Dwarf Fortress > DF Modding

New Organ Design Help

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Djonin:
Hello all! I am designing a desert-dwelling race mod, and I wanted to add a few things to make them "weird". Namely, I wanted to stick an additional organ in their chest called the "Hydrator" that stored extra water for them. What I want to do is make water a non-issue for them unless the organ is breached, or surgically removed due to infection, and I can't seem to figure out how to make a specific organ give the [NO_DRINK] attribute, then take it away when it's gone.

Also, is [NO_DRINK] compatable with [ALCOHOL_DEPENDANT], or do they cancel each other out? If they do, is there a way to slow their need for water/alcohol so long as they have their hydrator working?

I'm also working on making tequila a thing for this civilization, but I should be fine on that front...

Hugo_The_Dwarf:
hmm.. it's a bit tricky NO_DRINK can be removed via syndromes but not ALC_DEPNT

and yes NO_DRINK conflicts with ALC_DEPNT as since they can't drink booze it depresses them, there is no real bonus of having it might as well not even add it.

So what you do is that each creature has NO_DRINK already but there is a special "water" liquid that when in contact with them removes that (pierce the hydrator, leaks fluid, removes NO_DRINK) and can argue that the damaged organ no longer functions the same ever again, however if another creature of the same race walks through the spill they will lose the ability of no drinking aswell.

So look into materials+syndromes and tissues.

Urist Da Vinci:
Creature normally doesn't have NO_DRINK but can use an interaction to get that ability for a limited time. The interaction should have the BP_REQUIRED token for the organ. The creature will only be able to grant itself NO_DRINK as long as it has/can use the organ.

Hugo_The_Dwarf:
that's actually a better way of using that, nice. Can't believe that method slipped my mind.

Djonin:
That actually makes a lot of sense. I suppose that would be like "taking a drink" from your hydrator.

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