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Messages - Spiderking50

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2461
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 08, 2012, 04:15:25 pm »
There's one method that i've seen Meph use to create Golems:

Generally the answer should be no, but there is a way... a mighty complicated one.

Say you want microcline golems (hostile) to spawn from/nearby microcline. What you have to do is this:
Make a custom inorganic mat, name it microcline, it looks like microcline and cant be distinguished from it by the player. only the ID in the raws is different.
Make this mat to be rare and have environment_spec:microcline:single_gem:XYZ
Give it a low boiling point
As soon as a miner digs a big area of microcline he might come across one of those stones that boil away. He is then affected by a syndrome.
the syndrome transforms him into an immobile dwarf for a short time (dwarf stunned by shock as he sees a golem merge from the rock, or something similar for lores sake)
He has one bodypart attached by a melting tissue, drops the bodypart that is fit for animaten shortly after
he also has an interaction to animate that bodypart and transform it into a microcline golem
the golem has the likes_fighting and the crazed tag, so it will be hostile
the transformation of the dwarf ends a few ticks later, so that your miner has enough time to run away.


Problems:
Might not always work
You get a clear warning (has transformed into... a dwarf spotting a golem)
You get some preparation time to get your army down there
Your miner will drop all gear and clothing

Besides that, I am quite sure that this is the only way to do it.

Based on that would it be possible to have a reaction at a workshop (Onion) that did that; create an inhaleable mist that transforms a pikmin and drops a body part before changing it back, that revives and transformed into a new pikmin. The reagent would be meat and so you would effectively transform meat into pikmin.

@Thecard: that's (Above) the method you use to avoid the sacrifice.

@abculatter_2: Building the workshop is going to simply require a "[Color] Onion bulb" as the item needed to build it. Red will be available on embark for a hefty sum. That way they can take root, but they can also be moved.

2462
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 07, 2012, 07:46:26 am »
When i said they'd have a reaction upon being picked I was thinking about it haveing a low boiling temp that evaporated once picked, but that wouln't work because it would boil away before they were picked. (What about contact syndrome?)

@ Ieb: The problem is that you can't have a workshop process/reaction that directly creates a vermin, it has to involve a living creature. So it would work if there was a boil stone that causes the pikmin in the workshop to drop a bodypart that transforms into a vermin that transforms into a pikmin after a set amount of time.

The whole onion thing is going to be a good amount of trial and error. To me the best case scenario would have butchered meat be a reagent for the reaction that way the more meat (i.e. the bigger the creature) the more pikmin you get. But i'm thinking that's impossible, so perhaps the onion would have to have a reaction that created a vaporizing stone that released a mist that resurrected body parts then transformed them into pikmin seeds. That would require pikmin to place corpses and body parts around the onion of course, but it would be doable that way. I'm just going to try a couple methods and see what I can get to work out of it.

2463
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 06, 2012, 10:23:01 pm »
There's one method that i've seen Meph use to create Golems:

Generally the answer should be no, but there is a way... a mighty complicated one.

Say you want microcline golems (hostile) to spawn from/nearby microcline. What you have to do is this:
Make a custom inorganic mat, name it microcline, it looks like microcline and cant be distinguished from it by the player. only the ID in the raws is different.
Make this mat to be rare and have environment_spec:microcline:single_gem:XYZ
Give it a low boiling point
As soon as a miner digs a big area of microcline he might come across one of those stones that boil away. He is then affected by a syndrome.
the syndrome transforms him into an immobile dwarf for a short time (dwarf stunned by shock as he sees a golem merge from the rock, or something similar for lores sake)
He has one bodypart attached by a melting tissue, drops the bodypart that is fit for animaten shortly after
he also has an interaction to animate that bodypart and transform it into a microcline golem
the golem has the likes_fighting and the crazed tag, so it will be hostile
the transformation of the dwarf ends a few ticks later, so that your miner has enough time to run away.


Problems:
Might not always work
You get a clear warning (has transformed into... a dwarf spotting a golem)
You get some preparation time to get your army down there
Your miner will drop all gear and clothing

Besides that, I am quite sure that this is the only way to do it.

Based on that would it be possible to have a reaction at a workshop (Onion) that did that; create an inhaleable mist that transforms a pikmin and drops a body part before changing it back, that revives and transformed into a new pikmin. The reagent would be meat and so you would effectively transform meat into pikmin.

2464
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 06, 2012, 09:46:47 pm »
Nope to what Putnam?

