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Author Topic: Bay12 Space Program  (Read 17230 times)

GreatWyrmGold

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Re: Bay12 Space Program
« Reply #60 on: August 19, 2012, 08:05:35 pm »

No, not really. Also, space doesn't work that way. Especially in atmosphere, trace as it may be.
We were thinking of having an "air tank" body part or something like that that lets you breathe.
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Putnam

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Re: Bay12 Space Program
« Reply #61 on: August 19, 2012, 10:36:22 pm »

How about an "air tank" that's inside a "backpack", while having the air tank be [UNDER_PRESSURE]?

WaffleEggnog

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Re: Bay12 Space Program
« Reply #62 on: August 20, 2012, 11:54:02 pm »

By the way I put a link to this in the General Discussion thread. Hopefully you guys can get some more coders on this. If you get something done and put it on DFFD, il use it in my LP of DF and show you the results. I also dabble in the raws here and there so i might be of some help.
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NRN_R_Sumo1

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Re: Bay12 Space Program
« Reply #63 on: August 21, 2012, 02:06:21 am »

How about an "air tank" that's inside a "backpack", while having the air tank be [UNDER_PRESSURE]?
That sounds like a good way to do things.  :D

..Had I any idea how to make the body I'd attempt it right now.

Basic dwarf or human body, add on an extra tissue layer, and then this under pressure 'lung organ' air tank.

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Putnam

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Re: Bay12 Space Program
« Reply #64 on: August 21, 2012, 11:54:37 am »

not tissue layer, body part.

NRN_R_Sumo1

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Re: Bay12 Space Program
« Reply #65 on: August 21, 2012, 04:07:00 pm »

not tissue layer, body part.
the tissue layer would be a space suit would it not?
sort of like how the clothing works.
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GreatWyrmGold

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Re: Bay12 Space Program
« Reply #66 on: August 21, 2012, 06:45:13 pm »

That's not how clothing works, but we could have space suits work like that. Add a "Latex" tissue layer over everything except head and air tank; have a "Helmet" BP on top, with the "head" inside that (having the [HEAD] tag) and the brain and such inside of those.
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NRN_R_Sumo1

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Re: Bay12 Space Program
« Reply #67 on: August 21, 2012, 10:27:50 pm »

Yeah, I was talking to Deon about it earlier and he explained to me a bit about how dwarf fortress does things creature wise,  although half-way through the conversation he ended up 'brbing' to talk to his wife, and didn't come back.
Poor guy must have gotten sucked into the 'quality time' card. :P

but Yeah, some sort of cloth covering a normal body, and then a 'glass' dome for the space helmet with [BREATH], as well as the airtank on the back being [BREATH] and [UNDER_PRESSURE] (wouldn't this just make the airtank shoot out in little bits? I'm not quite sure.)
however, none of those parts would have pain receptors which is sort of nice. :D

If they're 'powered' suits ligaments could be used in place of wires.
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Deon

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Re: Bay12 Space Program
« Reply #68 on: August 21, 2012, 10:49:39 pm »

although half-way through the conversation he ended up 'brbing' to talk to his wife, and didn't come back.
That happens too often lately :(. I am becoming a weak man, being ruled by the power of earthly desires more than gaming habits :(.
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misko27

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Re: Bay12 Space Program
« Reply #69 on: August 22, 2012, 04:12:16 am »

Well, as all good things do, this gem was shat out during a routine indulgence in utter madness:
Hey if Corai gets a kobold I want a dragon.
I want a ridable flaming war-badger with wings that spews magma and has adamantine claws and silver fists and steel bones and shoots flaming webs.
*ahem*, Please.
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Putnam

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Re: Bay12 Space Program
« Reply #70 on: August 22, 2012, 01:25:46 pm »

Since you asked nicely...

