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Audit monster dissection proficiency allocation #68760

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PatrikLundell opened this issue Oct 19, 2023 · 10 comments · Fixed by #69499
Closed

Audit monster dissection proficiency allocation #68760

PatrikLundell opened this issue Oct 19, 2023 · 10 comments · Fixed by #69499
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(P5 - Long-term) Long-term WIP, may stay on the list for a while. <Suggestion / Discussion> Talk it out before implementing

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@PatrikLundell
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PatrikLundell commented Oct 19, 2023

Is your feature request related to a problem? Please describe.

The proficiencies gained from corpse dissection are allocated inconsistently and do not always contribute to prerequisite proficiencies, while leaving you in the dark as to what these are.

  • I look at the partially known "Invertebrate Biology" proficiency and see "Basic familiarity with various types of insects, arachnids, and worms" and start to dissect a newly killed large worm, only to find that it doesn't have any associated proficiencies at all.
  • I try to dissect a Panicked Person, and find it to likewise be empty of proficiencies (ferals seem to provide Physiology, and I'm not at all against a morale hit on human dissection).
  • I try to dissect an acidic zombie, and find that while I have mastered two of the three proficiencies, I lack the unspecified prerequisites for the third one.
  • I try to dissect some flying insect (some kind of wasp or a fly, I think) and find that it doesn't contribute to Principes of Flight, while I think some other flying insect corpse did.

Solution you would like.

Dissection of creatures falling into a group described by proficiencies would contribute to those proficies or, when prerequisites are missing, the next missing prerequisite proficiencie(s).

Edit: After finally finding (through json files) that biochemistry has chemistry as its prerequisite chain, I realize that makes sense for the proficiency itself, but it then doesn't make sense for it to be gained through dissection, but rather should be gained through study of dissection products (acids, what I've seen so far) via research/training recipes.

Describe alternatives you have considered.

Fumble around in the dark and accept it's a proficiency lottery.

Edit:
Retain biochemistry as a dissection gained proficiency where you analyze its properties while dissecting, rather than in a chemical examination environment, but then somehow indicate you need to study chemistry to gain the prerequisites, not dissecting lots of corpses.

Additional context

This is not a new issue...

@PatrikLundell PatrikLundell added the <Suggestion / Discussion> Talk it out before implementing label Oct 19, 2023
@Maleclypse
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Anyone up for making a python script to build s list of monsters that lack proficiencies?

@Maleclypse Maleclypse added the (P5 - Long-term) Long-term WIP, may stay on the list for a while. label Oct 19, 2023
@PatrikLundell
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PatrikLundell commented Oct 20, 2023

Manually going through stuff (partial result, but the post is large enough to be split off):

