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Author Topic: Mod idea - Better Raws  (Read 943 times)

Urist Tilaturist

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Mod idea - Better Raws
« on: December 07, 2014, 12:33:39 pm »

Are you tired of stupid things which could be easily fixed by changing a few values in the raws? Well, I am. I thought it would be good to discuss making a series of changes to the raws that made the game make a bit more sense.

Here are a few things I have thought of, please suggest more:
Removing, or at least massively reducing, pain receptors in bones (what are they doing there?). Makes monsters much more dangerous in fortress mode.
Decreasing the speed of dwarven kicks and punches to stop crushing skulls in fist fights all the time.
Rewriting the list of "magma safe" materials by removing a whole load of materials, like glass, which have no right to get in the way of magma.
Reducing damage done by thrown objects, likely by reducing velocity.

Harder things I'm not sure are easily possible:
Making brewing non-fruit-based booze require water.
Allow cleaning wounds with booze.
Making goblins attack nearby forts more often with small armies.
Allow animals to breed as lovers so they do not have to "marry".

If you have any further suggestions for what the values should be changed to, anything else that needs changing, or how to do the harder things, please contribute.
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Putnam

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Re: Mod idea - Better Raws
« Reply #1 on: December 07, 2014, 05:19:45 pm »

1. Have you ever broken a bone? It's extremely painful. Easily the worst pain I've ever been in, and I broke my left pinky toe.
2. The skull thing was actually fixed in 0.40.01 by making skulls ten times larger.
3. Constructed walls are ALWAYS immune to magma regardless of what they're made of, including ice. The magma safe materials are magma safe in reality. In other words, this is not a problem at all.
4. Impossible.

1. Possible, since that's all reactions now. Mostly just annoying micromanagement that adds very little to the game at this point, but that's just my opinion.
2. Impossible.
3. Impossible.
4. Impossible.

smeeprocket

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Re: Mod idea - Better Raws
« Reply #2 on: December 07, 2014, 05:24:04 pm »

yea bones have a ton of nerves in them.

Like, if you ever have to have a bone marrow transplant, it is horrifically painful.

It seems like, considering how hard they are, they wouldn't have as many pain receptors, but they are full of them.
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Putnam

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Re: Mod idea - Better Raws
« Reply #3 on: December 07, 2014, 05:27:03 pm »

Well, no, it makes perfect sense that they have that many pain receptors. If they didn't, the people in Africa way back when would have been hunting a gazelle or gathering berries or whatever and suddenly whoops their leg buckled because their shin bone was cracked in half and now they're completely immobile. You don't want to move your broken bone much, so it ended up being that those who underwent great pain with broken bones would stay with the rest of the tribe or w/e instead of going out hunting and getting trampled or eaten or what-have-you due to completely non-working leg bones.

samanato

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Re: Mod idea - Better Raws
« Reply #4 on: December 07, 2014, 05:32:57 pm »

The brewing part is possible with the DFHack script "waterwell", but it's really a niche thing. I use it, but it's only one part of making all of the food industry hard, and Masterwork uses it just to siphon water to use in reactions (if I recall right)

To make megabeasts not die because of a broken toe, I would just make them harder to break. This is in line with real-life mythology as well, such as dragons having armour-hard scales. Or just add [NOPAIN] to their creature raws.
« Last Edit: December 07, 2014, 05:39:54 pm by samanato »
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golemgunk

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Re: Mod idea - Better Raws
« Reply #5 on: December 08, 2014, 01:56:35 am »

re: bone pain - there have been a couple attempts to overhaul the tissue raws

this is the one that comes to my mind, though it is kind of outdated http://www.bay12forums.com/smf/index.php?topic=71494.0
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Urist Tilaturist

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Re: Mod idea - Better Raws
« Reply #6 on: December 08, 2014, 05:37:25 am »

Real animals do not stop fighting because they had a hand/paw/foot broken. They lose the use of that appendage, but unless the limb has broken further up they will not be immobilised completely. It may be very painful to break a toe, but it would not cause a creature to just faint in the middle of battle and be helplessly killed, given the adrenaline rush and urge for survival. In terms of evolution, animals which faint at a broken toe and are killed are not likely to survive either. A broken shin, by contrast, will put it out of action long enough for the foe to strike the fatal blow. Maybe the number of receptors in small, easily broken bones in extremities needs to decrease for this.

Pain receptors in minor bones make sense in theory, but their effect on the game is daft. Every animal in the game would have to be nopain to stop predators from breaking a toe scuffling with prey and fainting as a result. They would be in extreme pain afterwards, but still able to finish the fight at the time. A beter idea would be for Toady to add adrenaline rushes so creatures only suffered extreme pain and fainted after the fight was over, a more authentic situation.

Sharks which have been almost bitten in half still keep fighting.

Constructed walls should be vulnerable to magma and megabeasts, but that is not something we can change, sadly.
« Last Edit: December 08, 2014, 06:21:35 am by Urist Uristurister »
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On the item is an image of a dwarf and an elephant. The elephant is striking down the dwarf.

For old times' sake.