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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: IndigoFenix on October 25, 2013, 09:07:09 am

Title: Plump Helmet Man Overgrowth
Post by: IndigoFenix on October 25, 2013, 09:07:09 am
This mod adds Plump Helmet Men as domestic pets for dwarves. The new-and-improved Plump Helmet Men are trainable vermin hunters, and most importantly, they are delicious! They can be slaughtered and eaten, and their 'meat' can be brewed into valuable and delicious Plump Helmet Man wine.

But beware...Plump Helmet Men are smart and resentful. If you let them outnumber you, they may turn the tables on your dwarves, picking fights with stragglers, murdering dwarves in their sleep, even passive-aggressively rotting with the intention of driving your dwarves insane. Can you keep these mushrooms under control, or will you succumb to the Overgrowth?

To install, simply place the three files into your raw folder. Plump Helmet Man Overgrowth is designed as an addition to Vanilla DF, but should work alongside any normal mod.

DOWNLOAD LINK (http://dffd.wimbli.com/file.php?id=8066)

No, I do not have an obsession with mushrooms.
Title: Re: Plump Helmet Man Overgrowth: The Uprising
Post by: Button on October 25, 2013, 09:13:08 am
Matango.
Title: Re: Plump Helmet Man Overgrowth: The Uprising
Post by: Putnam on October 25, 2013, 03:46:43 pm
how the fuck?

in a good way, mind
Title: Re: Plump Helmet Man Overgrowth: The Uprising
Post by: Meph on October 25, 2013, 05:55:48 pm
I looked at the raws, couldnt see anything that doesnt check out. Very sweet, I love your work. Both the "mod for modders" and the effects you put into the Super-Mario total conversion. I'll definetly see how the plump helmet men handle in fort mode. :)
Title: Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
Post by: IndigoFenix on October 27, 2013, 06:42:57 pm
Updated!  I've patched up the bugs, they seem to work more-or-less as intended now.

They've also been made trainable for hunting and war (if you really want to deal with these guys trained, that is), and are vermin hunters by default.

PHM behavior facts (don't read if you want to be surprised):
Spoiler (click to show/hide)
Title: Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
Post by: Godlysockpuppet on October 28, 2013, 07:19:30 am
Oh Armok, the horror! :o
Never before has dwarf kind faced duch a deadly foe, from the elephants of Boarmurdered to the cult of the carp god!
Much fun is to be had :)
Title: Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
Post by: Baffler on November 05, 2013, 08:20:22 pm
Is the loyalty cascade effect intentional? Either way, will definitely try this out.

Edit: Just lost my fort to them. First off I made the now obvious mistake of embarking with more Plump Helmet men than Dwarves (5 males, 10 females, one of each wartrained. I just copied my usual setup for dogs). I didn't realize the implications of what I had done at first, and calmly started mining some exposed nickel. Everything was going well for almost all of spring and I had a pretty decent mine going, as well as the beginnings of some above-ground structures. Eventually, 5 of my 7 Dwarves went into the mine to haul the garnierite out and the Plump Helmet men rebelled almost simultaneously, I assume it's because there were a lot more of them than dwarves around the wagon. They quickly formed a swarm and started chasing my Dwarves. The planter hid in one of the buildings on the surface and the expedition leader ran for the hills, but the rest were trapped in the mines.

It was a horror story from there. They ran down, cornered, and swarmed the engraver and the woodcutter in the upper floor, leaving only the two miners and the carpenter. The woodcutter did a number on one or two of them, but nothing too serious, only some shallow gashes and bruises. I had more hope for the miners, and drafted them to see if they could stop the Plump Helmet Men while the carpenter escaped to the deeper reaches of the mine. The miners were no slouches, but they only killed one or two, there were just too many. The carpenter didn't last much longer than they did. I abandoned shortly after.

