Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Devlog: Gizzardification -> butcher traps  (Read 1133 times)

Psieye

  • Bay Watcher
    • View Profile
Devlog: Gizzardification -> butcher traps
« on: January 30, 2012, 06:46:52 am »

Quote from: Devlog
a body part can be assigned any number of extra items in the creature definition to drop upon being butchered
We've long since been using "create item, insta-vaporise it, breath syndrome gas" as our way of modding in syndromes in the current version. Granted we'll be able to make syndromes act upon ingestion in the next version, but there is something to having a creature that 'emits a deadly gas' upon butchering its corpse - e.g. "being struck blind for desecrating a unicorn's corpse".
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Vodrilus

  • Bay Watcher
  • Has been forced to endure NaNoWriMo failure.
    • View Profile
Re: Devlog: Gizzardification -> butcher traps
« Reply #1 on: January 30, 2012, 06:53:24 am »

Mmm. I like the sound of that. Another one might be to add toys to some others in order to make nice goblin piņatas. I wonder if the items will be released by butchering only and not, say, by exploding due to collisions with the floor.
Logged
Going backwards in reversed time (just like everybody else).

Hotaru

  • Bay Watcher
  • Strange foreigner fond of industry
    • View Profile
Re: Devlog: Gizzardification -> butcher traps
« Reply #2 on: January 30, 2012, 07:13:00 am »

Know what would be cool? Item-containing mimics.

Mimics, a type of forgotten beast that will lurk in the caverns or ambush your fort. Their real form is that of a gaunt humanoid covered in treasure. They are physically weak and easily killed, but have huge and dangerous claws and a tongue with which they will choke a dwarf.

They will sneak to somewhere near your trade depot, then transform (i.e. leave an AI and visual marker for) to a sock, large gem or other valuable (some of the mimic's contents). When dwarves go to pick it up, the mimic attacks, then sneaks away to repeat same. Upon butchering them, you get all the mimic's valuable treasures.

Also, elder dragons with gemstones embedded in their scales for armor, insanely resilient but yield great treasures when butchered.
Logged
It is said knowledge is like a foul-smelling herb. It must be cooked well and thoroughly with experience to make it palatable. A young scholar's knowledge is therefore not only worthless but disgusting. -- In Dwarf Fortress you have another paradigm. Gather as much of that smelly herb as you can and toss it at your enemy, fracturing his skull through the +capybara man leather cap+.

Reudh

  • Bay Watcher
  • Perge scelus mihi diem perficias.
    • View Profile
Re: Devlog: Gizzardification -> butcher traps
« Reply #3 on: January 30, 2012, 07:16:04 am »

I just want lead poisoning and pitchblende to be radioactive.

LEAD TOYS FOR THE HUMANS, PITCHBLENDE FOR THE ELVES.

Aspgren

  • Bay Watcher
  • Every fortress needs a spike pit.
    • View Profile
Re: Devlog: Gizzardification -> butcher traps
« Reply #4 on: January 30, 2012, 07:31:22 am »

I hope this takes us one step closer to finding stomache contents of the butchered animals. "Digested remains" sounds like a cool thing to get. You'd have to set your butchers' shop up near a garbage dump or a refuse stockpile... not that digested stuff is a very entertaining feature in and of itself but once a lion takes a dwarf child or a pet - and butchering it reveals "Catten BeardMountains digested remains" ... then we have a feature I can love.
Logged
The crossbow squad, 'The Bolts of Fleeing' wouldn't even show up.
I have an art blog now.

MagmaSolutionsInc

  • Bay Watcher
  • Likes elves for their screaming, bubbling noises.
    • View Profile
Re: Devlog: Gizzardification -> butcher traps
« Reply #5 on: January 30, 2012, 08:19:13 am »

... and then Urist McLegendaryMiscObjectUser bashes a goblin to death with said digested remains  ;D
Logged
stopped zombie cats from adopting dwarves

... with magma.

RenoFox

  • Bay Watcher
    • View Profile
Re: Devlog: Gizzardification -> butcher traps
« Reply #6 on: January 31, 2012, 10:09:48 am »

Gizzardification might be the greatest holy grail of modding in this release. Now there is a way to create monsters with natural armor that can also be removed from them after death! Mods like Wasteland and XCOM can now have robots that can be scavenged for parts, and now we can have custom items like lucky rabbit feet and gorilla hand ashtrays!

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Devlog: Gizzardification -> butcher traps
« Reply #7 on: January 31, 2012, 02:16:52 pm »

deadly gas' upon butchering its corpse - e.g. "being struck blind for desecrating a unicorn's corpse".

This is supposed to be bad? o_O

AW SCREW IT, WHERE ARE THEM UNICORNS :D

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Devlog: Gizzardification -> butcher traps
« Reply #8 on: January 31, 2012, 02:25:24 pm »

there is something to having a creature that 'emits a deadly gas' upon butchering its corpse
Technically, this is already possible - kill a cave floater without puncturing it, then see what happens when you butcher its corpse...
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.