Neat, i have some interesting input if you want it. I don't personally add much extension to it but you can run a vanilla fortress very tightly with the goblin civ if you use DFhack to help get a grip over your trolls, which are best seperated between one caste being unintelligent farm animals and another being semi-intelligent for civilian and military function, split between 4/more or between genders (whichever is easier).
Trolls decended from the original embarkment troll(s) carry across their historical significance as do the children of pet trolls, you might want to nerf them slightly with a size and lifespan reduction if you make them more varied. ((you can import them very easily by using [ANIMAL] and putting a group onto their file and [ALWAYS_PRESENT] over them, which allows exotics to be imported also))
Using custom positions for goblins is quite fun, with enough progress you can call the [MONARCH] demon leader because of prefixed tags on the invisible role you can overwrite in a identical fashion to the hard-coded dwarven monarch. Where you're going beyond with chemicals, sets of creatures and shines i think is good though.
There might be some overlap with my playable-race mods, if there are sections or ideas you like, feel free to grab them. ;)
There might be some overlap with my playable-race mods, if there are sections or ideas you like, feel free to grab them. ;)
Original df goblins don't eat or drink, live forever, don't use poisons or magic. There really isn't that much to go on.Yeah. Currently these goblins are carnivores and require drink. They are not alcohol dependent but I did give them a fermented corpse alcohol. They also currently have magic but I'm thinking of removing it as I dont think it helps the main theme. I am going to add poisons though.
Obviously they like fortresses/towers, which must be dark. Iron armors and weapons, and whips. Trolls, beakdogs and ogres.
Everything else would be speculation. I guess giving high demands and mandates, would be interesting, so that a lot of goblins get arrested or punished.
Some way to summon demons, or at least a demon.I have been thinking of the best way to incorporate this. I do kind of like the vanilla goblins that only have one demon overlord. I dont know if adding more demons would make the race more demonic warlock like and go away from the original feel of goblins.
[OPPOSED_TO_LIFE]
[LARGE_ROAMING][FREQUENCY:60]
[BIOME:ALL_MAIN]
[POPULATION_NUMBER:50:500]
[CLUSTER_NUMBER:10:100]
I would advice never to use [SKILL:MINING], hunting/ambusher, fishing, beekeeping or woodcutting in a reaction. Dwarves have a hard time ignoring designations when they have to pick between workshop and running around the map to get to designated mining areas/trees to be cut down, etc.
I had a unique overlord in older MasterworkDF versions. It's quite simple to make:
- Step1: Reaction to transform a unit into your demon overlord.
- Step2: The syndrome that transformes him requires him to not have a certain tag.
- Step3: Demon overlord has a free interaction that adds that tag to every one of your civ members.
Done. Even if you run the reaction again, no other worker will transform, because they have that tag. For example with IT_IMMUNE_CLASS, IT_FORBIDDEN or IT_CANNOT_HAVE_SYNDROME_CLASS.
[CAN_DO_INTERACTION:CLEANING]
[CDI:ADV_NAME:Clean]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:CLEAN_FRIEND]
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
[CDI:VERB:lick:licks:lick each other]
[CDI:CAN_BE_MUTUAL]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
Use GREETING as usage hint; make the range 500; make the target number 500; remove line-of-sight if it's there. That will easily be enough to reach your fort members.
Try DEMON_1:DEFAULT for the transformation, although you might get an errorlog about that creature not existing, because the errorlog will be written before the world is fully done. Worst case, the guy just transforms into a toad.
If he dies, you have no more nobles. ;)
Unless the syndrome class token has a timer that eventually runs out.
Had a look at your raws.Thanks. Ill add the product dimension tags.
"Ferment corpse" needs [PRODUCT_DIMENSION:150].
It, and other reactions, seem to requires INORGANIC (?) corpses. [REAGENT:A:5:CORPSE:NO_SUBTYPE:INORGANIC:NONE] Just be definition, corpses are organic, and are usually either counted as muscle or bone material. Depends what the creature had more of. I assume it somehow still works (otherwise you wouldn'T have release it), but in theory it really shouldn't.
"create necrotic poison" also lacks the 150 product dimension.
Did you get the armored animals thing from an Armorman from another mod? ^^Yea. I asked for help with it in the general discussion post and got the tip, so I used that as a base and edited it to what I wanted. I'm going to remove it now though. It is somewhat clunky in practice.
