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Author Topic: Magic / Engineering / Tutorials  (Read 625 times)

topoizomeraza

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Magic / Engineering / Tutorials
« on: November 05, 2012, 08:10:58 am »

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 :P
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
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AutomataKittay

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Re: Magic / Engineering / Tutorials
« Reply #1 on: November 05, 2012, 08:22:57 am »

http://dwarffortresswiki.org/index.php/DF2012:Modding
Might not cover everything, but the wiki have the basics at least

I've seen some attempts to make a vehicle-like creatures, but mounting's not avaliable outside of minecarts for player.
I don't believe custom workshops can take power, other than some workaround such as battery/capacitor items charged up at mill/quern.

Assembly lines are pretty easy to implement functionally, and don't actually need modding. It's pretty much a cluster of workshops arranged to minimize transfer distance as much as possible with specialist stockpiles feeding into them and workers/haulers trained and set to exactly the job that's needed. Minecarts can't feed into workshops outside of dumping, though.

There're quite a few modern or high fantasy and sci-fi mods for DF, and I think some of them have magic through interaction. Toady's implementing his vision of how game should be, however, he does implement features that allow others to make their own vision within limitation of what he can make work within raw. That's the limitation, since DF can get quite complicated and there're only so much that can be done at once :D
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topoizomeraza

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Re: Magic / Engineering / Tutorials
« Reply #2 on: November 05, 2012, 08:37:47 am »

Assembly lines are pretty easy to implement functionally, and don't actually need modding. It's pretty much a cluster of workshops arranged to minimize transfer distance as much as possible with specialist stockpiles feeding into them and workers/haulers trained and set to exactly the job that's needed. Minecarts can't feed into workshops outside of dumping, though.
They would still need dwarfs in workshops tough, so they would not be automatic at all.

There're quite a few modern or high fantasy and sci-fi mods for DF, and I think some of them have magic through interaction. Toady's implementing his vision of how game should be, however, he does implement features that allow others to make their own vision within limitation of what he can make work within raw. That's the limitation, since DF can get quite complicated and there're only so much that can be done at once :D
That does not answer first question. I've also seen a couple of mods CLAIMING to have some kind o magic, but either it was simple, unsatisfying solution like "craft magic wand of fireball" or no description was provided at all.

http://dwarffortresswiki.org/index.php/DF2012:Modding
Might not cover everything, but the wiki have the basics at least
I've seen that, but I was hoping for something more... lets say less rough :P
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Warmist

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Re: Magic / Engineering / Tutorials
« Reply #3 on: November 05, 2012, 08:57:34 am »

Also do check out dfhack. As a fellow programmer it should be quite easy to understand. Some things that are impossible (or very complicated) in raw-modding can be done with help of dfusion. E.g. in last version of dfhack ag added working steam engine (with explosions if you use crappy materials for magma steam engine) and a lot more interesting siege engines.

ArKFallen

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Re: Magic / Engineering / Tutorials
« Reply #4 on: November 05, 2012, 09:27:41 am »

For magic I recommend looking at Dwarf Chocolate the Wizard Tower section in particular (also includes some alchemy),  and if that doesn't meet your needs there's always The Community Spellbook. Unfortunately EmperorJon's post contains a small fraction of the overall content so you'll need to sift through quite a bit to find the full experience.

http://dwarffortresswiki.org/index.php/DF2012:Modding
Might not cover everything, but the wiki have the basics at least
I've seen that, but I was hoping for something more... lets say less rough :P
I personally downloaded a few of its pages and have gotten along pretty well with them (often don't have internet). Creature, Material Definition, Biome, Item, Personality, Attribute, Reaction, Syndrome, Interaction tokens, and a few other pages covers most all modding attempts.
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topoizomeraza

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Re: Magic / Engineering / Tutorials
« Reply #5 on: November 05, 2012, 09:39:30 am »

For magic I recommend looking at Dwarf Chocolate the Wizard Tower section in particular (also includes some alchemy),  and if that doesn't meet your needs there's always The Community Spellbook. Unfortunately EmperorJon's post contains a small fraction of the overall content so you'll need to sift through quite a bit to find the full experience.

http://dwarffortresswiki.org/index.php/DF2012:Modding
Might not cover everything, but the wiki have the basics at least
I've seen that, but I was hoping for something more... lets say less rough :P
I personally downloaded a few of its pages and have gotten along pretty well with them (often don't have internet). Creature, Material Definition, Biome, Item, Personality, Attribute, Reaction, Syndrome, Interaction tokens, and a few other pages covers most all modding attempts.

ahh, token category on wiki, i missed it
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Putnam

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Re: Magic / Engineering / Tutorials
« Reply #6 on: November 06, 2012, 12:39:44 am »

My "What has science done" mod adds some chemistry, there.

Deon

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Re: Magic / Engineering / Tutorials
« Reply #7 on: November 06, 2012, 05:43:19 am »

Genesis, Masterwork, Legends of Forlorn Realms, Dwarf Chocolate, Fear the Night, To Terra and almost any self-respecting fantasy mod, all of them have magic made through interactions which is as close as you can get to magic in DF.
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AutomataKittay

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Re: Magic / Engineering / Tutorials
« Reply #8 on: November 06, 2012, 05:52:21 am »

Assembly lines are pretty easy to implement functionally, and don't actually need modding. It's pretty much a cluster of workshops arranged to minimize transfer distance as much as possible with specialist stockpiles feeding into them and workers/haulers trained and set to exactly the job that's needed. Minecarts can't feed into workshops outside of dumping, though.
They would still need dwarfs in workshops tough, so they would not be automatic at all.
Closest that I'm aware of would be some kind of interaction to turn a critter into a specialized crafter. They'd be pets still, but they can work without dwarves. At least it worked in earlier version!

I'm not sure which mods uses it, outside of a few experiments, I don't think you can set workshop profile or burrow for them either.
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