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Poll

How should evolution be triggered?

As it currently is (randomly from greetings and combat)
- 3 (23.1%)
Only in combat (being in proximity to non allied creatures)
- 4 (30.8%)
Combat or Evolution Chamber (a free "trigger evolution" job)
- 5 (38.5%)
Only from the Evolution Chamber (including other requirements like friendship / trade)
- 1 (7.7%)

Total Members Voted: 13


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Author Topic: [47.05] Dwarvemon Mod v2.1  (Read 96378 times)

FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #150 on: January 30, 2019, 05:44:40 pm »

Nah, I just tried it with plain ol' dwarf fortress, still doesn't show anything, and I tried both with and without TWBT, as I said, it only happens for non-player adventurer mode units and fortress mode units, but wild units seem to be fine as well as units spawned in the object testing arena.
Its because the Pokemon for PMD are separate creatures, so they arn't affected by that graphics pack unless you change it. Either make a copy or modify the ones there by finding and replacing "[CREATURE_GRAPHICS:" with "[CREATURE_GRAPHICS:PMD_", that should make it work.
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Dwarvemon Mod (For all your Pokemon needs)

Akivara

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #151 on: February 03, 2019, 10:41:03 am »

I can't do anything with the berries I buy from caravans.  Dwarves won't collect them with stepladders and a plant collection zone either.
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FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #152 on: February 03, 2019, 05:22:17 pm »

I can't do anything with the berries I buy from caravans.  Dwarves won't collect them with stepladders and a plant collection zone either.
I know sometimes collecting them and other plants doesn't work, I'm not totally sure why but I haven't seen it myself too often. Also the reactions related to them (and other items) doesn't like them being in containers, so put them in a stockpile that has no bins/barrels.
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Dwarvemon Mod (For all your Pokemon needs)

ShadyCrobat

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #153 on: February 28, 2019, 07:35:03 am »

Ummm... hello.
So... I came up with a crazy idea of making a written Dwarf Fortress LP using this mod and I simply thought it'd be good manners to notify the creator about it and ask for permission. Soooo that is what I am doing right now.
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FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #154 on: February 28, 2019, 04:22:53 pm »

Ummm... hello.
So... I came up with a crazy idea of making a written Dwarf Fortress LP using this mod and I simply thought it'd be good manners to notify the creator about it and ask for permission. Soooo that is what I am doing right now.
Sure! I'm cool with it. Feel free to put a link here.
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Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #155 on: February 28, 2019, 04:40:07 pm »

For those wondering. I was planning on updating the mod when the next version of DF was released, but that seems to not be happening for a while. So instead, I'll release it in a few days. In before the next version is released soon

And yes, I'm aware of the new Pokemon games. Content related to them will be done after they are released.
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Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #156 on: March 02, 2019, 05:46:21 pm »

There's still a few things I want to add before the PMD stuff is considered complete, but most of it is done now. Hopefully the next DF update doesn't horribly break it.
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Dwarvemon Mod (For all your Pokemon needs)

thethor55

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #157 on: March 05, 2019, 12:15:47 pm »

For those wondering. I was planning on updating the mod when the next version of DF was released, but that seems to not be happening for a while. So instead, I'll release it in a few days. In before the next version is released soon

And yes, I'm aware of the new Pokemon games. Content related to them will be done after they are released.

Nice been awhile lad. Thanks for the hard work.
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Ghost Pickle

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #158 on: October 14, 2019, 08:37:46 pm »

Hey! Is there a list of the items that were added? I'm not quite sure how they are used, such as pokeballs, Pokemon items like potions, held items (like leftovers).
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FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #159 on: October 14, 2019, 10:01:14 pm »

Hey! Is there a list of the items that were added? I'm not quite sure how they are used, such as pokeballs, Pokemon items like potions, held items (like leftovers).
There is in the changelog, you can find the rest here https://pastebin.com/kZdCDRt4.
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Dwarvemon Mod (For all your Pokemon needs)

FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.5
« Reply #160 on: November 10, 2019, 10:04:39 pm »

I'm aware of the new Pokemon games. Content related to them will be done after they are released.
With Sword & Shield coming close to release, I'd just like to reiterate this point. I'll be waiting until information is updated on Bulbapedia before starting, and I don't know how long that will be. Be assured though, that an update will come that includes content from the new games.
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Dwarvemon Mod (For all your Pokemon needs)

endlessblaze

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #161 on: December 03, 2019, 03:07:47 am »

If I wanted to play this with Rise Of the Mushroom Kingdom, what would I need to do?

I assume I would need to mess around with entity files a little to get the races to use pokemon consistently?
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FirePhoenix11

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #162 on: December 03, 2019, 03:40:04 am »

If I wanted to play this with Rise Of the Mushroom Kingdom, what would I need to do?

I assume I would need to mess around with entity files a little to get the races to use pokemon consistently?
If you want entities to have Pokemon specifically, insert this:
Code: [Select]
[ANIMAL]
[ANIMAL_CLASS:NORMAL_TYPE]
[ANIMAL]
[ANIMAL_CLASS:FIRE_TYPE]
[ANIMAL]
[ANIMAL_CLASS:FIGHTING_TYPE]
[ANIMAL]
[ANIMAL_CLASS:WATER_TYPE]
[ANIMAL]
[ANIMAL_CLASS:FLYING_TYPE]
[ANIMAL]
[ANIMAL_CLASS:GRASS_TYPE]
[ANIMAL]
[ANIMAL_CLASS:POISON_TYPE]
[ANIMAL]
[ANIMAL_CLASS:ELECTRIC_TYPE]
[ANIMAL]
[ANIMAL_CLASS:GROUND_TYPE]
[ANIMAL]
[ANIMAL_CLASS:PSYCHIC_TYPE]
[ANIMAL]
[ANIMAL_CLASS:ROCK_TYPE]
[ANIMAL]
[ANIMAL_CLASS:ICE_TYPE]
[ANIMAL]
[ANIMAL_CLASS:BUG_TYPE]
[ANIMAL]
[ANIMAL_CLASS:DRAGON_TYPE]
[ANIMAL]
[ANIMAL_CLASS:GHOST_TYPE]
[ANIMAL]
[ANIMAL_CLASS:DARK_TYPE]
[ANIMAL]
[ANIMAL_CLASS:STEEL_TYPE]
[ANIMAL]
[ANIMAL_CLASS:FAIRY_TYPE]
You can also add [ANIMAL_ALWAYS_PRESENT] in every [ANIMAL] so they always have Pokemon.

I'm not sure what conflicts exist with that mod, but hopefully it should be friendly with it.
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Dwarvemon Mod (For all your Pokemon needs)

endlessblaze

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #163 on: December 03, 2019, 10:39:38 am »

That controls what they CAN TAME in world gen correct? Not what they will have?
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Teneb

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Re: [44.12] Dwarvemon Mod v1.51
« Reply #164 on: December 03, 2019, 12:01:50 pm »

That controls what they CAN TAME in world gen correct? Not what they will have?
ANIMAL_ALWAYS_PRESENT causes them to always have them.
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