  • Birds: look OK, but ought to also have Physiology based on the description of that proficiency (they are animals, and the proficiency doesn't say mammals).
  • Civilians: Look mostly OK, and a spawned Panicked Person did provide the proficiencies. Civilian police ought to have "prof_wp_syn_armored" as well, as it gets it when zombiefied.
  • Cyborgs: Zomborg and zomborg devourer ought to have "prof_wp_zombie" and its precursor "prof_intro_biology" as it's a zombie as well. In fact, all cyborgs should have "prof_intro_biology", as they're all biological at the root. You could also argue for physiology as well, although you could also say too much has been replaced for that to be relevant.
  • Defense_bot: OK (nothing to dissect)
  • Drones: OK (nothing to dissect)
  • Feral_Humans:
    • mon_feral_armored_mace should have "prof_wp_syn_armored" as well.
    • mon_feral_prepper could be argued to have "prof_wp_syn_armored" as well, as its zombie version has it.
    • mon_feral_survivalist: ditto
    • mon_feral_militia: ditto
  • Fish: All should have physiology.
    • mon_alpha_razorclaw: ought to have "prof_wp_basic_bug", as there is no group for crustaceans. There probably should be an advanced group for crustaceans as well.
    • the abstract fish should have "families" entries for basic biology and physiology. A brown trout spawned (derived from the huge abstract fish) did not provide any proficiency. Strangely, "prof_wp_basic_fish", or similar doesn't seem to exist, which I thought used to exist
    • lobster and crayfish: Same as for razorclay. Can be argued to get the natural armor as well, but they're probably too small to get it. Mon_giant_crayfish should get the natural armor as well, though (as well as the corresponding weakpoints).
    • mon_crayfish_giant_larva: Can you really harvest "mutant shellfish" from it, given that the fry copied from doesn't seem to generate a body?
    • mon_razorclaw actually has the correct set of "families" (including basic bug) unlike the alpha above. Don't know why the alpha doesn't copy from this.
    • The monster fish do not copy-from any of the abstract fish for some reason, and also lack any "families".
  • Fungus: No "families". Should have basic biology. Fungalized monsters ought to be susceptible to fungicide.
    • mon_ant_fungus should probably have the same set as ants.
    • mon_spider_fungus should probably have the same set as spiders.
  • fungus_zombie: All fungal monsters should probably be susceptible to fungicide as an additional flag.
    • mon_zombie_gasbag_fungus and mon_zombie_smoker_fungus have families but won't leave anything to dissect. Guess it's better to have some extra entries for consistency than missing useful ones, though.
    • mon_skeleton_brute_fungus extends the mon_skeleton_brute with "extends" that adds existing weakpoints and families, as well as some existing flags. The push_mon and push_veh flags should either be brought back to the normal version of the monster or removed from the fungal one.
    • mon_skeleton_hulk_fungus doesn't copy-from mon_skeleton_hulk and lacks the "wps_bone_armor" weakpoint and "prof_wp_skeleton" proficiency.
  • insect_spider:
    • mon_larva_abstract should have basic biology as well as physiology (these are animals).
    • mon_dark_wyrm: Should have basic biology, bug, and physiology.
    • mon_graboid: Leaves no body...
    • mon_halfworm: Should have basic biology, bug, and physiology.
    • mon_worm: Leaves no body...
    • mon_worm_small: Should have basic biology, bug, and physiology.
    • mon_large_cockroach: Ditto. Could also argue for arthropod weakpoint like the plague.
    • mon_skittering_plague: Should have basic biology, bug, and physiology.
    • mon_plague_vector: Should have basic biology and physiology as well.
    • mon_giant_cockroach: ditto.
    • mon_bee: Should have basic biology, physiology, and principles of flight as well.
    • mon_centipede_giant: Should have basic biology and physiology as well.
    • mon_centipede_larva: remove basic bug family as it should be provided by the abstract larva.
    • mon_dragonfly_naiad: Should have basic biology and physiology as well.
    • mon_dragonfly_giant: Should have basic biology, physiology and principles of flight (it already have a corresponding weakpoint).
    • mon_firefly: Should have basic biology, physiology, and principles of flight as well.
    • mon_fly: ditto
    • mon_mosquito_giant: ditto.
    • mon_spider_cellar_giant: Should have basic biology, and physiology as well.
    • mon_spider_cellar_giant_s: no need for basic bug and wps_arthropod as it's inherited.
    • mon_spider_jumping_giant: Should have basic biology and and physiology.
    • mon_spider_jumping_giant_s: no need for basic bug and wps_arthropod as it's inherited.
    • mon_spider_trapdoor_giant: Same as other spiders above.
    • mon_spider_trapdoor_s: same as other spider larvae above.
    • mon_spider_web: same as other spiders above.
    • mon_spider_web_s: same as other spider larvae above.
    • mon_spider_widow_giant: same as other spiders above.
    • mon_spider_widow_giant_s: same as other spider larvae above.
    • mon_spider_wolf_giant: same as other spiders above.
    • mon_spider_wolf_giant_s: same as other spider larvae above.
    • mon_wasp_pupa: Should have basic biology, bug, and physiology.
    • mon_wasp_small: Should have basic biology, physiology, and principles of flight.
    • mon_wasp: ditto
    • mon_dermatik: Should have basic biology, physiology, and principles of flight.
    • mon_dermatik_incubator_*: Should have basic biology and physiology.
    • mon_dermatik_incubator_spider: Should also have basic bug.
    • mon_ant: Should have basic biology and physiology.
    • mon_ant_acid: ditto. Edit: forgot about biochemistry.
    • mon_ant_acid_queen: Should have basic biology and physiology. Edit: forgot about biochemistry.
    • mon_ant_acid_soldier: ditto Edit: forgot about biochemistry.
    • mon_ant_queen: ditto
    • mon_ant_soldier: ditto
    • mon_locust: Should have basic biology and physiology. Don't know why it's INSECT_FLYING, but no flight weakpoint, though.
    • mon_aphid: Should have basic biology and physiology.
    • mon_mantis_giant: ditto
    • mon_mole_cricket: ditto
    • mon_lady_bug: ditto
    • mon_grasshopper_giant: ditto
    • mon_stag_beetle_larva: Should have basic biology, bug, and physiology.
    • mon_stag_beetle_giant: Should have basic biology and physiology.
    • mon_antlion_larva: Should have basic biology and physiology.
    • mon_antlion_giant: Should have basic biology, physiology, and principles of flight.
    • mon_strider_giant: Should have basic biology and physiology.
    • mon_butterfly: Should have basic biology, physiology, and principles of flight.
    • mon_butterfly_giant: ditto.
    • mon_moth: ditto.
    • mon_moth_giant: ditto
    • mon_butterfly_cocoon: Should have basic biology, bug, and physiology.
    • mon_moth_cocoon: ditto
    • mon_cicada: Should have basic biology physiology, and principles of flight.
    • Should have basic biology and physiology. Why are they classified as "beetle" when they're not even insects?
    • mon_diving_larva: Should have basic biology and physiology.
    • mon_diving_beetle_small: ditto
    • mon_water_scorpion: ditto
    • General note: principles of flight ought to be the proficiency that allows usage of bug flight weakpoint, in case it isn't already.

@PatrikLundell
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PatrikLundell commented Oct 20, 2023

