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Author Topic: Plump Helmet Man Overgrowth  (Read 11620 times)

IndigoFenix

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Plump Helmet Man Overgrowth
« on: October 25, 2013, 09:07:09 am »

This mod adds Plump Helmet Men as domestic pets for dwarves. The new-and-improved Plump Helmet Men are trainable vermin hunters, and most importantly, they are delicious! They can be slaughtered and eaten, and their 'meat' can be brewed into valuable and delicious Plump Helmet Man wine.

But beware...Plump Helmet Men are smart and resentful. If you let them outnumber you, they may turn the tables on your dwarves, picking fights with stragglers, murdering dwarves in their sleep, even passive-aggressively rotting with the intention of driving your dwarves insane. Can you keep these mushrooms under control, or will you succumb to the Overgrowth?

To install, simply place the three files into your raw folder. Plump Helmet Man Overgrowth is designed as an addition to Vanilla DF, but should work alongside any normal mod.


No, I do not have an obsession with mushrooms.

Button

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Re: Plump Helmet Man Overgrowth: The Uprising
« Reply #1 on: October 25, 2013, 09:13:08 am »

Matango.
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Sort of back maybe?

BAMM! lets you switch up your graphics without destroying your mods. Currently in v0.1: The Graphicsenating.

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Putnam

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Re: Plump Helmet Man Overgrowth: The Uprising
« Reply #2 on: October 25, 2013, 03:46:43 pm »

how the fuck?

in a good way, mind

Meph

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Re: Plump Helmet Man Overgrowth: The Uprising
« Reply #3 on: October 25, 2013, 05:55:48 pm »

I looked at the raws, couldnt see anything that doesnt check out. Very sweet, I love your work. Both the "mod for modders" and the effects you put into the Super-Mario total conversion. I'll definetly see how the plump helmet men handle in fort mode. :)
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IndigoFenix

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Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
« Reply #4 on: October 27, 2013, 06:42:57 pm »

Updated!  I've patched up the bugs, they seem to work more-or-less as intended now.

They've also been made trainable for hunting and war (if you really want to deal with these guys trained, that is), and are vermin hunters by default.

PHM behavior facts (don't read if you want to be surprised):
Spoiler (click to show/hide)

Godlysockpuppet

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Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
« Reply #5 on: October 28, 2013, 07:19:30 am »

Oh Armok, the horror! :o
Never before has dwarf kind faced duch a deadly foe, from the elephants of Boarmurdered to the cult of the carp god!
Much fun is to be had :)
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Baffler

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Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
« Reply #6 on: November 05, 2013, 08:20:22 pm »

Is the loyalty cascade effect intentional? Either way, will definitely try this out.

Edit: Just lost my fort to them. First off I made the now obvious mistake of embarking with more Plump Helmet men than Dwarves (5 males, 10 females, one of each wartrained. I just copied my usual setup for dogs). I didn't realize the implications of what I had done at first, and calmly started mining some exposed nickel. Everything was going well for almost all of spring and I had a pretty decent mine going, as well as the beginnings of some above-ground structures. Eventually, 5 of my 7 Dwarves went into the mine to haul the garnierite out and the Plump Helmet men rebelled almost simultaneously, I assume it's because there were a lot more of them than dwarves around the wagon. They quickly formed a swarm and started chasing my Dwarves. The planter hid in one of the buildings on the surface and the expedition leader ran for the hills, but the rest were trapped in the mines.

It was a horror story from there. They ran down, cornered, and swarmed the engraver and the woodcutter in the upper floor, leaving only the two miners and the carpenter. The woodcutter did a number on one or two of them, but nothing too serious, only some shallow gashes and bruises. I had more hope for the miners, and drafted them to see if they could stop the Plump Helmet Men while the carpenter escaped to the deeper reaches of the mine. The miners were no slouches, but they only killed one or two, there were just too many. The carpenter didn't last much longer than they did. I abandoned shortly after.

You've done some good work here, sir. I haven't had such good ‼FUN‼ from within since my first encounter with Masterwork's bloodbeasts.
« Last Edit: November 05, 2013, 09:13:44 pm by Baffler »
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Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
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Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Meph

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Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
« Reply #7 on: November 05, 2013, 09:36:58 pm »

Quote
I haven't had such good ‼FUN‼ from within since my first encounter with Masterwork's bloodbeasts.
You'll probably be glad to hear that IndigoFenix allowed me to use them in the next update of MasterworkDF. :)
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Meph

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Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
« Reply #8 on: November 15, 2013, 11:40:25 am »

Added to my dev-version. Next release will have your glorious rebellions. :)

I did use
Code: [Select]
[CREATURE_GRAPHICS:PLUMP_HELMET_MAN_PHM]
[DEFAULT:MAGNUT_NU:3:7:AS_IS:DEFAULT]
[CHILD:MAGNUT_NU:4:7:AS_IS:DEFAULT]
in graphics_magnut_next_underground.txt, to give them a creature sprite, same as the original plump helmet men. These graphics were included in the Phoebus set. Just in case you want to add sprites.
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IndigoFenix

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Re: Plump Helmet Man Overgrowth 0.02: Eat or Be Eaten?
« Reply #9 on: November 16, 2013, 12:51:17 pm »

Excellent.  Since it's harder to grow food in Masterwork, they might be more welcome there as well.

