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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


Pages: 1 ... 763 764 [765] 766 767 ... 815

Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2282510 times)

Amperzand

  • Bay Watcher
  • Knight of Cerebus
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I'd say that having Nakeen work on weapons, Frog do enemies, and Propman do 'Borgs is a good division of labor.

Do solid objects cause contact syndromes now? Last I checked it had to be a coating of some sort on one of the unit's bodyparts for the syndrome to activate.

I have absolutely no idea what crazy things DFHack can do on the modding front unfortunately :V

E:

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Nakéen

  • Bay Watcher
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Okay then, let's do it that way. I will leave -borgs to Propman.

By the way, I'm simultaneously modding another thing and I would like to see what you think about it.

I created a creature called a Protobot which is a small useless pet robot. Via a reaction, protobots can be upgraded to the various stronger castes. It is available as a PET but is extremely expensive.

They can be transformed from gatling/flamethrower sentries (immobile turrets) to experimental war machines.

The stronger the caste, the more costly the reaction.

Would there be an interest in these ? (if not I will keep working on it for myself)

EDIT: Work on weapons finished, I'm mid-way in syndromes.
Logged

Amperzand

  • Bay Watcher
  • Knight of Cerebus
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I should very much like a machine-gun turret in Spearbreakers, preferably one of these;



The Maxim Gun {Invented around 1885} is really quite dorfy, and also the perfect hard-counter to mass-infantry tactics.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Propman

  • Bay Watcher
  • Eh.
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Heads up Nakéen: here are the materials I intend to implement, mainly as cyborg/robot components; some of them might be useful for your endeavors, some not so much, but they're all here for reference.

Code: [Select]


[OBJECT:MATERIAL_TEMPLATE]

**"Material" for all laser and beam ranged attacks.

[MATERIAL_TEMPLATE:BEAM_TEMPLATE]
[STATE_NAME:ALL_SOLID:energy beam]
[STATE_ADJ:ALL_SOLID:energy beam]
[STATE_NAME:LIQUID:energy beam]
[STATE_ADJ:LIQUID:energy beam]
[STATE_NAME:GAS:energy beam]
[STATE_ADJ:GAS:energy beam]
[STATE_COLOR:ALL_SOLID:BLUE]
[DISPLAY_COLOR:1:7:1]
[MATERIAL_VALUE:0]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9500]
[HEATDAM_POINT:9000]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:1000]
[MOLAR_MASS:1]
[MAX_EDGE:0]

[MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:plastic]
[STATE_ADJ:ALL_SOLID:plastic]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:plastic]
[STATE_ADJ:LIQUID:plastic]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:5]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1930]
[LIQUID_DENSITY:1020]
[MOLAR_MASS:63546]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:500]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:5000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_ELASTICITY:5000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:1000]
[MAX_EDGE:10000]
[ABSORPTION:500]

**Can be renamed/colored to also represent motor oil.

[MATERIAL_TEMPLATE:HYDRAULIC_FLUID_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:frozen hydraulic fluid]
[STATE_ADJ:ALL_SOLID:frozen hydraulic fluid]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:hydraulic fluid]
[STATE_ADJ:LIQUID:hydraulic fluid]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:boiling hydraulic fluid]
[STATE_ADJ:GAS:boiling hydraulic fluid]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_ELASTICITY:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:6600]
[SHEAR_FRACTURE:6600]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ROTS]
[ICHOR_MAP_DESCRIPTOR]

[MATERIAL_TEMPLATE:PLASTSKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:plastiskin]
[STATE_ADJ:ALL_SOLID:plastiskin]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:5]
[SPEC_HEAT:4181]
[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:15000]
[IMPACT_FRACTURE:15000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:60000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:0]
[ABSORPTION:200]

[OBJECT:INORGANIC]

**Basic beam for all your projectile needs.

[INORGANIC:BEAM]
[USE_MATERIAL_TEMPLATE:BEAM_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:beam]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_NAME_ADJ:LIQUID:beam]
[STATE_COLOR:LIQUID:AQUA]
[STATE_NAME_ADJ:GAS:beam]
[STATE_COLOR:GAS:BLUE]
[DISPLAY_COLOR:3:0:0]
[SOLID_DENSITY:2500]
[LIQUID_DENSITY:2500]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:27500]
[DO_NOT_CLEAN_GLOB]

**Weaker variant of steel for use in robotic entities to make them less impossible, though still difficult to destroy.

[INORGANIC:MILD_STEEL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:stainless steel]
    [STATE_NAME_ADJ:LIQUID:molten stainless steel]
    [STATE_NAME_ADJ:GAS:boiling stainless steel]
[MATERIAL_VALUE:20]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]

[INORGANIC:PLASTISKIN]
[USE_MATERIAL_TEMPLATE:PLASTSKIN_TEMPLATE]

**Curtosy of Putnam. Titanum is superior to steel as an armour material, but is actually inferior to it for weapons. It still beats iron, however, so if you want a lightweight object but can't spare to use adamantium, it can be used in a pinch. If you're attempting to merge this mod with others, don't forget to delete this if it is present in another mod in use to prevent duplicate raws.