  • jabberwock:
    • mon_fleshy_shambler: Add physiology an amagamation
    • mon_flesh_golem: ditto
    • mon_jabberwock: ditto
  • kraken_spawn:
    • mon_octopus_stalker: Add basic biology, physiology. A cephalopod one if one exists.
  • lab_security_drones: Weird to hide mapgen and EoC in this file...
  • mammal: Should some also get natural armor?
    • mon_bat: Lacks physiology and principles of flight
    • mon_bear: Physiology
    • mon_beaver: ditto
    • mon_black_rat: ditto
    • mon_lab_rat: ditto
    • mon_boar_wild_piglet: ditto
    • mon_boar_wild: ditto
    • mon_bobcat: ditto
    • mon_cat: ditto
    • mon_chipmunk: ditto
    • mon_cougar: ditto
    • mon_cow_calf: ditto
    • mon_cow: ditto
    • mon_coyote: ditto
    • mon_coyote_wolf: ditto
    • mon_deer_fawn: ditto
    • mon_deer: ditto
    • mon_dog: ditto
    • mon_dog_bull_pup: not inherited and so lacks "families" (and maybe other stuff)
    • mon_dog_pitbullmix: ditto
    • mon_dog_pitbullmix_pup: ditto
    • mon_dog_beagle: ditto
    • mon_dog_beagle_pup: ditto
    • mon_dog_bcollie_pup: ditto (while adult is inherited...)
    • mon_dog_boxer_pup: ditto
    • mon_dog_chihuahua_pup: ditto
    • mon_dog_dachshund_pup: ditto
    • mon_dog_gshepard_pup: ditto
    • mon_dog_gpyrenees_pup: ditto
    • mon_dog_rottweiler_pup: ditto
    • mon_dog_auscattle_pup: ditto
    • mon_fox_grey: Physiology
    • mon_fox_red: ditto
    • mon_groundhog: ditto
    • mon_horse_foal: ditto
    • mon_horse: ditto
    • mon_lemming: ditto
    • mon_mink: ditto
    • mon_moose: ditto. It also has some significant bash armor, so natural armor?
    • mon_moose_calf: Physiology
    • mon_tusked_moose: Physiology and definitely natural armor
    • mon_tusked_moose_calf: Physiology
    • mon_muskrat: ditto
    • mon_opussum: ditto
    • mon_otter: ditto
    • mon_pig_piglet: ditto
    • mon_pig: ditto
    • mon_rabbit_base: ditto
    • mon_raccoon: ditto
    • mon_sewer_rat: ditto
    • mon_sheep_lamb: ditto
    • mon_sheep: ditto
    • mon_squirrel: ditto
    • mon_squirrel_red: ditto
    • mon_weasel: ditto
    • mon_wolf: ditto
    • mon_reindeer: ditto
    • mon_llama_calf: ditto
    • mon_llama: ditto
    • mon_ferret: ditto
  • marloss: a mycus proficiency?
    • mon_marloss_zealot_f: basic biology, physiology
    • mon_marloss_zealot_m: ditto
  • mechsuits: They're all broken on defeat, so N/A
  • mi_go: Highly questionable that these should have any normal proficiencies given that they're completely dissimilar to terrestial life. Rather than demihuman, they should have their very own proficiency and weakpoint. However, they all have significant natural armor, and that's probably something where a different underlying biology doesn't make a difference.
  • misc: Cannot make any assessment of these. Generator might actually be intended to be something real, not suitable for this file, though.
  • mollusc:
    • mon_snail_river: basic biology, physiology, bug, if you can actually get a corpse from it.
    • mon_snail_forest: ditto.
    • mon_snail_larva: note that its inheritance should provide the right set, including bug.
    • mon_snail_giant: biology, physiology, bug
    • mon_slug_forest: ditto
    • mon_slug_giant: biology, physiology, bug, natural armor. Arthropod weakpoint an option. Edit: forgot biochemistry.
    • mon_sludge_crawler: ditto

@PatrikLundell
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PatrikLundell commented Oct 20, 2023

  • mutant: Wouldn't go astray with a mutant proficiency based on physiology.
    • mon_mutant_experimental: biology, physiology, natural armor
    • mon_mutant_antler: ditto
    • mon_mutant_arthropod: biology, physiology, natural armor, bug (and arthropod weakpoints)
    • mon_mutant_alpha: might remove natural armor from antler, depending on where the natural armor threshold should be.
    • mon_mutant_alpha_boss: as alpha, but definitely without natural armor
    • mon_mutant_mollusk: add bug + arthropod weakpoints (antler provides the rest)
  • mutant_mammal: Again, possible introduction of mutant proficiency
    • mon_bear_mutant_3headed: physiology, natural armor
    • mon_beaver_mutant_huge: physiology, natural armor?
    • mon_beaver_mutant_avian: physiology
    • mon_coyote_mutant_shark: physiology
    • mon_coyote_mutant_venom: physiology + whatever mutant acid zombies have
    • mon_wolf_mutant_huge: physiology, natural armor
    • mon_deer_mutant_spider: physiology (+ bug?)
    • mon_deer_mutant_spider_fawn: ditto
    • mon_dog_mutant_mongrel: physiology
    • mon_dog_mutant_loper: physiology
    • mon_dog_mutant_mauler: physiology
    • mon_dig_mutant_thrasher: physiology
  • nether:
    • mon_albino_penguin: physiology
    • mon_amigara_horror: biology, physiology
    • mon_blank: ditto
    • mon_blood_sacrifice: biology, physiology
    • mon_dementia: biology, physiology
    • mon_flaming_eye: Does it leave a corpse? Comment indicates it should be demihuman, and so also biology and physiology
    • mon_guzu: biology, physiology
    • mon_gracke: biology, physiology
    • mon_human_snail: biology, physiology
    • mon_twisted_body: biology, physiology
    • mon_yugg: biology, physiology, bug (?)
    • mon_hanging_roper: biology, physiology
    • mon_carrion_grub: remove bug from inheritance?
    • mon_nether_spearfisher: biology, physiology
    • mon_nether_leach: remove bug from inheritance?
    • mon_nether_fish: biology, physiology

@PatrikLundell
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  • nether_animal: No issues.
  • power_leech:
  • mon_leech_blossom: ought to have electromagnetics and its prerequisite chain
  • mon_leech_stalk: ditto
  • mon_leech_radio: ditto
  • mon_leech_pod_cluster: ditto
  • mon_leech_root_runner: ditto
  • mon_leech_root_drone: ditto
  • reptile_amphibian: Are there amphibian/reptile specific proficiencies?
    • mon_frog_giant: biology, physiology
    • mon_frog_mega: biology, physiology, natural armor
    • mon_gator: ditto
    • mon_rattlesnake_s: biology, physiology
    • mon_rattlesnake: ditto
    • mon_rattlesnake_giant: biology, physiology, natural armor(?)
    • mon_rattlesnake_mega: biology, physiology, natural armor
    • mon_sewer_snake: biology, physiology
    • mon_toad_giant: ditto
    • mon_proxy_tadpole: ditto
    • mon_proxy_frog: ditto
  • robofac_robots: OK, all are broken when "killed"
  • rodent_kin:
    • mon_lab_ratkin: biology, physiology
    • mon_big_rat: ditto
    • mon_zap_rat: biology, physiology, electromagnetics and its prerequisites
    • mon_tunnel_rat: add natural armor to base
    • mon_pack_rat: ditto
    • mon_teke_mouse: ditto
    • mausketeer: ditto
  • slimes:
    • mon_blob: should have natural armor weakpoint
    • mon_blob_brain: ditto
    • mon_blob_small: ditto, plus natural armor proficiency (and its prerequisites, if any)
    • mon_gelatin: should probably have natural armor weakpoint
    • mon_player_blob: ditto
    • mon_slime_ocularium: dittor
  • starers: OK
  • triffids: Ought to have its own proficiency. Probably doesn't really match even biology for animals. Shouldn't they be susceptible to herbicides?
    • mon_triffid: natural_armor (and preprequisites if any) + weakpoint
    • mon_triffid_queen: ditto
    • mon_vinebeast: ditto
    • mon_fungal_fighter: ditto
    • mon_triffid_heart: ditto

