Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Terrestrial deep ocean biome and [GROUNDER] creatures  (Read 1013 times)

FantasticDorf

  • Bay Watcher
    • View Profile
Terrestrial deep ocean biome and [GROUNDER] creatures
« on: January 24, 2017, 08:43:12 am »

The idea is that each sea (if appropriate or not inland/deep enough as specified) would have a uppermost biome and a bottomost biome (or as many specified layers as required) representing its total depth. A deeper lake biome (a loch if you really want to be fancy) would have a upperside & a underside but can be rarer than normal lakes and entirely up to worldgen to generate as it decides on appropriate depths via local elevations.
  • Whether you throw in monsters into the deeps is up to you, but obviously some classes of monster would more appropriate fit the deeper end of the ocean rather than the top, creatures such as giant-squid etc, the biomes like on land won't stop them passing between the two but they'll try to leave via the appropriate depth.

A common issue with frozen oceans is that the entire body of water freezes solid (which isn't really realistic, as it would never be cold enough to freeze that amount directly solid) so having a buffer zone of deep water for small populations of above fish to mingle in before being refreshed

> Fishing & animal traps (the small hand held kind) would also be able to catch creatures between biomes, so building a pier or some elongated construction to reach out would be recommended for fishing for deep sea oysters/clams/crabs & lobsters on the sea floor.


The second suggestion while on the topic of water is that creatures with no other way to leave the map because of map adjacency can be given a [GROUNDER] (borrowed from vermin) to after a short while, dissapear into a specified soil type & reappear refreshed from the wilderness population.

Giant frogs for instance, living in savage murky pools will live there & spawn there and when they feel threatened (whether they have benign or not) and want to run away, they will immediately run for the nearest adequate soil type to re-enter the population by dissapearing after a specified amount of time unless they are interrupted in which they have to refire the interaction again (which can be revised because that could be laggy, but losing your hunting prey because it TP'd away is not ideal)
Code: [Select]
[CREATURE:GIANT_FROG]
[DESCRIPTION:A giant amphibian found lounging near shallow savage pools]
[NAME:giant frog:giant frog:giant frog]
[CASTE_NAME:giant frog:giant frog:giant frog]
[CREATURE_TILE:'T'][COLOR:7:0:0]
[PETVALUE:250]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[AMPHIBIOUS][UNDERSWIM]
[NATURAL][NO_WINTER][NO_AUTUMN] <- Its important they get back before it freezes over.
[GRASSTRAMPLE:20]
        [GROUNDER:POOL] <-specifies that this creature will exist in any pool within the biome selection
[BIOME:POOL_TEMPERATE_FRESHWATER]
[BIOME:SWAMP_TEMPERATE_FRESHWATER]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
        [CLUSTER_NUMBER:1:3]
[PREFSTRING:bellowing croaking]
[BODY:QUADRUPED_NECK:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:1:0:900000]
[BODY_SIZE:2:0:1500000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:50:70]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[DINURNAL]
        [CAN_DO_INTERACTION:RETREAT_WILDERNESS]
[CDI:USAGE_HINT:FEAR]
[CDI:USAGE_HINT:WILDERNESS_TRIGGER][FORCED_NOTIME] <-creature will leave with no activation needed, they can be stalled but will immediately dissapear
[CDI:MATERIAL:MURKY_POOL:ANY]
                [CDI:TIME_PERIOD:300] <- period for 'casting' the interaction
[CDI:WAIT_PERIOD:250] <- a reasonable amount of time before they can try to leave again.
                [CDI:REMOVED:TRAINED] <- creature will lose this ability when it is tamed, which is important for retaining stock of tame creatures without them running away and your efforts wasted.
[HOMEOTHERM:10040]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:4732:4026:3327:1097:5922:7567] 8 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
« Last Edit: January 24, 2017, 02:09:45 pm by FantasticDorf »
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Terrestrial deep ocean biome and [GROUNDER] creatures
« Reply #1 on: January 24, 2017, 12:38:30 pm »

And what happens to the goblin riding it when it decides to disappear?
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Terrestrial deep ocean biome and [GROUNDER] creatures
« Reply #2 on: January 24, 2017, 02:07:12 pm »

And what happens to the goblin riding it when it decides to disappear?

Well it wouldn't because it would lose its ability when tamed, but the goblin would probably drop right in and drown in the pool if it couldn't swim when the frog dissapears beneath them.

*Forgive me for being scant of details in areas, ive had to edit this twice because my double post of this thread was the more developed version unfortunately which had the prior details explaining that particular conundrum. - Adding to the OP now.
Logged

Azerty

  • Bay Watcher
    • View Profile
Re: Terrestrial deep ocean biome and [GROUNDER] creatures
« Reply #3 on: January 25, 2017, 02:28:50 pm »

Something like the Hogwarts's Great Lake might be envisioned.
Logged
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior."