In memory of my betta fish, Fishy; ?/?/2015 - 3/26/2016. Whom loved to eat it's little pellets.
Details about the mod, races, and npc races.
Most good Dwarf Fortress mods I've encountered have all been for old editions of Dwarf Fortress, or having no graphics associated with their mods at all; having a deep appreciation for the newest version of the game; I've decided to take it upon myself to create a complex mod as well, project name is Shadowcraft, this may not be the end-result name; but currently is just a mixture of Shadowfall(my D&D alias's last name) and Lovecraft. Aspects of the mod will be/are inspired from Warcraft, Forgotten Realms, Tolkien, Lovecraft, Warhammer, and other fantasy sources. Each race will aim to have their own unique playstyles and gimmicks which diverse them from the others. The large number of playable civs allows some to die off during world gen, leaving ruins, wars, and interestingly generated worlds.
Playable Civilization Races Progress:
Humans-(Neutral race for people who don't know who to play, little of everything maybe?)
• 0%
Dwarves(Runecrafting, golemology, earth striking, griffons, rifles, Gnome mercs & tech)
• 0%
Orcs-(Raiding, tough, slavers, green, zugzug, shamans, Goblin mercs & tech)
• 0%
Elves-(Making default elves less useless, more Tolkien themed)
• 0%
High elves-(Magic, Royalty, Prissiness, Mana Wisps and Arcane Rituals) √Playable
•Graphics: 100%
•Buildings: 7%
•Entity Properties: 80%
Yuan-ti-(Sssnakesss, tail, ssssome magic, poison, evil)
• 0%
Necrotics-(Undead, Cannibalism, Dark Rituals, Plague) √Playable
•Graphics: 100%(Maybe)
•Buildings: 0%
•Entity Properties: 40%
Pureblood Vampires-(The True Vampire(Dracula-isk), Blood Magic, Bats, Immortality, Transformation, Innately Evil) √Playable
• Graphics: 100%(Sharing Necrotic skins, may replace necotics with more skeletal)
• Buildings; 0%
•Entity Properties: 70%
Risen-(cursed souls which possess suits of armor, uses gold to bind their spirits to equipment, durable warriors, weak to magic, especially a certain spell which can unravel their bind)
• Graphics: 0%
• Buildings; 0%
•Entity Properties: 0.0000000%
Cultists-(Demonologists; fire magic, demons, imp workers/servants, innately Evil)
• 0%
Gnomes-(Mechanisms, traps, science!)
• 0%
Goblins-(Mechanisms, traps, explosives!)
• 0%
Halflings(Shirefolk!, Farming, Food, Merriment, Monster Fodder, !!FUN!!)-
• 0%
Draconians-(Dragon Descendants, fireproof, scales, eggs, draconic rituals, wings)
• 0%
Good Outsiders-(Angelic, Holy Rituals, Holy Magic, Flying[maybe], Gold eyes, innately good)
• 0%
Evil Outsiders-(Demonic, Unholy Rituals, Evil Magic, Flying[maybe], Red eyes, tails, innately evil)
• 0%
AlienRace(not-named-yet)-(Technology, Unusual vehicles, Few in numbers but long lives)
• 0%
Possible Playable Civs, or uncontrollable civs:
Drow-(Spiders, curses, rituals, evil, slavers)
•Graphics: 100%
•Entity Properties: 100%
Aqua Elves-(Something fishy about these elves.)
• 0%
Fire Elves-(Underground fire-loving elves; fire magic, fireproof)
• 0%
Avariel-(Elves with wings)
• 0%
Fey-(Faries, Nature Magic, Basically default elves but tiny flying creatures that like pranks)
• 0%
Driders-(What a terrible night for a curse, spiders, webs, slavers, evil)
•0%
Illithids-(Brains! Control, evil)
• 0%
Kobolds- (Probably going to be one of the last races I get around to, if I even bother touching the race or not.)
• 0%
Gnolls- (Similar to kobolds, but don't suck. Yip Yip!)
• 0%
Bulletpoint format of questions:
•How can you go about summoning a tame creature from a building reaction? √Dirst is awesome.
•How can you use creatures as a reagent in a building reaction?
•How do you design new lair and city structures?
•How do you disable immigrants and caravans for certain civilization races?
•How do you resurrect a unit from a building reaction?
•How do you construct a unit from the corpse of a unit and additional parts? i.e. Reconstructing a dead skeleton, or mechanism, with new body body parts or bone materials?
•How do you temporarily blink units out of existence for complex building reactions, or temporarily send them off the map?
•How do you make a building reaction which essentially "buries" a dead unit?
•How do you essentially make a machine, or workshop which can generate a type of liquid as a result of a reaction?
•How do you "tame" units from a nearby civilization from a building reaction? i.e. sending Ourist McRaider to capture nearby civs for slaves?
•How can a race not generate ghosts upon death?
•How can a liquid cause a reaction when it comes into contact with an organic creature which converts their blood into more of the liquid?