I would advice never to use [SKILL:MINING], hunting/ambusher, fishing, beekeeping or woodcutting in a reaction. Dwarves have a hard time ignoring designations when they have to pick between workshop and running around the map to get to designated mining areas/trees to be cut down, etc. To make sure that the reaction is done; players would have to remove all active mining designations for example. It's also a reaction that added to the vanilla DF masons shop, which exclusively uses MASONRY, which might confuse players, because their mason isn't making that stone anvil he wanted. At the very least, add a [DESCRIPTION:Skill - Mining] to it to help the player. Not sure if it's intentional, but people can make unlimited free clay anvils btw. ;)Good tip thanks. I will change it to MASONRY. I didnt know that about clay anvils, but that is cool lol
You made the cave rats legendary climbers, but left their climbing giat [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph at the default speed. ;)I figured that these were independent of each other. Should I change the gait?
I assume the armored creatures have [NO_GENDER] to avoid giving birth?Correct. It would be odd to birth a new armored creature. These are going to be removed anyway though
Firejet and dragonfirebreath using castes without fire-immunity will very quickly kill themselves.Yeah. I thought it was funny lol Also going to remove this caste and other magic though
I love the goblin_hostile creature. Naturally armed and armored, with those tags?Yeah. I really like watching a horde of goblins stroll across the map as an unofficial raiding party.Code: [Select][OPPOSED_TO_LIFE]
[LARGE_ROAMING][FREQUENCY:60]
[BIOME:ALL_MAIN]
[POPULATION_NUMBER:50:500]
[CLUSTER_NUMBER:10:100]
That's some interesting encounters in EVIL regions. Btw, EVIL doesn't extend down to the caverns, so to get the underground versions to show, maybe put them in a LAYER_LINKED entity. :)
That's it. Sorry, I didn't mean to nitpick, just went through the raws once to have a look and those are the things I noticed.I really appreciate you looking through it and I appreciate any and all feedback! Thanks for taking the time. Let me know if you have any other feedback.
Using custom positions for goblins is quite fun, with enough progress you can call the [MONARCH] demon leader because of prefixed tags on the invisible role you can overwrite in a identical fashion to the hard-coded dwarven monarch.Spoiler (click to show/hide)
I am working on an update to this mod so I decided to add a poll to this thread on what area(s) that you guys would like to see this mod expanded in.Avoiding of dfhack not give you new features. But using dfhack can add ability to poison weapons. And other intersting elements. Also I suggest more trolls. Servant tweaking is good, but goblins use not only trolls (in vanilla they also have ogres, blizzard men and maneras). As they shear trolls, they could milk ogresses or use ogres as mounts/pullers. Milking sapients needs dfhack script for work.
I appreciate the feedback/suggestions.
POLL DETAILS
What would you like to see expanded upon in this mod:
> Diseases: Turn the goblin pits into disgusting and festering pits of disease and filth by adding at least a dozen more common diseases that spread quickly among the population. These would include: plagues, blights, infections and small creatures like fleas as well as filth and grime.
> Poisons: Turn the goblin pits into a place of espionage and assassination by creating a dozen or so poisons that can be conveniently dumped into the rooms of the intended target or brought into a tavern to infect an entire group of visitors/citizens.
> Drugs: Turn the goblin pits into a place of hardship and chaos as commoners fiend for their next fix, laborers work non-stop in drug induced trances and warriors fight in narcotic frenzies.
> Demonic Blessings & Curses: Turn the goblin pits into a place of demonic worship. Fanatics build altars, shrines and monuments for abyssal gifts from their demonic lords.
> Other (comment suggestion)
Avoiding of dfhack not give you new features. But using dfhack can add ability to poison weapons. And other intersting elements. Also I suggest more trolls. Servant tweaking is good, but goblins use not only trolls (in vanilla they also have ogres, blizzard men and maneras). As they shear trolls, they could milk ogresses or use ogres as mounts/pullers. Milking sapients needs dfhack script for work.
With scripts, you can add workshops for creating blizzard men and grimelings. For blizzard men creating player need cold temperature and snow/ice, for grimelings player need plants and grimeling will be made of this plant material.
