Dwarf Fortress

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Cephalopods
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creature
Tags: mod
File Size
Posted
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154.118 KB
6 Dec, 2022 @ 7:38am
12 Jan, 2023 @ 11:50am
7 Change Notes ( view )

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Cephalopods

Description
Adds an adventure-mode playable race of sentient land octopi. They do not form civilizations, but may join civilizations and become civilized like Gorlaks. This mod was made for myself because I have a bit of a mollusk obsession and I didn't like that the already-existing octopus people were just humanoids with an octopus for a head.

This mod was primarily made with adventure mode in mind, but I added it to the workshop now because you can still encounter them as visitors to your fortress or see their escapades in worldgen. Uses the octopus sprite for now. I will see about making custom sprites at some point in the next few weeks maybe.

UPDATE: This mod is now getting some attention from me. Sprites have been fixed to... work. Still uses the vanilla octopus sprite for now, but before I totally screwed up the graphics file so it didn't actually work at all. Now it should.
18 Comments
Beep  [author] 24 Feb @ 6:06pm 
Yeah, when I first posted this I didn't do the graphics right, and they had the default creature sprite. That was me noting that I fixed it.
justin.fitzgibbon 23 Feb @ 4:38pm 
[Still uses the vanilla octopus sprite for now, but before I totally screwed up the graphics file so it didn't actually work at all. Now it should.]
Hmm, seemed to work fine for me. Maybe some animations were missing?
justin.fitzgibbon 23 Feb @ 4:29pm 
Oh, its alive! I have managed to update their actions to actually spit ink based on the updated octopus tags, graphics to go along with this would be swell (right now it looks too spread out).
justin.fitzgibbon 23 Feb @ 4:29pm 
[CAN_DO_INTERACTION:MATERIAL_EMISSION] # This works
[CDI:ADV_NAME:SPIT_INK]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:UPPERBODY] # TCF/JF: Specified upperbody
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:LIQUID_GLOB]
[CDI:VERB:spit ink:spits ink:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:20] # Increase waiting time by a small amount.
justin.fitzgibbon 23 Feb @ 4:28pm 
Also this theoretical in-water action:
Is my hunch that I need to add this as a custom interact to existing files, or add a separate one correct?
justin.fitzgibbon 23 Feb @ 4:28pm 
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT] TCF: Added this for water.
[CDI:TOKEN:SQUIRT_INK]
[CDI:ADV_NAME:Spray ink]
[CDI:USAGE_HINT:IN_WATER]
[CDI:USAGE_HINT:ATTACK]
[CDI:USAGE_HINT:DEFENCE] # Used when adopted civ/group is attacked
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID]
[CDI:VERB:spray ink:squirts ink:NA]
[CDI:TARGET:A:SELF_ALLOWED]

[CDI:TARGET:B:CREATURE]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:MAX_TARGET_NUMBER:B:3] # TCF: Might have gotten this part wrong...
[CDI:TARGET_RANGE:C:25]
[CDI:WAIT_PERIOD:25]
[CDI:FREE_ACTION]
justin.fitzgibbon 23 Feb @ 4:28pm 
I have this mod idea for jet propulsion based on breath attack and the random_nearby_location property, but I am pretty sure it does not work for one reason or another.
justin.fitzgibbon 23 Feb @ 4:27pm 
[INTERACTION:WATER_JET] #TCF: Theoretically creates a water jet that spreads water to another tile location.
[I_SOURCE:WATER_JET]
[I_TARGET:C:LOCATION:RANDOM_NEARBY_LOCATION:1] #At the same time moves the water. Preferably specifyied south from the unit.
[IE_TARGET:C]
[CE_MATERIAL_FORCE_MULTIPLIER:PROB:130:MAT_MULT:NONE:NONE:1:1:START:0:END:3:DWF_STRETCH:144]
[I_TARGET:C1:CONTEXT_CREATURE]
[CE_SPEED_CHANGE:SPEED_PERC:150:START:0:PEAK:1:END:3:DWF_STRETCH:144] #TCF: Thrusts with a burst of speed that leaves their pursuers in their wake.
[I_EFFECT: PROPEL_UNIT]
[IE_TARGET:C]
[IE_PROPEL_FORCE:46000] #TCF: Halved the referenced value for now until I can get a better gauge on what it means.
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C1]
[CDI:BP_REQUIRED:BY_CATEGORY:SIPHON]
[IT_MATERIAL:MATERIAL:WATER]
justin.fitzgibbon 10 Dec, 2024 @ 7:26pm 
Beep  [author] 18 Nov, 2024 @ 5:34pm 
They should be have the amphibious tag, meaning they can breathe in both air and water. They should also have good natural swimming skills, though I can't remember if I decided against that. It should be super easy to train swimming since they can't drown either way.