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Author Topic: S.L.A.D.E (Communal modding project) - +Mozarellium Footie Pyjamas+  (Read 88338 times)

Jordrake

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S.L.A.D.E - Silliness and Levity Add Dwarven Enjoyment
Package download here, yo.

You ever just have fun with modding? Marshmallow mountains? Rivers of hot fudge? Teddy bears as weapons, which you then use as an Adventurer to beat up actual bears? Soda rather than alcohol? Christopher Walken?

Forget that last one.

Anyway, S.L.A.D.E is a project that anyone can contribute to, it's aim being to have a ramshackle mountain made of oddness and wacky.
Perhaps the most fun part is trying to be strange in Dwarf Fortress.

So far I have one weapon and two new rocks (the idea for one of which I completely stole). That's where you come in. My imagination and modding skill stretches only so far. I'm not asking a lot. If you have an idea and the skill to execute it, post your product, and it will be added to the big gooey pile o' fun. If you have an idea you can't pull off, drop it off for more experienced modders to try out. Got the skills but not the ideas? I refer you to the previously mentioned idea-machines without the aforementioned skills?
Don't have ideas OR skill? That doesn't mean you can sit back and enjoy the Fun.

So, how about my contributions? You wanna see 'em? Here they are.
Code: [Select]
item_weapon_silliness

[ITEM:WEAPON]

[ITEM_WEAPON:ITEM_WEAPON_P_CUTTER]
[NAME:pizza cutter:pizza cutters]
[ADJECTIVE:giant]
[SIZE:1100]
[SKILL:AXE]
[TWO_HANDED:66500]
[MINIMUM_SIZE:62000]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:25000:4000:slash:slashes:wheel:1250]
[ATTACK:BLUNT:20000:6000:bash:bashes:handle:1250]

Code: [Select]
inorganic_stone_silliness

[OBJECT:INORGANIC]

[INORGANIC:STONEX] Stonex! For all your stoney needs! Warning: Product is not magma safe and may not meet all your stoney needs.
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Stonex brand stone][DISPLAY_COLOR:7:7:1][TILE:'S']
[SEDIMENTARY]
[SOLID_DENSITY:1400]
[IS_STONE]
[MELTING_POINT:9562]
[BOILING_POINT:10642]

[INORGANIC:V_GNEISS]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:very gneiss][DISPLAY_COLOR:7:7:1][TILE:'=']
[BASIC_COLOR:7:0]
[METAMORPHIC]
[IS_STONE]

Wanna make the world of Dwarf Fortress that little bit weirder? Nothing's stopping you.
« Last Edit: October 18, 2010, 04:54:16 pm by Jordrake »
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treytrey119

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Re: S.L.A.D.E (Communal modding project)
« Reply #1 on: September 27, 2010, 02:06:16 pm »

the mod i'm workingon is rather silly adding  a willy wonka flavour with new race and plants and toys
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Bohandas

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Re: S.L.A.D.E (Communal modding project)
« Reply #2 on: September 27, 2010, 11:17:13 pm »

Code: [Select]
[INORGANIC:MOZZARELLIUM_ORE]
[STATE_NAME_ADJ:ALL_SOLID:mozzarellium ore][DISPLAY_COLOR:7:7:1][TILE:'O']
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:4]
[SPEC_HEAT:450]
[METAL_ORE:MOZZARELLIUM:100]
[METAL_ORE:MINERAL_MOZZARELLA:50]
[THREAD_METAL:MOZZARELLIUM:100]
[THREAD_METAL:MINERAL_MOZZARELLA:50]
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:17150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
[IMPACT_YIELD:120000]
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:115000] used spider silk from wikipedia
[SHEAR_FRACTURE:120000]
[SHEAR_STRAIN_AT_YIELD:10000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:70]
[ABSORPTION:100]
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:2]
[IS_STONE]