IndigoFenix

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Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
« Reply #10 on: December 05, 2013, 08:07:51 pm »

Updated!

The Plump Helmets have got a new trick: Why murder when you can convert?

Plump Helmet Men considering rebellion may sneak up on your dwarves when they are sleeping and implant spores in their brains, converting them into sleeper agents called Spore Thralls, who will behave just like regular dwarves, except that they are secretly on the side of the Plump Helmets and will turn against your non-converted dwarves during a rebellion.  Spore Thralls are tough to identify - the only obvious signs are their lack of emotion (they are always 'quite content'), and the fact that they do not bleed when they are wounded.

You can, if you so choose, convert all of your dwarves to Spore Thralls and continue playing on the side of the 'shrooms.  You won't have to worry about tantrums anymore - although this will naturally create difficulties when migrants or traders show up, and you won't be able to keep most pets without your dwarves turning on them.

Meph

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Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
« Reply #11 on: December 07, 2013, 04:02:41 am »

God damn it, I wanted to write something like this ^^ There is this southamerican fungi that controls ants... I wanted to add this together with a shroomery workshop.

How did you manage that they are allies when a rebellion starts? (shroom thralls probably shouldnt get trances I think, to fit the noemotion part)
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Repseki

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Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
« Reply #12 on: December 07, 2013, 07:13:53 am »

If you wanted to be really cruel you could try to have the Spore Thralls release "spores" when they are killed, giving a chance to infect any dwarves in the immediate area.
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IndigoFenix

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Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
« Reply #13 on: December 07, 2013, 11:58:59 am »

God damn it, I wanted to write something like this ^^ There is this southamerican fungi that controls ants... I wanted to add this together with a shroomery workshop.

How did you manage that they are allies when a rebellion starts? (shroom thralls probably shouldnt get trances I think, to fit the noemotion part)

I changed it around a bit, now they use OPPOSED_TO_LIFE and NOT_LIVING to control their rebellions instead of CRAZED.  This also means that they shouldn't attack each other by accident anymore.  They (as well as the thralls) will also be ignored by neutral zombies, and I'm not sure how non-living pets such as living weapons and golems will react to them (I have noticed that they seem to be counted as invaders during a rebellion with regards to claiming doors... this should make them even more fun).

My testing hasn't been 100% extensive, but it seems that unlike berserkers, dwarves who are OPPOSED_TO_LIFE are still considered part of your civ and you can continue playing as them even if they are all converted, although they will attack everyone who isn't a zombie or a convert.  This can be potentially very useful for creating 'join the dark side' options in general.

This was basically a way of dealing with the blood draining thing... I toyed around with a couple of other possibilities, such as going CRAZED immediately after starting to drink blood so that they'd kill their sleeping victims with a punch to the head (you might want to try this out for your murderous psychopaths, Meph) or dissolving their victims so no body would be found, dwarves would just go disappearing in the night... but then I decided that thralls would be more fun, and yes I was inspired by the zombie-ant cordyceps fungus.

If you wanted to be really cruel you could try to have the Spore Thralls release "spores" when they are killed, giving a chance to infect any dwarves in the immediate area.

They won't do this... but they CAN convert other sleeping dwarves just like the regular Plump Helmets.

Meph

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Re: Plump Helmet Man Overgrowth 0.03: The Rebels Planted Mushrooms in my Brain
« Reply #14 on: December 07, 2013, 01:04:42 pm »

Now I want to do invaders like that. A kobold-like race that sends single thieves and kidnappers, which can infect dwarves and make sleeper agents of them. No invasions, no ambushes, just these lone saboteurs that infect or turn your dwarves against you. With syndrometrigger and spawnunit in r4 these could even summon new armies..

Like a shade infiltrator that infects a dwarf, and by using the interaction trigger BREAK he summons a dozen shades when he goes on break the next time... or from the PARTY trigger. That would be so fun. Dwarf organizes party, people gather, dwarf then releases hell on them. Best thing about it is that it would happen smack dead center in your fort. :D
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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