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Messages - Tentacle Demon

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1
Utilities and 3rd Party Applications / Re: Sapient milking plugin (request)
« on: November 21, 2019, 02:56:07 pm »
Or script and reaction code for milking sapient creature. Or script and reaction that only can be made by milkable sapient and give her milk as product.
I think, script and reaction for milking sentient creatures is good idea. So, I double this suggestion.

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 21, 2019, 02:52:16 pm »
If creature has CAN_SPEAK, but lack CAN_LEARN, they're body parts will be dead_dwarf? If add to entity ITEM_TOOL as weapon type, will they use this tool as weapon?

3
DF Suggestions / Re: Non-dwarven strange moods
« on: November 20, 2019, 06:08:25 pm »
I think, STRANGE_MOODS may be added to other creatures who make that things in myths, like cyclops and trolls. This also need to solve bug, when megabeast or pet not make artifacts in worldgen.

The problem is those creatures do not present have an entity from which to decide which items to make.   :)
Do they need their entity to tell them what items to make? I know that dwarves can make artifacts of types they can't make normal items, but I don't know if they're weighted towards things they can already make.
Trolls are part of goblins entity, so they will make items of goblin civ. When cyclops may be modded to lead some civs by POWER token, as example, or be heroes like animal people.

4
DF Modding / Re: What's going on in your modding?
« on: November 19, 2019, 12:41:44 pm »
Realized it'd be more sensible to strip mine my old mod instead of streamlining it.

This time clear and organized instead of wild electrical wire sprawl. The raws should be intelligible. Started from the core with woodworking (bowyering/carpentry) and wearables (clothier/leatherworker), and now working outward.

For an adventure mod crafting mod, I think the easily achievable ideal/constraint is a single, clean main-menu page, with most reaction topic submenu pages at 1 (unlikely for some reactions). Topic submenus should be intuitive and self-contained requiring no travel to other topics.


The experiment involving intermediate stage products has reached its end. For adventure mode, you can't have crafting granularity without  tedium. For example, before feather = fletching, branch = shaft, raw material = missile head, then combine to make missile. Those 4 dreadful steps I've compressed into 1. Feather + branch + (say) stone = 12 stone arrows/bolts.

We'll see how it goes.
Now your mod is better.

5
DF Suggestions / Re: Non-dwarven strange moods
« on: November 19, 2019, 07:02:50 am »
I talk about normal trolls, who with grey fur and work for goblins. Also demonic masters might create not only new creatures and special slabs, but also normal artifacts (probable, even more than one per life).
Oh, I see. You lumped them in with Cyclops in your opening post, so I didn't think of regular trolls. Well, easily modded in. Are you absolutely sure they're not producing in worldgen? How many worlds did you test? Very few troll histfigs are produced during worldgen compared with civilized races, mostly ones who take part in battles and get killed. So the chances of getting a world with a troll artifact is pretty low.
But this is possible? If I add to trolls ability to become heroes, they will have more strange moods?
No idea. If you make a troll civ (or make them one caste of a civ), then yeah, with Strange Moods they'll create artifacts. But as a semi-intelligent goblin pet? Don't think anyone's ever tested that.

It works in play during fortress mode, right?
In fortress mode they and gremlins make artifacts. When I make gremlin civ, gremlins make artifacts in worldgen.

6
Why this not work?
Code: [Select]
[INTERACTION:EATCORPSEETIC]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_FORBIDDEN_CLASS:POISONOUS]
[IT_REQUIRES:CAN_LEARN]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[CE_SPEED_CHANGE:SPEED_PERC:0:START:0]
[CE_ADD_TAG:HAS_BLOOD:START:0]
[CE_PARALYSIS:SEV:10000:PROB:100:START:0]
[CE_BLEEDING:SEV:10000:PROB:100:START:0]
[CE_PAIN:SEV:10000:PROB:100:START:0]
[CE_REMOVE_TAG:CAN_LEARN:SLOW_LEARNER:NOPAIN:NOBREATHE:PARALYZEIMMUNE:START:0]

7
DF Suggestions / Re: Non-dwarven strange moods
« on: November 18, 2019, 11:28:46 pm »
I talk about normal trolls, who with grey fur and work for goblins. Also demonic masters might create not only new creatures and special slabs, but also normal artifacts (probable, even more than one per life).
Oh, I see. You lumped them in with Cyclops in your opening post, so I didn't think of regular trolls. Well, easily modded in. Are you absolutely sure they're not producing in worldgen? How many worlds did you test? Very few troll histfigs are produced during worldgen compared with civilized races, mostly ones who take part in battles and get killed. So the chances of getting a world with a troll artifact is pretty low.
But this is possible? If I add to trolls ability to become heroes, they will have more strange moods?

8
DF Suggestions / Re: Non-dwarven strange moods
« on: November 18, 2019, 07:27:36 pm »
I talk about normal trolls, who with grey fur and work for goblins. Also demonic masters might create not only new creatures and special slabs, but also normal artifacts (probable, even more than one per life).

9
DF Suggestions / Re: Non-dwarven strange moods
« on: November 18, 2019, 10:25:51 am »
You can feel free to mod it in yourself, though strange moods will be generalized by the mythgen cycle.
Mythgen = big wait. Some additions must be done before mythgen.
You can mod them in, and that is sufficient for now. This game is in alpha, so there doesn't seem to be much point for the only programmer to add in all these strange moods if he'll be removing them and replacing them with something else in the next devcycle..? Especially since you the user can mod it in?
When I mod it, trolls have no strange moods in worldgen, only in fortress mode.

10
DF Suggestions / Re: Non-dwarven strange moods
« on: November 18, 2019, 09:15:57 am »
You can feel free to mod it in yourself, though strange moods will be generalized by the mythgen cycle.
Mythgen = big wait. Some additions must be done before mythgen.

11
DF Suggestions / Non-dwarven strange moods
« on: November 18, 2019, 08:37:55 am »
I think, STRANGE_MOODS may be added to other creatures who make that things in myths, like cyclops and trolls. This also need to solve bug, when megabeast or pet not make artifacts in worldgen.

12
DF Suggestions / Re: Boats with sample raws
« on: November 17, 2019, 04:18:26 pm »
I think, boats will be better as equipment creatures like wagons. Aquatic type of wagons.

13
How make syndrome that immediately kill a creature? This also must work with zombies.

The easiest way to kill something with a syndrome is paralysis to the lungs. If you add [CE_REMOVE_TAG:NOBREATHE] it might effect zombies but not probably not zombie body parts. You could also try to kill it by extreme pain, but once again you will have to remove the NOPAIN tag.
I want solve dead_dwarf bug in very strange way. Elf/goblin can do interaction that animate parts of sentient body, remove by syndrome CAN_LEARN and SLOW_LEARNER and immediately kill that parts back. So corpses and their parts become edible.

14
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: November 17, 2019, 07:43:03 am »
Exist any way to tranfrorm tamed/dead vermin into creature vermin?

15
DF Suggestions / Re: Priests destroy the undead with pseudo magical prayer
« on: November 17, 2019, 07:37:09 am »
I think, killing undead by good priest sounds not good-ish and not original. Better will be resurrecting undead into living creature.

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