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Difference between revisions of "v0.31 Talk:Cave lobster"

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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)
 
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)
 +
: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)
 +
::I see. I guess I was confused by the wiki saying that they could be fished. Thanks for the clarification.  [[User:ObliqueFault|ObliqueFault]]

Latest revision as of 18:07, 20 March 2011

There are 2 issues with cave lobsters:
1) No shell is produced because without [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] the game doesn't know what material to use for "SHELL" tissue, without [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] it doesn't know what material to use for "SHELL" material (used in the previous step) and without [BODY_DETAIL_PLAN:SHELL_POSITIONS] it doesn't know where to place "SHELL" bodypart. There are many "SHELL" 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 "SHELL" and SHELL token in BODY_DETAIL_PLAN from b_detail_plan_default.txt to find where to place local bodypart named "SHELL". "SHELL" bodypart from body_default.txt is declared and the game will try generate an item out of it on "fish processing" job but fail due to lack of information.
2) 214 000 cave lobster population versus 9 900 000 turtle population and "unnumbered" 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.--Another 17:02, 20 November 2010 (UTC)

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.

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. --ObliqueFault 21:40, 11 March 2011 (UTC)

Cave lobsters have always had [VERMIN_NOFISH], and were always supposed to be caught in traps. --Quietust 22:01, 11 March 2011 (UTC)
I see. I guess I was confused by the wiki saying that they could be fished. Thanks for the clarification. ObliqueFault