Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Voliol's Various Vivants [v2.2|44.11] - now with river fish and peyote  (Read 2156 times)

voliol

  • Bay Watcher
    • View Profile

I would like to suggest the feather star
It would almost make sense if you could shear the ends of the feather star's arms for rope or thread or something, they grow them back in no time anyways.
I included this for the sake of it, but considering they are fully aquatic getting your hands on them, and then shaving them, which I believe is only possible with tame animals, should prove quite a challenge. Heh.

A big(ger) update this time, and one direly needed, considering this managed to slip off into the second page :p. I've now checked off most of the planned/suggested additions from my to-do list, so I'm open for more suggestions.

Version 2.2 up.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile

Butchering them would also yield wool, so it'd be neat thing for moods.

And huh, first time seeing GOBBLE_VERMIN_CLASS. That's a neat tag, I wonder if it satisfies the hunger of carnivorous grazers.

Also, your blue whale has [GOBBLE_VERMIN_CREATURE:GENERAL_POISON]. I think that should be either class or creature name?

Same with humpback whale.

Takin included "whenever that is added, restrict this animal to high altitudes".  I thought making it die in cold would work, but iguana included note that that wouldn't work. I take it that the lack of animals in deadly cold tundras is a general restriction.
« Last Edit: July 05, 2018, 10:14:29 pm by Fleeting Frames »
Logged

voliol

  • Bay Watcher
    • View Profile

Butchering them would also yield wool, so it'd be neat thing for moods.

Figures, that's handy, you'd still have to get them out of the water, but now at least air-drowning them will work as well as catching them in cages.

And huh, first time seeing GOBBLE_VERMIN_CLASS. That's a neat tag, I wonder if it satisfies the hunger of carnivorous grazers.

Can you even combine [CARNIVORE] with grazing? The wiki says [CARNIVORE] means the creature only eats meat, so I expected one of them to overwrite the other, but maybe it just means they need to graze but refuse to, so they starve to death?

Also, your blue whale has [GOBBLE_VERMIN_CREATURE:GENERAL_POISON]. I think that should be either class or creature name?

Same with humpback whale.

Whoops, fixed now for the next version. Curious that the game didn't object to a non-existing creature being suggested by leaving an error message.

Takin included "whenever that is added, restrict this animal to high altitudes".  I thought making it die in cold would work, but iguana included note that that wouldn't work. I take it that the lack of animals in deadly cold tundras is a general restriction.

You can't really restrict creatures to more than the general biomes, that are sometimes a bit too general. Well, takins I'm not sure why they only live at high altitudes (not to be confused with latitudes), and it's possible that's just because they happen to have evolved in a generally elevated area (the Tibetan plateau), and they'd do just fine if relocated to lower altitudes. Still, whenever that kind of distinction comes, and plateaus for that matter, restricting them to them would make sense, or at least add some flavor.

The problem with desert iguanas is that dwarf fortress deserts are only decided on rainfall and drainage. Almost all other biomes are decided by both that and temperature, e.g. tropical and temperate grasslands have different biome tokens, unlike deserts that can still differ in temperature but all share the same biome token.
Now, I'd assume most deserts are placed in moderately hot areas, due to the climate model where latitude should affect rainfall, but desert iguanas in real life only live (and survive) in the hottest deserts, preferring temperatures above 40C.
I could easily make their tissues take damage from cold easier than other creatures, but this wouldn't stop them from spawning in colder deserts, and then promptly freezing to death as they enter the map.

The lack of animals in the tundra should just be that very few are assigned to it, though I've never had a fort in one so I'm not sure; there could be some parallel system making animals rare to mirror the lack of nutrients and energy.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile

No idea if silly tag combinations could even throw errors; I'm no modder. Well, they'd only starve to death if you trained them and then didn't have dwarves give them food, assuming gobbling vermin doesn't satisfy hunger.

Takins being assigned to tropicals is a little weird for me too considering the higher elevations are colder. If poles are off, you can actually observe tropics change to temperate in some cases as elevation rises. That said, I know nothing about Takin besides what you've said.


Well, you can still get animals in the normal, liveably cold tundra; I've certainly had them wander in. In the first place, game tends to near immediatelly spawn a new animal group after last one leaves in my experience, as long as there is something to roll and the group isn't stuck behind map border (observable with fix/retrieve-units; TheFlame50(spelling?) got an enermous cacaphony in Bastiongate with that). Meanwhile, deadly cold tundra got nothing in years.
Untamed Wilds additional group follows different rules, though.

A separete problem with the cold-vulnerable iguana is that if you make it poof with cold, you can't craft anything from it underground either.
« Last Edit: July 06, 2018, 12:29:25 pm by Fleeting Frames »
Logged

voliol

  • Bay Watcher
    • View Profile

Takins being assigned to tropicals is a little weird for me too considering the higher elevations are colder. If poles are off, you can actually observe tropics change to temperate in some cases as elevation rises. That said, I know nothing about Takin besides what you've said.

It is true that the climate gets colder the higher up you get, the plateau and surrounding mountains range from tropical to temperate climate, and of course frozen glaciers on the mountaintops. The takin is found in low-ish altitudes, 1000-4000 meters above sea level, in parts on the border of tropical and sub-tropical. From what I could find, the takins also migrate down to lower more tropical altitudes in winter, hinting at them not handling the cold very well.

Well, you can still get animals in the normal, liveably cold tundra; I've certainly had them wander in. In the first place, game tends to near immediatelly spawn a new animal group after last one leaves in my experience, as long as there is something to roll and the group isn't stuck behind map border (observable with fix/retrieve-units; TheFlame50(spelling?) got an enermous cacaphony in Bastiongate with that). Meanwhile, deadly cold tundra got nothing in years.
Untamed Wilds additional group follows different rules, though.

A separete problem with the cold-vulnerable iguana is that if you make it poof with cold, you can't craft anything from it underground either.

I have no idea on biomes with freezing temperature :/

Regarding the iguana, I imagine it's certain tissues that get damaged by the "cold", so you'd still be able to craft things with say, its bones. Still waiting it out until I can guarantee they won't spawn in too cold biomes.
Pages: 1 2 [3]