Code: [Select]
[INORGANIC:MOZZARELLIUM]
[STATE_NAME_ADJ:ALL_SOLID:mozzarellium][DISPLAY_COLOR:7:7:1][TILE:'O']
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:9]
[SPEC_HEAT:450]
[METAL_ORE:MINERAL_MOZZARELLA:100]
[METAL_ORE:MINERAL_MOZZARELLA:25]
[METAL_ORE:MINERAL_MOZZARELLA:10]
[THREAD_METAL:MINERAL_MOZZARELLA:100]
[THREAD_METAL:MINERAL_MOZZARELLA:50]
[THREAD_METAL:MINERAL_MOZZARELLA:25]
[THREAD_METAL:MINERAL_MOZZARELLA:10]
[THREAD_METAL:MOZZARELLIUM:10]
[IGNITE_POINT:10978]
[MELTING_POINT:10768]
[BOILING_POINT:17150]
[HEATDAM_POINT:10338]
[COLDDAM_POINT:8570]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:3670]
[LIQUID_DENSITY:3300]
[IMPACT_YIELD:120000]
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:1150000]
[SHEAR_FRACTURE:1200000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:420]
[ABSORPTION:100]
[IS_METAL]
[ITEMS_METAL]
[ITEMS_AMMO]
[ITEMS_SOFT]


Code: [Select]
[INORGANIC:MINERAL_MOZZARELLA]
[USE_MATERIAL_TEMPLATE:MINERAL_CHEESE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mineral mozzarella]
[MATERIAL_VALUE:3]
[IMPACT_YIELD:11000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:40000]
[COMPRESSIVE_YIELD:11000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:40000]
[TENSILE_YIELD:11000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:40000]
[TORSION_YIELD:11000]
[TORSION_FRACTURE:9750]
[TORSION_STRAIN_AT_YIELD:40000]
[SHEAR_YIELD:11000] no data
[SHEAR_FRACTURE:7500]
[SHEAR_STRAIN_AT_YIELD:40000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]

Code: [Select]
[MATERIAL_TEMPLATE:MINERAL_CHEESE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:cheese]
[STATE_ADJ:ALL_SOLID:cheesy]
[STATE_COLOR:LIQUID:YELLOW]
[STATE_NAME:LIQUID:melted cheese]
[STATE_ADJ:LIQUID:melted cheesy]
[STATE_COLOR:GAS:YELLOW]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1300]
[LIQUID_DENSITY:1300]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:CHEESE]
[CHEESE_CREATURE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
« Last Edit: September 27, 2010, 11:30:49 pm by Bohandas »
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Bohandas

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Re: S.L.A.D.E (Communal modding project)
« Reply #3 on: September 28, 2010, 10:58:33 am »

I'm also working on a soda machine building. I'll post it when it's finished (along with its associated reactions).
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StealthArcher

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Re: S.L.A.D.E (Communal modding project)
« Reply #4 on: September 28, 2010, 11:04:52 am »

I'm adding such craziness as a race of Mass Effect krogan who can onehandedly slay dragons and giants, unarmed.   And a race of men with balls of steel.
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JediaKyrol

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Re: S.L.A.D.E (Communal modding project)
« Reply #5 on: September 28, 2010, 11:14:36 am »

I'm adding such craziness as a race of Mass Effect krogan who can onehandedly slay dragons and giants, unarmed.   And a race of men with balls of steel.

those two should be permanently at war...Krogans got the mad nad jealousy.
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Re: S.L.A.D.E (Communal modding project)
« Reply #6 on: September 28, 2010, 11:22:12 am »

I think this monstrosity fits in quite well.
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Bohandas

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Re: S.L.A.D.E (Communal modding project)
« Reply #7 on: September 28, 2010, 11:41:19 am »

Oh, also, fossils:

Code: [Select]
[INORGANIC:FOSSIL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:3]
[BONE]
[TOOTH]
[DISPLAY_COLOR:7:7:1][TILE:253]
[IS_GEM:fossil:fossils:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:99]
[ENVIRONMENT:SEDIMENTARY:CLUSTER:2]
[ENVIRONMENT:SEDIMENTARY:VEIN:14]
[ENVIRONMENT:SOIL:CLUSTER_ONE:75]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:45]