[INORGANIC:TITANIUM]
    [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:titanium]
    [STATE_NAME_ADJ:LIQUID:molten titanium]
    [STATE_NAME_ADJ:GAS:boiling titanium]
    [DISPLAY_COLOR:0:7:1]
    [BUILD_COLOR:0:7:1]
    [MATERIAL_VALUE:40]
    [SPEC_HEAT:520]
    [MELTING_POINT:13002]
    [BOILING_POINT:15917]
    [SOLID_DENSITY:4507]
    [LIQUID_DENSITY:4110]
    [MOLAR_MASS:47900]
    [IMPACT_YIELD:770000]
    [IMPACT_FRACTURE:1540000]
    [IMPACT_STRAIN_AT_YIELD:493]
    [COMPRESSIVE_YIELD:770000]
    [COMPRESSIVE_FRACTURE:1540000]
    [COMPRESSIVE_STRAIN_AT_YIELD:493] bulk modulus 110 GPa
    [TENSILE_YIELD:220000]
    [TENSILE_FRACTURE:440000]
    [TENSILE_STRAIN_AT_YIELD:132] young's modulus 116 GPa
    [TORSION_YIELD:220000]
    [TORSION_FRACTURE:440000]
    [TORSION_STRAIN_AT_YIELD:132]
    [SHEAR_YIELD:220000]
    [SHEAR_FRACTURE:440000]
    [SHEAR_STRAIN_AT_YIELD:352] shear modulus 44 GPa
    [BENDING_YIELD:220000]
    [BENDING_FRACTURE:440000]
    [BENDING_STRAIN_AT_YIELD:352]
    [MAX_EDGE:10000]
    [STATE_COLOR:ALL:GRAY]
    [ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_METAL]

[INORGANIC:DURAPLAST]
[USE_MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:duraplast]
    [STATE_NAME_ADJ:LIQUID:melted duraplast]
    [STATE_NAME_ADJ:GAS:boiling duraplast]
[MATERIAL_VALUE:20]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[IMPACT_STRAIN_AT_YIELD:4000]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:462500]
[COMPRESSIVE_STRAIN_AT_YIELD:40000]
[TENSILE_YIELD:40000]
[TENSILE_FRACTURE:40000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:310000]
[TORSION_FRACTURE:300000]
[TORSION_STRAIN_AT_YIELD:400000]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[SHEAR_STRAIN_AT_YIELD:4000]
[BENDING_YIELD:400000]
[BENDING_FRACTURE:400000]
[BENDING_STRAIN_AT_YIELD:40000]
[MAX_EDGE:2000]
[STATE_COLOR:ALL:BEIGE]
[ITEMS_WEAPON_RANGED]
[ITEMS_HARD]
[ITEMS_ARMOR]

[INORGANIC:CARBON_FIBER]
[USE_MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_NAME:ALL:carbon composite]
[STATE_ADJ:ALL:carbon]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
[DISPLAY_COLOR:0:0:0]
[BUILD_COLOR:1:0:1]
[MATERIAL_VALUE:50]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:500]
[MOLAR_MASS:3600]
[HEATDAM_POINT:15150]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[IMPACT_YIELD:1080000]
[IMPACT_FRACTURE:1080000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:520000]
[TENSILE_FRACTURE:860000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:520000]
[TORSION_FRACTURE:860000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:520000]
[SHEAR_FRACTURE:860000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:520000]
[BENDING_FRACTURE:860000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:100]
[ABSORPTION:0]

