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Editing v0.31:Shell
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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}}, {{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 and oysters do produce shells. 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. | |
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− | A '''Shell''' is produced by | ||
− | Shells are considered to be a part of the | + | 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. |
− | + | 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}}. | |
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== Modding == | == Modding == | ||
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=== Adding Shells to Existing Creatures === | === 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 | + | 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]" | #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 | + | Pay attention, that editing creature after creating world may cause later crashes when changing game's version. |
=== Enabling Other Materials to Be Used in 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 | + | If you don't want to add shells to existing creatures, you can enable other materials, like {{L|hoof|hooves}} or {{L|ivory}} 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] | #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 | #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. | #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. | ||
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