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Author Topic: What can we mod vermin corpses to be useful for?  (Read 2315 times)

GreatWyrmGold

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What can we mod vermin corpses to be useful for?
« on: April 25, 2011, 05:54:09 pm »

What useful purpose can we mod vermin remains to be useful for, and how? Food? Fuel? Ammunition for a new emergency weapon?
Something else?
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InsanityPrelude

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Re: What can we mod vermin corpses to be useful for?
« Reply #1 on: April 25, 2011, 05:57:41 pm »

The crematorium mod that was floating around a while back turned vermin remains (as well as a couple of otherwise useless body parts e.g. cartilage) into ash.
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IT 000

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Re: What can we mod vermin corpses to be useful for?
« Reply #2 on: April 25, 2011, 06:32:41 pm »

In Corrosion, I turn them into ash as InsanityPrelude said, and I use them as surgery/suturing practice.
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Renzuko

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Re: What can we mod vermin corpses to be useful for?
« Reply #3 on: April 25, 2011, 07:35:15 pm »

In Corrosion, I turn them into ash as InsanityPrelude said, and I use them as surgery/suturing practice.

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narhiril

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Re: What can we mod vermin corpses to be useful for?
« Reply #4 on: April 25, 2011, 10:45:07 pm »

In Corrosion, I turn them into ash as InsanityPrelude said, and I use them as surgery/suturing practice.

There were plans to turn them into gold using alchemy in LFR.  This idea was scrapped for balance reasons, but I plan to do something with them in the near future.

Jeoshua

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Re: What can we mod vermin corpses to be useful for?
« Reply #5 on: April 26, 2011, 12:33:50 am »

Ash, and thereby through that fertilizer, seem to be the most realistic and useful option.  But yeah turning fly corpses (of which there are BILLIONS) into gold or anything really valuable as a direct reaction would be very overpowered.
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dirty foot

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Re: What can we mod vermin corpses to be useful for?
« Reply #6 on: April 26, 2011, 07:07:35 am »

They could be a very low quality food. Or use them as bait for traps.

Create a separate, chemistry area in the game, much akin to how the hospital works now. Then use them as a means to culture chemical weapons (arrow head poisons, new traps, new type of siege weapons) or cures for all the syndromes and infections in the game.
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Deon

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Re: What can we mod vermin corpses to be useful for?
« Reply #7 on: April 26, 2011, 08:04:32 am »

It sounds awesome but it's impossible.

So yeah, ash.

[REACTION:CREMATE_REMAINS_KILN]
   [NAME:cremate vermin remains]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:60:1:BAR:NONE:ASH:NONE]
      [PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
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dirty foot

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Re: What can we mod vermin corpses to be useful for?
« Reply #8 on: April 26, 2011, 09:58:02 am »

It sounds awesome but it's impossible.

So yeah, ash.

[REACTION:CREMATE_REMAINS_KILN]
   [NAME:cremate vermin remains]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:60:1:BAR:NONE:ASH:NONE]
      [PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
My suggestion is impossible? Sadface.

Will things like this ever be mod-able, or is it just simply beyond the game's design parameters? I'd really like to be able to create Center for Disease Control in the game. Syndromes and infections are far too lethal at the moment.
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Necro910

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Re: What can we mod vermin corpses to be useful for?
« Reply #9 on: April 26, 2011, 10:13:46 am »

It sounds awesome but it's impossible.

So yeah, ash.

[REACTION:CREMATE_REMAINS_KILN]
   [NAME:cremate vermin remains]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:60:1:BAR:NONE:ASH:NONE]
      [PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
??? I think it should be furnace operating.

Anyways, couldn't you change it so instead of ash, you get gold/candy?  :-\

Jeoshua

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Re: What can we mod vermin corpses to be useful for?
« Reply #10 on: April 26, 2011, 10:14:17 am »

Well it's possible to make sopmething that has a syndrome now... it is not, however, possible to cure a syndrome or to make an anti-syndrome.

If it were possible, it would be very difficult to create the correct antitoxin for whatever ails your Dwarf at the time, however.  So it still wouldn't work quite like you want it to.  Better for doctors to treat the symptoms of what ails you, since they couldn't possibly find the cure in time.

It sounds awesome but it's impossible.

So yeah, ash.

[REACTION:CREMATE_REMAINS_KILN]
   [NAME:cremate vermin remains]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:60:1:BAR:NONE:ASH:NONE]
      [PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
??? I think it should be furnace operating.