**Flexible material used in creating synthetic muscles as well as body armour.

[INORGANIC:ZYLON]
[USE_MATERIAL_TEMPLATE:PLASTIC_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:zylon]
[STATE_NAME_ADJ:LIQUID:melted zylon]
[STATE_NAME_ADJ:GAS:evaporated zylon]
[STATE_COLOR:ALL_SOLID:CHARCOAL]
[DISPLAY_COLOR:0:0:0]
[BUILD_COLOR:1:0:1]
[MATERIAL_VALUE:40]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:400000]
[IMPACT_FRACTURE:400000]
[IMPACT_STRAIN_AT_YIELD:400000]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:462500]
[COMPRESSIVE_STRAIN_AT_YIELD:400000]
[TENSILE_YIELD:400000]
[TENSILE_FRACTURE:400000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:300000]
[TORSION_FRACTURE:300000]
[TORSION_STRAIN_AT_YIELD:400000]
[SHEAR_YIELD:300000]
[SHEAR_FRACTURE:300000]
[SHEAR_STRAIN_AT_YIELD:400000]
[BENDING_YIELD:400000]
[BENDING_FRACTURE:400000]
[BENDING_STRAIN_AT_YIELD:400000]
[MAX_EDGE:1]
[ITEMS_ARMOR]
Logged
Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Nakéen

  • Bay Watcher
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Impressive ! I didn't go to such details and stayed with standard materials.

My bots feel a bit lame now, haha.
Logged

Propman

  • Bay Watcher
  • Eh.
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Yep; I originally tried something similar, but there was no good "in between" material for something that was stronger than aluminum but weaker than steel, which had a tendency to make robots effectively indestructable against anything that wasn't using a whip: iron seemed too crude a choice (ask yourself: why would someone use iron to make something as complex and sophisticated as an autonomous robot if they could afford to build it in the first place?), and I wasn't really going for the feel that using brass would give, so I used the basic metal template which itself is based off of low-carbon steel: I made stainless steel so as to cut out the middleman of redefining it in every robot entity as a custom metal. Here's an example of one of my own relatively simple robots, with comments added showing some tips and tricks you can adapt when making your own: many of the things I learned I actually picked up from IndigoFenix in one of his own endeavors. Feel free to yank parts of the code out fullscore to make things faster. Hope it's helpful!

