Bay 12 Games Forum

Please login or register.

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

Author Topic: Can we make non-vermin creatures at custom workshops next version?  (Read 2249 times)

100killer9

  • Bay Watcher
    • View Profile

If we mod the game, of course.
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

smjjames

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #1 on: January 05, 2010, 08:30:10 pm »

I don't think so, no.
Logged

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #2 on: January 06, 2010, 01:37:41 am »

I'm pretty sure no, but if we could i would make one and call it the Zoosmelter.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

mareck

  • Bay Watcher
  • Ahhhh, Dwarf meat!
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #3 on: January 06, 2010, 01:55:19 am »

It would be fun for a hax game.
spawn a 1000 trolls and dragons for your pit of doom.
Logged
Art is a Blast

Ravenplucker

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #4 on: January 06, 2010, 06:11:53 am »

I was more thinking of manufacturing robots =D
Logged

Stormrage

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #5 on: January 06, 2010, 07:28:06 am »

I was thinking more of animated rock golems and other constructs.
would be cool to create treants made from evil wood that attack elves on sight.
Logged

Slappy Moose

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #6 on: January 06, 2010, 06:00:52 pm »

I was thinking of asking this question, as I had planned to have a Fortress who's military consisted of dozens of wooden spear wielding clones.

Me sad now :(
Logged
Zaneg Thazor: Armok Reincarnate Story http://www.bay12games.com/forum/index.php?topic=19291.msg196691#msg196691

[Healthcare Update Thread] Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.

100killer9

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #7 on: January 06, 2010, 06:04:34 pm »

I was thinking of pikmin making a fort, and making more of themselves by putting corpses and pellets in an onion.
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Slappy Moose

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #8 on: January 06, 2010, 06:08:49 pm »

I was thinking of pikmin making a fort, and making more of themselves by putting corpses and pellets in an onion.
Haha, that is an equally awesome idea!

I was going to have my clones be made out of alcohol and coal.
Logged
Zaneg Thazor: Armok Reincarnate Story http://www.bay12games.com/forum/index.php?topic=19291.msg196691#msg196691

[Healthcare Update Thread] Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #9 on: January 06, 2010, 06:09:18 pm »

What about a resurrection machine?
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

Puzzlemaker

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #10 on: January 07, 2010, 12:27:34 pm »

I'm pretty sure no, but if we could i would make one and call it the Zoosmelter.

WHAT'S THIS ABOUT ZOOSMELL?

http://www.andrewhussie.com/comic.php?sec=archive&auth=Blurbs&cid=blurbs/00096-zs.gif&blurb=zs
Logged
The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

Grendus

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #11 on: January 07, 2010, 01:19:41 pm »

Drop a dead elf and a barrel of whiskey into the dwarf-o-matic. Pull the lever and presto, one champion dwarf hammerlord, 100 proof.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

h3lblad3

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #12 on: January 07, 2010, 03:31:30 pm »

Drop a dead elf and a barrel of whiskey into the dwarf-o-matic. Pull the lever and presto, one champion dwarf hammerlord, 100 proof.
You're making a dwarf out of an elf?

HERESY!
Logged
I was talking about importing alimunim.
And we were hypothesising about the sexual relations between elves and trees.

expwnent

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #13 on: January 07, 2010, 04:05:14 pm »

Drop a dead elf and a barrel of whiskey into the dwarf-o-matic. Pull the lever and presto, one champion dwarf hammerlord, 100 proof.
You're making a dwarf out of an elf?

HERESY!

I suddenly feel the need to make a giant dwarf structure out of elf bone.
Logged

Spiders Everywhere

  • Bay Watcher
    • View Profile
Re: Can we make non-vermin creatures at custom workshops next version?
« Reply #14 on: January 07, 2010, 06:47:56 pm »

I hope this gets added sometime soon, fleshcrafting is the one thing holding back my Terratoma mod. :(

On the less horrific side of things, it'd be nice if you could say mod it so you could "milk" a chicken to get an egg, and either cook the egg or use it in a reaction at a hatchery workshop to get a baby chicken. Or any number of similar things.

On the flip side, reactions that require a living creature would also open a world of possibilities...like an altar workshop with a reaction that uses a dagger and an intelligent creature, mwaha...

I wonder if at least taming and butchery might be available to custom workshops. I suppose they're probably hard-coded, though.
Logged
Pages: [1] 2