[INORGANIC:FOSSIL_SHELL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:3]
[SHELL]
[DISPLAY_COLOR:7:7:1][TILE:253]
[IS_GEM:fossilized shell:fossilized shells:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:94]
[ENVIRONMENT:SEDIMENTARY:CLUSTER:7]
[ENVIRONMENT:SEDIMENTARY:VEIN:12]
[ENVIRONMENT:SOIL:CLUSTER_ONE:80]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:25]

[INORGANIC:FOSSIL_HORN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:3]
[HORN]
[DISPLAY_COLOR:7:7:1][TILE:253]
[IS_GEM:fossilized horn:fossilized horns:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:97]
[ENVIRONMENT:SEDIMENTARY:CLUSTER:2]
[ENVIRONMENT:SEDIMENTARY:VEIN:14]
[ENVIRONMENT:SOIL:CLUSTER_ONE:75]
[ENVIRONMENT:SOIL:CLUSTER_SMALL:45]

[INORGANIC:FOSSIL_HUMANOID]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:25]
[BONE]
[ITEMS_HARD]
[DISPLAY_COLOR:7:7:1][TILE:64]
[IS_GEM:humanoid fossil:humanoid fossils:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:85]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_ONE:95]

[INORGANIC:FOSSIL_PRECAMBRIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:14]
[BONE]
[DISPLAY_COLOR:0:7:1][TILE:157]
[IS_GEM:precambrian fossil:precambrian fossils:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:42]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_ONE:56]
[ENVIRONMENT_SPEC:SHALE:CLUSTER:2]


[INORGANIC:FOSSIL_UNSETTLING]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:31]
[BONE]
[ITEMS_HARD]
[IGNITE_POINT:11000]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAX_EDGE:12500]
[DISPLAY_COLOR:7:7:1][TILE:'&']
[IS_GEM:unsettling fossil:unsettling fossils:OVERWRITE_SOLID]
[ENVIRONMENT:ALL_STONE:CLUSTER_ONE:8]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_ONE:12]
[ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER_SMALL:15]
[ENVIRONMENT_SPEC:SLADE:CLUSTER_SMALL:100]

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PTTG??

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Re: S.L.A.D.E (Communal modding project)
« Reply #8 on: September 28, 2010, 12:36:17 pm »

I remember some great old bugs that would allow very strange things to happen, things like Mule Silk Anvils and Plump Helmet Tallow swords, and a dwarf wearing beds, chairs, chests, and cabinets as armor.

Not to mention planting a bed as a seed.

I dream of a fortress that will live up to that wonderous concept.
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Jordrake

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Re: S.L.A.D.E (Communal modding project)
« Reply #9 on: September 28, 2010, 01:15:27 pm »

cabinets as armor.
The Armoire of Invincibility!

Liking the submissions so far people, though I'm not sure in what way fossils are silly.
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JediaKyrol

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Re: S.L.A.D.E (Communal modding project)
« Reply #10 on: September 28, 2010, 02:18:56 pm »

cabinets as armor.
The Armoire of Invincibility!

Liking the submissions so far people, though I'm not sure in what way fossils are silly.

haven't the young earth "scientists" told you?  There's no such thing as fossils...you're just seeing coincidental patterns in the rock!
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Bohandas

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Re: S.L.A.D.E (Communal modding project)
« Reply #11 on: September 28, 2010, 03:04:50 pm »

cabinets as armor.
The Armoire of Invincibility!

Liking the submissions so far people, though I'm not sure in what way fossils are silly.

haven't the young earth "scientists" told you?  There's no such thing as fossils...you're just seeing coincidental patterns in the rock!

Well, actually, now that you mention it, by default, the worlds generated by the game are no more than 1050 years old at start.

