File Listing: KitKat's Golems | ||||||||||||||||||||
Last Updated: Dec 08, 2014, 02:01:20 am
Author: kitkat
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Description
Kit-Kat’s Golem Mod v.05 (Coded for DF 34.11) >>Installation instructions: 1. Copy and paste everything in the “raws” folder into your “raws/objects” directory in your DF install. 2. Copy and paste the contents of “building_golem.txt” into “custom_buildings.txt” in your raws/objects directory (but still keep “building_golem.txt”) 3. Copy and paste: “ [PERMITTED_BUILDING:GOLEM_FORGE] [PERMITTED_REACTION:CRAFT_IRN_GOLEM] [PERMITTED_REACTION:CRAFT_OBS_GOLEM] [PERMITTED_REACTION:CRAFT_CRT_GOLEM] [PERMITTED_REACTION:CRAFT_DMT_GOLEM] [PERMITTED_REACTION:CRAFT_SST_GOLEM] [PERMITTED_REACTION:CRAFT_GAB_GOLEM] [PERMITTED_REACTION:CRAFT_BAS_GOLEM] [PERMITTED_REACTION:CRAFT_QZT_GOLEM] “ into your raws entity file 4. Generate a new world (Sorry. I know.) >>Info: This is mod I originally envisioned to even the odds against the extremely high-numbered sieges, without relying entirely on traps. Rather than disposable soldiers, I instead ended up with a way to convert dwarves into much harder to kill, more combat-oriented versions of themselves, at the cost of materials and a potential skilled laborer. Iron golems are slightly larger than dwarves, living on average about 1600 years, gaining combat skills quickly. Only iron golems will be able to enter martial trances. All non combat skills will be frozen in place, they cannot gain but will not rust. They are slightly larger than dwarves have three digits on each hand, three eyes, and two toes on each foot. They have no mouth. They do not eat, drink, sleep, tire, feel emotions, pain or fear, and gladly charge into battle even if on civilian duties. They have no thought center to be disrupted, do not need their eyes to be intact in order to see, and cannot be reanimated once they are struck down. It should require 3 small gems and 128 iron bars to create an iron golem. Obsidian golems will live, on average, about 800 years. They will not learn as quickly as iron golems, but are otherwise much the same, other than being notably more fragile. It should require 3 small gems and 128 obsidian blocks to create an obsidian golem. Lesser stone golems will live between 160 and 320 years. They will learn combat skills slower still than obsidian golems (about the rate of normal dorfs). In addition to being unable to gain any ranged combat skills, their noncombat skills will rust away very quickly. They will, however, gain wrestling much faster than obsidian golems. They have only one eye, and are much larger than other golems (slightly larger than a human) require them to use larger equipment should you decide to attempt to arm and armor them. It should require one small gem and thirty-two raw stone (Basalt, Chert, Dolomite, Gabbro, Quartzite, or Sandstone) to create a lesser golem. One iron anvil and four obsidian blocks are required to created the golem forge, which is governed by the architect labor, and needs magma. >>Operation instructions: It is recommended the workshop is in an enclosed space, as the reaction is extremely brief (quick dwarves sometimes run out before getting dosed). Using [P]rofiles will allow you to designate specific dwarves for golemification. >>KNOWN ISSUES: -Golem hearts do not seem to actually come into existence when crafted, the reaction now bypasses their construction. -Golems are assigned a random age when they are created, which seems to be around half their lower maxage threshold. -There does not seem to be any way to prevent them from being tangled in the tapestry of dwarven relationships -I have not yet figured out how to remove their alcohol dependance, though as they do not drink and should not feel emotions I’m not sure if this will affect them much. >>CHANGELOG: -v0.1: Pulled a few example files and old mod attempts, spliced together a “working” mod that made stone golems out of any old stone. Except the stone golems were toads. -v0.2: Made the code reference a golem, not an oglem. No more Urist McToads. -v0.3: Changed golems to iron. Gave golems unique appearance, made their eyes glow in the dark in adventure mode. Gave golems a maximum age. Removed golem heart, because it was impossible to create. -v0.3.2: Made golems genderless and unliving, active at all hours, and made them radiate slightly more heat than a living dwarf would. -v0.4: Added Obsidian Golems and the Six Lesser Golems, first publish -v0.5: Fixed gem and iron requirements. (Thanks Hugo_The_Dwarf!) >>PLANNED CHANGES: -I still want to figure out how to prevent the golems from forming relationships. Preventing dwarves from forming relationships with them of their own accord I suppose is optional, but I doubt it can be limited one-way. -I definitely want to figure out how to remove alcohol dependance from the golems, and preferably also the other “traits” they have (such as “he often drums his fingers when he is thinking”). This is both because they retain the original dwarf’s gender pronouns (as opposed to changing to “it” like everything else, but because they lend more personality to the golems than I believe they have. Thanks: DFFD/u/guale Bay12/u/Ladygolem Bay12/u/StagnantSoul Github/u/lethosor Bay12/u/Hugo_The_Dwarf |
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Checksum / Hash | ||||||||||||||||||||
SHA-256: f1ab0a99901c5a57e6384c85b46576b25959e646a5ac8bda7549e04c775f99b2 | ||||||||||||||||||||
IP: logged Commands |
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