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Author Topic: [Community Mod 47.05] Teh LOLmod 1.8.68  (Read 35489 times)

Lord_lemonpie

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #30 on: March 06, 2019, 06:26:19 pm »

Also, can siege engines be modded in? Can't for the world find the raws for them anywhere so I fear they can't be touched, but I was thinking of creating a Russian Botnet siege engine that fires deadly Mega-Shitpost Packets

Not without elaborate DFhack that I don't know how to do, but mechanical warbeasts are possible and capable of doing what you describe.
Ah that's a shame. I'll try what I can with the mechanical warbeast though.

Also, I'm not sure how workshops are planned out as of now. Is there some sort of general tech/mech workshop present already for the things that are ingame (like laptops, shitposts, chainsaws and forumechs)?
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #31 on: March 06, 2019, 07:46:15 pm »

Yes, there's a tech lab and a magma tech lab. Forumechs are unrelated though. Those are acquired by buying them from caravans.
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pikachu17

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #32 on: March 07, 2019, 01:28:24 pm »

Is it possible to add stuff like firebreathing to trees?
I don't know for sure, but you know how leaves fall out of trees during the autumn? We could possibly have the trees have something similar and have them drop fireballs all the time. Are the firetrees going to be immune to fire, or be destroyed by their own flame?
Also, perhaps a race of deadly pandas?
Good idea, but as we've seen pandas are already quite deadly. How should I make them more deadly? Maybe pandas that start out as necromancers?
And to reference it even more, the necro-pandas should be indistinguishable from regular pandas except by their raising the dead.
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voliol

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #33 on: March 07, 2019, 01:58:32 pm »

Maybe add [NOT_ALIVE] [OPPOSED_TO_LIFE] [SPHERE:WEALTH] [SUPERNATURAL] to the normal panda raws?
[NOT_ALIVE] [OPPOSED_TO_LIFE] should make it akin a zombie, and according to the wiki [SPHERE:WEALTH] and [SUPERNATURAL] should work in conjunction to turn it into a necrothreader.

Also, here's a reminder the new humble indie bundle is out (link to DFFD).

TD1

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #34 on: March 07, 2019, 02:01:14 pm »

Needless to say, they are also fairly rare.

How they'd get to the fortress is the question. Caged like the original (ie caravans) would be best, but as a reading beasty probably not possible.
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Lord_lemonpie

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #35 on: March 07, 2019, 02:27:41 pm »

Is it possible to add stuff like firebreathing to trees?
I don't know for sure, but you know how leaves fall out of trees during the autumn? We could possibly have the trees have something similar and have them drop fireballs all the time. Are the firetrees going to be immune to fire, or be destroyed by their own flame?
This sounds like something wonderful! I imagine they'd be immune, as getting wood would become quite a burden otherwise. It would even make sense from an evolutionary point of view then.

If falling leaves can be modded like that, would that also mean there can be other syndromes added to them? That way, we could create some very nasty trees that induce things like bleeding, necrosis and other horrid stuff in autumn. It's gonna be a lot of !!FUN!! to have saplings of these trees suddenly popping up next to paths often used by forumites.
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TD1

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #36 on: March 07, 2019, 02:37:35 pm »

Armok trees which rain blood on passersby and Ur trees which give necrosis.

Ye gods the horror.
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pikachu17

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #37 on: March 07, 2019, 03:30:17 pm »

I don't think the 'leaves' can give syndromes. I think they might be able to be hot enough to start fires on the grass beneath them when they fall from [GROWTH_DROPS_OFF], and I think we can could have the trees rain blood-like substances on stuff. Not sure though, have not modded DF in a while.

Maybe we could have a growth with [GROWTH_ITEM:LIQUID_MISC:NONE:CREATURE_MAT:DWARF:BLOOD] or [GROWTH_ITEM:BOULDER:NONE:necrosis giving boiling material] and have it drop off immediately. I didn't really mess around with the growths even when I did mod the game.

