Still trying to get an excrement and waste management mod going. Which, now requires that I learn how to mod premium, and do sprinting. So it's a process.
Recently, I tried replacing dwarf blood with a yellow palette swapped substance called urine, which was toxic for dwarves. My intention was to remove their actual need to have blood, but have them still continue to produce it. It wasn't ideal, but I thought it could be a better solution than the complex interaction syndrome logic chains I had been struggling with thus far.
But allow me to just say that
this mod will never see the light of the day, lol. And in case this hadn't already immediately come to mind for you as you're reading this, allow me to illuminate why this approach is a bad idea: For starters, I cannot even begin to describe how weird vampires are.
Sure they're basically free dialysis machines, that can receive criminal charges. But, thats kind of the problem. In one particular circumstance involving piss vampires, you'd likely see some behavior that would resemble a contemporary U.S. court case a little too closely.
1 Obviously, this approach is pretty terrible, due to a myriad of reasons. The most notable of which are the issues that can arise when vampires are enabled. I mean, if the vampires are caught you can punish them, I guess? But I don't see the need to model any of this. Unless certain alterations are made to several intelligent species, or a custom vampire is defined, its best just to scrap this approach entirely.
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-- Heres just a preliminary color changing test I did with modified clones of troll raws by palette swapping blood_magenta.png so we can use our own unique colored spite graphics:
The state_color for the yellow blood is "fuchsia", yellow itself redirects to mud.png, as the game only considers the closest available foreground color. And with splatter liquids in premium, that foreground color will then be redirected one of several splatter liquid sprite images located in the vanilla_environment image folder.
Note: Although magenta itself isn't listed within the game's own color palette, a number of graphical assets and reference tables will mention or be called magenta, or light magenta. But yeah, if you list [STATE_COLOR:ALL:MAGENTA] under a creature's blood definition, this will result with the game going with the default blood splatter png. However, "fuchsia" works just fine!-- The basic concept of a "bat-room" that dwarves use to relieve themselves of their toxic urine blood:
The idea was that if their blood made them a little sleepy, they'd path to their bedroom to take a nap. Where some kind of bat or giant mosquito could be chained up to siphon the urine, and then fall asleep. It definitely needed some work, and to like, remove the attack flag from the siphon blood stuff, so it didn't cause panic, and cause the dwarves to destroy all their toilet bats and mosquitos. But dumping waste into giant mosquitos isn't really the end game we have in mind. Sewer system micro is what we're aiming for, not just a giant flying towel cloth, that sucks vomit out of people's stomachs.
-- This last one may be indicative of progress, maybe?
After looking over the cave floater raws, I had an idea which would allow me to scrap the entire interaction granting chain of syndromes model, as this is a headache. I added templates, body parts, and body plan structure to facilitate both an internal bladder, as well as a urine liquid tissue layer, located underneath the bladder. And the liquid "regrows." The idea is that it can be expelled a couple times a day. Fecal matter will have its own "regrowth cycle" as well. However, upon reviewing some initial tests,
its not immediately clear what kind of progress I've made:It kind of works? But it's using the wrong substance, and I can't seem to find any urine anywhere, and IDK why this particular organ is melting. Actually, I think maybe I do know, but now I'm confused, and my heads getting fuzzy.
1. The United States vs. R. Kelly, (2019)