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Author Topic: Plantfolk Mod *Under Construction*  (Read 4400 times)

Coidzure Dreams

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Re: Plantfolk Mod *Under Construction*
« Reply #30 on: April 27, 2010, 12:38:46 pm »

Due to the whole mycorrhizae symbiotes and such, might be appropriate if one of the fungus-types is a"milkable" pet.

What exactly one would milk from them, I am not sure.  Either something that's cookable to make food or a booze-analogue if we can do that.

Lancensis

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Re: Plantfolk Mod *Under Construction*
« Reply #31 on: April 27, 2010, 05:41:53 pm »

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turgidtoupee

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Re: Plantfolk Mod *Under Construction*
« Reply #32 on: April 30, 2010, 09:11:07 pm »

Is anything happening with this mod?
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Max White

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Re: Plantfolk Mod *Under Construction*
« Reply #33 on: April 30, 2010, 09:13:02 pm »

Who knows, it could have already happened! WOOOOOoooooooooo, I'm profoooouuuuuund.

Tinker Thinker

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Re: Plantfolk Mod *Under Construction*
« Reply #34 on: April 30, 2010, 09:37:46 pm »

Can I get some materials tweaking help/testing? Right now, I'm looking to make a practical material.

Currently I have some significant tweaks for "barkskin" and minor ones for "snapskin"

Code: [Select]
[MATERIAL TEMPLATE:SNAPSKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:epidermis]
[STATE_ADJ:ALL_SOLID:epidermal]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3900]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:12000]
[IMPACT_FRACTURE:12000]
[IMPACT_ELASTICITY:55000]
[COMPRESSIVE_YIELD:12000]
[COMPRESSIVE_FRACTURE:12000]
[COMPRESSIVE_ELASTICITY:55000]
[TENSILE_YIELD:12000]
[TENSILE_FRACTURE:12000]
[TENSILE_ELASTICITY:55000]
[TORSION_YIELD:12000]
[TORSION_FRACTURE:12000]
[TORSION_ELASTICITY:55000]
[SHEAR_YIELD:24000]
[SHEAR_FRACTURE:24000]
[SHEAR_ELASTICITY:55000]
[BENDING_YIELD:12000]
[BENDING_FRACTURE:12000]
[BENDING_ELASTICITY:55000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]

[MATERIAL TEMPLATE:BARKSKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:barkskin]
[STATE_ADJ:ALL_SOLID:barksin]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3900]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_ELASTICITY:50000]
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_ELASTICITY:50000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_ELASTICITY:50000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_ELASTICITY:50000]
[SHEAR_YIELD:29000]
[SHEAR_FRACTURE:29000]
[SHEAR_ELASTICITY:50000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_ELASTICITY:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
Those who have a solid grasp of how these materials work: how would this affect combat performance for each?
Those who don't mind testing: would you be so kind as to gen some generic human/dwarf like creatures that use these values instead of the normal skin values, and see how they stack up?

Intended result: The snapskin is marginally tougher, the barkskin should be very tough to penetrate (this will be compensated by a non-existent muscle layer and the fact that you get multiple attacks to their one)
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turgidtoupee

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Re: Plantfolk Mod *Under Construction*
« Reply #35 on: May 01, 2010, 07:32:22 am »

Personally I'd just copy wood since I have no idea what most of the values do.
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Max White

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Re: Plantfolk Mod *Under Construction*
« Reply #36 on: May 01, 2010, 07:34:00 am »

Most are self explanatory.
Some of the more technical ones can be looked up on Wikipedia.

turgidtoupee

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Re: Plantfolk Mod *Under Construction*
« Reply #37 on: May 01, 2010, 07:59:09 am »

Most are self explanatory.
Some of the more technical ones can be looked up on Wikipedia.

I just mean regarding their application in-game
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turgidtoupee

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Re: Plantfolk Mod *Under Construction*
« Reply #39 on: July 16, 2010, 10:26:16 am »

Am I to assume since this thread is dead that all work on this mod has stopped, and I can steal the idea for myself?
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Tinker Thinker

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Re: Plantfolk Mod *Under Construction*
« Reply #40 on: October 11, 2010, 09:11:24 pm »

I got into a nasty situation involving switching over to a linuxtop and going to college. This is the first time I've had since basically my last post to really sit down and think on it.

If you're more readily able to make it, I'm not going to stop you, though I would greatly appreciate it if you use a good portion of the ideas (else I'll just end up having to make it myself), particularly the language file (I worked REALLY hard on that, so I would appreciate it if it didn't go to waste).

Will also PM you for quick alert.
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Deon

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Re: Plantfolk Mod *Under Construction*
« Reply #41 on: October 12, 2010, 12:08:44 am »

What's the problem anyway? If you have problems with tissues, have a look at ents in Genesis mod. It took me 15 min to make them.
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Tinker Thinker

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Re: Plantfolk Mod *Under Construction*
« Reply #42 on: November 04, 2010, 08:27:20 pm »

I didn't want to be cheap and give the creatures identical tissues to humans, but using the values for plump helmet men they were simply /flatly inferior/ in every way. A master plump helmet swordsman with whichever material blade was best at the time could be handily taken by a barely competent dwarf with cheap gear. And not just once or twice, thirty times or more, in separate trials and in full-scale battles.

So I had to find a way to make them unique in injury, but neither better nor worse, except for the wood and plant fiber ones which would have been tougher. It was something of a headache.
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