Teleportation on creatures as far I seen can be complicated. I am gonna test a few things and if it dosent work I will make the dimensional shambler appear out of thin air in specific areas
And that dosent seem like a bad idea. Have a idea I will read in to it and see what I can do.
TrueâŚso scary it teleport in to a tree and is no more. If there is no way of making efective teleportation I might not be able to make it actually scary besides it appering out if thin air.
The creature only has 50 speed but the plan was for it to teleport closer and when it hits teleport away from the target.
I will be making a âthe labâ section in a bit. I have been pretty busy coding and testing a few things.
But sadly the teleportin monster wonât be in the modâŚwell KINDAâŚif I can find a way to rename the âLundgeâ and âleapâ and aswell change the text for it instead of saying âthe (name) leapsâ change it to âThe (name) vanishes and flickers back closer!â And make a unique form of it.
DamâŚthen yea there is no way to make teleport monster possible sadly.
Will keep updated through here about all plans and such. For now gonna take it slow.
There seems to be alredy a few undeground mods out there and seeing such I will most likely expand on undeground creatures and robots and add new forms of cave and Mine sections for now before I go all big. Suggestions and ideas are apreciated
I have a deep fascination with giant caterpillars. o_o Angband has them in their underground dungeon thing.
Like, just, you know, regular, harmless catterpillars but huge. We have a criminal lack of herbivores in Cataclysm. I saw you referenced a âstoneapillarâ in your other post, so maybe youâve already done that.
You also mentioned struggling with some things. Feel free to ask questions. There are devs and mod-folk around that can probably help.
Yep the âstoneapillarâ is fully coded! Itâs a very slow creature that literally goes about munching on rocks with no care in the world. Itâs hard stone reinforced exoskeleton gives it more reason to bite on the tasty rock than pay attention to anything. The only creature IN the undeground that can harm it are the Dark wyrm,especially the desolver type i made as the caterpillars have high resistance to physical BUT very low acid resistence. A natural predator for the caterpillars.
There is also a rare subspecies I had written down in the documents. Seeing I will be adding quartz as material there will be rare âQuartzapillarâ a caterpillar that has consentration diet on quartz making it very reciluant to acid,electricity and fire but slightly less to physical and you can butcher it to get âChunk of crystalline chittinâ
And yes they will be tameable with a unique item that can only be reatrived from mining quartz deposits.
And the issue I am having is trying to understand how map related moding works like was trying to add new type of cave (the game alredy has cave entrances so wanted to add new one to the current ones to save bit on time befor bigger future ones) and aswell use it as a testing ground for me to play with monster groups and spawning,etc
Ah. Well, caves are hardcoded mapgen. Affecting them would require c++ or someone to jsonize them, both of which are beyond my personal abilities. Unless Iâm misreading the code, and I hope someone corrects me if Iâm wrong.
I donât think theyâre opposed to adding code for mod support, so thatâs probably not out of the question, but you probably just want to work inside of the json?
Iâd suggest making your own location from scratch rather than trying to attach it to the existing caves. It wouldnât be hard to draw up a surface location that would reflect the cave entrance, and throw an underground for testing. In the end, you could match the symbol and name and all, so players wouldnât know if it was a hardcoded cave or yours until they went inside. If thatâs what youâd want.
If youâre really focused on testing the underground, you could just copy the LMOE shelter surface floor. It comes with stairs already and is pretty minimal. Thatâs what I did with the caches mod. Alternatively, spawning the location with the debug menu will work even on the surface of the world, itâll fill in the rock and everything, so you really donât need to be underground for testing.
Hooooo I dint know I could just spawn it in the surfaceâŚthat helps alot actually wonât lie. Thanks alot!
Never made a location befor but we will see. If all goes well then I will release a test version of the mod next week or earlier so peeps can give opinion. It will have all core critters and atleast two locations. Items and two armors.
New hostile creature faction will be added to the mod known as âFosifidsâ. Rather-unninteligent hostile beings of what seem to be formed from roots and entangled stone, related to trifids seek to spread underneath the earthâs influence. Known for being bulkier and tougher in apperance but slower do to such fact. But as well reciving there name to unique features of some ,if not most, being drenched in natural fossil fuels like petrolium as a simbĂłlico representation of âthe blood of the earthâ. Do to there slow nature they should not be taken as a great threat but it is of outmost recomendation to prevent the use of explosives,thermal and high caliber weponry as some are known to detonate at high heat and friction.
Edit: so I talked to some one about one of the creatures that will be includes in the mod. They got inspired and made a quick ink sketch of it. This is known as a âCobustion Zombieâ. A a zombie (oil drillers and such) had fallen in such a pit or other source and got infected. Making this walking black tar zed.
Soon I will be deleting this thread and make the mods dedicated The lab thread and aswell gidhub.
Itâs gone through many re-codes but so far all monsters,terrain and items work as intended.
The only issue I am having is if some one could lend me a hand with mapgen and buildings read through the info.json and kinda understand but still donât grasp it well.
Trying to make a new cave,new âmining shopâ building for towns where you can get pickaxes,fossiles,etc. Alot more as well but donât wanna spoil
Edit: ook read again I understand now I was a idiotâŚbut how dose one make stairs/slopes be on top and such for the cave to work?
Edit2: I am just confuses because some mapgen like example the park:
â(Blank)â is supposed to be t-grass,t-grass,t-grass,t-grass,t-dirt? Why dose it have lines like that instead of just t_grass and done?
means it has a 4/5 chance of spawning t_grass and 1/5 to spawn t_dirt. As far as I know, thatâs how it works, as an even distribution.
This is done mostly for grass and trees, so that it will result in a more randomized and therefore more natural-looking area.
I donât think I know what you mean about stairs. If you put a down stairs on a floor and then put up stairs on the next lower floor, they will be connected, provided they have the same coordinates other than the Z coordinate.
IE: When you define your overmap special . . .letâs say we have cave_surface which is at 0, 0, 0. We put down stairs on the cave_surface map. Then we have cave_underground which is at 0, 0, -1. As long as cave_underground has an upstairs, and cave_surface has a downstairs, they should be connected.
Iâm not sure how it works when there are multiple sets of stairs. Iâve never done more than the one set. Iâve also never used slopes, but it would make sense to me that they would function the same way.
Thanks alotâŚdam unicorn really apreciate it would have been here stuck XD but yes that is what I ment.
Now I know everything the very basic/core of the mod SHOULD be out by the end of the week. Shop is all done with item groups. Monsters are done. Terrain done. Armor done. Items done.
I am multitasking and fleshing out other ideas to be implemented later on. But thanks owe ya!