You've done some good work here, sir. I haven't had such good ‼FUN‼ from within since my first encounter with Masterwork's bloodbeasts.
Title: Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
Post by: Meph on November 05, 2013, 09:36:58 pm
Quote
I haven't had such good ‼FUN‼ from within since my first encounter with Masterwork's bloodbeasts.
You'll probably be glad to hear that IndigoFenix allowed me to use them in the next update of MasterworkDF. :)
Title: Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
Post by: Meph on November 15, 2013, 11:40:25 am
Added to my dev-version. Next release will have your glorious rebellions. :)

I did use
Code: [Select]
[CREATURE_GRAPHICS:PLUMP_HELMET_MAN_PHM]
[DEFAULT:MAGNUT_NU:3:7:AS_IS:DEFAULT]
[CHILD:MAGNUT_NU:4:7:AS_IS:DEFAULT]
in graphics_magnut_next_underground.txt, to give them a creature sprite, same as the original plump helmet men. These graphics were included in the Phoebus set. Just in case you want to add sprites.
Title: Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
Post by: IndigoFenix on November 16, 2013, 12:51:17 pm
Excellent.  Since it's harder to grow food in Masterwork, they might be more welcome there as well.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on December 05, 2013, 08:07:51 pm
Updated!

The Plump Helmets have got a new trick: Why murder when you can convert?

Plump Helmet Men considering rebellion may sneak up on your dwarves when they are sleeping and implant spores in their brains, converting them into sleeper agents called Spore Thralls, who will behave just like regular dwarves, except that they are secretly on the side of the Plump Helmets and will turn against your non-converted dwarves during a rebellion.  Spore Thralls are tough to identify - the only obvious signs are their lack of emotion (they are always 'quite content'), and the fact that they do not bleed when they are wounded.

You can, if you so choose, convert all of your dwarves to Spore Thralls and continue playing on the side of the 'shrooms.  You won't have to worry about tantrums anymore - although this will naturally create difficulties when migrants or traders show up, and you won't be able to keep most pets without your dwarves turning on them.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Meph on December 07, 2013, 04:02:41 am
God damn it, I wanted to write something like this ^^ There is this southamerican fungi that controls ants... I wanted to add this together with a shroomery workshop.

How did you manage that they are allies when a rebellion starts? (shroom thralls probably shouldnt get trances I think, to fit the noemotion part)
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Repseki on December 07, 2013, 07:13:53 am
If you wanted to be really cruel you could try to have the Spore Thralls release "spores" when they are killed, giving a chance to infect any dwarves in the immediate area.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on December 07, 2013, 11:58:59 am
God damn it, I wanted to write something like this ^^ There is this southamerican fungi that controls ants... I wanted to add this together with a shroomery workshop.

How did you manage that they are allies when a rebellion starts? (shroom thralls probably shouldnt get trances I think, to fit the noemotion part)

I changed it around a bit, now they use OPPOSED_TO_LIFE and NOT_LIVING to control their rebellions instead of CRAZED.  This also means that they shouldn't attack each other by accident anymore.  They (as well as the thralls) will also be ignored by neutral zombies, and I'm not sure how non-living pets such as living weapons and golems will react to them (I have noticed that they seem to be counted as invaders during a rebellion with regards to claiming doors... this should make them even more fun).

My testing hasn't been 100% extensive, but it seems that unlike berserkers, dwarves who are OPPOSED_TO_LIFE are still considered part of your civ and you can continue playing as them even if they are all converted, although they will attack everyone who isn't a zombie or a convert.  This can be potentially very useful for creating 'join the dark side' options in general.

This was basically a way of dealing with the blood draining thing... I toyed around with a couple of other possibilities, such as going CRAZED immediately after starting to drink blood so that they'd kill their sleeping victims with a punch to the head (you might want to try this out for your murderous psychopaths, Meph) or dissolving their victims so no body would be found, dwarves would just go disappearing in the night... but then I decided that thralls would be more fun, and yes I was inspired by the zombie-ant cordyceps fungus.

If you wanted to be really cruel you could try to have the Spore Thralls release "spores" when they are killed, giving a chance to infect any dwarves in the immediate area.

They won't do this... but they CAN convert other sleeping dwarves just like the regular Plump Helmets.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Meph on December 07, 2013, 01:04:42 pm
Now I want to do invaders like that. A kobold-like race that sends single thieves and kidnappers, which can infect dwarves and make sleeper agents of them. No invasions, no ambushes, just these lone saboteurs that infect or turn your dwarves against you. With syndrometrigger and spawnunit in r4 these could even summon new armies..