2465
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 06, 2012, 07:35:07 pm »
I'm pretty sure they can't be born as an object that can be carried to an onion, and they can't be egg layers because that doesn't work right in fort mode. However by taking meat to an onion it can create a seed that can be planted, which i then believe can have a reaction for when it's picked (I think).

2466
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 06, 2012, 06:05:54 pm »
You can't bundle multiple creatures into one civilizations, so they have to be castes. I'm having multiple onions (i.e. a red blue and yellow onion with the flowers that change pikmin into purple or white also being workshops [THAT IS if i take that route and not the onion as a caste route).

Are you sure fireimmune can't be used on castes? I haven't tested for that specifically, I was going to test it when i got the fiery blowhog in...

2467
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 06, 2012, 05:57:58 pm »
Status update:

1)The pikmin with all castes except bulbmin (And if i decided Olimin) are completed. Red are fire immune, blue have the amphibious tag, yellow will be receiving something at a later date (No electricity soooo idk), purple have increased size and strength, white have decreased size and increased agility and I was thinking about giving them natural digging ability, but I'm not sure if that works on intelligent civilized creatures. Right now they're a little OP as they can do organ damage to bulborbs seven times their size, but that will be balanced out.

2) Several bulborbs are done. I have all of the dwarf bulborbs and two of the large kind done.

What I'm Doing Next:

1) I'm going to finish up a couple more bulborbs and then do either cannon beetles or the fiery blowhog.

2) Work out the whole Onion situation so its a female caste that has several interactions that create different types of pikmin seeds based upon what you bring it. I'm not sure how well it would work and I'm starting to drift more towards the workshop idea (That way you could bring it the parts of a bulbmin (Wild separate creature) and it will create a bulbmin seed that you could plant and that would transform into a bulbmin upon being picked. It would also allow you the create populations of each pikmin however you wanted because if it were a caste it would spit out random pikmin.)

What do you all think on the issue of Onion workshop VS Onion caste?

3) Get interaction for pikmin seeds set up so that when theyre picked they instantly transform into a pikmin (Fuzzy on how to do this, but i'll cross that troll bridge when I get to it)

4) Adding in Pikmin fauna (Pellet posies will be a crop)

5) Adding in spray interactions that use nectar and ultra sprays as reagents

2468
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 05, 2012, 11:01:19 pm »
In the current situation I'm having Pikmin be the only civilization, but i plan on creating a civilization of evil pikmin (mushmin) based upon a boss that is encountered in the first pikmin game. I may also have Hocotatians be a friendly trading civilization. Also as of now I am having bulbmin be a caste of pikmin that can only be gotten by a special reaction. It's going to take some working, but i want to make them available as citizens, but not appear directly. All creatures listed there will be included.

2469
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 05, 2012, 10:25:01 pm »
I was planning on including Hoccotate (I can never remember how to spell it and am to lazy to look it up right now) employs as a sterile caste of pikmin with a high level of social ability and agility with little strength (seeing as they can't lift things in game) that would be perfect for positions as nobles.

I have decided to remove EVERYTHING vanilla and start from scratch using the pikmin bestiary. I haven't decided on size yet, but I'm thinking that since everything will be relative to the other creatures in the mod that it won't matter to much unless you're combining mods, and even if you are it will make for some seriously fun gaming.


2470
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 10:27:52 pm »
I understand that they aren't easy, thanks Jellycat. Ill go for replacing the fat and muscle tissue with plant template and go from there. Actually I have an idea, i'll springboard off the plumphelmet man raws.

2471
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 10:17:27 pm »
They could yes, but planty is not the easiest thing to mod...

2472
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 10:03:05 pm »
@ Everyone: What do you all think that pikmin should be composed of? Because they seem to be plant animal hybrids, there are a lot of different routes that could be taken. I was thinking about making them have no blood (as they don't bleed in the game, even when there smashed to death), but still have some degree of a skeletal structure.

2473
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 09:54:50 pm »
Putnam have I mentioned your a genius? I think I'll make Red, Yellow and Blue male and then White and Purple female and give them an interaction that keeps them from pollinating each others flowers, so to say. There is going to be a lot of trial and error with this one...

2474
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 09:44:11 pm »
Perfect, ok I understand what you mean now. Would Pikmin have to have gender as well in order to actually spawn in the world or will they be able to have a base civilization without being able to reproduce on their own?

2475
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 09:36:20 pm »
To be honest, I have no idea how i would go about doing this. So the onion wouln't be the citizen it would be the pikmin that is. And how would you have it spawn seeds? And then how do you meake the seeds change? The new(ish) interaction system is still quite foreign to me, sorry.

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