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Author Topic: Elf Mode v0.03.01  (Read 1547 times)

Chevaleresse

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Elf Mode v0.03.01
« on: August 21, 2014, 01:13:08 am »

THis is a cross-post, simply for highlighting releases. Keep general discussion of the mod in the general modding forum, please.
Beta version 0.03.01 is ready for testing! Download it here.

As one of the few non-elf-hating members of the community and a fan of elves in general, I've decided to give making elves an actual playable race a go. The main goal of this mod is to provide a fleshed out and distinct gameplay experience for elves without disrupting their role in Dwarf Mode. To this end, several features will be implemented and a few parts of the vanilla experience slightly modified to accommodate Elf Mode. Overall, consistency with the vanilla game will be maintained.
Implemented Features
         -Elves appear as a playable civilization, complete with the nobles required for a fort to function-The heartwood shrine generates wood for your elves to use at a slow rate, allowing a safe, nature-friendly method of building with wood
          -Currently generates featherwood, acacia, stonewood, and sunwood, as well as more heartwood. Uses the woodcutting and strand extraction labors.-Two new types of wood to build with
          -Sunwood, a magma-safe material that serves as an excellent barrier between your retreat and fiery, tree-killing death.
          -Stonewood, a high-density tree that replaces the dwarven bloodthorns and evil glumprongs in an elven settlement.-Kill your enemies and eat their corpses! Well, butcher them, THEN eat them. We're not savages.
         -Elven professions renamed appropriately
         -Create wooden weapons and armor
Planned Features (highlighted features are planned for next release)
-Metallic wood that is much more valuable and potent than normal wood, created by imbuing natural logs with ore.
-Create wooden mechanisms, allowing you to build traps

-Compatibility with 40.x
-Generate rare seeds such as the valley herb and sun berry

I'd gladly take suggestions. I'll probably end up finishing up the basic mod, then maintaining another mod that fleshes out elves even further, going past the original goals of the mod.

Known Bugs
-Gauntlets are unusable as they are not marked as left- or right-handed.
-Sunwood is unusable for constructions requiring fire- or magma-safe materials.
Compatibility Notes
Theoretically, most of this mod should work for versions of DF2014 as well as 34.11. The trees might be a bit problematic; I don't know that they will function without proper definitions for all of the new tree bits we have now. As far as other mods go, anything should go; as long as you're careful about properly editing entity_default.txt and creature_standard.txt, adding in the entity tokens for all these reactions should be pretty simple.  I'll include a simple cut-and-paste document containing all of the added tags to each document for ease-of-use. Don't just replace the folder unless you want a broken game.
« Last Edit: August 21, 2014, 02:28:21 pm by KingMurdoc »
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Deon

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Re: Elf Mode v0.03.01
« Reply #1 on: August 21, 2014, 04:00:41 am »

It would not be that easy to create a mod compatible both with DF2014 and 0.34.11. For example, entity files in the new version have new values which are probably not all necessary but still it means that you would either miss on some of DF2014 features or generate errors in 0.34.11. Unless you have a specific reason to mod for 0.34.11 I would suggest to focust on the DF2014 release first.

Also old trees are totally different from the new trees, and trees are very important for elves.
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samanato

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Re: Elf Mode v0.03.01
« Reply #2 on: August 21, 2014, 06:11:36 am »

^ That, and if it is planned for .40, it really wouldn't be complete without the tree-harvesting (and orchards!), which is sadly not there yet. 
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Chevaleresse

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Re: Elf Mode v0.03.01
« Reply #3 on: August 21, 2014, 03:52:32 pm »

I'm modding 34.11 because I'm playing it until 40.x is stable. The plan is to release a mod for 40.x when it stabilizes.
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