Dwarf Fortress

Dwarf Fortress

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Tougher Bodies - Peripheral Nerve Healing
   
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3 Mar @ 6:16pm
24 Jul @ 12:09pm
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Tougher Bodies - Peripheral Nerve Healing

In 1 collection by lmlsna
Modular Vanilla Overhaul
15 items
Description
This mod is a standalone alternative to Tougher Bodies which also includes a mechanism of peripheral nerve healing.

The mod must replace the “vanilla materials” and “vanilla bodies” modules in the load order. This is necessary because the CUT and SELECT methods of mod implementation do not function on material templates and tissue templates. Other mods that modify anything in these modules should be loaded after this mod for them to take effect.

Blood:
Now has a contact syndrome effect called “Peripheral Nerve Regeneration” that heals peripheral nerve damage after around 2 weeks.

The syndrome used is as follows:
[SYNDROME]
[SYN_NAME:Peripheral Nerve Regeneration]
[SYN_CONTACT]
[SYN_NO_HOSPITAL]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:116:END:116:ABRUPT:BP:BY_CATEGORY:ALL:ALL:DWF_STRETCH:144]

Skin: Relative Thickness from 1 to 2
Compressive Fracture from 10,000 to 300,000
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000

Scale: Relative Thickness from 1 to 2
Compressive Fracture from 10,000 to 300,000
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000

Chitin: Relative Thickness from 1 to 2
Impact Yield from 10,000 to 150,000
Impact Fracture from 10,000 to 150,000
Compressive Yield from 10,000 to 150,000
Compressive Fracture from 10,000 to 150,000
Tensile Yield from 10,000 to 170,000
Tensile Fracture from 10,000 to 190,000
Torsion Yield from 10,000 to 170,000
Torsion Fracture from 10,000 to 190,000
Bending Yield from 10,000 to 170,000
Bending Fracture from 10,000 to 190,000
Shear Yield from 115,000 to 170,000
Shear Fracture from 130,000 to 190,000

Fat:
Tensile Fracture from 10,000 to 110,000
Torsion Fracture from 10,000 to 110,000
Bending Fracture from 10,000 to 110,000

Muscle:
Tensile Yield from 10,000 to 15,000
Tensile Fracture from 10,000 to 90,000
Torsion Yield from 10,000 to 15,000
Torsion Fracture from 10,000 to 90,000
Bending Yield from 10,000 to 15,000
Bending Fracture from 10,000 to 90,000

Sinew:
Impact Yield from 10,000 to 190,000
Impact Fracture from 10,000 to 380,000
Compressive Yield from 10,000 to 190,000
Compressive Fracture from 10,000 to 380,000
Tensile Yield from 10,000 to 11,000
Tensile Fracture from 10,000 to 22,000
Torsion Yield from 10,000 to 11,000
Torsion Fracture from 10,000 to 22,000
Bending Yield from 10,000 to 11,000
Bending Fracture from 10,000 to 22,000
Shear Yield from 20,000 to 55,000
Shear Fracture from 20,000 to 110,000

Cartilage:
Impact Yield from 10,000 to 200,000
Impact Fracture from 10,000 to 200,000
Impact Strain at Yield from 25,000 to 50,000
Compressive Yield from 10,000 to 200,000
Compressive Fracture from 10,000 to 200,000
Compressive Strain at Yield from 25,000 to 50,000
Tensile Yield from 10,000 to 55,000
Tensile Fracture from 10,000 to 110,000
Tensile Strain at Yield from 25,000 to 50,000
Torsion Yield from 10,000 to 55,000
Torsion Fracture from 10,000 to 110,000
Torsion Strain at Yield from 25,000 to 50,000
Bending Yield from 10,000 to 55,000
Bending Fracture from 10,000 to 110,000
Bending Strain at Yield from 25,000 to 50,000
Shear Yield from 30,000 to 55,000
Shear Fracture from 30,000 to 110,000
Shear Strain at Yield from 25,000 to 50,000

