Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Most animal people should come with Humanoid_Joints if it makes sense for them  (Read 721 times)

Toybasher

  • Bay Watcher
    • View Profile

Most animal people in Dwarf Fortress are created from the animal person variation thing that converts the feral creature into a animal person. In the process of this, even though almost all animal people are given the humanoid layout, a good chunk of them (more then half?) lack the Humanoid_Joints flag that gives them wrists, elbows, knees, etc. that can be damaged in combat or locked and broken via wrestling.

I believe this is an oversight, as the Rodent-Man and Amphibian-Man (two animal people who were "created from the ground up") have humanoid_joints, making them valid wrestling targets. However, the Rat-Man and Green Tree Frog man do not have such tag, making their joints impossible to wrestle.

Incidentally, the Bat-Man still has humanoid joints added onto his raws even though he was an OG animal-man who later had his raws converted to use the creature variation system. (But he had humanoid joints back then, too)


I'm proposing almost all animal people, if they don't have nobones, and have a humanoid layout, be given humanoid_joints. Animals with digitgrade legs turned into animal men, might be a bit iffy (i.e. their legs look different from a humans) but Satyrs and Foul Blendecs have visibly different leg layouts yet still have humanoid knees and ankles, so I think Humanoid_Hoof can be included for adding humanoid joints to.

I'm not sure on insect-men such as ant-men however.

EDIT: My concern is with insect-men, don't endoskeletons have sever-on-break or something? Just worried it might lead to a lot of snapped-off arms and legs if they get humanoid joints, to an excessive amount.
« Last Edit: July 29, 2023, 04:32:22 am by Toybasher »
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile

This sounds like a solid suggestion and also an easy fix to implement since its all in the raws, I could even write up a modification of the files needed and post it to fix the issue tonight and Putnam or Toady would be able to push it in if they were so willing.

A modified version of the humanoid joints body part could be made for insect people and legless people just as easily.

[edit]

Well, I tried making a mod to do it, but it doesnt appear to work. Looks like creature variations don't allow cut and select actions. (I get an error log from them.) Which means you would have to edit the vanilla files, so you can't upload it as a steam mod and have to add it manually to the vanilla files. I could have made a mistake too. Here's what the mod looks like:

https://dffd.bay12games.com/file.php?id=16796

[double edit]

This would also be a good opportunity to remove the [MEANDERER] tag from animal people, since it causes them to move so slowly.
« Last Edit: July 27, 2023, 10:37:12 pm by Eric Blank »
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.