•How do you make an armored plating around a creatures skin via a building reaction? i.e. Urist McSkeleton getting his bones plated with iron by Urist McArmorsmith (Or Urist McPool of Iron perhaps)
•How do you make a creature not spam it's special attacks when it has them? i.e. Urist McDraconian not constantly breathing fire and burning it's home down every time it sees a gobbo? √[CDI:WAIT_PERIOD:####]
•Do old scripts from 2014 like
https://gist.github.com/IndigoFenix/8543661 function effectively on DF0.42.06 (The thought now occurs to me, if I examine that I may learn how to do the above)
•How do you make custom traps? Let's say enemy walks over landmine and gets blasted to bits?
•How do you make a civilization only live in the magma layer, hell, volcanoes, or the ocean?
•How do you make custom labors? i.e. Magic exclusive labor instead of all alchemy? √Figured it out on my own.
•If a new labor is added, does dwarf therapist and autolabor automagically manage them properly?
•Can you make a civilization specific domestic creature? i.e. high elves embark and cities allowing mana wisps, but other race embarks not. √Found a script which does just this by Urist Da Vinci
•When using an ability, does the projectile always have to be spinning? Powers, abilities, syndromes, are confusing the heck out of me actually. @_@
More Info on my confusion:
So pretty much, I made two raws, interaction_spell_learning which is a modified version of the secrets example, and interaction_spell_effects, which would be the actual effect done by the spell- but, I don't have a clue what I'm doing. x_x Currently I got this in the spell_learning
interaction_spell_learning
[OBJECT:INTERACTION]
[INTERACTION:LEARN_ARCANE_MAGIC_MISSILE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of magic missile]
[IS_SPHERE:WISDOM]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_arcane.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Mage]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Magic Missile]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:MATERIAL:INORGANIC:MAGICA_ARCANE:SOLID_GLOB]
[CDI:VERB:conjures an orb of arcane energy:conjures orbs of arcane energy:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:30]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:TARGET_VERB:conjures an orb of arcane energy:conjures orbs of arcane energy:NA]
[CDI:WAIT_PERIOD:500]
And- I don't know if it works or not as I have no idea how I'd even go about testing this. The closest I could get to testing it was making a can_do_interaction:material_emission on my high elves with
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Magic Missile]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:MATERIAL:INORGANIC:MAGICA_ARCANE:SOLID_GLOB]
[CDI:VERB:conjures an orb of arcane energy:conjures orbs of arcane energy:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:30]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:TARGET_VERB:conjures an orb of arcane energy:conjures orbs of arcane energy:NA]
[CDI:WAIT_PERIOD:500
BAD PUN:
Looks like that magical demonstration, blew the cats mind.
•Is it possible to have a material evaporate after being cast? I've found that arcane missiles I shot just left a blue blob on the ground, seemingly forever as it cannot be interacted with, where it hit if it didn't get a direct hit on the target. Also is it possible for the spell effect to be judged by say- willpower instead of throwing and archery? I mean I guess throwing/archery makes sense, but not all ranged spells should boost these stats.
•What would you say are must-have utilities? Currently I'm using QS_Graphic_set_tools, LangCreate, raw_tile_selector, and Workshop Draw. And coding in Notepad++.
•Does anyone have a Dwarf Fortress language library for Notepad++ that's not from 2013??
Redistribution permission questions which do not need responses, as I will look this all up later if none is given- but I'm sure someone out there must know these things:
•When using DFhack in a mod does anyone know exactly who needs to be credited? LINK•When using PeridexisErrant's Starter Pack Launcher (PyLNP) in a mod does anyone know exactly who needs to be credited? Can it be redistributed? PERM•When using AdvFort in a mod does anyone know exactly who needs to be credited? Can it be redistributed? Perm•When using SoundSense in a mod does anyone know exactly who needs to be credited? Can the common audios included in soundsense be redistributed in mods?
•Can phoebus, nwkohaku, magnut, kafine, jiripetru, doren, and sphr's graphics be redistributed without permission in a mod?
•Can Phoebus graphics be modified, and redistributed in a mod? i.e. making all new civilizations in the art style, based on Phoebus's content.
•When using DwarfTherapist in a mod does anyone know exactly who needs to be credited? Can it be redistributed?
Sheesh, all this legal mumbo jumbo is the reason I never made mods for this game; because there's so many things required to make the game bearable and to get the proper experience. I have PMed each author for permission, except for nwkohaku, magnut, kafine, jiripetru, doren, and sphr whom I have not yet tracked down.. Permission acquisition is taking up almost as much time as actual modding is.
Speaking of which, if anyone with knowledge of modding DF would like to assist with the project I would appreciate it.
Anyone know off the top of their head, if graphics can be over 16x16 without any crazy tricks? As that seems to be the standard and I've been only making 32x32 sprites.
Fortunately 32x32 works just fine. Anyone know why most graphic packs are only 16x16?
I seem to be having an issue as of late, trying to make a plague slime creature, but all of it's attacks are glancing off, any idea what makes attacks- not glance? Each attack is connecting, just had to give it can learn and some natural relevant skill; but the glancing is terrible. All I can find for "attacks are all glancing off modded creature" is a bunch of people talking about colossi.