@PatrikLundell
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PatrikLundell commented Oct 20, 2023

  • turrets: OK. All destroyed or broken on "death"
  • utility_bot: Ditto
  • yrax: Ditto
  • zanimal_upgrade:
    • mon_dog_skeleton: add physiology
    • mon_wolf_skeleton: ditto
    • mon_zombear_skeleton: add physiology, but that should really be done as addition to mon_zombear rather than override of its families and weakpoint sets.
    • mon_zombear_acidic: Similar to previous point. Finally found what the prerequisites of biochemistry are, and while it makes sense to be a chemistry chain in itself, there's a need to tell the player it's not gained through more dissection. Ideally, it should really be gained through analysis of the acid rather than through dissection, and thus be a research/training recipe.
    • mon_zombie_horse_white; ditto
    • mon_zombie_horse: extend families and weakpoints rather than overriding them.
  • zed_acid: The issue with biochemistry applies throughout. Don't think this is a good file, as it's only some of the acidic critters. Either move all of them to their proper context or move all acid critters here...
    • mon_zombie_acidic: physiology
    • mon_zombie_corrosive: physiology
    • mon_zombie_spitter: physiology
    • mon_zombie_wretched: physiology
    • mon_zombie_dog_acidic: physiology
    • mon_zombie_dog_brute_acidic: Is the armor sufficient for natural armor?
  • zed_amalgamation: What makes these different from fused zombie monsters apart from the zombie bit?
    • mon_meat_cocoon_small: pointless with families when no corpse is left behind
    • mon_amalgamation_abstract_small: physiology. Natural armor unless amalgamation weakpoints is supposed to deal with armor.
    • mon_amalgamation_corroder: biochemistry issue. Doesn't make much sense to have a specific weakpoint for the acid variant that presumably would be gated behind a lot of chemistry research as the armor is the same as for other amalgamations.
    • mon_amalgamation_zapper: natural armor, like the soldier, as that's presumably what amalgamation armor wp requires.
  • zed_burned:
    • mon_zombie_child_scorched: physiology, natural armor
    • mon_zombie_fiend: physiology
    • mon_zombie_scorched: physiology, natural armor
  • zed_children:
    • mon_zombie_anklebiter: physiology
    • mon_zombie_child: physiology
    • mon_zombie_creepy: physiology
    • mon_zombie_shriekling: physiology. Comment says guilt, but no death_function?
    • mon_zombie_snotgobbler: No point of families with no corpse. Ought to induce guilt.
    • mon_zombie_sproglodyte: physiology
    • mon_zombie_waif: physiology
    • mon_zombie_wretch: physiology
  • zed_command: Strange that the master isn't here?
    • mon_skeletal_master: physiology
    • mon_skeleton_necro: physiology
  • zed_electric:
    • mon_zombie_brute_shocker: physiology, natural armor
    • mon_zombie_electric: physiology
    • mon_zombie_nullfield: physiology
    • mon_zombie_static: physiology
  • zed_explosive:
    • mon_boomer: no body, no families...
    • mon_boomer_huge: no body, no families. Natural armor?
    • mon_gas_zombie: no body, no families...
    • mon_zombie_gasbag: ditto
    • mon_zombie_relax_gasbag: ditto
    • mon_zombie_tear_gasbag: ditto
    • mon_boomer_glutton: no body, no families. Natural armor?
    • mon_boomer_claymore: ditto

@PatrikLundell
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  • zed_ferrous:
    • mon_zombie_rust: physiology
    • mon_zombie_shell: physiology
    • mon_zombie_plated: physiology
    • mon_zombie_urchin: physiology. Name implies it is small, but nothing else seems to support that.
    • mon_zombie_hammer_hands: physiology
  • zed_fusion:
    • mon_crawler: physiology. Also ought to be aberration family/weakpoint, possibly natural armor, and probably zombie, as that's what's harvested.
    • mon_devourer: physiology. Why not aberration?
    • mon_devourer_lab_sec: no corpse, no families... Should have synthetic armor weakpoints, though, and possibly aberration.
    • mon_zombie_crushed_giant: No corpse, no families.
    • mon_zombie_gasbag_immobile: ditto
    • mon_zombie_gasbag_crawler: ditto
    • mon_zombie_gasbag_impaler: ditto
    • mon_zombie_scissorlimbs: ditto
    • mon_zombie_hanging_innards: ditto
    • mon_zombie_giant_heart: harvest exempt means no dissection?
    • mon_zombie_living_wall: ditto
  • zed_lab:
    • mon_zombie_scientist: physiology
    • mon_zombie_labsecurity: physiology
    • mon_zombie_phase_skulker: no body, no families...
    • mon_zombie_phase_shrike: ditto
  • zed_lieutenant: Another file with unrelated stuff like spells, eocs, and terrain. The monster doesn't leave a body.
  • zed_misc:
    • mon_frog_mother: physiology. Natural armor?
    • mon_zombullfrog: ditto
    • mon_frog_dad:ditto
    • mon_zombie_biter: physiology
    • mon_zombie_brainless: physiology
    • mon_afs_headless_horror: physiology
    • mon_zombie_brute: physiology. Natural armor?
    • mon_zombie_brute_grappler: ditto
    • mon_zombie_brute_ninja: ditto
    • mon_zombie_grue: physiology
    • mon_zombie_ears: physiology
    • mon_zombie_nemesis: physiology
    • mon_zombie_grabber: physiology
    • mon_zombie_grappler: physiology
    • mon_zombie_hulk: physiology
    • mon_zombie_hunter: physiology
    • mon_zombie_mancroc: physiology
    • mon_zombie_master: physiology
    • mon_zombie_necro: physiology
    • mon_zombie_runner: physiology
    • mon_zombie_regenerating: physiology
    • mon_zombie_predator: physiology
    • mon_zombie_screecher: physiology
    • mon_zombie_shady: physiology
    • mon_zombie_shrieker: physiology
    • mon_zombie_skull: physiology
    • mon_zombie_smoker: physiology
    • mon_smoker_brute: physiology
    • mon_zombie_swimmer_base: physiology
    • mon_zombie_swimmer: physiology
    • mon_zombie_technician: physiology
    • mon_zombie_miner: physiology
    • mon_zombie_thorny: physiology