Goblins as analogue of cats can have hungry head. As analogue both cat and dog goblins can have stranglers.
Harpies, blendecs and nightwings isn't slow learners, but can be heroes and you can make "domestication"/enslaving/teaching of wild harpies, blendecs and nightwings in dark fortress mode. What about milking harpies?
Demon leader probably can make underground elemantmen in workshops or as necromancer with transforming (for blood men or mud men).
Also goblins could corrupt stolen childred into night troll like species of servants.
(which can then be flooded for a sea monster moat/tank)if I remember correctly, they will instantly walk out of the flooded area once water levels go higher than 3/7. "Dangerous terrain" and all that.
I wonder if the pit was made two z levels deep with a bridge or locked door at one end and the sea monster was given CANNOT_CLIMB and CANNOT_JUMP they would be trapped in there as the water roseQuote(which can then be flooded for a sea monster moat/tank)if I remember correctly, they will instantly walk out of the flooded area once water levels go higher than 3/7. "Dangerous terrain" and all that.
Vanilla goblins eat sapient meat and wear clothes made of sapient troll yarn. So they can milk ogress. In my mod, they not milk ogresses, rodent women and harpies only because bug. Before one dfhack modder will make for me special plugin, I add milk to giant rats and rutherers.Avoiding of dfhack not give you new features. But using dfhack can add ability to poison weapons. And other intersting elements. Also I suggest more trolls. Servant tweaking is good, but goblins use not only trolls (in vanilla they also have ogres, blizzard men and maneras). As they shear trolls, they could milk ogresses or use ogres as mounts/pullers. Milking sapients needs dfhack script for work.
With scripts, you can add workshops for creating blizzard men and grimelings. For blizzard men creating player need cold temperature and snow/ice, for grimelings player need plants and grimeling will be made of this plant material.
Goblins as analogue of cats can have hungry head. As analogue both cat and dog goblins can have stranglers.
Harpies, blendecs and nightwings isn't slow learners, but can be heroes and you can make "domestication"/enslaving/teaching of wild harpies, blendecs and nightwings in dark fortress mode. What about milking harpies?
Demon leader probably can make underground elemantmen in workshops or as necromancer with transforming (for blood men or mud men).
Also goblins could corrupt stolen childred into night troll like species of servants.
I actually don't use dfhack when I play (unless I am using a specific mod that requires it or some sort of special playthrough) as it slows down my game and crashes often. So, I don't plan on making my Fortress mods reliant of dfhack. I think Meph was talking about creating a goblin mod with dfhack though to add new game mechanics.
I could add poisons without dfhack though. Arrows (of any material) and a poison could be turned into "poison arrow" at a workshop. The new arrow material could have the poison syndrome attached to it. I could do the same with a few other weapons (poison dart, poison dagger, poison blade, etc.) Or I could add an ability to altars, shrines and monuments to add a chance for a weapon made out of demonic/abyssal material to spawn from an offering. This demonic material would have a necrotic/poisonous syndrome.
Currently this mod has Trolls and Ogres as pets, but I will add manera and blizzard men to the next update. I'll also add WAGON_PULLER to trolls and ogres. Although potentially accurate in the goblin culture (and probably valid), milking sapient creatures like ogres for drinkable milk is too weird/gross (for my own personal views) to add to the game.
I will also add slow learner grimelings and make them a pet and change "worg" to ice wolf to keep with vanilla. I will also remove the aquatic tag (and add the no breathe tag) from sea monsters and add them as a pet. They will be very slow/immobile on land, but can be pastured in a pit (which can then be flooded for a sea monster moat/tank).
I'll add hungry head and strangler as pets too.
I'll add harpies, foul blenders, dark gnomes and night wings to the goblin civilizations. They will show up in the pet tab though similiar to the others (e.g. trolls, ogres, etc.) and can be bought/sold/pastured and help with menial labor (building/stockpiling).
I will add mud men and blood men with slow learner as pets too to go along with the blizzard men and grimelings.
I could add a unique poison that transforms creatures that drink it into demonic creatures or some sort of abomination. It wouldn't be unique to children though. You would have to pasture the creatures you want to drink it into a room with that drink in it and then lock the door. When the "pets" get thirsty they will drink it and transform.
