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Author Topic: Creature modding help - auto-severing limbs  (Read 502 times)

LCastillo

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Creature modding help - auto-severing limbs
« on: January 23, 2017, 02:11:53 am »

Help modding creature raws.

I'm trying to figure out how to create a creature that loses a limb as soon as it spawns.

Essentially I want it to be a three part creature, and the middle part dissolves leaving a severed limb that can grasp and a living head.

I know I can do this by defining the middle body part to be made out of some substance that melts or dissolves at room temperature but I can't figure out how to define just the middle section as that dissolving material.

So far I've come up with
Code: [Select]
[CREATURE:SPAWNER]
[DESCRIPTION:An intermediate form necessary for reproduction]
[NAME:spawner:spawner:spawner]
[CASTE_NAME:Spawner:Spawner:Spawner]
[CREATURE_TILE:'U'][COLOR:3:0:1]
[PETVALUE:30][NATURAL]
[PREFSTRING:artificial, complex]
[NOBONES]
[NOT_BUTCHERABLE]
[NO_EAT]
[NO_DRINK]
[NOTHOUGHT]
[NOEMOTION]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[SWIMS_INNATE]
[SUPERNATURAL]
[NOTHOUGHT]
[NOBREATH]
[NOGENDER]
[BODY:BASIC_HEAD]
[BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
        [DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
        [DEFAULT_RELSIZE:1000]
[BP:LH:left hand:STP][CON:LB][GRASP][LEFT][CATEGORY:HAND]
        [DEFAULT_RELSIZE:80]
[BODYGLOSS:PARTS:left hand:Unnassembled Parts:left hands:Unassembled Parts:]
[TISSUE:UNIFORM_TISSUE]
[TISSUE_MATERIAL:INORGANIC:EMERALD]
[TISSUE_MAT_STATE:SOLID]
[STRUCTURAL]
[FUNCTIONAL]
[MUSCULAR]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TISSUE]
[NOT_BUTCHERABLE]

I think I should just have to add a couple more lines that say:
Code: [Select]
[USE_MATERIAL_TEMPLATE:DISSOLVING:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:SOLID:dissolving]
[STATE_NAME_ADJ:LIQUID:liquified dissolving]
[STATE_NAME_ADJ:GAS:evaporating dissolving]
[STATE_COLOR:ALL:MAUVE]
[PREFIX:NONE]
[MELTING_POINT:0]
[HEATDAM_POINT:0]
[BOILING_POINT:1]
[SPEC_HEAT:1]
[TISSUE:DISSOLVING]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:DISSOLVING]
[TISSUE_NAME:dissolving:NP]
[TISSUE_MAT_STATE:SOLID]
[TISSUE_SHAPE:LAYER]
[CONNECTS]
[FUNCTIONAL]
[STRUCTURAL]
[TISSUE_LAYER:BY_CATEGORY:LOWERBODY:DISSOLVING]

But I'm not sure where I would have to put this in the creature file or if it would even work.

I've seen people conjecture that such a creature could be made but I haven't been able to see any working raws to compare mine too.

If somebody could show me an example of a similar creature that works or help me make mine work I would really appreciate it.
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D_E

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Re: Creature modding help - auto-severing limbs
« Reply #1 on: January 25, 2017, 01:33:01 am »

I believe what you currently have will ALMOST work; however, the dissolving body part must have ONLY the melting tissue, so your [TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TISSUE] token would cause it to not work.  Also, I believe that if a creature's [LOWERBODY] part melts, it will die instantly.

Here is an example drawn from a working limb-dropping creature.  The 'egg sack' body parts melt, releasing a large number of 'hatchling' body parts that can be raised by the parent creature.  Note that the egg sack is a nonessential body part, and has a unique CATEGORY token so that it doesn't get tissues assigned to it by the BODY_DETAIL_PLAN.

This is just the bit of the parent creature that shows the body and the melting tissue:
Code: [Select]
[BODY:GOHMA_BODY:BOSS_EYE:SMALL_3PARTCLAWARMS:TAIL_OVI:HEART:GUTS:MOUTH:EGG_RACK_10_NEW]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]

[USE_MATERIAL_TEMPLATE:MELTING_EGG_SACK:MELTING_EGG_SACK_TEMPLATE]
[TISSUE:MELTING_EGG_SACK]
[TISSUE_NAME:egg sack:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MELTING_EGG_SACK]
[TISSUE_SHAPE:LAYER]
[RELATIVE_THICKNESS:1]
[BODY_DETAIL_PLAN:MELTING_EGG_SACK_PLAN]

[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]

Code: [Select]
[BODY:EGG_RACK_10_NEW]
[BP:RACK1:egg sack:egg sacks][CON:UB][CATEGORY:EGG_RACK][SMALL]
[DEFAULT_RELSIZE:1]
[BP:EB_UB1:hatchling:hatchlings][CON:RACK1][CATEGORY:EGG][SMALL][GRASP][NUMBER:10][CATEGORY:BODY]
[DEFAULT_RELSIZE:1]


Code: [Select]
[MATERIAL_TEMPLATE:MELTING_EGG_SACK_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CARMINE]
[STATE_NAME:ALL_SOLID:egg sack]
[STATE_ADJ:ALL_SOLID:egg sack]
[STATE_COLOR:LIQUID:CARMINE]
[STATE_NAME:LIQUID:burst egg sack]
[STATE_ADJ:LIQUID:egg sack]
[STATE_COLOR:GAS:CARMINE]
[STATE_NAME:GAS:foul vapor]
[STATE_ADJ:GAS:foul vapor]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:7]
[IGNITE_POINT:10508]
[MELTING_POINT:2]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:1]
[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] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_ELASTICITY:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[BLOOD_MAP_DESCRIPTOR]


EDIT: Also needed this body detail plan:
Code: [Select]
[BODY_DETAIL_PLAN:MELTING_EGG_SACK_PLAN]
[BP_LAYERS:BY_CATEGORY:EGG_RACK:MELTING_EGG_SACK:1]
« Last Edit: January 25, 2017, 01:36:04 am by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

LCastillo

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Re: Creature modding help - auto-severing limbs
« Reply #2 on: January 25, 2017, 02:20:21 pm »

Thank you, this was exactly the kind of help I was looking for.
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