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PatrikLundell commented Oct 21, 2023

  • zed_prisoner: OK
  • zed_radiation:
    • mon_charred_nightmare: physiology. Should it also be aberration and/or natural armor?
    • mon_irradiated_wanderer_1: ditto
    • mon_irradiated_wanderer_2: ditto
    • mon_irradiated_wanderer_3: ditto
    • mon_irradiated_wanderer_4: ditto
  • zed_skeletal:
    • mon_skeleton: physiology
    • mon_skeleton_brute: physiology
    • mon_skeleton_electroc: physiology
    • mon_skeleton_hulk: physiology
  • zed_soldier:
    • mon_zombie_soldier: physiology
    • mon_zombie_soldier_blackops_1: physiology
    • mon_zombie_soldier_acid_1: extend families rather than replace. Biochemistry...
    • mon_zombie_soldier_acid_2: ditto
    • mon_zombie_kevlar_0: physiology
    • mon_zombie_kevlar_1: physiology
    • mon_zombie_kevlar_2: physiology
    • mon_zombie_military_pilot: physiology. synthetic armor?
    • mon_zombie_marine: physiology
    • mon_zombie_armored: physiology
    • mon_zombie_bio_op: physiology
  • zed_survivor:
    • mon_zombie_survivor: physiology
    • mon_zombie_paramilitary: replace weakpoint set (light->normal armor), leave families unchanged (like the mon_zombie_survivor_elite)
  • zed-animal: Shouldn't all zombiefied animals gain families and weakpoints from their base animals? After all, ex humans do.
    • mon_zhark: physiology
    • mon_zombie_dog: physiology
    • mon_zombie_dog_cop: physiology
    • mon_dog_zombie_rot: physiology
    • mon_zolf: physiology
    • mon_zombear: physiology
    • mon_zombie_pig: physiology
    • mon_zombeaver: physiology
    • mon_zoose: physiology
    • mon_zougar: physiology
    • mon_zombie_horse: physiology
    • mon_ziger: should inherit families...
    • mon_zombie_sheep: physiology
    • mon_zombie_goat: physiology
    • mon_zow: physiology
    • mon_zombull: physiology, natural armor
    • mon_zllama: physiology (biochemistry would make sense on dissection, but there's no acid blood to analyze for a recipe).
    • mon_zeer: physiology
    • mon_zpider_mass: shouldn't really result in any harvest, but just a bloody mess. Physiology as it stands.
    • mon_zeindeer: physiology
    • mon_gastro_bufo: physiology
  • zed-classic:
    • mon_beekeeper: physiology
    • mon_zombie: physiology
    • mon_zombie_cop: physiology
    • mon_zombie_crawler: physiology
    • mon_zombie_fat: physiology. Natural armor?
    • mon_zombie_fireman: physiology
    • mon_zombie_hazmat: physiology
    • mon_zombie_rot: physiology
    • mon_zombie_swat: physiology
    • mon_zombie_tough: physiology
  • zed-medical: OK
  • zed-pupating:
    • mon_hulk_pupa_decoy: physiology
    • mon_hulkk_pupa: physiology
  • zed-winged:
    • mon_zombie_batwing: physiology
    • mon_zombie_brute_winged: physiology
    • mon_spawn_raptor: physiology
    • mon_spawn_raptor_electric: extend rather than replace families. physiology

That's finally the end of this survey. I'm not going to look at mods as there may be logic there I don't know anything about.

@TheSaddestGoomba
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I've got a PR draft #68197 that has weakpoints and proficiencies setup for amphibians.

@Brambor
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Brambor commented Nov 5, 2023

Anyone up for making a python script to build s list of monsters that lack proficiencies?

Sounds like a perfect job for me!

Maleclypse pushed a commit that referenced this issue Nov 7, 2023
* First Draft

Changes:

Add new monsters (mutant frog species & their tadpoles), eggs and monstergroups for them to reproduce and spawn.

Add weakpoint sets for amphibians, and effects for those weakpoints.

Old monsters have been replaced in monstergroups, and rotspawn/upgrade/reproduction references. For Megafauna mod as well.

Updated all amphibian data in Tamable Wildlife.

Fix my own poor judgement; change all instances of "toad" in id's to "frog" for consistency.

* Update reptile_amphibian.json

Change "Stuntongue" to "Taser Tongue"

* Error fixes, Flag updates, Stink frog stinks

Mostly error fixes.

Add "SMALL_HIDE" flag to frogs, as suggested in #68387

Begin testing special abilities for foul toad line. Currently, tear gas emission for aerosolized bufotoxin; NO_BREATHE flag is an imperfect solution to them gassing themselves into submission.

* Update egg.json

Revert ID changes

* Update amphibian.json

Revert ID changes

* Update eggs.json

Revert ID changes

* Update reptile_amphibian.json

Revert ID changes
Fix syntax error
Rename 'Foul Hogtoad' to 'Giant Hogtoad.'

