* Putnam presides over topic like a hawk, waiting to strike should a question be asked.
Oh...oh god. I don't even know how to quantify how I feel about this sort of mod.Spoiler: So I'll let this image speak for me. (click to show/hide)
Have you considered having facehuggers arrive, infect people (turning then into chestbursters, then xenomorphs) instead of just having xenomorphs show up?
* Putnam presides over topic like a hawk, waiting to strike should a question be asked.
PREPARE YOUR ANUS. Here goes:
With Metroids, there's the thing with them splitting into two after they're fed enough to reach adulthood*. I've heard stuff like that is possible by dismembering a limb somehow and raising it like Necromancers do or something? How's that work?
*Speaking of, i've got an idea for how that could work. If i give them an attack interaction similar to what Werebeasts have in vanilla, would it be possible to make the attached syndrome affect them instead of the victim? If so, it will allow them to become adults a short time after draining someone.
And speaking of sucking blood, i'm trying to figure out a way to use seperate castes with certain Vampire tags to represent Syndicate agents in the team (i'll have seperate generic agents that steal equipment and such, i'm talking about agents in the team itself like in SS13). Is there any way to make them sneak around and kill people sans the bloodsucking part? Or will i have to put up with my Syndies exsanguinating the populace?
I've got more, but i can't remember them off the top of my head right now.
* Putnam presides over topic like a hawk, waiting to strike should a question be asked.
PREPARE YOUR ANUS. Here goes:
With Metroids, there's the thing with them splitting into two after they're fed enough to reach adulthood*. I've heard stuff like that is possible by dismembering a limb somehow and raising it like Necromancers do or something? How's that work?
*Speaking of, i've got an idea for how that could work. If i give them an attack interaction similar to what Werebeasts have in vanilla, would it be possible to make the attached syndrome affect them instead of the victim? If so, it will allow them to become adults a short time after draining someone.
And speaking of sucking blood, i'm trying to figure out a way to use seperate castes with certain Vampire tags to represent Syndicate agents in the team (i'll have seperate generic agents that steal equipment and such, i'm talking about agents in the team itself like in SS13). Is there any way to make them sneak around and kill people sans the bloodsucking part? Or will i have to put up with my Syndies exsanguinating the populace?
I've got more, but i can't remember them off the top of my head right now.
1. Like that. They need to transform into a creature that has 3 parts: a grasp part, a part that connects the grasp part to the upper body, and an upper body. The connector part needs to boil. You can then animate the grasp part, then transform it.
2. It would be better if you used a tennis interaction--the metroid gives an enemy the ability to use the interaction that transforms the metroid and lets the metroid revive its clone.
1. Yes.
2. Interaction modding of this kind is always roundabout because we don't have enough usage hints and counter triggers for all the things we need to do. Just giving the metroid the interaction will make it either use it as soon as it's available or never.
Oh boy, here we go.It's a longsword withSpoiler (click to show/hide)whiplikelightsaber qualities.
So.. it's pretty much a lightsaber, probably shouldn't be easily created, like needing plasma refined into whateverdahell with some uncommon or expensive ore.
Or make them obtainable only from SYNDICATE ATTACK SQUADS. :)
Hey, just to be clear, there WILL be vampire-like changelings, right?
Shouldn't it be called a turquoise tide though? Since that's the colour of peasants.
Shouldn't it be called a turquoise tide though? Since that's the colour of peasants.
Best I could do was teal.
Will there be gibbers forcorpse disposalmeat processing?
SPECIALATTACK_INTERACTION
When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.
The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.If you still want to emulate the antics of SS13 in space, you can always build floating fortresses. Shutting off [CAVE-INS] generally will help out with this; or at least having some sort of anchor to retain cave-ins.
Yeah but still, that has its own issues and quirks that i wouldn't be able to fix. I'd rather have it all on the ground proper.
For other items of interest that can contribute to the mod, I think the Wasteland/Fallout mod should have some items here and there that you can apply/base off of; like the cement factory and arc reactors.
I'll look into it.
