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Some new reptiles #75829
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Some new reptiles #75829
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Items: Food / Vitamins
Comestibles and drinks
Spawn
Creatures, items, vehicles, locations appearing on map
Monsters
Monsters both friendly and unfriendly.
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Aug 19, 2024
Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
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Mods: Dinomod
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Mods: TropiCataclysm 🌴
Having to do with the tropical region mod for DDA.
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Aug 29, 2024
* rattlesnake + abstracts * wormsnake * correct biosig for wormsnakes * Update reptile_amphibian.json * garter snake * Update reptile_amphibian.json * skink * turtles * make snappers angry if close to the player * typos are evil * destroy * handle mods * Update reptile_amphibian.json * Update default_blacklist.json * spawning * Update reptile_amphibian.json
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astyled
astyled PR, label is assigned by github actions
BasicBuildPassed
This PR builds correctly, label assigned by github actions
Crafting / Construction / Recipes
Includes: Uncrafting / Disassembling
Items: Food / Vitamins
Comestibles and drinks
[JSON]
Changes (can be) made in JSON
json-styled
JSON lint passed, label assigned by github actions
Mods: Dinomod
Anything to do with the Dinoclysm mod (DinoMod)
Mods: Tamable Wildlife
Mods: TropiCataclysm 🌴
Having to do with the tropical region mod for DDA.
Mods
Issues related to mods or modding
Monsters
Monsters both friendly and unfriendly.
Spawn
Creatures, items, vehicles, locations appearing on map
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Summary
Content "A few new reptiles to populate the world"
Purpose of change
Reptile eggs exist but we have no reptiles that lay eggs. Also to make a bunch of foundations for myself to work off in TropiCata later.
Describe the solution
Rattlesnake changes
CORNERED_FIGHTER
baby_monster
to support monstergroups #75830New stuff
Other misc changes
TODO: Make new factions for the critters, so that snakes can actually hunt rats- POSTPONED! I'm gonna do a PR solely to split upsmall_animal
in the future, but because I wanna do all of it at once, I abandon the idea of doing it here so as to not scope creepDescribe alternatives you've considered
Testing
Additional context
Known issue:
aggro_character: false
, they still trigger safemode. I need the aggression to be above 10 for future faction shenanigans to allow them to hunt rodents and the such, but I do not know any way to have them be ignored by safemode while keeping their aggression above 10