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Author Topic: Devlog: Gizzardification -> butcher traps  (Read 1134 times)

Psieye

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Devlog: Gizzardification -> butcher traps
« on: January 30, 2012, 06:46:52 am »

Quote from: Devlog
a body part can be assigned any number of extra items in the creature definition to drop upon being butchered
We've long since been using "create item, insta-vaporise it, breath syndrome gas" as our way of modding in syndromes in the current version. Granted we'll be able to make syndromes act upon ingestion in the next version, but there is something to having a creature that 'emits a deadly gas' upon butchering its corpse - e.g. "being struck blind for desecrating a unicorn's corpse".
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Vodrilus

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Re: Devlog: Gizzardification -> butcher traps
« Reply #1 on: January 30, 2012, 06:53:24 am »

Mmm. I like the sound of that. Another one might be to add toys to some others in order to make nice goblin piņatas. I wonder if the items will be released by butchering only and not, say, by exploding due to collisions with the floor.
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Hotaru

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Re: Devlog: Gizzardification -> butcher traps
« Reply #2 on: January 30, 2012, 07:13:00 am »

Know what would be cool? Item-containing mimics.

Mimics, a type of forgotten beast that will lurk in the caverns or ambush your fort. Their real form is that of a gaunt humanoid covered in treasure. They are physically weak and easily killed, but have huge and dangerous claws and a tongue with which they will choke a dwarf.

They will sneak to somewhere near your trade depot, then transform (i.e. leave an AI and visual marker for) to a sock, large gem or other valuable (some of the mimic's contents). When dwarves go to pick it up, the mimic attacks, then sneaks away to repeat same. Upon butchering them, you get all the mimic's valuable treasures.

Also, elder dragons with gemstones embedded in their scales for armor, insanely resilient but yield great treasures when butchered.
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Reudh

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Re: Devlog: Gizzardification -> butcher traps
« Reply #3 on: January 30, 2012, 07:16:04 am »

I just want lead poisoning and pitchblende to be radioactive.

LEAD TOYS FOR THE HUMANS, PITCHBLENDE FOR THE ELVES.

Aspgren

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Re: Devlog: Gizzardification -> butcher traps
« Reply #4 on: January 30, 2012, 07:31:22 am »

I hope this takes us one step closer to finding stomache contents of the butchered animals. "Digested remains" sounds like a cool thing to get. You'd have to set your butchers' shop up near a garbage dump or a refuse stockpile... not that digested stuff is a very entertaining feature in and of itself but once a lion takes a dwarf child or a pet - and butchering it reveals "Catten BeardMountains digested remains" ... then we have a feature I can love.
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MagmaSolutionsInc

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Re: Devlog: Gizzardification -> butcher traps
« Reply #5 on: January 30, 2012, 08:19:13 am »

... and then Urist McLegendaryMiscObjectUser bashes a goblin to death with said digested remains  ;D
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RenoFox

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Re: Devlog: Gizzardification -> butcher traps
« Reply #6 on: January 31, 2012, 10:09:48 am »

Gizzardification might be the greatest holy grail of modding in this release. Now there is a way to create monsters with natural armor that can also be removed from them after death! Mods like Wasteland and XCOM can now have robots that can be scavenged for parts, and now we can have custom items like lucky rabbit feet and gorilla hand ashtrays!

Loud Whispers

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Re: Devlog: Gizzardification -> butcher traps
« Reply #7 on: January 31, 2012, 02:16:52 pm »

deadly gas' upon butchering its corpse - e.g. "being struck blind for desecrating a unicorn's corpse".

This is supposed to be bad? o_O

AW SCREW IT, WHERE ARE THEM UNICORNS :D

Quietust

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Re: Devlog: Gizzardification -> butcher traps
« Reply #8 on: January 31, 2012, 02:25:24 pm »

there is something to having a creature that 'emits a deadly gas' upon butchering its corpse
Technically, this is already possible - kill a cave floater without puncturing it, then see what happens when you butcher its corpse...
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