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Author Topic: Is there a script for coating an item with a material of choice (like poison)?  (Read 1664 times)

MaxTheFox

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Woe to those who make unjust laws, to those who issue oppressive decrees, to deprive the poor of their rights and withhold justice from the oppressed of my people, making widows their prey and robbing the fatherless. What will you do on the day of reckoning, when disaster comes from afar?

Warmist

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Title.
There is a "add-spatter" plugin that auto-enables if detects correct reactions.

Changes needed to are: building , reactions (might need change for different venom), also you need to change material template and finally entity changes to add reactions

Note: this might be somewhat outdated however this coats and protects from washing away.

FantasticDorf

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This is a old thread to a old plugin, but the former isn't nessecarily true except to maybe the extent that like other modding work it does require a quite a lot of personalization. DFhack comes pre-equipped with easy ready-made spatter recipies (made for as of the time they were produced) so you can apply them straight away. In ``(your df-folder)/hack/raw`` with other files like the mechanical steam-engine.

The basis of a spatter recipie is up to you, and this is actually where most of the work comes in to justify whatever you think is suitable as a production chain and creating a consistent workflow towards the end product where the plugin can work and apply the reagent on the 'object'. By default the spatter reactions ported with the DFhack plugin come with the "Greasing Station", ready equipped to the reaction recipies which require some additional defined reagents in order to work.

  • The reagent itself, and actually while it tends to advise towards creature extracts as the basis of potent poisons, it does not have to actually be and can be any form of reagent when defined in 'material_template' or 'inorganic'; allowing creative use, like acid extracted from stones which does not have to be nessecarily hot to cause damage & discomfort
  • If you consider gameplay as a important factor for not feeling like cheating or immersion, you would need to respect and observe how the reagent is collected, and know how to gather it in a appropriate container & have a way for dwarves to target unusual sources like organ cuts of meat/vermin used in reactions.
  • Like the file details, probability details the size of the spatter which will scale up against larger opponents more evenly if the syndrome dilutes on size and may overwhelm smaller opponents quickly.


Like acid mentioned breifly created by alchemical means, you might also consider plants considered for their poison like Hogweed and its larger `herculean` cousin, the giant hogweed which have slowly been accruing painful burn victims since the beginning of time or other compounds supported like the cinnabar dust (which might just go into your laquering or as a dangerous ingestible component to your weapons).

Solids (Glazed, maybe a pacifistic decorative use as glazing doesnt transfer over reagents), Paste (Bands, deadly or... food flavoring/posioning when ingested?), Liquids (Covering, the usual) & Powder (Spikes, similar to paste, unable to clarify if it leaves traces or could have alternative uses like conducting heat to make the weapon or clothing warm) are all valid states for spatter
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