Thanks for the ideas :) these are good
In vanilla sapient creatures (except some) have no pet value, this is exploit. Also in older versions some sapient creatures had value modifiers for materials (not just copy, try rebalance as other creatures rebalanced). Sapient creatures, who cannot equips, must have bashful 0:0:0 for preventing bad thoughts without clothes.
Poison wersions is better, but how you will do this?
Not add altar because goblins have no religion. You can add alchemic laboratory for demon (only demon can work). In alchemic laboratory they will make grimeling like creatures in further version and transform stone into slade in current version.
For working slow learners (and pets), without dfhack, you can add to this slow learners a very small natural skills.
Why you make poisons drinkable?! Poison is better as liquid_misc. You can add milkable to GCS and snakes or add them venom sack from butchering. Or add both. As poison for arrows you also can add corpse poison. Two types of corpse poison. I will translate effects of them soon.In vanilla sapient creatures (except some) have no pet value, this is exploit. Also in older versions some sapient creatures had value modifiers for materials (not just copy, try rebalance as other creatures rebalanced). Sapient creatures, who cannot equips, must have bashful 0:0:0 for preventing bad thoughts without clothes.
Yeah. I make copies of all of the creatures to make my own modifications. In this mod, the trolls have a pet value so they don't only cost 1. I can also add some unique value modifiers to the creature materials. I think this could be an interesting mechanic for the goblins.
Interesting. Thanks. I will either add EQUIPS (if it makes sense) or add bashful 0:0:0.Poison wersions is better, but how you will do this?
I'll have to work on the code but it will look like:
REACTION:
REAGENT:A:1:AMMO:ARROW:NONE:NONE]
REAGENT:B:1:DRINK:NONE:INORGANIC:gf_POISON]
PRODUCT:100:1:AMMO:ARROW:INORGANIC:gf_POISON_ARROW]
The INORGANIC:gf_POISON_ARROW material would be similiar to wood/copper, but with a poison contact vascular syndrome attached to it.Not add altar because goblins have no religion. You can add alchemic laboratory for demon (only demon can work). In alchemic laboratory they will make grimeling like creatures in further version and transform stone into slade in current version.
This is something that we still dont agree on. The goblins have religion just like dwarves. They worship deities of death, murder, war, etc. I also see them worshiping demons with their demon overlord acting as a god-king.
Is there any benefit to making slade? It does look like summoning will be possible in the next version without dfhack, but we will see.For working slow learners (and pets), without dfhack, you can add to this slow learners a very small natural skills.
Adding different natural skills to the "pets" would be a good way to give them pros/cons for their use. I'll work on that. Thanks.
Slade I nice for ballista bolts, rock fall traps, and blunt weapons, as well as the floor for pit traps. Otherwise just for atmosphere.
The poison won't work without the add_splatter plugin. The only way for it to do anything is to make ammo of a material that melts and get a "stuck in body" it, if I remember correctly.
Why you make poisons drinkable?! Poison is better as liquid_misc. You can add milkable to GCS and snakes or add them venom sack from butchering. Or add both. As poison for arrows you also can add corpse poison. Two types of corpse poison. I will translate effects of them soon.
If you make copies of vanilla creatures, why you do this?
Also demon's laboratory can produce corrupting drinks (that transform into "crone", "freak" etc. species).
You not understand. If you make poison (arrow poisons, snake venoms) drinkable, your goblins will drink it and will be poisoned.Why you make poisons drinkable?! Poison is better as liquid_misc. You can add milkable to GCS and snakes or add them venom sack from butchering. Or add both. As poison for arrows you also can add corpse poison. Two types of corpse poison. I will translate effects of them soon.
If you make copies of vanilla creatures, why you do this?
Also demon's laboratory can produce corrupting drinks (that transform into "crone", "freak" etc. species).
I can add snake and spider venom too, but poisons will still be drinkable. I could actually make a "poison " that transforms creatures into the elemental men (blood, blizzard, mud and grimeling). I will probably do this instead of some other abomination transform.
I make copies of creatures so that I can do whatever I want with them without changing vanilla files to keep this mod compatible with everything else.
You not understand. If you make poison (arrow poisons, snake venoms) drinkable, your goblins will drink it and will be poisoned.drinkable poisons have to be micromanaged, but they allow for assassins and targeted poisons/effects. You would have to forbid them after creation and dump them in controlled areas.