* Update cooking_components.json

Revert ID changes

* Update wilderness.json

Typo fix

* Update reptile_amphibian.json

Revert ID changes

* Update reptile_amphibian.json

Remove old monster IDs

* Leaps & Flavor Text

Clean up some descriptions.
Adjust leap values for foul toad line.
Add "NO_BREATHE" flag to foul toad line to prevent gassing by kin.

* Give Croaker a Croak

Add Shriek and Shriek_Stun to Colossal Croaker

* Evo Rate, Taser Tongue Size, Hogtoad Flavor

Update all amphibian evolution rates to account for default evo factor.

Embiggen the taser tongue so it can pull PCs of higher than skeletal weight.

Clean up giant hogtoad description for brevity and clarity.

* Taser tongue-ing message, proxy tad no grow

Change taser tongue tongue attack message
Remove reproduction line from tadpole abstract

* Growth Rate Fine Tune

Increase timers for higher tier upgrades back to something reasonable

* Clean Tongue  Messages & Flavor Text

Tidy up some descriptions and fix more repeated articles in tongue-dodging messages.

* Stat tweaks, emissions, upgrade weights

Minor changes to frog stats.
Added new emit for stinktoad, gave weak emit to hogtoad.
Adjusted weights within upgrade groups.

* Update data/json/items/comestibles/egg.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Update data/json/monsters/reptile_amphibian.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Lower spawn rates

* Incorporate Minor froggy edits #68748

Adjust spawn rates and default factions to match changes in #68748

* Typos

Fix typos in great beaked toad description

* Typos

Fix typos in great beaked toad description

* Syntax fix

Remove extra space in description string

* Add a missing 'R'

Fix flag misspelling

* MOM Monster Overrides

Replace 'mon_frog_mega' with new mega frog references for monster regeneration overrides in Mind Over Matter.

* First Draft

Changes:

Add new monsters (mutant frog species & their tadpoles), eggs and monstergroups for them to reproduce and spawn.

Add weakpoint sets for amphibians, and effects for those weakpoints.

Old monsters have been replaced in monstergroups, and rotspawn/upgrade/reproduction references. For Megafauna mod as well.

Updated all amphibian data in Tamable Wildlife.

Fix my own poor judgement; change all instances of "toad" in id's to "frog" for consistency.

* Update reptile_amphibian.json

Change "Stuntongue" to "Taser Tongue"

* Error fixes, Flag updates, Stink frog stinks

Mostly error fixes.

Add "SMALL_HIDE" flag to frogs, as suggested in #68387

Begin testing special abilities for foul toad line. Currently, tear gas emission for aerosolized bufotoxin; NO_BREATHE flag is an imperfect solution to them gassing themselves into submission.

* Update egg.json

Revert ID changes

* Update amphibian.json

Revert ID changes

* Update eggs.json

Revert ID changes

* Update reptile_amphibian.json

Revert ID changes
Fix syntax error
Rename 'Foul Hogtoad' to 'Giant Hogtoad.'

* Update cooking_components.json

Revert ID changes

* Update wilderness.json

Typo fix

* Update reptile_amphibian.json

Revert ID changes

* Update reptile_amphibian.json

Remove old monster IDs

* Leaps & Flavor Text

Clean up some descriptions.
Adjust leap values for foul toad line.
Add "NO_BREATHE" flag to foul toad line to prevent gassing by kin.

* Give Croaker a Croak

Add Shriek and Shriek_Stun to Colossal Croaker

* Evo Rate, Taser Tongue Size, Hogtoad Flavor

Update all amphibian evolution rates to account for default evo factor.

Embiggen the taser tongue so it can pull PCs of higher than skeletal weight.

Clean up giant hogtoad description for brevity and clarity.

* Taser tongue-ing message, proxy tad no grow

Change taser tongue tongue attack message
Remove reproduction line from tadpole abstract

* Growth Rate Fine Tune

Increase timers for higher tier upgrades back to something reasonable

* Clean Tongue  Messages & Flavor Text

Tidy up some descriptions and fix more repeated articles in tongue-dodging messages.

* Stat tweaks, emissions, upgrade weights

Minor changes to frog stats.
Added new emit for stinktoad, gave weak emit to hogtoad.
Adjusted weights within upgrade groups.

* Update data/json/items/comestibles/egg.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Update data/json/monsters/reptile_amphibian.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Lower spawn rates

* Incorporate Minor froggy edits #68748

Adjust spawn rates and default factions to match changes in #68748

* Typos

Fix typos in great beaked toad description

* Update electronics.json

* Fixing Itemgroups (#69011)

* Fixing Itemgroups

Fixing up some itemgroups and spawns

* Update locations.json

* Update clothing.json

* Update clothing.json

* fix typos

* Bugfix: Ensure all selected books are scanned to ereader

* Fixes issue where not all selected books were scanned to ereader.
* The problem before was that:
	* `ebooksave_activity_actor` expected an exact number of calls to `do_turn()` until the current books was scanned.
	* But player speed affects the speed of activities such as this one.
	* In effect, `do_turn()` is called to few times compared to `to_turns<int>( duration )` when player speed > 100.
* This change therefore makes sure that all selected books are fully scanned when the activity is finished, regardless of number of calls to `do_turn()`.
* The number of calls to `do_turn()` does not really matter anyway, it's just used for supporting that some books are fully scanned while the activity is running.

