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Author Topic: Community Projects - We need YOU! (to do our modding for us.)  (Read 5442 times)

Meph

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There are many projects on this board that are possibly endless. More content could be added, and they would never get worse, only better. Things that affect flavor/lore, not game balance or gameplay mechanics. These projects require no modding experience. They are easily compartmentalized. Sadly, either people do not know about them, or they simply get lost because the original author lost interest. I thought it would be a good idea to collect them here.

What that means for you:
 - You can actively help making mods better. Even without modding knowledge.
 - You can bring a personal note into it.
 - You cant mess anything up.
 - First few are MasterworkDF related, the rest is for everything.

Current Projects:

MasterworkDF Embark Profiles:
 - The mod currently includes ~20 of those, for three races. If you think anything is missing, a specific embark for "chemists and alchemists on expedition", or "gunsmiths and early musket-squads", or "Bards and Scribes - helpless but happy", or other mod-specific, lore and atmosphere friendly embarks, feel free to design them. Just make your embark profile, save it, and go to data/init/embark_profiles.txt. You can simply copy+paste it into the forum then.
 - A note: I dont mean the best, most effecient embark, or your favourite one, but one that makes for good storytelling and roleplaying. :)

MasterworkDF Adv. Worldgen Settings:
 - The mod currently includes 5 pre-set worldgens, with a specific theme in mind. Any additions to that are welcome.
 - They are designed to make small, fps-improving maps, with open caverns, lakes in them, and a controlled amount of savaregy, good and evil biomes, volcanoes, max titans/megabeasts, many caves and more.
 - If you know how to use PerfectWorld, or want to learn it, feel free to design new world-gen settings and post them. You can do all kinds of fancy tricks with the utility and it is included in the MasterworkDF download.

Masterwork Battlecry Speech files:
 - In dwarffortress/data/speech you can find a collection of txt files.
 - These files contain a list of battlecries, shouts and insults. Each race can identify another race, and speak up their mind accordingly.
 - You can add as many lines as you want to those files, and dwarves or other races, will use them.
 - If someone writes a cockney dwarf, or an irish dwarf, or the orc waaaghboss, or makes specific files for fire/water/earth/air mages, essentially anything you like, I will code the rest of the needed interactions.

MasterworkDF Tips & Tricks
 - I currently include 25 tips and tricks in the manual, but all of them are vanilla DF related. People sometimes ask about specific masterwork tricks. So if you found a particularily good combination of workshops, exploits, dirty hacks you discovered that use mod-content, or just very efficient tactics (like magma-mines made of liquid-spawners, or murder-holes that drop hellfire landmines) then post a little text about it. You can even add small pictures, maybe screenshots if you like.
 - I will then compile then and add them to the manual. :)

Extended Dwarven Dictionary
 - Adds more words to the language files, resulting in more interesting ingame names. Dwarves, invaders, artefacts, pets, named weapons, books... all of those things benefit from it. Even places, towns, rivers and caves, megabeasts, anything that has a name. You can even add new words to name your fortress, squad or group. So if you ever thought: Damn, I really wanted to name my fort "x", but its not in the list, now you can.
 - You can find two threads about it. The original can be found here, while it is continued with the side project of better grammar in this thread.
 - Even a few words help. If we find 20 people that want to contribute, and everyone does one word per day on average... thats 600 in just a month. :) In comparison, it took me (and many helpers) 1,5years to write MasterworkDF to the point it currently is.

Weapon Attack Verbs
 - In the item_weapon.txt (and any other item_weapon_xyz.txt) you can find attacks. If you copy them and just replace the text, combat logs suddenly get more interesting.
 - I used this to add about a dozen entries to the masterwork weapons.
 - Better Weapon Attacks by Syncing, is another good example for this. He includes a very detailed instruction for people that want to help.
Spoiler (click to show/hide)

The same idea can be used for unarmed combat, animal attacks like biting and scratching, and even tools.

Spoiler (click to show/hide)


Better descriptions for creatures:
Just compare these two examples:
- It is easy to see that the bigger description adds a lot more to the atmosphere. While unimportant for most animals, it is very nice to see on werebeasts and megabeasts, since those get their own pop-up box when they appear. Dangerous cavern monsters also count into the category.

Better pref-strings.
 - Creatures and plants have a token called pref-string, the line that is used when a dwarf likes something.
 - Dwarf 1 likes tigers for "their sripes". "Their stripes" is the pref-string.
 - Each plant or creature can have as many of those as you like. It is a great way to hide easter-eggs as well, since there are so many possible creatures and plants to like, but only so many dwarves to do so.

