Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8

Author Topic: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.  (Read 44482 times)

splinterz

  • Bay Watcher
    • View Profile
    • Dwarf Therapist Branch

The dewbeetle dew is definitely not brewable. Hmm. You can eat it though, so.
to fix this i believe all you need to change is in reaction_other.txt, in the [REACTION:MAKE_MEAD] section, replace HONEY_BEE with NONE

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist

Correct.

The mod does include a new reaction_other.txt, which has the corrected reaction in it.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Ops Fox

  • Bay Watcher
    • View Profile

This is awesome, moleweasels are awesome as well.

If toady one ever gives dwarf in forts the ability to have mountable animals I shall have war turtles thanks to this.

This should be on the first page, carry on.
Logged
Likes Goblins for their terrifying features because I can slaughter them with gleeful abandon.

klefenz

  • Bay Watcher
  • ミク ミク にしてあげる
    • View Profile

Dewbeetles have nymphs?

[INSERT RANT ABOUT COLEOPTERA BIOLOGY]

I guess you wanted to avoid cocoon stage.


Anyway, I also play with Modest Mod, and it accelerator module.
I modified the creature definition file to make the creatures drop generic meat pieces on butcher like everything else in AcceleratedModest.
Also I merged it with the creature_domestic file, which both mods overwrite.

If anyone wants it, I uploaded the edited files:
http://dffd.bay12games.com/file.php?id=10765
« Last Edit: April 13, 2015, 02:35:17 am by klefenz »
Logged

Wannabehero

  • Bay Watcher
    • View Profile

Oh wow, this thread is still active.  Hi everybody!

If I wasn't so busy IRL I would get down to releasing a new updated version, but special thanks to everyone who has been working this into the new version of DF!

Dewbeetles have nymphs?

[INSERT RANT ABOUT COLEOPTERA BIOLOGY]

I guess you wanted to avoid cocoon stage.

You caught me  :P  It's mainly a nomenclature thing, as Dewbeetles are envisioned to be like a giant aphid.  So more Hemiptera than Coleoptera, though wingless.  It would be likely they are not primitively wingless, but rather developed as a secondary wingless Pentatomoidean from some other basal hemimetabolic hexapod.  However, the compound name of "Dewbeetle" was more phonetically appealing to me than "Dewbug".

... I have like fourteen wikipedia tabs open right now.
« Last Edit: April 14, 2015, 04:57:20 pm by Wannabehero »
Logged

Darkond2100

  • Bay Watcher
  • Intrepid Groundhog
    • View Profile

Will we be seeing this updated to 0.42.xx? I miss my dewbeetles and leatherwings.
Logged
your hoard, your dwarves, and your fortress.
I prefer Hoard, Horde, and Hovel...

Rammok

  • Bay Watcher
    • View Profile

Will we be seeing this updated to 0.42.xx? I miss my dewbeetles and leatherwings.

Is there any reason the old version is not working? I didn't think there were any changes that would effect this mod.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile

Looking at the descriptions on the first page (but without looking at the raws, so take this with a grain of salt), the only update this mod should require is removing the parchment material from the horned caveturtle.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Rammok

  • Bay Watcher
    • View Profile

Looking at the descriptions on the first page (but without looking at the raws, so take this with a grain of salt), the only update this mod should require is removing the parchment material from the horned caveturtle.

Confirmed. Getting a few errors on hair color, but that's it. Removed the offending colors, and all is well. For the recording, I have not been using the DDD reactions in Dark Ages.

Bihlbo

  • Bay Watcher
    • View Profile

One of my favorite mods. Anyone have updates that work with the newest version?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist

Yes, I have them in the new Masterwork mod.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile

Any chance you could post the updated raws on their lonesome?  My internet is satellite, with a data cap, so 150 MB for Masterwork represents a pretty significant bandwidth investment.
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

FantasticDorf

  • Bay Watcher
    • View Profile

Hi, this mod's been on my radar for a while but i haven't really found the time to try it until recently when i dove into the Mephs Masterwork pack. I wouldn't have bumped this thread without a good reason after the three year gap between the last post, so to pose a question to the OP: How's the health of this mod post functions like [ANIMAL] entity tags and recent changes?

Quote
I have a helpful suggestion in that i know from my own modding (from my past modding attempts) that [PET_EXOTIC] and [ANIMAL] entity tags interact in such a way that animals can be imported while still being pet_exotic to be exclusive with no public taming knoweldge, making the use of [PET] and [COMMON_DOMESTIC] redundant or promote a particular creature in a civ without biomes or risk of being stolen by folks like elves. (By way of using [ANIMAL_ALWAYS_PRESENT] to insinuate implicit common domestic without interacting with entity tags looking for common-domestics)

Its just me, but i was irked by the masterwork's mod making these creatures *widely availible*, and considered changing it in its raws but stopped because it might have broken the laucher. It didn't seem considerate that these powerful creatures weren't a tightly held dwarf/underground dweller secret you'd have to spend overblown prices for and keep dwarf relations sweetened to get.

Also also to address with another question: since most of these creatures are 'better' as you might say than conventional farm animals will we ever see a sequel-mod or continuation of development?

Creatures are really well put together I will say.
Logged

voliol

  • Bay Watcher
    • View Profile
    • Website

Also also to address with another question: since most of these creatures are 'better' as you might say than conventional farm animals will we ever see a sequel-mod or continuation of development?

DBDB (Dwarven Bred Domestic Beasts) is not quite a direct continuation, but it is a spiritual successor to this mod that is still up-to-date. I recommend you check it out.

Wannabehero

  • Bay Watcher
    • View Profile

Like an old lover, DF keeps coming back to me (or I to it).

I've recently dived back into Dwarf Fortress with a vengeance, and have been working to familiarize myself with all the changes since I last played (there have a been a ton, its been years).

I have a half dozen new and partially completed mod ideas that have been occupying my limited free time since interest rekindled; I hope to get to a state where I can share them. Oh, and a 24px sprite set that I started work on like 4 years ago...

But DDD has a special place in my heart. Seeing this pop up, I think I need to dig out the old spreadsheets and RAW's and update a maintained version.  Maybe brainstorm and add in a few more creatures too as an expansion...

---

Also, I checked out DBDB and it looks brilliant! Very nice designs and lovely sprites.
Logged
Pages: 1 ... 4 5 [6] 7 8