Like a shade infiltrator that infects a dwarf, and by using the interaction trigger BREAK he summons a dozen shades when he goes on break the next time... or from the PARTY trigger. That would be so fun. Dwarf organizes party, people gather, dwarf then releases hell on them. Best thing about it is that it would happen smack dead center in your fort. :D
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on December 07, 2013, 01:34:08 pm
Ah, yes, party interactions are always a treat... like the cake that, when eaten during a party, spawns a living cake megabeast that can only be killed by blowing out all the candles before it eats you...

Or the playable race that you had to be careful of letting them get too happy, because they would try and pull off crazy party stunts... like breathing dragonfire as a GREETING.  Fun times.

I don't know of any way to have an invader plant a sleeper agent that would actually change loyalties to the invader's civ (maybe DFHack could do it, I'm not sure) but there are a thousand ways of infecting a dwarf with a syndrome and a thousand and one ways to create chaos in a fort.  The hard part is creating just enough chaos to make the game more !!fun!! without ruining it.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: MDFification on December 17, 2013, 08:26:19 pm
I'd like to submit my formal objection to this mod not being titled "Fungus Amungus"  :-\
So much pun, wasted.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on December 18, 2013, 02:34:25 am
I'll be sure to use that name for a future update.

It seems that my original research concerning total fort conversion may have been faulty.  I'll have to wait until more research on undead civ member behavior is done, until then, mushoomize at your own risk.

EDIT: So it turns out that turning your entire fort into spore thralls can result in a game over if they don't have any exposure to non-turned creatures for a few months or if they all go into attack mode at once.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Sutremaine on December 31, 2013, 05:15:19 pm
I have a question about the 'alter skill rolls to 100%, 0% of the time' syndrome. Is it there just to provide a marker for the synclass-only syndromes, or does the game need it for anything?
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on December 31, 2013, 05:59:39 pm
I have a question about the 'alter skill rolls to 100%, 0% of the time' syndrome. Is it there just to provide a marker for the synclass-only syndromes, or does the game need it for anything?

It's just there to provide a marker.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Putnam on December 31, 2013, 06:11:38 pm
I think giving an interaction that does nothing is better, since that at least can be stacked on top of without fear of replacing the original or simply not working.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Meph on January 01, 2014, 12:55:51 am
Did you know that your plump helmet men give 110 drinks when brewed? Maybe I should make them a bit more expensive at embark.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on January 01, 2014, 02:37:51 am
Did you know that your plump helmet men give 110 drinks when brewed? Maybe I should make them a bit more expensive at embark.

They multiply quickly anyway, and making them multiply slower would defeat the purpose.  They do have two tissues which are functionally identical though - by adjusting their relative thickness and making only one layer edible/brewable the risk/reward ratio can be adjusted.  Just make sure they're still useful enough to make them worth having.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: Meph on January 01, 2014, 02:51:30 am
Well, atm they cost 3 points at embark, and if you have 7 dwarves, embarking with 3-4 plump helmet men should be fine. You then butcher them instantly, brew 4x110, booze-cooking half of it, resulting in 220 drinks and 220 meals for 12 embark points.

I might make one layer edible-only, and not brewable, and raise their value a bit. That should be enough, they do have enough downsides (you know that best), and people should still have a reason to get them.

I just wanted to let you know, I wasnt sure if you realized how many drinks they actually do make.
Title: Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
Post by: IndigoFenix on January 01, 2014, 08:11:01 am
I guess the ratio is quite off, especially since you can support an entire city-sized fortress on a handful of them, which makes the danger aspect moot.

They're actually not as volitile as people think.  As long as you let them wander as they please they won't revolt unless they're in the majority.  But since they're advertised as being dangerous people prefer to pasture them out of the way, causing them to underestimate the number of creatures and making them more likely to attack.

Optimally you should be able to sustain an entire fortress on a population of PHM that is much smaller than the dwarf population, but not so much smaller that a sudden unchecked series of births or a sudden drop in dwarf population can't shift the balance and trigger a rebellion.  Maybe I should make them only count intelligent creatures so the animal population doesn't throw them off.