Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Huge dangerous plants  (Read 843 times)

Alu

  • Bay Watcher
    • View Profile
Huge dangerous plants
« on: December 06, 2012, 11:25:28 am »

I'd like to see some more dangerous and impressive flora in evil areas.

Like a huge plant with many tentacles and a huge mouth in the middle. If something gets too close and the thing is awake/hungry, it'll lash out and pull it to the mouth to devour it.

Code: [Select]
\\\‖‖‖‖‖‖‖‖///
════※════
///‖‖‖‖‖‖‖‖\\\

Didn't come up with a way how to kill em yet.
Logged
"He admired a wonderful Trap lately"

Revanchist

  • Bay Watcher
  • Thank you for helping us help you help us all.
    • View Profile
Re: Huge dangerous plants
« Reply #1 on: December 06, 2012, 11:37:12 am »

Somewhat moddable already. Just make a creature with the tags [IMMOBILE], [NOSTUN], [NO_SLEEP], and specify that it inhabit's evil biomes.
Logged
Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds."

People love a happy ending. So every episode, I will explain once again that I don't like people. And then Mal will shoot someone. Someone we like. And their puppy.

Alu

  • Bay Watcher
    • View Profile
Re: Huge dangerous plants
« Reply #2 on: December 06, 2012, 11:52:20 am »

Really? Cool!
I should learn modding df anyway, tons of ideas, no one to implement them.
Logged
"He admired a wonderful Trap lately"

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #3 on: December 06, 2012, 12:15:19 pm »

This sounds interesting. . .

And I could use a distraction from my schoolwork.
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #4 on: December 06, 2012, 12:33:14 pm »

I take a lion from the tropical creature raw. . . and edit the topmost lines of code.

Spoiler (click to show/hide)

Edit: I will leave the body alone for now, as it probably calls for some tinkering and custom parts.

I make a root cluster for it. . .

Based off of legs.

Spoiler (click to show/hide)

Next is possibly making a plant material custom, or stealing the ones in-game.
« Last Edit: December 06, 2012, 12:57:39 pm by pisskop »
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #5 on: December 06, 2012, 01:44:57 pm »

I add tissue and material layouts.  With the tags Im giving it it doesn't need fancy things like brains or hearts or lungs.

Spoiler (click to show/hide)
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #6 on: December 06, 2012, 03:04:50 pm »

My errorlog for arena testing.  After I settle this I can move on to fleshing it out more.  Woulda been done already, but I am at work. . .

Spoiler (click to show/hide)

He is playable as is, and is in my arena, albeit with roots on his face. . .
« Last Edit: December 06, 2012, 03:08:34 pm by pisskop »
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #7 on: December 06, 2012, 04:27:30 pm »

The damn thing won't get eyes in its eye stalks, but other than that its simply customizing it.  Also it won't stand, but that only makes it slower. . .
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #8 on: December 06, 2012, 06:12:13 pm »

Did you want special features?  Eyes of a color, or whathaveyous?  All I have left is his not standing and a vine attack.  (and testing).

If you care to follow its here.
http://www.bay12forums.com/smf/index.php?topic=120129.new#new
« Last Edit: December 06, 2012, 07:53:37 pm by pisskop »
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Huge dangerous plants
« Reply #9 on: December 07, 2012, 05:56:51 pm »

problem is they won't spawn on the map. They'll be there when you build your fortress (maybe) but will never grow back. They -might- end up on the edge of the map from time to time but I have no idea. So I prefer the idea of them being implemented in Vanilla, properly.
Logged
You are a terrible person and the sad truth is deep down you know it.

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Huge dangerous plants
« Reply #10 on: December 07, 2012, 08:14:05 pm »

when Toady does seperate attack and move speeds it'll be able to be.  It also won't breed. . .  but they'd be in adventure!
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Huge dangerous plants
« Reply #11 on: December 08, 2012, 11:19:54 pm »

I'd want them to just spontaneously grow out of the ground in certain biomes. We may as well wait for Toady to create his own creatureplants.
Logged
You are a terrible person and the sad truth is deep down you know it.

cynar

  • Escaped Lunatic
    • View Profile
Re: Huge dangerous plants
« Reply #12 on: December 10, 2012, 12:09:45 pm »

My raw editing skills are limited, but couldn't you create a vermin that moves around that 'morphs' into the plant? In effect acting as a motile seed?

It would also allow for extra !!fun!! as a giant dwarf eating plant appears in your tree farm!

Not sure exactly how hard it would be, but I know Masterworks uses something similar to create turrets etc.
Logged