* display selected proficiency when opening proficiency UI from character display

* add more (zombie) leather mask variant (#69013)

* Update masks.json

* Update data/json/items/armor/masks.json

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* fix pharmacy and doctor's office loot (#68995)

* what the fuck

* Update science_and_tech.json

* rare drugs

* painkillers

* antiseptic powder

* [Xedra Evolved] Misc additions (#68931)

* Initial commit

* spell check fixes

* Thank you Ferret

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Update gunmods.json

---------

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Adjust hungry and overweight coloring in sidebar (#69005)

* Update hunger.json

* Update weight.json

* Update sidebar-mobile.json

* Update hunger.json

* Remove boat hull coverage penalty for protrusions and carried vehicles (#69024)

* Remove penalty from protrusions and carried parts when calculating boat hull coverage

* Fix possible uninitialized value in vehicle.cpp

* Increase(?) water drag coefficients for land vehicles with protrusions

* Remove trailing zeroes in drag test JSON

* Organize the remaining unorganized EOCs (#68940)

* Organize the stuff

* Update FREQUENTLY_MADE_SUGGESTIONS.md

* Revert "Update FREQUENTLY_MADE_SUGGESTIONS.md"

This reverts commit 0ca0c05.

* Update FREQUENTLY_MADE_SUGGESTIONS.md

* Organize the lab eocs

* Opps, rename

* try to fix some weirdness with Github

* Syntax fix

Remove extra space in description string

* Add a missing 'R'

Fix flag misspelling

* MOM Monster Overrides

Replace 'mon_frog_mega' with new mega frog references for monster regeneration overrides in Mind Over Matter.

* MOM Overrides Fix

No pattern megafrog, no regen

* Effect & Family Updates

-Tune up and capitalize Electrocution effect.
-Add physiology dissection proficiency family to all frog monsters to match #68760

* Pattern Frog Flavor

Touch up description text for pattern frogs

---------

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>
Co-authored-by: gettingusedto <78019001+gettingusedto@users.noreply.github.com>
Co-authored-by: LordBarkBread <97002254+LordBarkBread@users.noreply.github.com>
Co-authored-by: Tim Nordenfur <tim@gurka.se>
Co-authored-by: inogenous <123803852+inogenous@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: KeremBaba <rasitkeremgulgun@gmail.com>
Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>
Co-authored-by: Risuga <oosyrag@gmail.com>
Co-authored-by: Evan Balster <evan@interactopia.com>
Co-authored-by: MNG-cataclysm <58958654+MNG-cataclysm@users.noreply.github.com>
Maleclypse pushed a commit to Maleclypse/Cataclysm-DDA that referenced this issue Nov 16, 2023
)

* First Draft

Changes:

Add new monsters (mutant frog species & their tadpoles), eggs and monstergroups for them to reproduce and spawn.

Add weakpoint sets for amphibians, and effects for those weakpoints.

Old monsters have been replaced in monstergroups, and rotspawn/upgrade/reproduction references. For Megafauna mod as well.

Updated all amphibian data in Tamable Wildlife.

Fix my own poor judgement; change all instances of "toad" in id's to "frog" for consistency.

* Update reptile_amphibian.json

Change "Stuntongue" to "Taser Tongue"

* Error fixes, Flag updates, Stink frog stinks

Mostly error fixes.

Add "SMALL_HIDE" flag to frogs, as suggested in CleverRaven#68387

Begin testing special abilities for foul toad line. Currently, tear gas emission for aerosolized bufotoxin; NO_BREATHE flag is an imperfect solution to them gassing themselves into submission.

* Update egg.json

Revert ID changes

* Update amphibian.json

Revert ID changes

* Update eggs.json

Revert ID changes

* Update reptile_amphibian.json

Revert ID changes
Fix syntax error
Rename 'Foul Hogtoad' to 'Giant Hogtoad.'

* Update cooking_components.json

Revert ID changes

* Update wilderness.json

Typo fix

* Update reptile_amphibian.json

Revert ID changes

* Update reptile_amphibian.json

Remove old monster IDs

* Leaps & Flavor Text

Clean up some descriptions.
Adjust leap values for foul toad line.
Add "NO_BREATHE" flag to foul toad line to prevent gassing by kin.

* Give Croaker a Croak

Add Shriek and Shriek_Stun to Colossal Croaker

* Evo Rate, Taser Tongue Size, Hogtoad Flavor

Update all amphibian evolution rates to account for default evo factor.

Embiggen the taser tongue so it can pull PCs of higher than skeletal weight.

Clean up giant hogtoad description for brevity and clarity.

* Taser tongue-ing message, proxy tad no grow

Change taser tongue tongue attack message
Remove reproduction line from tadpole abstract

* Growth Rate Fine Tune

Increase timers for higher tier upgrades back to something reasonable

* Clean Tongue  Messages & Flavor Text

Tidy up some descriptions and fix more repeated articles in tongue-dodging messages.

* Stat tweaks, emissions, upgrade weights

Minor changes to frog stats.
Added new emit for stinktoad, gave weak emit to hogtoad.
Adjusted weights within upgrade groups.

* Update data/json/items/comestibles/egg.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Update data/json/monsters/reptile_amphibian.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Lower spawn rates

* Incorporate Minor froggy edits CleverRaven#68748

Adjust spawn rates and default factions to match changes in CleverRaven#68748

* Typos

Fix typos in great beaked toad description

* Typos

Fix typos in great beaked toad description

* Syntax fix

Remove extra space in description string

* Add a missing 'R'

Fix flag misspelling

* MOM Monster Overrides

Replace 'mon_frog_mega' with new mega frog references for monster regeneration overrides in Mind Over Matter.

* First Draft

Changes:

Add new monsters (mutant frog species & their tadpoles), eggs and monstergroups for them to reproduce and spawn.

Add weakpoint sets for amphibians, and effects for those weakpoints.

Old monsters have been replaced in monstergroups, and rotspawn/upgrade/reproduction references. For Megafauna mod as well.

Updated all amphibian data in Tamable Wildlife.

Fix my own poor judgement; change all instances of "toad" in id's to "frog" for consistency.

* Update reptile_amphibian.json

Change "Stuntongue" to "Taser Tongue"

* Error fixes, Flag updates, Stink frog stinks

Mostly error fixes.