...But I digress. The thing is, even if you ignore te world-gen thing, I still just have a funny image in my head of a bespectacled, lab-coated dwarven paleontologist, which just strikes me as funny for some reason. That's the main reason why its funny (which is admittedly kind of weak).
« Last Edit: September 28, 2010, 03:16:45 pm by Bohandas »
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Bohandas

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Re: S.L.A.D.E (Communal modding project)
« Reply #12 on: September 28, 2010, 03:11:30 pm »

On a more clearly humorous note, I'm working on a money tree which can be planted and grown, but so far I can't get it to compile right. I may have to scrap it and code it out more normally and just have money extracted from it using custom reactions

Code: [Select]
[PLANT:MONEY_TREE]
[NAME:money tree][NAME_PLURAL:money trees][ADJ:money tree]

[BASIC_MAT:INORGANIC:MONEY_TREE_BODY]
[EDIBLE_COOKED]

[PICKED_TILE:36][PICKED_COLOR:2:0:1]
[GROWDUR:2500][VALUE:8]

[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen lucre]
[STATE_NAME_ADJ:LIQUID:lucre]
[STATE_NAME_ADJ:GAS:boiling lucre]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]

[DRINK:LOCAL_PLANT_MAT:DRINK]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]

[SEED:money tree seed:money tree seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER]
[FREQUENCY:1]
[CLUSTERSIZE:3]
[PREFSTRING:profit margin]
[GOOD]
[WET]
[BIOME:LAKE_TEMPERATE_FRESHWATER]
[BIOME:LAKE_TROPICAL_FRESHWATER]
[BIOME:LAKE_TROPICAL_BRACKISHWATER]
[BIOME:RIVER_TEMPERATE_FRESHWATER]
[BIOME:RIVER_TROPICAL_FRESHWATER]
[BIOME:RIVER_TROPICAL_BRACKISHWATER]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
[BIOME:POOL_TEMPERATE_FRESHWATER]
[BIOME:FOREST_TEMPERATE_BROADLEAF]
[SHRUB_TILE:36]
[DEAD_SHRUB_TILE:155]
[SHRUB_COLOR:2:0:0]
[DEAD_SHRUB_COLOR:4:0:1]


Code: [Select]
[INORGANIC:MONEY_TREE_BODY]
[USE_MATERIAL_TEMPLATE:STRUCTURAL_PLANT_TEMPLATE]
[METAL_ORE:COPPER:90]
[METAL_ORE:SILVER:10]
[METAL_ORE:GOLD:5]

...acutally, now that I think of it, if I use custom reactions, I can extract the money directly as coins...
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Bohandas

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Re: S.L.A.D.E (Communal modding project)
« Reply #13 on: September 28, 2010, 03:19:16 pm »

cabinets as armor.
The Armoire of Invincibility!

Liking the submissions so far people, though I'm not sure in what way fossils are silly.

haven't the young earth "scientists" told you?  There's no such thing as fossils...you're just seeing coincidental patterns in the rock!

Well, actually, now that you mention it, by default, the worlds generated by the game are no more than 1050 years old at start.

...But I digress. The thing is, even if you ignore te world-gen thing, I still just have a funny image in my head of a bespectacled, lab-coated, dwarven paleontologist, which just strikes me as funny for some reason. That's the main reason why its funny (which is admittedly kind of weak).

Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_LABCOAT]
[NAME:labcoat:labcoats]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:150]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:5]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
« Last Edit: September 28, 2010, 03:22:16 pm by Bohandas »
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Untelligent

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Re: S.L.A.D.E (Communal modding project)
« Reply #14 on: September 28, 2010, 03:35:07 pm »

Here's a few small samples from a Kingdom of Loathing mod I was working on (which in itself would probably fit the theme of this mod):



Spoiler: Dodecapede (click to show/hide)

Spoiler: Dodecapede body (click to show/hide)


Spoiler: A Few Weapons (click to show/hide)

Spoiler: Meat (Ore) (click to show/hide)
Spoiler: Meat (Metal) (click to show/hide)
Of Course!



All ideas originally thought of by the KoL dev team, of course.
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