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Poll

Would you all be interested in an AAR-styled Dwarf Fortress story using my mod

Yes, but stream the actual playing.
- 0 (0%)
Yes, but record the play and upload to YouTube/Bitchute
- 1 (33.3%)
Yes, but only post the AAR with screenshots
- 2 (66.7%)
Yes, but post the AAR WITHOUT screenshots
- 0 (0%)
No.
- 0 (0%)

Total Members Voted: 3

Voting closed: February 21, 2020, 09:10:05 am


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Author Topic: Seiggrain's Farming and stuff (Update 21JUN2020)  (Read 24743 times)

SeiggrainHart

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Seiggrain's Farming and stuff (Update 21JUN2020)
« on: June 12, 2015, 09:22:10 pm »

This here is a full(ish) list of people who are actively helping with the development of the mod. As the list is actually rather short right now, I'll be including anyone who's given a suggestion.
Spoiler (click to show/hide)

See here for a basic crafting tree for the mod's metals.

With reactions Version here
Without reactions Version here.



A note on how I do version Numbers, to avoid confusion:
While this issue has not popped quite yet, from what I've seen, I figured I'd add this here, before it does to avoid the issue all together. While we're taught that seeing the number 1.10 is the same as seeing the number 1.1, it is NOT the same with the version numbers for my mods. How I set it up is as follows, "(Release Number).(Beta Number).(Patch number)." So Version 1.10.2b would be read as "Full Release 1, Beta 10, patch 2b." and version 1.1.2b would be read "Full Release 1, beta 1, patch 2b."

Change log: (Current Version is: 0.2.2b BETA for DF 0.47.xx)
Spoiler: Changelog (click to show/hide)

Current Features:
  • 8 farm plants: Icicle Mints, Ice Berries, King's Mushroom, Black Mints, Spearmints, Cave Celery, and Water Berries
  • 2 cosmetic Grasses: Aether Grass and Copper Grass
  • 2 new soils: Dark Clay and Sandy Clay
  • 1 new stone: Runestone
  • 8 Ores: Aether, Dragonite, Iridium, Polidium, Rune, Mithril, Orichalcum, Diamondium
  • 1 Custom Workshop: Metal Crucible
  • Reactions to spawn in mod items, this is to make it easier to get them.

Planned Features: (In order of plausibility at the current time)
  • More farm plants
  • More ores
  • Trees?
  • Cooking tree for the mod food items (As in actual reactions to make specific food items, like bread.)
  • Crafting tree for the other mod items
  • Things  haven't thought of yet, or suggestions?

(Word of note, the version with the custom reactions, has reactions for vanilla items as well. I was testing out how to make reactions.)
« Last Edit: June 21, 2020, 10:03:42 am by SeiggrainHart »
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SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #1 on: June 12, 2015, 09:26:07 pm »

Known bugs: (For Version 0.2.2b)

None known

WARNING: As of right now (June 21, 2020) V0.2.2b is made on version 0.47.xx, and is fully compatible with this version. It is untested on previous versions, there may/will be bugs in these versions due to this.
« Last Edit: June 21, 2020, 10:43:27 am by SeiggrainHart »
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scamtank

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Re: Seiggrain's Farming and stuff
« Reply #2 on: June 12, 2015, 10:12:21 pm »

For what it's worth, I can't see any reason why the plants wouldn't appear in the world. Probably just poor luck, dial up the FREQUENCY to stupid levels for a test world to see for sure.
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SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #3 on: June 13, 2015, 12:05:00 am »

I may do that at some point, as I stated, I don't know about Aether spawning during world gen, as I'd have to look at every single tile that exists in a world, even ones that aren't visible... and that requires data mining by the sounds of it. (Which is something I don't know how to do.)

I just checked the raws, and King's Mushroom and Icicle Mints both have the same frequency yet I can get kings spawn (King's Mushroom seeds.) on Embark, same with the drink derived from it. So it may just be their location making them unknown to dwarves.

SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #4 on: June 14, 2015, 08:52:00 am »

Mod updated to Version 0.1.1a BETA

Major changes:
  • Added Ice Berries, an underground berry
  • Added Hettlion, an alloy metal created with Aether and Copper
Minor:
  • Changed Icicle Mints to only be a subterranean plant
  • Changed Frequency of Icicle Mints from 100 to 500
  • Added cheat reactions for the mod's plant seeds (Requires fuel)
« Last Edit: September 07, 2017, 06:27:56 pm by SeiggrainHart »
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SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #5 on: July 05, 2015, 09:02:45 pm »

Mod updated to Version 0.1.2a BETA

Major Changes:
  • Added 2 clay soils, Dark Clay and Sandy Clay
  • Added Dragonite, a mineral found in Dark Clay and Sandy Clay.
  • Added Aether Grass, a cosmetic grass made of Aether

A few bugfixes, don't remember what at this time.