Code: [Select]
[CREATURE:HITCHBOT_BOT]
[DESCRIPTION:A simple machine consisting of a pair of threads attached to a cylindrical chassis and a camera. It is apparently some sort of experiment from the Outside World, and it speaks constantly.]
[CREATURE_CLASS:MACHINE]
**For specific reactions; I use this class for mechanical entities across all my mods for compatability reasons.
[NAME:wandertron:wandertrons:robotic]
[CASTE_NAME:wandertron:wandertrons:robotic]
[CREATURE_TILE:'R']
[COLOR:7:0:0]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:5:15]
[LARGE_ROAMING]
[FREQUENCY:2]
[CLUSTER_NUMBER:1:2]
[LOOSE_CLUSTERS]
[PETVALUE:2400]
[PET_EXOTIC]
[NO_EAT]
[NO_DRINK]
[NO_SLEEP]
[NOBREATHE]
[PARALYZEIMMUNE]
[NOEMOTION]
[NOSTUN]
[NOFEAR]
[NOPAIN]
[NOT_BUTCHERABLE]
[NOSMELLYROT]
[NONAUSEA]
[NOEXERT]
[NO_DIZZINESS]
[CANNOT_JUMP]
**As a general rule, wheeled/tracked robots should not be able to jump, though tracked robots should be given the ability to climb.
[NOT_LIVING]
[PREFSTRING:small talk]
[PERSONALITY:SINGLEMINDED:100:100:100] 
**If you buy into the sterotype, anyway.
[CASTE_PROFESSION_NAME:RECRUIT:traveler:travelers]
**When robotic entities, especially those intended to be hostile appear in-game, they tend to be labled as "recruits" due to the "LARGE_PREDATOR" tag. Giving the recruit title a specific name is a good way to give them some flavor; i.e, a killbot with the recruit name set to annihilator will appear as "Killbot Annihilator" in a random encounter.
[BENIGN]
[MUNDANE]
[MEANDERS]
[ODOR_STRING:electronics]
**This or something similar should be added to all mechanical entities, else the game will display the specific model of robot being smelled in adventurer mode.
[SMELL_TRIGGER:10000] cannot smell
[NO_GENDER]
[BODY:2PART_HULL:TRICYCLE:CPU_UB:CAMERA_MOUNT:MOTOR:SPEAKER]
[TISSUE:ALUMINUM]
[TISSUE_NAME:metal frame:metal frame]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[RELATIVE_THICKNESS:4]
[CONNECTS]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[TISSUE:PLASTIC]
[TISSUE_NAME:plastic:plastic]
[TISSUE_MATERIAL:INORGANIC:PLASTIC]
[STRUCTURAL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:HEART]
**As a shortcut for making complex robots, naming synthetic tissues after their corresponding organic counterparts allows the use of the standard body_detail_plan. This particular example was just a cut and paste from an existing robot using those principals.
[TISSUE_NAME:motor:motors]
[TISSUE_MATERIAL:INORGANIC:ALUMINUM]
[MUSCULAR]
[STRUCTURAL]
[ARTERIES]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:WIRING]
**Internal circutry for simulating nerves: more durable than organic stuff, but when destroyed, renders the part nonfunctional
[TISSUE_NAME:circutry:circutry]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:GLASS]
**Used for eye "lenses"
[TISSUE_NAME:glass:NP]
[TISSUE_MATERIAL:GLASS_GREEN:NONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:RUBBER]
**Not actually a unique material due to laziness
[TISSUE_NAME:rubber:rubber]
[TISSUE_MATERIAL:INORGANIC:PLASTISKIN]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[FUNCTIONAL]
[USE_MATERIAL_TEMPLATE:OIL:HYDRAULIC_FLUID_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen motor oil]
[STATE_NAME_ADJ:LIQUID:motor oil]
[STATE_NAME_ADJ:GAS:oily smog]
[BLOOD:LOCAL_CREATURE_MAT:OIL:LIQUID]
[PREFIX:NONE]
[STATE_COLOR:ALL:BLACK]
[DISPLAY_COLOR:0:0:0]
[BOILING_POINT:NONE]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:PLASTIC:ALUMINUM:WIRING]
**Body detail plans allow details to be added to the robot's description screen; vanilla inorganics such as the various elementals and bronze colossus lack this, which is why they seldom have any description beyond their height.
[TISSUE_LAYER:BY_CATEGORY:ALL:PLASTIC]
[TISSUE_LAYER:BY_CATEGORY:EYE:GLASS]
[TISSUE_LAYER:BY_CATEGORY:MOUNT:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:BRAIN:WIRING]
[TISSUE_LAYER:BY_CATEGORY:LEG_UPPER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:LEG_LOWER:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:MOUTH:ALUMINUM]
[TISSUE_LAYER:BY_CATEGORY:FOOT:RUBBER]
[TISSUE_LAYER:BY_CATEGORY:HEART:HEART]
[TISSUE_LAYER_UNDER:BY_CATEGORY:LEG_UPPER:MOTORS]
[TISSUE_LAYER_UNDER:BY_CATEGORY:MOUNT:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_UPPER:ALUMINUM]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_LOWER:ALUMINUM]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_UPPER:WIRING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY_LOWER:WIRING]
**Specific body parts can be specified to be made of a sigular material, and additional materials such as wiring can be underlayed in order to make them more prominant.
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:ALL]
[TL_MAJOR_ARTERIES]
**Makes the motor function like a heart: when puntured, it will likely lead to the robot's quick demise; one of their few weakpoints.
[BODY_SIZE:0:0:17500]
[ITEMCORPSE:TOOL:ITEM_TOOL_SCRAP_TINY:INORGANIC:ALUMINUM]
**Junk tool item that allows the robot's remains to be melted down for scrap metal when killed.
[ITEMCORPSE_QUALITY:0]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:2467:1294:702:702:3700:5300] 12.5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2467:1294:702:702:3700:5300] 12.5 kph
[APPLY_CREATURE_VARIATION:5951:5419:4898:1463:6944:8233] 6 kph
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Hello. How do you do? Care to listen to the tales of a wanderin' soul like me?":states "Hello. How do you do? Care to listen to the tales of a wanderin' soul like me?":a pre-recorded voice stating "Hello. How do you do? Care to listen to the tales of a wanderin' soul like me?"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "I came from way up north. Pleased to meet you!":states "I came from way up north. Pleased to meet you!":a pre-recorded voice stating "I came from way up north. Pleased to meet you!"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Do you like music? I prefer jazz!":states "Do you like music? I prefer jazz!":a pre-recorded voice stating "Do you like music? I prefer jazz!"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Hi there! Will you be my friend?":states "Hi there! Will you be my friend?":a pre-recorded voice stating "Hi there! Will you be my friend?"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "Wonderful weather we're having, eh?":states "Wonderful weather we're having, eh?":a pre-recorded voice stating "Wonderful weather we're having, eh?"]
[SOUND:PEACEFUL_INTERMITTENT:20:10000:VOCALIZATION:state "It was inevitable.":states "It was inevitable.":a pre-recorded voice stating "It was inevitable."]
[SOUND:ALERT:20:1000:VOCALIZATION:state "That's not very nice!":states "That's not very nice!":a pre-recorded voice stating "That's not very nice!"]
**Vocal lines said by the robot in adventuerer mode: note that they can do this so long as they have a speaker or other "mouth" part, even if they can't actually speak intelligently: they're presumably pre-recorded lines.
[LOW_LIGHT_VISION:10000]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
**The low light vision and situational awareness are both skills I like to put on my robots to make them distinctly difficult to hide from once they detect you.
[SET_TL_GROUP:BY_CATEGORY:ALL:PLASTIC]
[TL_COLOR_MODIFIER:BEIGE:1:YELLOW:11:SILVER:1:GRAY:2]
[TLCM_NOUN:paint:SINGULAR]
**Color descriptors are applied on a BY_CATEGORY:BODYPART:MATERIAL basis. This does not work if the robot doesn't have a body_detail_plan.