Here is the example for a roc:
Original: [PREFSTRING:awe-inspiring size]
Original: [PREFSTRING:dedication to their young]
Modded: [PREFSTRING:their majestic aerial movements that makes them appear weightless, while their shadow blankets entire mountains and lesser creatures run and hide in fear. Somehow this seems like an appropriate thing to like. That, and their delicious taste.]

Again, the difference is clear. Vanilla prefstrings are short, and repetitive for many of the normal creatures. By writing more elaborate versions of them, the dwarves get more personality to display.

More engravings.
 - You know engravings? These little descriptors on walls, usually showing pictures of pictures of cheese? You can add unlimited of them, in all varieties.

Again, here an example:
Origincal:
Code: [Select]
[SHAPE:SQUARE]
[NAME:square:squares]
[TILE:254]
Modded:
Code: [Select]
[SHAPE:D_FORTRESS]
[NAME:dwarven fortress:dwarven fortresses]
[ADJ:quiet]
[ADJ:burning]
[ADJ:unfinished]
[ADJ:colossal]
[ADJ:gold]
[ADJ:silver]
[ADJ:steel]
[ADJ:iron]
[ADJ:ancient]
[ADJ:bustling]
[ADJ:abandoned]
[ADJ:blood soaked]
[ADJ:frozen]
[TILE:234]

You only have three tokens here. The SHAPE, which is your ID. It can be anything, its just the name in the raws. The only important thing about it is that it must be unique. SHAPE:EXTRA_ENGRAVING_MEPH_001 is good, SHAPE:SQUARE would be bad, because it already exists.

The second token is NAME, which will show up ingame. You can take anything you want, be it engravings of "the cheesiest cheese you have ever seen", or "the bloodsoaked remains of boatmurdered, rendered so well that a spectator can almost hear the trumpeting of zombie elephants." Both will be perfectly fine.

The third token is ADJ, which is one possible adjective that the noun can have. Again, you can pick as many as you like. The game will pick one at random. You can have covering elves, defeated elves, slain elves, dead elves, burning elves, and so forth.

There is also the TILE, but we simply ignore this one for now, because there is an Init setting to circumnavigate the tile for engravings entirely. People with tilesets always play with this on.

A good example for those that want to try, can be found here.

Creature Sprites
 - Pixelartists wanted. I will gladly take any 48x - 64x renditions of any MasterworkDF creature that you want to draw. I plan a very big tileset at some point in the future. I got the experience now to do the tileset, but what stops me from starting is doing 1000+ creature graphics. I got some farmville icons for domestic animals, but many more are rather difficult to do. If you want to participate, draw away. :)

Threats in Adventure Mode:
 - Similar to the speech files, these files can be found in the same folder and influence what people can say in adventure mode. A good example of the mechanic can be found here. Again, new additions are simply added as a new line, no modding syntax, nothing needed.

More ideas:
 - If anyone has inside details about real-life industries that are missing in the game, just post about it.
 - If GFX/Photoshop users are here, 256 tiles are needed to make one tileset. Any detailed 48x or even 64x tile would help.
 - C++, Lua and Ruby-programmers, the dfhack team is working wonders these last months. They are most active on their irc channel, maybe you might want to visit one day.
 - Missing child:1 and child_name:name:names:adj tags stop the breeding of many vanilla animals. Going through the list of animals and adding those would really help people that like to catch wildlife for breeding.
 - Stories. I included many high-rated vanilla DF stories in the manual, to get people interested, and because the source-website was offline the last time I checked. If you have any good MasterworkDF story, feel free to post them. Can be longer then the 40,000 character limit ;) Good examples are The Purging of Shieldfrenzy or the Increasingly Tragic Tale of Dumplin, by Broseph Stalin.  Or tormenthug, which took a weird turn. ^^
« Last Edit: July 01, 2013, 07:32:28 am by Meph »
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Urist McEngraver

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #1 on: July 01, 2013, 12:19:18 pm »

Hey, Meph, I can try and help with the creatures' descriptions, but how would I go about it?
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Also, if you've got wooden furniture in the dining hall, you have some big issues anyways.
This is Dwarf Fortress, not the Fluffy Wambler Express.

Meph

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #2 on: July 01, 2013, 06:00:21 pm »

The easiest way would be:

 - Download notepad++. Its free.
 - Go to DwarfFortress/Raw/Objects, and select all creature_xyz.txt files with notepad++
 - Press Ctrl+F to open the search, type DESCRIPTION:, and you get a list of all of them.
 - Write a better one, if you find one that seems a bit short/bland.
 - Post it, together with the creature name or ID.

