What's the exact science for weapons getting stuck in wounds?
I'm working on some treants, and I'm trying to tidy up the wood material template so it actually behaves a bit more like wood. However, I can't seem to get weapons to get stuck in the treant's wounds. Is this something determined in the material template, or does it have more to do with tissue layers?
May help to see the raws. As far as I know, the only way for stuck-ins to be prevented is if your creature has the [NOSTUCKINS] tag. And are you using an edged weapon? Stuck ins occur much more rarely for blunt weapons.
[CREATURE:TREANT_TAIGA]
[DESCRIPTION:A gigantic tree golem dedicated to the protection of its forest home. Elven druids are said to animate certain trees into these creatures during times of war. Although some are so wild they turn against even their elven friends.]
[NAME:treant:treants:treantish]
[CASTE_NAME:treant:treants:treantish]
[COLOR:2:0:0]
[PETVALUE:750]
[CHILD:10][BABY:1]
[PET_EXOTIC][TRAINABLE_WAR]
[MEANDERER][NATURAL][LARGE_PREDATOR]
[AT_PEACE_WITH_WILDLIFE]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS][LIKES_FIGHTING]
[LARGE_ROAMING]
[CLUSTER_NUMBER:1:4]
[BUILDINGDESTROYER:2]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:TREES]
[SPHERE:NATURE]
[SPHERE:PLANTS]
[EQUIPS]
[CANOPENDOORS]
[BIOME:FOREST_TAIGA]
[FREQUENCY:1]
[POPULATION_NUMBER:2:3]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:fierce nature]
[PREFSTRING:likeness to trees]
[NOBONES]
[BODY:HUMANOID:2EYES:NOSE:HUMANOID_JOINTS:3FINGERS:3TOES]
[BODYGLOSS:ROOTS_FOOT]
[BODYGLOSS:LEG_STUMP]
[BODYGLOSS:BRANCH_ARM]
[BODYGLOSS:TRUNK]
[BODYGLOSS:CLAW_HAND]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[CASTE:PINE_M]
[CASTE_TILE:23]
[MALE]
[TISSUE:WOOD_PINE]
[TISSUE_NAME:pine wood:wooden]
[TISSUE_MATERIAL:PLANT_MAT:PINE:WOOD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[ITEMCORPSE:WOOD:NO_SUBTYPE:PLANT_MAT:PINE:WOOD]
[TISSUE_LAYER:BY_CATEGORY:ALL:WOOD_PINE]
[CASTE:PINE_F]
[CASTE_TILE:23]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[TISSUE:WOOD_PINE]
[TISSUE_NAME:pine wood:wooden]
[TISSUE_MATERIAL:PLANT_MAT:PINE:WOOD]
[ MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[ITEMCORPSE:WOOD:NO_SUBTYPE:PLANT_MAT:PINE:WOOD]
[TISSUE_LAYER:BY_CATEGORY:ALL:WOOD_PINE]
[SELECT_CASTE:ALL]
[GRASSTRAMPLE:50]
[BODY_SIZE:0:0:250000]
[BODY_SIZE:1:168:2500000]
[BODY_SIZE:20:0:4000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
(There are other biome variants, but they're all identical except for differences in tree type and biome)
[MATERIAL_TEMPLATE:WOOD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:6000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:2000]
[TENSILE_FRACTURE:5000]
[TENSILE_STRAIN_AT_YIELD:500]
[TORSION_YIELD:2000]
[TORSION_FRACTURE:5000]
[TORSION_STRAIN_AT_YIELD:5000]
[SHEAR_YIELD:40000] used pine
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:4000]
[BENDING_YIELD:5000]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
This general material classifier determines various in-game behaviors. There are several others below.
[WOOD]
No real science there, just trial and error until it starts 'feeling' right in arena combat.
Right now, only real issues are that scratches can cause fractures (certainly some error I made in the template) and the aforementioned lack of stuck-ins.
I've used axes, spears, hammers - pretty much all the main weapons made from various materials (copper, bronze, steel, candy). While they all do quite a bit of damage, I've yet to see a stuck-in attack.