pond turtles in the area, your fisherdwarves will eventually catch some, which can be shelled in a [[fishery]]. This process takes time, however, so make sure you do it ''before'' the strange mood strikes. Alternatively, you could use an adventurer to import shells from another location. | |
− | ==Uses== | + | ===Uses=== |
− | Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[gauntlet]]s, and [[helm]]s only). Notably, unlike bones, they cannot be used to produce [[bolt]]s. | + | Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s only). Notably, unlike bones, they cannot be used to produce [[bolt]]s. |
− | Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does | + | Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does -- consider producing some early on if you can't immediately acquire metal armor. |
</onlyinclude> | </onlyinclude> | ||
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=== Adding shells to existing creatures === | === Adding shells to existing creatures === | ||
− | The combination of the common requirement for shells during | + | The combination of the common requirement for shells during Strange Moods, the bug that causes shell-producing fish to be unavailable in many maps, and the inability to trade for 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]" | #In raw/objects/creature_domestic.txt, find "[CREATURE:COW]" | ||
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Slaughtering a cow should now produce a "Stray Cow shell" usable by dwarves stuck in strange moods. | Slaughtering a cow should now produce a "Stray Cow shell" usable by dwarves stuck in strange moods. | ||
− | Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only | + | Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only add new way of using already existing body part, which is much less crash provoking. |
=== Enabling other materials to be used in moods === | === Enabling other materials to be used in moods === |