Here is how it looks in the raws:

Code: [Select]
[CREATURE:BIRD_BLUEJAY]
[CREATURE_CLASS:ALL_CREATURES]
[DESCRIPTION:A small blue-crested bird living in temperate woodlands, known for its harsh chirps.]
[NAME:blue jay:blue jays:blue jay]


You only change the text in the description box, then post it here and say: its for blue jays, or: its for BIRD_BLUEJAY. Thats about it. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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tootboot

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #3 on: July 01, 2013, 09:41:57 pm »

Code: [Select]
[SHAPE:AXESTOOT]
[NAME:axe, axes]
[ADJ:bloody]
[ADJ:shining]
[ADJ:abandoned]
[ADJ:gore-covered]
[ADJ:adamantine]
[ADJ:mithril]
[ADJ:broken]
[ADJ:sharp]
[ADJ:chipped]
[ADJ:flaming]
[ADJ:flying]
[ADJ:dull]
[ADJ:decorative]
[ADJ:snow-covered]
[ADJ:gemmed]
[ADJ:silver]

[SHAPE:WWOLFTOOT]
[NAME:werewolf:werewolves]
[ADJ:howling]
[ADJ:transforming]
[ADJ:blood-covered]
[ADJ:defeated]
[ADJ:wounded]
[ADJ:triumphant]
[ADJ:running]
[ADJ:dying]
[ADJ:fighting]
[ADJ:feeding]
[ADJ:bleeding]
[ADJ:cowering]
[ADJ:snarling]
[ADJ:sleeping]
[ADJ:savage]
[ADJ:fierce]

[SHAPE:MECHTOOT]
[NAME:mechanism:mechanisms]
[ADJ:rusted]
[ADJ:grinding]
[ADJ:bloody]
[ADJ:shining]
[ADJ:silver]
[ADJ:golden]
[ADJ:adamantine]
[ADJ:mithril]
[ADJ:broken]

[SHAPE:FLWRTOOT]
[NAME:flower:flowers]
[ADJ:pollinated]
[ADJ:blooming]
[ADJ:bee-covered]
[ADJ:wilting]
[ADJ:dead]
[ADJ:rising up]
[ADJ:magnificent]
[ADJ:beautiful]
[ADJ:fragrant]
[ADJ:ugly]
[ADJ:red]
[ADJ:blue]
[ADJ:purple]
[ADJ:snow-covered]
[ADJ:sun-bathed]

[SHAPE:NECROTOOT]
[NAME:necromancer:necromancers]
[ADJ:triumphant]
[ADJ:experimenting]
[ADJ:reading]
[ADJ:dying]
[ADJ:defeated]
[ADJ:dead]
[ADJ:elven]
[ADJ:dwarven]
[ADJ:human]
[ADJ:worshipping]
[ADJ:harvesting]
[ADJ:repenting]
[ADJ:gloating]


Dunno whether that's what you're looking for, but there you go.
« Last Edit: July 02, 2013, 07:25:15 pm by tootboot »
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Syncing

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #4 on: July 02, 2013, 07:49:17 am »

Oh, so that's where I can find the unarmed combat attacks.
I'll take a look into it and the battle cries.
« Last Edit: July 02, 2013, 07:57:21 am by Syncing »
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Putnam

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #5 on: July 02, 2013, 05:56:42 pm »

Code: [Select]
[NAME:axe, axes]
[ADJ:bloody]
[ADJ:shining]
[ADJ:abandoned]
[ADJ:gore-covered]
[ADJ:adamantine]
[ADJ:mithril]
[ADJ:broken]
[ADJ:sharp]
[ADJ:chipped]
[ADJ:flaming]
[ADJ:flying]
[ADJ:dull]
[ADJ:decorative]
[ADJ:snow-covered]
[ADJ:gemmed]
[ADJ:silver]

[NAME:werewolf:werewolves]
[ADJ:howling]
[ADJ:transforming]
[ADJ:blood-covered]
[ADJ:defeated]
[ADJ:wounded]
[ADJ:triumphant]
[ADJ:running]
[ADJ:dying]
[ADJ:fighting]
[ADJ:feeding]
[ADJ:bleeding]
[ADJ:cowering]
[ADJ:snarling]
[ADJ:sleeping]
[ADJ:savage]
[ADJ:fierce]

[NAME:mechanism:mechanisms]
[ADJ:rusted]
[ADJ:grinding]
[ADJ:bloody]
[ADJ:shining]
[ADJ:silver]
[ADJ:golden]
[ADJ:adamantine]
[ADJ:mithril]
[ADJ:broken]
[ADJ:being crafted]
[ADJ:falling apart]

[NAME:flower:flowers]
[ADJ:pollinated]
[ADJ:blooming]
[ADJ:bee-covered]
[ADJ:wilting]
[ADJ:dead]
[ADJ:rising up]
[ADJ:magnificent]
[ADJ:beautiful]
[ADJ:fragrant]
[ADJ:ugly]
[ADJ:red]
[ADJ:blue]
[ADJ:purple]
[ADJ:snow-covered]
[ADJ:sun-bathed]

[NAME:necromancer:necromancers]
[ADJ:triumphant]
[ADJ:experimenting]
[ADJ:reading]
[ADJ:spell-casting]
[ADJ:dying]
[ADJ:defeated]
[ADJ:dead]
[ADJ:elven]
[ADJ:dwarven]
[ADJ:human]
[ADJ:worshipping]
[ADJ:harvesting]
[ADJ:repenting]
[ADJ:gloating]


Dunno whether that's what you're looking for, but there you go.