For blood and mud men will be better adding secret, that will be learned by all unique demons in world. Because mud men and blood men is weak. So demons will can transform all corpse parts, even sheared troll fur, into blood or mud men.
Whithout changing of vanilla files you will cannot tame wild evil creatures or milk wild giant rats.
This is very bad way. Make "poison" as liquid misc and "poisoned drink" for micromanagement.You not understand. If you make poison (arrow poisons, snake venoms) drinkable, your goblins will drink it and will be poisoned.drinkable poisons have to be micromanaged, but they allow for assassins and targeted poisons/effects. You would have to forbid them after creation and dump them in controlled areas.
For blood and mud men will be better adding secret, that will be learned by all unique demons in world. Because mud men and blood men is weak. So demons will can transform all corpse parts, even sheared troll fur, into blood or mud men.
Whithout changing of vanilla files you will cannot tame wild evil creatures or milk wild giant rats.
Yeah. That is the trade off of not altering vanilla files. I don't think those rare occurrences (finding and milking a giant rat or finding and taming a few evil biome creatures outweighs the compatibility issues). At least for the purposes of this mod.
If you will make good or good with issues mod, I manually compare it with other good mods.
He doesn't want to milk sapient creatures.Why you not make sapient milking plugin for me?
Are you here and work for new version of mod? Because I have some more suggestions.Yeah, but I normally have multiple mods going at once and only have so muc time, so I can't give a release date for any updates. They get done as my time and interest permits.
...I am still thinking about the drugs. I am not sure I will adding any relaxing type of drugs as I have always seen the goblins as a frantic and violent group. I will probably give them drugs that increase movement, combat ability, reduce the need to eat and sleep, etc. They will have have downsides to them though. I could use some venoms for it.
As diseases you also can add nipah virus (from bats), other zoonotic diseases, parasitic worms (not as vermins, only as syndromes). And even, but this may be not in setting, special diseases from Plague Inc - necroa (new, contagious type of zombies), neurax worm (are disease and spread like disease, but also exist vermins who bite your creatures and start this syndrome), Nox Eternis (disease that can rare produce vampires) and disease inspired by simian flue (can transform animals into animal people, for normal sentients is just disease).
For diseases spreading you can make some materials and syndromes that give material emission. Ways of spreading possible to give different forms of disease (lung form, stomac form, skin form, blood form etc).
Diseases will work not only for goblins. Vanilla goblins even have no fevers. But other races playing will be more fun with diseases (dwarves and humans have soap, but elves are fully in FUN).Are you here and work for new version of mod? Because I have some more suggestions.Yeah, but I normally have multiple mods going at once and only have so muc time, so I can't give a release date for any updates. They get done as my time and interest permits....I am still thinking about the drugs. I am not sure I will adding any relaxing type of drugs as I have always seen the goblins as a frantic and violent group. I will probably give them drugs that increase movement, combat ability, reduce the need to eat and sleep, etc. They will have have downsides to them though. I could use some venoms for it.
As diseases you also can add nipah virus (from bats), other zoonotic diseases, parasitic worms (not as vermins, only as syndromes). And even, but this may be not in setting, special diseases from Plague Inc - necroa (new, contagious type of zombies), neurax worm (are disease and spread like disease, but also exist vermins who bite your creatures and start this syndrome), Nox Eternis (disease that can rare produce vampires) and disease inspired by simian flue (can transform animals into animal people, for normal sentients is just disease).
For diseases spreading you can make some materials and syndromes that give material emission. Ways of spreading possible to give different forms of disease (lung form, stomac form, skin form, blood form etc).
I do really like the idea of adding more diseases for the goblins. They have always been a disgusting and vile war torn race of brutal savages from my view of them. I will definitely use some of those ideas and I do like the material emission idea. That would help spread them.
[reserved]Will you make 47.04 version of this mod?
i think thats impossible due to a 47.04 bug that causes other titles in an empire to become defunct in favor if it uses the dark pits structure type. it sucks and i hope its fixed soon[reserved]Will you make 47.04 version of this mod?
