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Dwarf Fortress => DF Modding => Topic started by: Malecus on July 18, 2012, 01:46:52 am

Title: Fun Mod - Graveforge
Post by: Malecus on July 18, 2012, 01:46:52 am
This is just a small thing, but I had fun making it and testing it out, so I thought I'd share it with anyone who might want to add a bit of oddness to their fort.  Recommendations and additions are always welcome.  Create white blocks of bone!  Purple blocks of guts!  Green blocks of turtle and mussel shells!  Crimson blocks of muscle!  Imagine them twitching and squirming when you build a wall in a reanimating biome!

"The dwarven Graveforge is the Hallmark of the forbidden fortress of Hellbound.  Founded on arctic terrain most foul and continually attacked by perpetually reanimating corpses, the dark dwarves decided to turn their problem into a solution.  Ignoring standard dwarven taboos they turned the dead -- both their enemies and their fallen comrades -- into a building resource.  By the time goblins decided to siege, they found themselves barred by walls of flesh and bone.  Now more than ever, every greenskin to fall from axe, trap, or arrow only made the dwarves of Hellbound even stronger!"

The Building
Spoiler (click to show/hide)

The Reactions
Spoiler (click to show/hide)

Add the following to the dwarves in entity_default
Spoiler (click to show/hide)

Edited on 120720: Added weapon-making reaction and gave block-making reactions the BUTCHER skill relevancy.
Edited on 120727: Removed bone-to-block reaction, as it was effectively a duplicate of the body-to-block reaction.
Title: Re: Fun Mod - Graveforge
Post by: Replica on July 18, 2012, 02:08:02 am
That is wicked, I am totally saving that.
Almost as cool as the hy-five-hydra.
Title: Re: Fun Mod - Graveforge
Post by: Malecus on July 19, 2012, 08:17:03 pm
Thanks!  I'm still working on a little bit more for it; I'd like to find a way to create a random weapon from a corpse.  I have no pretence about any strong combat value attached to it, but turning a dwarf's skeleton into an axe or mace, then studding/spiking/ringing it with metals and putting it in a display case sounds so very dorfy to me (much better way of remembering them than a slab or continually disturbed coffin).

I'd also like to add a skill to the reactions so they take time, but I'm undecided on which skill to use.  Butchery and Cooking seem like fell but easily understandable skills, but Bone Setting might also work.  Or I could add a mechanism to the building requirements and use the Pressing skill.
Title: Re: Fun Mod - Graveforge
Post by: Malecus on July 19, 2012, 08:18:17 pm
Edit: Bah; double-post error.
Title: Re: Fun Mod - Graveforge
Post by: Crazy Cow on July 19, 2012, 10:12:15 pm
Thanks!  I'm still working on a little bit more for it; I'd like to find a way to create a random weapon from a corpse.  I have no pretence about any strong combat value attached to it, but turning a dwarf's skeleton into an axe or mace, then studding/spiking/ringing it with metals and putting it in a display case sounds so very dorfy to me (much better way of remembering them than a slab or continually disturbed coffin).

I'd also like to add a skill to the reactions so they take time, but I'm undecided on which skill to use.  Butchery and Cooking seem like fell but easily understandable skills, but Bone Setting might also work.  Or I could add a mechanism to the building requirements and use the Pressing skill.

Butchery is my opinion. In other news, it's easy to make random weapons.
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] /should/ give you a random weapon; my source is S.L.A.D.E. from several versions ago, so take it with a grain of salt.
Title: Re: Fun Mod - Graveforge
Post by: Hugo_The_Dwarf on July 19, 2012, 10:24:00 pm
It should work for random weapons
Title: Re: Fun Mod - Graveforge
Post by: Replica on July 19, 2012, 10:58:06 pm
Masterwork mod has plenty of reactions that have a chance of generating extras if you need more raws for reference.
Title: Re: Fun Mod - Graveforge
Post by: Hugo_The_Dwarf on July 19, 2012, 11:01:43 pm
Masterwork mod has plenty of reactions that have a chance of generating extras if you need more raws for reference.
As do a good deal of Major Mods  ;)
Title: Re: Fun Mod - Graveforge
Post by: Replica on July 19, 2012, 11:20:27 pm
Masterwork mod has plenty of reactions that have a chance of generating extras if you need more raws for reference.
As do a good deal of Major Mods  ;)
Masterwork has workshop reactions that cause DEATH...
Thought he'd be interested...
Title: Re: Fun Mod - Graveforge
Post by: Hugo_The_Dwarf on July 20, 2012, 12:07:52 pm
Death to the worker not the enemy

Also anyone that knows how to make a boiling stone with an inhaled syndrome can do that.

Less of course he wants bad things to happen to those that work the Grave Forge.

Reactions are pretty straight forward >.>

EDIT:
@OP
btw great concept :P I've been meaning to get around to a corpse burner.
Title: Re: Fun Mod - Graveforge
Post by: Malecus on July 21, 2012, 12:03:30 am
Thank you!  I've never been too big on the standard crematorium's corpse-to-ash process, so I went my own route.