If the boiling boulder syndrome method works, we could have the trees give the dwarves that breathe it in all the aspects of a necrothreader, or a vampire, or even a wereass.
...In fact, I'd like to vote on wereass trees being added if this is possible.
« Last Edit: March 07, 2019, 03:44:33 pm by pikachu17 »
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #38 on: March 07, 2019, 03:32:26 pm »

These ideas are all great. I'll implement them as soon as all the ideas are in. Thank you for the potmen, Voliol. I wouldn't have thought of that. On the Armok/Ur trees, I wonder if it would be possible to make trees entirely out of blood or bones.

For the pandas, I like the idea of making a panda copy that is completely indistinguishable from the normal ones except for having identical traits to a Necrothreader. Them not being able to read won't be a problem, I'll just have them be born with the powers.

I'll also make them tamable to preserve the possibility of being sold one.
« Last Edit: March 07, 2019, 03:36:15 pm by Enemy post »
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Lord_lemonpie

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #39 on: March 07, 2019, 04:11:27 pm »

On the Armok/Ur trees, I wonder if it would be possible to make trees entirely out of blood or bones.
If I recall correctly, from modding Dwarf Fortress From Scratch a long, long while ago, this should be possible. Might need another material for blood (clotted blood?), as I'm not sure how liquid trees would hold up, but bones should be possible.

'twas long ago, though, so I'm not entirely sure. The colors of the logs should be totally changeable at least, though.
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pikachu17

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #40 on: March 07, 2019, 04:41:40 pm »

Prototype bone tree. Note I am not currently able to test this, and that I don't really know what I am doing with plants.
Code: [Select]
[PLANT:BONE_TREE]
[NAME:ur's finger][NAME_PLURAL:ur's fingers][ADJ:ur's finger]
[BASIC_MAT:CREATURE_MAT:DWARF:BONE]
[SEED:bone chunk:bone chunks:0:0:0:CREATURE_MAT:DWARF:BONE]
[TREE:CREATURE_MAT:DWARF:BONE] I don't think it is usable for much.
[TREE_TILE:5]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:3]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[DRY]
        [EVIL]
[BIOME:ANY_TEMPERATE]
[SAPLING]
[GROWTH:SINEWS]
[GROWTH_NAME:sinew:sinews]
[GROWTH_ITEM:PLANT_GROWTH:NONE:CREATURE_MAT:DWARF:SINEW]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]I don't have the slightest clue what this is or does.
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1]
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH:BONE_CHUNK]
[GROWTH_NAME:bone chunk:bone chunks]
[GROWTH_ITEM:SEEDS:NONE:CREATURE_MAT:DWARF:BONE]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]

The prototype gore tree.
Code: [Select]
[PLANT:GORE_TREE]
[NAME:ur's omen][NAME_PLURAL:ur's omens][ADJ:ur's omen]
[BASIC_MAT:CREATURE_MAT:DWARF:MEAT]
[SEED:gore:gore:0:0:0:CREATURE_MAT:DWARF:MEAT]
[TREE:CREATURE_MAT:DWARF:MEAT] I don't think it is usable for much.
[TREE_TILE:5]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:3]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[DRY]
        [EVIL]
[BIOME:ANY_TEMPERATE]
[SAPLING]
[GROWTH:SINEWS]
[GROWTH_NAME:blood:blood]
[GROWTH_ITEM:LIQUID_MISC:NONE:CREATURE_MAT:DWARF:BLOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]I don't have the slightest clue what this is or does.
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1]
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:BONE_CHUNK]
[GROWTH_NAME:gore:gore]
[GROWTH_ITEM:SEEDS:NONE:CREATURE_MAT:DWARF:BONE]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
« Last Edit: March 07, 2019, 04:55:13 pm by pikachu17 »
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #41 on: March 07, 2019, 09:07:47 pm »

I tested the blood and gore trees. They work pretty well! I haven't made plants before, but these seem to be good. I did have to change the reference to dwarf meat to dwarf muscle. It didn't recognize meat alone. I'll also see about adjusting the color of the branches to an appropriate color scheme since they're still green. Aside from those issues, I think they work. Thank you for making them, Pikachu.
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pikachu17

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #42 on: March 07, 2019, 09:14:13 pm »

You are welcome.
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TD1

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #43 on: March 08, 2019, 06:54:07 am »

Forumite meat.
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Lord_lemonpie

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #44 on: March 08, 2019, 02:05:03 pm »

Great work pikachu!

How are the spawn rates?
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