It is possible: expedition leader transform into mayor, so you can add positions with no responsibilities, but who only transform into generated ones. Or you can remove generated positions token from entity and add all positions manually.i think thats impossible due to a 47.04 bug that causes other titles in an empire to become defunct in favor if it uses the dark pits structure type. it sucks and i hope its fixed soon[reserved]Will you make 47.04 version of this mod?
no, that's not the issue, it's the existence of the demon (which is caused by the dark fortress bulding type) that overrides whether or not you have generated positionsBut you still can create dummy positions.
yea and i never denied that, they just dont show up. never said you couldn't physically put them in the rawsno, that's not the issue, it's the existence of the demon (which is caused by the dark fortress bulding type) that overrides whether or not you have generated positionsBut you still can create dummy positions.
Expedition leader don't shown up? You will have one if embark.yea and i never denied that, they just dont show up. never said you couldn't physically put them in the rawsno, that's not the issue, it's the existence of the demon (which is caused by the dark fortress bulding type) that overrides whether or not you have generated positionsBut you still can create dummy positions.
i'm talking about entity positions, not site positionsWhy do you think, they not shown up?
i assume it's because of the demoni'm talking about entity positions, not site positionsWhy do you think, they not shown up?
I mean why do you have this opinion. What if they shown up, but you don't see them?i assume it's because of the demoni'm talking about entity positions, not site positionsWhy do you think, they not shown up?
47.04 bug that causes other titles in an empire to become defunct in favor if it uses the dark pits structure type.
I'm surprised it hasn't happened for you yet, but normally Dark Fortress civs with extra noble titles crash the game in worldgen. Try generating a medium size+ world or two with a long history and Goblin Fortress, you should see the error soon.
Yea. I may just change them to CAVE_DETAILED.Will you upload changed version of mod?
Will you upload changed version of mod?
v2.2 released!I think, demonic blessing and curses needs dfhack, except if you add demonish pets that will do things via interactions. But you can add all other planned things, like diseases, poisons and drugs.
I also updated [47.04] Vermin Birds (https://dffd.bay12games.com/file.php?id=14444) and put a link in the mod description:
I highly recommend downloading [47.04] Fishing Expanded (https://dffd.bay12games.com/file.php?id=14533) and [47.04] Vermin Birds (https://dffd.bay12games.com/file.php?id=14444) with this mod. These mods remove wild animals from the wild animal cap that are inaccessible (i.e. swimming and flying) so that bones are easier to obtain.Spoiler: Changelog v2.1 (click to show/hide)Spoiler: Changelog v2.2 (click to show/hide)
I think, demonic blessing and curses needs dfhack, except if you add demonish pets that will do things via interactions. But you can add all other planned things, like diseases, poisons and drugs.
Yeah. If I add blessings and curses it will be through interactions. dfhack will not be added to this mod.
I may be able to add a gas reaction product that infects the worker after 'offering' remains at an altar, but this may not work out. I could also add consumables (that infect on consumption) or even just add really good demonic items (abyssal sword) that are the product of a remains offering.
Just a suggestion based on something i'd planned to do to this modification at some point for my own satisfaction; would you consider upgrading the slave types to make them more distinct and narrative-friendly as to not get confused with other standard races?
Sort of like Elfkin Slave - "A distorted descendant of a protector of nature, indentured for so long they have become a silhouette of their former selves." etc
- Slaves greeting people with sobbing/wailing interactions or something to that effect, nothing more than a cat-headbutt like greeting interaction, and spit in contempt.
- Slightly distorted physiology (three fingers on the hand, extra ears), like a slight shade of hued green skin, some red or yellow eyes etc, mediocre stats.
These kind of changes would make elements of this mod much easier to port without feeling too much like a full package required conversion.
I remembered some work that was done with rekov's elves and tinkered a bit until i got something that maybe works a little better for what i had in mind when using the corpse still.Spoiler (click to show/hide)
Sacrificial blood is a trick that they picked up from Mephs masterwork-mod that im using here, which creates a generic reagent indiscernable from any kind of blood (a sort of O- of a kind) being sourced from a fake creature which in turn with this should open up a lot more doors as to what exactly is going to be done with it. Im still working on the details but i've engineered the fermented corpse drink to be a alternative end-product by mixing blood with regular alcohols (or a intermediary ingredient, i've not made my mind up) to be a lot more mild on the negative inebriation effects once i get around to learning more about interaction code to tone down the numbers.
Has anyone found a way to create bones from corpse pieces?