You forgot the SHAPE tokens.

tootboot

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #6 on: July 02, 2013, 07:28:17 pm »

You forgot the SHAPE tokens.

Fixed that and a couple other things.
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Billy Jack

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #7 on: July 02, 2013, 11:11:00 pm »

TIP:
  • Brick oven produces magma-safe bricks for anvils and workshops that need them.
  • Fine bricks can also be used to create some nice furniture for your Stonecutter to use or sell.
  • Clay boulders can be used in the brick oven (though Meph will probably stop this now. :P)
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

ElenaRoan

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #8 on: July 03, 2013, 01:43:50 am »

I'd like to help out.

I can undoubtedly help with descriptions and stuff like that, any already claimed or can I just look through the creatures and have a go at it?

I've been playing with perfect world, still learning it but would be happy to have a stab at helping with that.

The dictionary I may be able to help with, they still after someone who knows SQL? Otherwise I'll just find some words that haven't been done yet.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Meph

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #9 on: July 03, 2013, 11:39:52 pm »

Nothing has been taken yet. Literally all the info about it is in the thread, which is not much. I just thought I should post this at some point. So yeah, any creature description you want, you can have. ;)

BillyJack, yeah, I can fix clay not working in the brick oven, but honestly I dont think of it as a bug. Its clay bricks, thats perfectly reasonable. ;) Otherwise adding REACTION_CLASS:IS_STONE would instantly fix it.
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::: ☼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 :::

Repseki

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #10 on: July 04, 2013, 04:52:48 am »

Wouldn't clay make the most sense for what to use in a brick oven?
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Z1000000m

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #11 on: July 06, 2013, 04:34:59 am »

Not having used the new clay changes at all, I would still think the same as Repseki.
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Godlysockpuppet

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #12 on: July 07, 2013, 02:26:15 pm »

Meh. Im capable of doing any of this. Set me a task and I'll have it done for you (I hate choosing. What do you find most difficult?) P.s. I know c++ and I'm currently looking into lua. I'm busy with a dfhack project of my own at the moment though. I'll update people on this when I'm done with it :)
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Dwarf Kitty

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #13 on: July 08, 2013, 04:22:29 am »

I'll throw in some non-moddy contributions.   :)   First, a couple stories for consideration.
 
 
Grief Counseling Among the Races
A different take on stories.  Not about any one game, but a character study of sorts of the main races in Masterwork:  Human, Elf, Drow, and Dwarf.
 
The Short Story of Ontanoebinibi
Not mine, just found it tonight.  Short little gem of what not to do in Kobold Fort mode by Vinedragon.
 
 
And some tips:
 
 
Use the office set (chair, table, door) reactions in the Furniture Workshop to make some of the chairs and tables for your communal dining hall, with a bonus of spare doors.

Make stone bedroom sets for all your dwarves in the Furniture Workshop.  Heavy stone furniture virtually guaratees that you won't have to restore many rooms when you reclaim your fort.  Bonus:  You use up a lot of your stone this way.

On a related note, the Stonecutter's Workshop has the individual stone reactions not already in vanilla DF or added to other workshops.  Make stone beds for your hospital without the other bedroom suite items.

Tired of falling to goblin seiges before you get a proper military together?  Gen a world with whatever races you want to eventually fight, but keep Invaders off.  Once you are ready, save and exit, then reload with Invaders back on.  Wait for visitors.   ;)

Alternatively, gen a world without any surface invaders, or just the mildly annoying kobolds, but keep invaders on.  That way, you can concentrate on what's in the caverns and deeper below.  Remember, you need to have invaders on in order to encounter forgotten beasts.

You almost do not need a military if you buy and breed as many war-trainable animals as you can, and can steelclad them.  Just remember that armoring animals neuters them, so keep an unarmored breeding pair or two around.
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Meows with rumbles of purr.

A cute fluffy little creature fond of idle games, DF, and writing.

Meph

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #14 on: July 21, 2013, 09:55:20 am »

-bump-
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::: ☼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 :::
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