Okay, after tearing through 20+ topics in this forum, i feel that i know even less than before coming in here.
I have THREE (3) simple questions:
1) Is there a mod which attempts to implement magic into DF?
I'm not talking about "craft wand of magic missiles" = "hey we now have magic", im talking about really working, workable system.
I may be a total newbie to DF modding, but as a programmer I feel that with this "interactions" and "emissions" stuff, something really rich could be created.
2) Is there a mod which tries to implement more chemistry and engineering into DF.
To be honest, I've never liked Toady's approach of "only historically done inventions".
I realize that options here are limited, but I REALLY want to build Really Large Dwarven Collider to investigate whether Higgs boson exists in DF
Jokes aside, nuclear reactors? Plasma? Electricity? Cannons?
Have anybody thought about creating automated factory using carts and modded workshops?
(Everybody knows that Ford is anagram for Dorf)Cannons on Carts, aka Panzerdorfwagen VIII Maus?
Oh, i've just envisioned ships being creatures (like caravan wagons), being turned by shipwright into either warships or traders using status-change interactions (dunno how they are properly called)
(if one can turn a dorf into werewolf or necromancer, one can turn a ship into warship, true?)
3) Is there a comprehensive reference for DF modding containing at least:
- structure of raws
- list of available keywords
- explanation of those keywords
Appreciated would be:
- common pitfalls, known bugs and misinterpretations
- working examples
- Good Dwarfmoding Practice