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Author Topic: The New Community Mods  (Read 1422 times)

JayThePro

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The New Community Mods
« on: April 04, 2014, 10:44:09 pm »

  Hello everyone! I have been lurking on and off around these forums for a little under a couple of months now, and I am deciding to begin DF "development". Although I would like to begin modding, I am still in (high) school, and have almost no time on my hands due to studying. I will most likely begin fully modding sometime near the end of the school year, or when I begin taking LUA programming courses, adding to my growing list of languages I know. For now, I am just here to make a few requests, and take ideas. Well, enough about me. Let us begin!

  Welcome to my first project, "Communal Modifications". Communal mods is exactly what it sounds like. It is a completely random combination of mods, from new civilizations and workshops, to new types of material. The project is almost completely community based. I will (when I learn) begin to add in my own creations, but it will mostly consist of a mix of minor mods, both outdated and not. The outdated mods will have to be updated to be usable.  Apart from being aimed at mixing alot of mods like threads in the past, such as MixMod  (http://www.bay12forums.com/smf/index.php?topic=57074.0), it is aimed at being a community effort. Softmods and Hardmods alike will be implemented, whether that means creating something simple like a new creature, or something difficult such as a new game mechanic.
 
Although I think it would be a good idea, I am reluctant to compose this now because of the upcoming update to Dwarf Fortress.   
Post your suggestions and requests down below, and help this thread grow!
« Last Edit: April 04, 2014, 10:46:29 pm by JayThePro »
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JayThePro

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Re: The New Community Mods
« Reply #1 on: April 04, 2014, 10:44:49 pm »

CURRENT SUGGESTION LIST
Legend:
 Parenthesis = Suggestable ; * = Difficult Implementation
Spoiler (click to show/hide)
« Last Edit: April 05, 2014, 11:54:40 am by JayThePro »
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JayThePro

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Re: The New Community Mods
« Reply #2 on: April 04, 2014, 10:45:18 pm »

-----RESERVED-----
« Last Edit: April 06, 2014, 11:24:50 pm by JayThePro »
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Arcvasti

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Re: The New Community Mods
« Reply #3 on: April 04, 2014, 10:55:09 pm »

This could be interesting. Also the large coloured words are pretty painful, if attention-grabbing.
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JayThePro

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Re: The New Community Mods
« Reply #4 on: April 04, 2014, 11:03:52 pm »

This could be interesting. Also the large coloured words are pretty painful, if attention-grabbing.

  That was more or less the point. I think the green and red are fine. The white seems okay too. I am changing the yellow though.  :)

*Edit*
  Done! Thanks for the suggestion.
« Last Edit: April 04, 2014, 11:09:42 pm by JayThePro »
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Deon

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Re: The New Community Mods
« Reply #5 on: April 05, 2014, 11:40:41 am »

GODDAMN COMMUNISTS!

Hehe, good luck with everthing, although from my point of view the modding is simple enough be accessible to everyone, so you would have to try really hard to become a "project leader" because pretty much everyone has his own vision and ability to do it :).

May I give you one suggestion?
Quote
Although I think it would be a good idea, I am reluctant to compose this now because of the upcoming update to Dwarf Fortress.   
It may be a few months if not more, so I would suggest to try modding first, most of the stuff will be portable for the new version almost without any changes.

Also modding just for the sake of "modding" is not going to work, at least from my point of view. You need to set goals and plans and then work to achieve them rather than make random stuff.

Of course it's just my 2 cents. Good luck!

P.S. That text is huge, do you try to make up for the lack of something with it? :D
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Deon

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Re: The New Community Mods
« Reply #6 on: April 05, 2014, 11:42:17 am »

I would like to donate to the list of suggestions list: new tileset. Everyone will like a new tileset. If anything, tilesets are global things and will be suitable for anything.
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JayThePro

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Re: The New Community Mods
« Reply #7 on: April 05, 2014, 11:52:09 am »

I would like to donate to the list of suggestions list: new tileset. Everyone will like a new tileset. If anything, tilesets are global things and will be suitable for anything.
GODDAMN COMMUNISTS!

Hehe, good luck with everthing, although from my point of view the modding is simple enough be accessible to everyone, so you would have to try really hard to become a "project leader" because pretty much everyone has his own vision and ability to do it :).

May I give you one suggestion?
Quote
Although I think it would be a good idea, I am reluctant to compose this now because of the upcoming update to Dwarf Fortress.   
It may be a few months if not more, so I would suggest to try modding first, most of the stuff will be portable for the new version almost without any changes.

Also modding just for the sake of "modding" is not going to work, at least from my point of view. You need to set goals and plans and then work to achieve them rather than make random stuff.

Of course it's just my 2 cents. Good luck!

P.S. That text is huge, do you try to make up for the lack of something with it? :D

  I had no idea how long it would take for the "upcoming" update, or even that is was that easy to mod. I will probably just learn to mod today then. (I have more time on my hands than I expected) Also, I think a new tileset would be a good idea. The idea of making something "random" was so that the insanity of the diversity of creatures and objects would be everlasting. :) Thanks for the suggestions!
« Last Edit: April 05, 2014, 11:54:06 am by JayThePro »
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Spiderking50

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Re: The New Community Mods
« Reply #8 on: April 06, 2014, 04:49:52 pm »

How does one go about creating a tile set? Because I've been a spriter for quite a while now and wouldn't mind putting together a tileset for DF if someone could point me in the right direction.
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Deon

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Re: The New Community Mods
« Reply #9 on: April 07, 2014, 01:02:35 am »

There are two things to consider: character table and creature graphics.

The biggest undergoing is a creation of a unique character table; you get the ASCII table from /data/art/ folder and modify it to get a tileset.
Creature graphics are made on per-creature basis and are not as global.

You can just get any of existing tilesets and see how it's done as well.
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sackhead

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Re: The New Community Mods
« Reply #10 on: April 08, 2014, 10:46:24 pm »

ill make a donation of my more leather mod on the condition none of my contributions are listed in such a jarring font. also im planning a new non generic leather systym for my bronze age project
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JayThePro

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Re: The New Community Mods
« Reply #11 on: April 09, 2014, 06:40:34 am »

Lol, okay. For the past few days, I have been creating a total conversion mod, adding in ítems frontera the ground up, and wasn't sure what to do to leather. Thanks!
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