Code: [Select]
[CREATURE:FIREWINGMAGMAWEBADAMANTINEBADGER]
[DESCRIPTION:RUN.]
[NAME:ridable flaming war-badger with wings that spews magma and has adamantine claws and silver fists and steel bones and shoots flaming webs:ridable flaming war-badgers with wings that spew magma and have adamantine claws and silver fists and steel bones and shoot flaming webs:badger]
[CHILD:1][GENERAL_CHILD_NAME:badger cub:badger cubs]
[CREATURE_TILE:'b'][COLOR:6:12:1]
[NATURAL]
[PETVALUE:2500]
[PET]
[TRAINABLE]
[MOUNT]
[LARGE_ROAMING]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:4:12]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]
[EVIL]
[BONECARN]
[BENIGN][PRONE_TO_RAGE:1]
[GRASSTRAMPLE:0]
[PREFSTRING:underground communities]
[PREFSTRING:striped faces]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:2WINGS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:5TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:15000]
[BODY_SIZE:1:0:75000]
[BODY_SIZE:2:0:150000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:15]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[NOCTURNAL]
[CREPUSCULAR]
[NO_WINTER]
[HOMEOTHERM:45000]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE_NAME:ridable flaming war-badger sow with wings that spews magma and has adamantine claws and silver fists and steel bones and shoots flaming webs:ridable flaming war-badger sows with wings that spew magma and have adamantine claws and silver fists and steel bones and shoot flaming webs:badger sow]
[CASTE:MALE]
[MALE]
[CASTE_NAME:ridable flaming war-badger boar with wings that spews magma and has adamantine claws and silver fists and steel bones and shoots flaming webs:ridable flaming war-badger boars with wings that spew magma and have adamantine claws and silver fists and steel bones and shoot flaming webs:badger boar]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TOE:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:legs:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:STRIPES_BLACK_WHITE:1]
[TLCM_NOUN:head:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[IGNITE_POINT:50]
[IF_EXISTS_SET_MELTING_POINT:50000]
[IF_EXISTS_SET_BOILING_POINT:50000]
[IF_EXISTS_SET_HEATDAM_POINT:50000]
[MAT_FIXED_TEMP:45000]

Too lazy to do the magma and adamantine claws and silver fists and steel bones for now :P

TopHat

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Re: Bay12 Space Program
« Reply #71 on: August 22, 2012, 03:22:55 pm »

How's the modding?
Also I think we may need more nobles, and name changes for existing ones (mayor - prime minister) other examples: 'president' (no mandates -powerless figurehead) and department heads ( one generic position for all departments - but multiple positions like m. captains)
Any other ideas?
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GreatWyrmGold

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Re: Bay12 Space Program
« Reply #72 on: August 22, 2012, 08:25:46 pm »

If we made both the helmet and the air tank have BREATHE, wouldn't you need to destroy both to stop the breathing?
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NRN_R_Sumo1

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Re: Bay12 Space Program
« Reply #73 on: August 23, 2012, 02:01:28 am »

If we made both the helmet and the air tank have BREATHE, wouldn't you need to destroy both to stop the breathing?

I believe the windpipe, and both lungs normally all have the BREATHE tag
Code: [Select]
[BODY:2LUNGS]
[BP:WINDPIPE:windpipe:STP][CON:THROAT][BREATHE][INTERNAL][SMALL][CATEGORY:THROAT]
[DEFAULT_RELSIZE:20]
[BP:RLUNG:right lung:STP][CONTYPE:UPPERBODY][BREATHE][INTERNAL][SMALL][RIGHT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LLUNG:left lung:STP][CONTYPE:UPPERBODY][BREATHE][INTERNAL][SMALL][LEFT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
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arbiter787

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Re: Bay12 Space Program
« Reply #74 on: August 23, 2012, 04:02:07 am »

I'm sorry if I'm kinda butting in here, but can you mod the wagon to make it generate as a crashed starship? If you can that would make it easier to start out but you could balance it by allowing alien attacks from the beginning or making the ship out of indestructible materials as to make it useless. Just throwing ideas out there.
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