Add "SMALL_HIDE" flag to frogs, as suggested in CleverRaven#68387

Begin testing special abilities for foul toad line. Currently, tear gas emission for aerosolized bufotoxin; NO_BREATHE flag is an imperfect solution to them gassing themselves into submission.

* Update egg.json

Revert ID changes

* Update amphibian.json

Revert ID changes

* Update eggs.json

Revert ID changes

* Update reptile_amphibian.json

Revert ID changes
Fix syntax error
Rename 'Foul Hogtoad' to 'Giant Hogtoad.'

* Update cooking_components.json

Revert ID changes

* Update wilderness.json

Typo fix

* Update reptile_amphibian.json

Revert ID changes

* Update reptile_amphibian.json

Remove old monster IDs

* Leaps & Flavor Text

Clean up some descriptions.
Adjust leap values for foul toad line.
Add "NO_BREATHE" flag to foul toad line to prevent gassing by kin.

* Give Croaker a Croak

Add Shriek and Shriek_Stun to Colossal Croaker

* Evo Rate, Taser Tongue Size, Hogtoad Flavor

Update all amphibian evolution rates to account for default evo factor.

Embiggen the taser tongue so it can pull PCs of higher than skeletal weight.

Clean up giant hogtoad description for brevity and clarity.

* Taser tongue-ing message, proxy tad no grow

Change taser tongue tongue attack message
Remove reproduction line from tadpole abstract

* Growth Rate Fine Tune

Increase timers for higher tier upgrades back to something reasonable

* Clean Tongue  Messages & Flavor Text

Tidy up some descriptions and fix more repeated articles in tongue-dodging messages.

* Stat tweaks, emissions, upgrade weights

Minor changes to frog stats.
Added new emit for stinktoad, gave weak emit to hogtoad.
Adjusted weights within upgrade groups.

* Update data/json/items/comestibles/egg.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Update data/json/monsters/reptile_amphibian.json

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Lower spawn rates

* Incorporate Minor froggy edits CleverRaven#68748

Adjust spawn rates and default factions to match changes in CleverRaven#68748

* Typos

Fix typos in great beaked toad description

* Update electronics.json

* Fixing Itemgroups (CleverRaven#69011)

* Fixing Itemgroups

Fixing up some itemgroups and spawns

* Update locations.json

* Update clothing.json

* Update clothing.json

* fix typos

* Bugfix: Ensure all selected books are scanned to ereader

* Fixes issue where not all selected books were scanned to ereader.
* The problem before was that:
	* `ebooksave_activity_actor` expected an exact number of calls to `do_turn()` until the current books was scanned.
	* But player speed affects the speed of activities such as this one.
	* In effect, `do_turn()` is called to few times compared to `to_turns<int>( duration )` when player speed > 100.
* This change therefore makes sure that all selected books are fully scanned when the activity is finished, regardless of number of calls to `do_turn()`.
* The number of calls to `do_turn()` does not really matter anyway, it's just used for supporting that some books are fully scanned while the activity is running.

* display selected proficiency when opening proficiency UI from character display

* add more (zombie) leather mask variant (CleverRaven#69013)

* Update masks.json

* Update data/json/items/armor/masks.json

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>

* fix pharmacy and doctor's office loot (CleverRaven#68995)

* what the fuck

* Update science_and_tech.json

* rare drugs

* painkillers

* antiseptic powder

* [Xedra Evolved] Misc additions (CleverRaven#68931)

* Initial commit

* spell check fixes

* Thank you Ferret

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Update gunmods.json

---------

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>

* Adjust hungry and overweight coloring in sidebar (CleverRaven#69005)

* Update hunger.json

* Update weight.json

* Update sidebar-mobile.json

* Update hunger.json

* Remove boat hull coverage penalty for protrusions and carried vehicles (CleverRaven#69024)

* Remove penalty from protrusions and carried parts when calculating boat hull coverage

* Fix possible uninitialized value in vehicle.cpp

* Increase(?) water drag coefficients for land vehicles with protrusions

* Remove trailing zeroes in drag test JSON

* Organize the remaining unorganized EOCs (CleverRaven#68940)

* Organize the stuff

* Update FREQUENTLY_MADE_SUGGESTIONS.md

* Revert "Update FREQUENTLY_MADE_SUGGESTIONS.md"

This reverts commit 0ca0c05.

* Update FREQUENTLY_MADE_SUGGESTIONS.md

* Organize the lab eocs

* Opps, rename

* try to fix some weirdness with Github

* Syntax fix

Remove extra space in description string

* Add a missing 'R'

Fix flag misspelling

* MOM Monster Overrides

Replace 'mon_frog_mega' with new mega frog references for monster regeneration overrides in Mind Over Matter.

* MOM Overrides Fix

No pattern megafrog, no regen

* Effect & Family Updates

-Tune up and capitalize Electrocution effect.
-Add physiology dissection proficiency family to all frog monsters to match CleverRaven#68760

* Pattern Frog Flavor

Touch up description text for pattern frogs

---------

Co-authored-by: TheShadowFerret <99621099+TheShadowFerret@users.noreply.github.com>
Co-authored-by: gettingusedto <78019001+gettingusedto@users.noreply.github.com>
Co-authored-by: LordBarkBread <97002254+LordBarkBread@users.noreply.github.com>
Co-authored-by: Tim Nordenfur <tim@gurka.se>
Co-authored-by: inogenous <123803852+inogenous@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: KeremBaba <rasitkeremgulgun@gmail.com>
Co-authored-by: Anton Simakov <67688115+GuardianDll@users.noreply.github.com>
Co-authored-by: Risuga <oosyrag@gmail.com>
Co-authored-by: Evan Balster <evan@interactopia.com>
Co-authored-by: MNG-cataclysm <58958654+MNG-cataclysm@users.noreply.github.com>
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