Anyways, couldn't you change it so instead of ash, you get gold/candy?  :-\

Yeah I feel like it has the most similarities to [SKILL:WOODBURNING]

Anyways we've been over this.  Yes, you could take that PRODUCT tag and replace it with just about anything.  But anything with any kind of value would be completely unbalanced and unfair.  Uncountable vermin corpses, turned into anything valuable, would be a game breaker.  In other words, if you're creating gold from basically nothing, just create gold from nothing and recognize it's a cheat. No need to try and give it the appearance of legitimacy from having a super-abundant reagent.
« Last Edit: April 26, 2011, 10:17:22 am by Jeoshua »
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Necro910

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Re: What can we mod vermin corpses to be useful for?
« Reply #11 on: April 26, 2011, 10:37:36 am »

Well it's possible to make sopmething that has a syndrome now... it is not, however, possible to cure a syndrome or to make an anti-syndrome.

If it were possible, it would be very difficult to create the correct antitoxin for whatever ails your Dwarf at the time, however.  So it still wouldn't work quite like you want it to.  Better for doctors to treat the symptoms of what ails you, since they couldn't possibly find the cure in time.

It sounds awesome but it's impossible.

So yeah, ash.

[REACTION:CREMATE_REMAINS_KILN]
   [NAME:cremate vermin remains]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:60:1:BAR:NONE:ASH:NONE]
      [PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
??? I think it should be furnace operating.

Anyways, couldn't you change it so instead of ash, you get gold/candy?  :-\

Yeah I feel like it has the most similarities to [SKILL:WOODBURNING]

Anyways we've been over this.  Yes, you could take that PRODUCT tag and replace it with just about anything.  But anything with any kind of value would be completely unbalanced and unfair.  Uncountable vermin corpses, turned into anything valuable, would be a game breaker.  In other words, if you're creating gold from basically nothing, just create gold from nothing and recognize it's a cheat. No need to try and give it the appearance of legitimacy from having a super-abundant reagent.
1. Maybe in a later version there will be SEV:-100? For now...  no cures for cancer.

2. Yeah, woodburning would be better. You could turn vermin into gold for a megaproject  ;D Gold isn't too great anyway.

dirty foot

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Re: What can we mod vermin corpses to be useful for?
« Reply #12 on: April 26, 2011, 11:02:13 am »

Well it's possible to make something that has a syndrome now... it is not, however, possible to cure a syndrome or to make an anti-syndrome.

If it were possible, it would be very difficult to create the correct antitoxin for whatever ails your Dwarf at the time, however.  So it still wouldn't work quite like you want it to.  Better for doctors to treat the symptoms of what ails you, since they couldn't possibly find the cure in time.
I'm sure there's some implementation that the antidote could take where it was actually a reasonable endeavor. I've always been of the mind that the syndromes hit too quickly and too hard, but without changing that, you could still vaccinate or give an antidote to the rest of the fort in case you don't have a washroom for your soldiers when/if they make it back alive with syndrome all over them.

I'm honestly surprised that such a thing still still exists in the game without some means of (intuitively) combating it. As of right now, there are very few ways of dealing with syndromes, and none of them are either fun nor rewarding. Using a hack to clean off syndromes is one of the main ways we all deal with them, the other being a washroom that we can't even direct dwarfs to, we have to design them in entrances to force them to clean. I often talk of anti-fun mechanics, and this falls under that category.

Losing is fun, but it's more fun when you lose through fault of your own, not because the game has you artificially limited in power or control.
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Jeoshua

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Re: What can we mod vermin corpses to be useful for?
« Reply #13 on: April 26, 2011, 11:10:08 am »

I can almost guarantee that the Military Arc will include medical stuff.  More syndromes, possibly something like dysentery and also something akin to combat medics that can accompany an army and keep dwarves from dying of disease.  The doc might decided to cut off the leg to save a patient from trench rot... but it's better than the alternative of just cleaning him and having him die anyways, no?

It's still a ways away tho... as is worldgen populations not dying from starvation every 4 years.
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Phoenyx

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Re: What can we mod vermin corpses to be useful for?
« Reply #14 on: April 26, 2011, 12:03:50 pm »

Would be possible to build some sort of composter? It would take plant and animal parts (and anything else that composes) and, over time, puts out fertilizer. Sort of like how melting items down accumulate over time until it can produce a full bar?

The other benefit is a way to combat miasma. Stuff them all into a confined space and let them cook together! :)
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