Workin' on my Thurz, which are intended to be a type of boulder mimic, thats only present in savage biomes. They start off sessile, and transform into rock trolls by night. And at dawn they go back to being "gabbro boulders." Theres a lot of stuff to iron with these guys though. Mostly, it's issues with how to synchronize the start up delay and end time, in ticks, so that their transformation only happens at night, for both fort mode and adventure mode.
Some images:
Spot the mimic.
Totally called that this would happen. (Note that the night troll hasn't even transformed yet.)
Fighting rocks, etc.
Ideally, these guys would also stay in their night form while underground, but I don't think thats happening. Although I could solve that issue, maybe, by using a whole other set of castes within the thurz_night_form, which would be those by default, as opposed to the other way around, and actually spawn during world gen, and have them spawn in underground caverns. In the event they ever get to the surface, they use the interaction which sets them on the crazy transformation schedule. I've tested the location hint interaction token, and while the interaction version of the token is bugged, CDI:LOCATION_HINT:OUTSIDE might not be, it certainly does not prevent a creature from using the interaction while outside, but its not clear whether it actually prevents the creature from using it
inside.
Also been working on good biome regional effects, as well as some "magical item" prototype mods. I'll start thinking about what additional items DFhack will allow, but so far I've only considered "magical items" that the raws can facilitate on their own. Such as fixed mat material items; an inedible item, which continually rots into itself, and continually produces miasma in cycles; and an item that naturally produces discrete quantities of any item, like meat or soup ladles, and slowly repeats this over an infinite cycle.
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Edit:
☠ Working on a pestilence mod. ☠I'm actually surprised to see how well the lice infestations are working. And I am VERY SURPRISED to see how well my plump helmet mimics are working.
These things are evil! Regional interaction causes a dwarf to occasionally spawn a couple "plump helmets", which stack with normal plump helmets, but aren't plump helmets at all. When eaten raw or brewed, they inflict an ingested food poisoning syndrome. For premium, they'll probably use a slightly modified plump helmet sprite. (I'm doing the modding in 47.05 for now)
Lice have been given a special vermin bite attack, which inflicts a syndrome, which causes a creatures with head hair to be able to spawn lice around them, which leads to anyone getting close, getting lice as well.
Feral rats should also be fun to work with.
Images:
Already changed the tensing issue.
Just pay attention to the food poisoning bit, and don't worry about the freakish weather. I just made certain good biomes rain honey and occasionally produce milk vapor clouds. The dwarves hate it. And it makes sense, honestly.
The only plants in the fortress
Tab - detailed view (Note: The plump helmets listed here, will possess one of
two different mat_types.