http://pastebin.com/YXQaaeiU

And here's something extra: a pastebin full of various robot components: I realize some are a bit redunant, as I didn't quite know how glosses worked when I first started out making mechanical entities, though many more of them are unique parts and bodies for more exotic machines that can't easily be reproduced using the vanilla raws. Add them to the mod's raws at will as needed.
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Nakéen

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Don't worry about redundancy, my first creatures are such a mess of tissues and body_detail_plans that I pity anyone who would try to understand them.

Anyway, I'm currently working on reactions and syndromes. I realized inhaled syndromes are extremely unreliable, and I'm trying to find a workaround by fiddling with temperature and liquids. Oh well, I'm hoping to somehow create a miracle x)
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Mr Frog

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It occurs to me that I haven't actually kept everyone informed as to the exact content of my mods so far, which doesn't exactly seem conducive to planning and overall QA, so here they are:

> Holistic Spawn, as they appeared in Spearbreakers, but with their decapitation weakness removed and tweaks made to their bite to prevent the save/load syndrome bug we encountered from occurring (not sure if that bug was fixed or not but I'd rather be on the safe side)
> Degenerate Spawn: tiny, headless mutant Spawn that crawl around on four bony limbs like an insect. They appear both as random mobs in the caverns and surface that try to steal your shit as well as a hostile race similar to kobolds, with enhanced climbing capabilities as well as a  large Ambusher bonus. Fairly-weak, but can still fuck up unarmed peasantry if given half a chance, and their bite will still turn dwarves into Spawn.
> Megaspawn: huge abominations made of ~7 Holistic Spawn fused together, which show up as an extremely-tough random mob and try to smash your buildings. They can reanimate their severed limbs, since each limb is a full-fledged Spawn of its own with a separate organ system.
> Spawnfalloon: A really, really big, tough megaspawn which acts as a semimegabeast, basically :V  I couldn't decide whether megaspawn should be a rarely-occurring megabeast or a more-persistent random threat, so I put these in as a compromise.
> SPECIALSURPRISE: not gonna spoil anything, but these were a bitch to put together. (I already have enough input on these to have a basic grasp of the general reception to them as well as what I should change or not)

Thoughts? Also sorry again for not having much to contribute to the jackborg discussion.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Aseaheru

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Biting without a head... Well, I guess that the mouth does go down the chest, but it still seems slightly odd. Possibly explay it away as the head gets absorbed in some fashion?
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Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Lolfail0009

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Not sure how the Degenerates would turn dwarves, but I guess Asea is right about the extended mouth.

Pumped for the surprise~

Amperzand

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Actually, having read Syrupleaf where they came from originally, I think some descriptions of the things even had separate ribcage and face-mouths. It's all really determined by rule-of-horrifying anyway.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Splint

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@ Amperzand: Turrets of any sort would be kinda hit or miss to include, though for those who have any measure of support, Underhive had an okay work around for emplaced weaponry.

Mr Frog

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Biting without a head... Well, I guess that the mouth does go down the chest, but it still seems slightly odd. Possibly explay it away as the head gets absorbed in some fashion?

They have a mouth on their underbelly between their legs. Like an octopus. I imagine they like to latch onto your face Aliens-style and nibble at your skull.