Please reply here, or on the DFFD any bugs you find, or any suggestions you have for the mod.
« Last Edit: July 05, 2015, 09:11:37 pm by SeiggrainHart »
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SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #6 on: February 29, 2016, 09:37:34 pm »

Mod updated to Version 0.1.2b BETA

Minor Changes:
  • Renamed mod's Sandy Clay to Silvery Clay. Does not contain Silver, it's just for naming purposes.

SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #7 on: March 19, 2016, 01:36:36 pm »

Mod updated to Version 0.1.3a BETA

Major changes:
  • Added Iridium, a variant of Adamantine that is purple in color
  • Added Polidium, a variant of Adamantine that is green in color.

Minor Changes:
  • Changed Dragonite's color tag to Maroon.
  • Changed Hettlion's color tag to Green.

TheImmortalRyukan

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Re: Seiggrain's Farming and stuff
« Reply #8 on: March 19, 2016, 09:57:56 pm »

Just for the lulz, add a mega-beast made out of what ever custom material you make.

Also, I'm working on a modded race myself, you want it for your mod?
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The Tale of Runlance - A Succession Fort in a Dying World

While the drink stocks run low and violence is rampant, the narcissistic tyrant demands a monument to his name

SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #9 on: March 19, 2016, 10:47:59 pm »

Sounds fun, sure.

SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #10 on: March 24, 2016, 11:59:25 pm »

So, before the next update I have a quick question for you all...

As you may note, the two ores that I added in V0.1.3a, are both variants of Adamantine, yet they can pop up anywhere, not just where Adamantine can appear. Should I find out how to 'fix' it so that they only appear deep underground like Adamantine, or should I leave them as is, but make them less valuable?

SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #11 on: April 01, 2016, 02:35:58 am »

Mod updated to Version 0.1.4a BETA

Major Changes:
  • Added Runestone.
  • Added Runeite, a stone that houses the ore Rune.
  • Added Mithril
  • Added Hard Steel, an alloy of Steel and Rune. (Needs flux stone)
« Last Edit: May 25, 2016, 12:37:32 pm by SeiggrainHart »
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StupidElves

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Re: Seiggrain's Farming and stuff
« Reply #12 on: April 07, 2016, 03:13:00 pm »

PTW

This looks like it might something that I really want to add to the game to have some more fun with it.
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Accidentally made over 5000 copper maces once. I have no idea how that happened.

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SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #13 on: April 08, 2016, 03:31:53 am »

PTW

This looks like it might something that I really want to add to the game to have some more fun with it.

Well, that's what spawned the mod in the first place. I wanted to have a little fun with adding some stuff into Dwarf Fortress, and it's grown a bit from how it started. As you may notice, it started with only 3 things added to the game. the ore Aether, and two plants Icicle Mints and Kings Mushroom. It's grown into more as I've added and tested each element. And as I have told Ryukan, all the help in the making of this mod is appreciated. I'm limited in my abilities to do stuff, so even just bug testing is welcomed, as are suggestions.

At the moment, I'm looking to add a couple of new trees, as well as a few more ores into the mod for the next update. Probably around 6 or 7 things will be added. As well, I'll be working on rearranging the current ores in the mod, making them more 'tiered'  instead of flat stats as they are now. In the end, I plan on having it like this, Dragonite will be around Copper level, Aether will be a bit better then iron, Hettlion and Hard Steel both are a bit better then Steel, and Rune/Mithril will be around Platinum, instead of what they are now. Iridium and Polidium won't be changed as they are both at where I want them to be.

SeiggrainHart

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Re: Seiggrain's Farming and stuff
« Reply #14 on: May 25, 2016, 12:39:26 pm »

Mod updated to Version 0.1.5a BETA

Major Changes:
  • Reworked the Metals
  • Added Damascus Steel, an alloy of Hard Steel, Mithril, and Rune.

~~~~

Small update, but still worth it, as I've implemented the reworked metals.
« Last Edit: October 29, 2017, 06:04:56 pm by SeiggrainHart »
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