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>>5671

DF can get away with that much complexity because it doesn't have graphics. It works by using a hierarchical graph, where a main part houses all other parts. Toe nail is attached to toe attached to foot attached to lower leg and so on. You can easily decipher the hierarchy by looking at the .raw files. Similar system is also present in Rimworld.

Maybe someone should ask Toady how he did the first Slaves to Armok, because it has (rudimentary) 3D graphics *and* amputation mechanics, among other things.

Re: Attachment, I thought Spore's system is good enough? If it's too unnecessary, we can make each vertex of the part's mesh as 'female' attachment points, then assign 'male' attachment points to some other vertex that makes sense (or not).
Post number No.5676
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