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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 270728 times)

Illogical_Blox

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #480 on: September 17, 2014, 11:27:28 am »

Hi! I was wondering how to train Goombas. I have an Animal Trainer, Kennel and Animal Training Zone, but he's not showing any job.
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Me: "Just imagine a load of dwarves sitting round a table, and one of them says, 'I like stranglers for... for their... their...'"
Brother: "SOFT HANDS!"

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #481 on: September 18, 2014, 12:39:00 pm »

Same way you train any large animals.  Select them in the animal list menu and designate them for training.

Illogical_Blox

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #482 on: September 18, 2014, 02:23:37 pm »

LARGE animals? Ah, I'll try that.
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Me: "Just imagine a load of dwarves sitting round a table, and one of them says, 'I like stranglers for... for their... their...'"
Brother: "SOFT HANDS!"

fasquardon

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #483 on: September 20, 2014, 07:46:31 pm »

How did you manage to get the koopas and toads to have such interesting ways of reacting to being underground?  And how did you manage to get both of them to be different from each other?  Is it a DFhack script, a modification of cave adaption, something else entirely?

I didn't think anything like this was remotely possible.

fasquardon
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Rydel

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #484 on: September 20, 2014, 08:31:11 pm »

I know that it isn't a DFHack script, since the mod doesn't use DFHack.
It looks like the Toads use some form of self-affecting syndrome in creature_mw_standard.txt

fasquardon

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #485 on: September 20, 2014, 09:09:57 pm »

Thanks for the pointer Rydel, I'll have a closer look at the syndromes.

And another question: how were the Yoshis made to need food and drink?  I'd love to be able to do similar things in my own moddish noodlings to make carnivorous animals actually need to eat meat and the like.

fasquardon
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Rydel

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #486 on: September 20, 2014, 09:47:52 pm »

I'm pretty sure that if you give a pet CAN_SPEAK, they'll need normal food and drink.

Rydel

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #487 on: October 04, 2014, 01:33:10 pm »

I've created a Tile and Graphic set for the mod, since there wasn't a full graphic set available.
You can get it here: http://dffd.wimbli.com/file.php?id=9857

I'm probably going to work on a TWBT version, too.

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #488 on: October 06, 2014, 06:44:45 am »

I've created a Tile and Graphic set for the mod, since there wasn't a full graphic set available.
You can get it here: http://dffd.wimbli.com/file.php?id=9857

I'm probably going to work on a TWBT version, too.
Wow, this is really amazing stuff.  Putting it on the front page.

Rydel

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Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
« Reply #489 on: October 11, 2014, 04:40:45 pm »

I've created an expanded version of my Tileset for Text Will Be Text, featuring separate graphics for each item and a full font set.  It's available here: http://dffd.wimbli.com/file.php?id=9902

Please note that this requires DF Hack and TWBT.  There are links to both on the DFFD page for the tileset.

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
« Reply #490 on: October 12, 2014, 01:10:43 am »

Updated for use with Rydel's graphic pack.  Also made a few bugfixes, mostly related to weapon sizes and some missing items.

Megawott06

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Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
« Reply #491 on: December 13, 2014, 10:17:45 am »

Could someone give me a step by step guide to installing this mod? I have been spoiled by mods giving me pre-patched games.
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Rydel

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Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
« Reply #492 on: December 13, 2014, 11:12:03 am »

Install Dwarf Fortress (version 40.13)
Extract Rise of the Mushroom Kingdom in the dame folder
If you want to use Text Will Be Text, Extract DFHack and TWBT
If you want my graphics, extract my graphics pack.


Indigo, are there plans to update this to the latest version?
If so, I'll need to adjust my graphics to account for Stepladders.

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
« Reply #493 on: December 13, 2014, 11:29:39 am »

Yeah, I guess I can make an update to add the new mechanics and maybe balance a few things.  Maybe add some orientation tags too.  Have any new rawable mechanics been added since the last update besides stepladders and gelding?

Rydel

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Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
« Reply #494 on: December 13, 2014, 11:37:05 am »

Last version for RotMK was 40.13, so:

Changes in Dwarf Happiness/stress
Stepladder/harvesting fruit
Shrubs now have their berries harvested properly
Nerve checks no longer bypass broken parts (Might affect some of the more unusual fights you've designed)
Traders no longer bring animals that can escape cages
Gelding
No more mating-at-a-distance

Few other minor things that don't seem like they'd affect the mod, too.
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