Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: How to Colonise a Airless world Mods ideas and help requested  (Read 1617 times)

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: How to Colonise a Airless world Mods ides and help requested
« Reply #15 on: May 29, 2011, 03:29:46 pm »

The "vacuum effect" is probably dust pushing dwarves around, just like how UNDIRECTED_DUST as a creature attack will push everything around and pull things in weird directions.

Air/Water breathing is an arbitrary token switch. The game can easily ignore the idea of air by only taking account fluids like water and magma.

Water breathing can easily be thought of "if this creature is not in a fluid, it will suffocate".
Likewise, only having the ability to breathe air can easily be thought of as "if this creature is in a fluid, it will suffocate".
Amphibious can be thought of as "I do not care if the creature is in a fluid or not".

None of these really bring in actual air, only the interaction of a creature with fluids, which sort of creates the "illusion" of breathable air.
Correct. The only real gases are vaporized materials such as boiling objects.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: How to Colonise a Airless world Mods ides and help requested
« Reply #16 on: May 29, 2011, 07:03:59 pm »

The "vacuum effect" is probably dust pushing dwarves around, just like how UNDIRECTED_DUST as a creature attack will push everything around and pull things in weird directions.
I seem to recall caveins drawing in dwarves above them.
Time for !!SCIENCE!!!
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Montague

  • Bay Watcher
    • View Profile
Re: How to Colonise a Airless world Mods ideas and help requested
« Reply #17 on: May 29, 2011, 08:38:20 pm »

Is there a way to make water poisonous?

You could mod say, dwarven beer to be "purified water" and rename all the water (steam, water, snow, ect) into "toxic whatever" and then lower the boiling point and then gen a world with 100/100 rain. Or a really cold worldgen where the snow and fog are deadly.

You'd still need to figure out the spacesuit thing, though. Do hoods/masks/face veils cover the mouth?
Logged

Ieb

  • Bay Watcher
  • A Breakdancing Ogre
    • View Profile
Re: How to Colonise a Airless world Mods ideas and help requested
« Reply #18 on: May 30, 2011, 03:30:28 am »

You could just make a bodypart that's a "breather" or whatever you want to call it. It replaces lungs for a creature and if it gets damaged or destroyed, the creature with it suffocates. I don't think there's any way to make a piece of clothing that would function in that sort of manner.

And water's sort of hardcoded. You can't do anything to it nor do I think there's a tag that makes anything vulnerable to water. Previously there was a bug though where water collecting on dwarves kept heating in warmer biomes and they bled to death, but that might have gotten fixed by now. Although you COULD of course just increase worldgen numbers to high enough that everything(and I do mean EVERYTHING) boils away. But again, that doesn't exactly help your starter 7 to survive if the first thing that happens is that all their food disappears in a puff of smoke and their clothes instantly deteriorate.
Logged

Necro910

  • Bay Watcher
  • Legendary Drunk +5
    • View Profile
Re: How to Colonise a Airless world Mods ideas and help requested
« Reply #19 on: May 30, 2011, 06:11:23 pm »

You could just make a bodypart that's a "breather" or whatever you want to call it. It replaces lungs for a creature and if it gets damaged or destroyed, the creature with it suffocates. I don't think there's any way to make a piece of clothing that would function in that sort of manner.

And water's sort of hardcoded. You can't do anything to it nor do I think there's a tag that makes anything vulnerable to water. Previously there was a bug though where water collecting on dwarves kept heating in warmer biomes and they bled to death, but that might have gotten fixed by now. Although you COULD of course just increase worldgen numbers to high enough that everything(and I do mean EVERYTHING) boils away. But again, that doesn't exactly help your starter 7 to survive if the first thing that happens is that all their food disappears in a puff of smoke and their clothes instantly deteriorate.
AWESOME.

I'm totally going to do this in my custom world in my dorf space mod ^-^
Pages: 1 [2]