Nerve:
Impact Yield from 10,000 to 190,000
Impact Fracture from 10,000 to 380,000
Compressive Yield from 10,000 to 190,000
Compressive Fracture from 10,000 to 380,000
Tensile Yield from 10,000 to 400,000
Tensile Fracture from 10,000 to 800,000
Torsion Yield from 10,000 to 400,000
Torsion Fracture from 10,000 to 800,000
Bending Yield from 10,000 to 400,000
Bending Fracture from 10,000 to 800,000
Shear Yield from 20,000 to 55,000
Shear Fracture from 20,000 to 110,000

Tissue Templates - horn, hoof, cartilage, claw, talon, tooth, ivory, nerve, brain, spine:
Given a healing rate of 1,000, which is equivalent to bone

Tissue Templates - All hair templates, feathers, nails:
Given a healing rate of 100, which is equivalent to skin
15 Comments
Noranum 6 Mar @ 2:20pm 
Looked at it. Seems to do what I want, not quite the way I want but it's more preferable than slimshrooms. I don't know why I didn't find this one when I was combing the www for some help with my idea, but I am glad that you found it! Thank you so much!
lmlsna  [author] 6 Mar @ 2:15pm 
@Noranum I just remembered that there's a mod called "VSR - Regenerating Monsters" that allows plump helmet men to regenerate limbs. It applies the syndrome with an interaction rather than a secretion, which avoids the whole slime thing altogether.
Noranum 6 Mar @ 1:45pm 
I'll give it a try, thank you for your response and advice! :D
I tried to tinker something like this a year or so ago, but stopped cause it didn't work in a way I was happy with. I thought maybe you had found a way that I would have never be able to come up with but if I remember correctly, I already walked down the syndrome path and ended up with slimy little mushroom men... Maybe I just have to wait until the game itself supports regeneration without syndromes.
lmlsna  [author] 6 Mar @ 1:36pm 
@Noranum You can use SYN_AFFECTED_CREATURE to make the syndrome only apply to a certain creature.
Noranum 6 Mar @ 1:25pm 
Yeah that basically is a problem since the mushroom dudes don't have... anything, actually. No organs, no heart, no blood, not even eyes to shed some tears (given the fact how most dwarves view them as walking food, maybe it's better that they can't cry).
It can't be internally, then, so I would end up covering them in this stuff which probably would apply the syndrome to people touching it, right?
If I remember correctly, the last time a tried something like this I ended up having the entire map "infected" by self-healing :D
lmlsna  [author] 6 Mar @ 12:58pm 
@Noranum Of course, looking at other people's raws is a great way to learn modding. You should be able to make a syndrome similar to the one above that regrows limbs by using CE_REGROW_PARTS instead of CE_HEAL_NERVES, and then you could give the desired creatures a secretion that continuously applies the syndrome to themselves. There's an example on the wiki for what that would look like on this page you could look at: https://dwarffortresswiki.org/index.php/Syndrome_examples#Creatures_that_behave_differently_underground
Noranum 6 Mar @ 12:20pm 
I've been looking for some time now for a way to implement something similar to normal tissue. In short, I tried to allow Plump Helmet Men (and any other creature that uses the plant tissue template) to regrow lost limbs (happens so often because they have no bones or any layered tissue). I failed so far. May I poke around in your raws?
Digganob 5 Mar @ 7:10pm 
Indeed. It does a lot of Tarn's work for him (which is very good), in adding more content or for balancing aspects of gameplay. I know I've been looking forward to messing with mummies; it'd be cool if a raid didn't inevitably end in a permanent curse. Maybe just some horrible prolonged sickness or an very high likelihood of unfortunate accidents for a while.
lmlsna  [author] 5 Mar @ 5:01am 
@Digganob For sure! Any additional modding possibilities go a long way for this game. I'm excited to see what people do with the moddable procedural stuff from the Lua beta.
Digganob 4 Mar @ 7:48pm 
I see. So that revised version isn't viable, that's a shame. Interesting research, though. I hope we'll have stronger modding tools later, for messing with things like body mechanics and physics more deeply.