The weapon-making reaction works!  The weapons seem to generate only amongst the dwarven standard, so that's a nice perk (although a whip made from nerves would be wicked awesome...).  The resulting weapons also act as a reagent for repeated reactions (I'm using [REAGENT:A:1:CORPSE:NONE:NONE:NONE][ANY_BONE_MATERIAL]), and I'm not sure how I feel about that even though I'm adding it to the first post.  One the one hand, I guess it's like rearranging the bones around into different shapes, like some sort of grim Swiss army knife.  On the other hand, it feels like a bit of a cheat.  Oh, and all the weapons weigh less than an Urist each, so they're near-completely ornamental and likely an ironic life-saver when a skull-mace is given to the Hammerer (especially if it was made from a previous dwarf he beat to death).

And thanks for the tip towards Masterwork; I've opened it up and will be dissecting it tonight.  I'm so happy all the reactions are partitioned into use groups; good code notation wins the day again!
Title: Re: Fun Mod - Graveforge
Post by: IndigoFenix on July 24, 2012, 11:45:27 pm
From what I understand, using CORPSE as a reagent is bugged doesn't do anything; it's the same as NONE and the game's just looking at the ANY_BONE_MATERIAL tag.  So anything made of bone will be valid.

Try using USE_BODY_COMPONENT - not sure if it'll work but I think that it'll only take actual corpses and bodyparts.
Title: Re: Fun Mod - Graveforge
Post by: Hugo_The_Dwarf on July 24, 2012, 11:50:24 pm
Acually CORPSE and CORPSEPIECE I think work in reagents, just not Products

Altho I could be wrong, and Quietust will be here to say so lol

But USE_BODY_COMPONET *should* work. Not too sure. (at least for limbs and stuff I think)
Title: Re: Fun Mod - Graveforge
Post by: GreatWyrmGold on July 25, 2012, 11:46:32 am
Here's something to consider: Currently, stack sizes don't matter. If I were making a bone block reaction, I'd have instead made it take a custom ammo type, which dwarves are allowed to make, and turned IT into blocks.
Here's how it would work: A dwarf makes 5 "block bits" or whatever from a single bone in the Craftsdwarf workshop, then takes them to the Graveforge. The bone blocks reaction takes, say, 10 block bits (two bones' worth) and makes one bone block from it. Roundabout, but dragons make more blocks than cats and skulls won't get blockified.
Title: Re: Fun Mod - Graveforge
Post by: Hugo_The_Dwarf on July 25, 2012, 06:56:45 pm
acually any CORPSEPIECE item like bones/hoof/horn/skin don't respect stacks or ratios.
Title: Re: Fun Mod - Graveforge
Post by: Malecus on July 27, 2012, 07:03:57 am
Conservation of mass is one of the more difficult things I've tried and failed to keep while making this.  I have no idea how a single turtle shell becomes a block large enough to fill a doorway.  In the end, I chalked it all up to averaging; you lose mass when making blocks from large creature bits, but gain mass when turning chinchilla brains into a block.  Now if I could only find some way to forbid hair from being used (guts and muscle blocks are just fine for me, but hair blocks creep me out for some reason; maybe if they were the by-product of a dwarven shower drain...)

But I've been doing some testing with the weapons, and while they count as a corpse for future bone-to-weapon reactions, it seems that necromancers cannot or will not reanimate them.  So if your dwarves are foolish enough to attack one with a bone battleaxe, they can fight without fear of being suddenly unarmed and forced to fight they very weapon they so recently used.  Which I guess is kind of a shame, because I imagine such a scene and find it very amusing.
Title: Re: Fun Mod - Graveforge
Post by: Mr S on July 27, 2012, 07:23:52 am
Reminds me of when Necro's first came out.  In the Adventure section someone noted that assaulting a Tower with a backpack full of trophy heads is a VERY BAD idea.  I lol'd quite a bit.
Title: Re: Fun Mod - Graveforge
Post by: Valikdu on July 27, 2012, 06:40:39 pm
I just had to include this into my version of the ponymod because this is so damn cool. No brakes on the grimdark train!
Title: Re: Fun Mod - Graveforge
Post by: Wrex on July 27, 2012, 07:04:39 pm
So, how useful are these bone weapons?
Title: Re: Fun Mod - Graveforge
Post by: Malecus on July 28, 2012, 01:18:23 am
Valikdu: Have fun making walls of bone and floors of organs; don't forget to post any strange reaction combinations you come across!

Wrex: The weapons may as well be made of foam and have the word 'Nerf' imprinted on them.  The weapon-creating reaction lacks any tags that force an edge on the product, so the edged weapons are quite dull.  Meanwhile, the incredibly light density of bone prevents blunt weapons from accruing any real momentum.  They'd make great training weapons for conventional practice, danger rooms, or tormenting naked goblins in an arena; and as I've posted before, a Hammerer with a bone weapon is effectively punishing dwarves with a feather pillow.
Title: Re: Fun Mod - Graveforge
Post by: Wrex on July 28, 2012, 02:07:50 am
Hrm. is there any way to change that? Bone blades from the wanderer mod are quite useful. Perhaps you could awipe some of their coding?
Title: Re: Fun Mod - Graveforge
Post by: Valikdu on July 28, 2012, 06:21:20 am
Quote
Wrex
Shepard.

Quote
Hrm. is there any way to change that? Bone blades from the wanderer mod are quite useful. Perhaps you could awipe some of their coding?
For that, you'd have to create new creatures that would have a different material template for bone, which would have better weapon-properties like shear yield, maxedge and density. Or edit the existing material template.