You are roughly correct about the head being absorbed. Their anatomy has basically degenerated to a nondescript 'body' held up by four limbs. I personally imagine it being a result of the Spawn growing unstable (physically and mentally) after being separated from Holistic for so many eons. The Megaspawn and Spawnfalloon as well as the SPECIALSURPRISE also resulted from this instability, although their mutations happened to make them stronger (although I don't imagine the Megaspawn are terribly-sane as a result of being 7 consciousnesses crudely mashed together).

Actually, having read Syrupleaf where they came from originally, I think some descriptions of the things even had separate ribcage and face-mouths. It's all really determined by rule-of-horrifying anyway.

IIRC the chest-mouth kinda extended upwards into the face-mouth, but most of the actual bitey business was done by the chest/ribcage. It's been a looooong time since I read Syrupleaf, though.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Nakéen

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Frog, could you post the raws of the Megaspawn and the Spawnfalloon ? I would like to do some field testing for the weapons to see if I have to balance them.

As of now, I made them voluntarily extremely strong. (M.U.G. cannon shots can kill anything in one clean shot)
Knowing approximatively how many shots are needed to kill a Mega/Falloon with a Railgun/M.U.G. cannon would help me a lot !

EDIT:
I'm making some progress on the bots reactions. As you all know, syndrome application via boiling-stone is unreliable.
I learned a little more during all this experimenting :

-SYN_INHALED seems to be applied when the creature is "caught in a cloud of.." rather than "caught in a burst of..". Of course, the frequency of "cloud" is far smaller than "burst". I suppose "cloud" appear when the creature do inhale the material.

-Multiple instances of the same boiling material will only register as one cloud. For example, 1000 boiling stones of material X is exactly the same as 1 boiling stone of material X. Which means if we want to increase the cloud occurrence, we have to create many different boiling-stone-materials

=> As a result, I created a dummy creature that is FANCIFUL and DOES_NOT_EXIST. The creature is loaded with LOCAL_CREATURE_MATs that use a MATERIAL_TEMPLATE which define the syndrome.
=> The reaction that produce the boiling-stone produce 1 boulder of each of these LOCAL_CREATURE_MATs. I did it that way instead of creating multiple INORGANIC to prevent the materials to appear in dwarves preferences (FANCIFUL creatures materials won't appear in preferences).

Tests still ongoing, will keep you all in check.
« Last Edit: December 11, 2015, 04:00:43 pm by Nakéen »
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Mr Frog

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Frog, could you post the raws of the Megaspawn and the Spawnfalloon ? I would like to do some field testing for the weapons to see if I have to balance them.

As of now, I made them voluntarily extremely strong. (M.U.G. cannon shots can kill anything in one clean shot)
Knowing approximatively how many shots are needed to kill a Mega/Falloon with a Railgun/M.U.G. cannon would help me a lot !

EDIT:
I'm making some progress on the bots reactions. As you all know, syndrome application via boiling-stone is unreliable.
I learned a little more during all this experimenting :

-SYN_INHALED seems to be applied when the creature is "caught in a cloud of.." rather than "caught in a burst of..". Of course, the frequency of "cloud" is far smaller than "burst". I suppose "cloud" appear when the creature do inhale the material.

-Multiple instances of the same boiling material will only register as one cloud. For example, 1000 boiling stones of material X is exactly the same as 1 boiling stone of material X. Which means if we want to increase the cloud occurrence, we have to create many different boiling-stone-materials

=> As a result, I created a dummy creature that is FANCIFUL and DOES_NOT_EXIST. The creature is loaded with LOCAL_CREATURE_MATs that use a MATERIAL_TEMPLATE which define the syndrome.
=> The reaction that produce the boiling-stone produce 1 boulder of each of these LOCAL_CREATURE_MATs. I did it that way instead of creating multiple INORGANIC to prevent the materials to appear in dwarves preferences (FANCIFUL creatures materials won't appear in preferences).

Tests still ongoing, will keep you all in check.

Pretty sure this will result in the dwarf who does the reaction being given astronomical amounts of experience, since if I recall correctly they get experience for each individual product produced :V  I could very well be wrong, though, since it's been a long, long time since I messed around with custom reactions in any capacity.

I'll fiddle around with the megaspawn for a bit (want to add more bits to them, maybe extra hearts in its limbs) and then post them. I'm kinda embarrassed to tbh; I don't think they're in a very good condition to be shown to others ^^;

E: I'll also PM Nakeen the raws for the SPECIALSURPRISE, since that'll need to be tested as well but this is probably too public a place to post them.
« Last Edit: December 11, 2015, 04:22:46 pm by Mr Frog »
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies
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