Always an interesting thing to implement, if possible, is to be able to collect blood, and produce clonexadone to produce synth-meat. Of course, synth-meat, due to how broken it could become, should have a risk of poisoning due to not being entirely natural; especially in raw form. However, if in an evil biome, I don't know if synth-meat should have a chance of "awakening" or not.
I know it's possible to buy barrels of blood, not sure how to collect it manually. Is it even possible to use liquids in reactions?
In addition, hordes of Synthmeat attacking the fort from within would be awesome.
As to not render chemistry stations and the like from being horribly broken, what can help is collecting the necessary raw materials the ingredients would come from, and use material processors to break them down, and a centrifuge or something of the sort to finalize the processing of the material. Naturally, beakers, vials (and chem-safe barrels), and such will need to be be produced to contain them.
I am going to try getting Chemistry in in some form.
Using syndromes, all kinds of grenades can be used/produced with the various properties they can be given, when produced right. Even my personal favorite, Peyote-nades (space drugs in gas grenade form + whatever else I feel like including in them, like polytrinic acid, for example), can be produced and used.
Grenades are out, since there's no real way to make people actually use them. Syringe guns, on the other hand, should be pretty possible.
Thanks to the customizability of DF and raws, I think we can make more varied chemistry reactions, and ways to make use of them. Explosive thermite boulders anyone?
Thermite doesn't explode that much, rather it just burns hot as hell. :P
EDIT:
For alternative building materials (and a way to spend some excess chemical resources), you can always combine a chem-station to produce sodium chloride, and use a synthesizer which takes that product, and use it to produce rock salt boulders/(blocks from mason workshops) as a cheap 'n' easy building/crafting material; alternative to green glass and cement.
Ehhh. This is 2557 we're talking about, i doubt they're still using cement, and building stuff out of salt is just silly :P.
If possible, within the limits of the technology of SS13, and some coding in DF, you can always build a well over a saltwater source, and have sodium-chloride as a byproduct of desalination plants (as a workshop; not the screw pump method). Produces clean drinkable water, and cheap building materials (along with chem-station ingredients; especially when separated through a centrifuge/chem-processor into Chlorine and Sodium separately for other uses in a chem-station.) when processed in a material synthesizer. Should make beach and island embarks a bit simpler to take on without needing to breach an aquifer.
Only way that'd work is if you roleplay that the plant's desalinating anything, and only use it next to wells over saltwater. It's impossible to make workshop require it be built over or near water.
Naturally, to make an effective desalination/water purification plant (to clean murky and blood/vomit/toxic water as well), I would advise you bring at least a block/bar of activated carbon or few to produce a proper desalination plant. Of course, to produce activated carbon, you'll need a forge of sorts to process raw carbon into activated carbon. Besides desalination/purification plants, activated carbon can also be used for cleaning materials, and air scrubbers to remove miasma for areas where they tend to come up often. Dwarves/crew members that stop around air scrubbers/purifiers get a happy thought from "tasting delicious freon" or "smelled clean air".
A working air scrubber is outright impossible. Water purification may be possible, but i'm not sure how to work it without requiring the workshop be deconstructed every time you need to clean the water. I guess you could say it's just a container that you fill up with some "cleaning agent" (that's just water, for game mechanics purposes), then deconstruct to let it loose. But if that works, that has the risk of washing the dude who deconstructed it into the water as well. Maybe some roundabout way using supports to hold the container in the air, and then pulling a lever to destroy the support, caving in the building (and floors it was on, so you'd have to keep everyone away) so the cleaning agent splashes into the water without putting anyone at risk. But even that sounds kinda screwy, since i don't even know if the "water" it contains will even count as actual water.
REFERENCES:
https://en.wikipedia.org/wiki/Activated_carbon (amazing stuff with plenty of SS13-DF potential; even compressed into building blocks (which material grinders can grind back into a powder (speed up transporting it from one part of the fort to another, sparing sand bags in the process); with other materials as well), would make an interesting looking building or craft/statue to show off.)
I'll look into it.