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Author Topic: What's going on in your modding?  (Read 275579 times)

Deon

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Re: What's going on in your modding?
« Reply #1560 on: April 27, 2022, 04:45:08 pm »

Getting in touch with new additions, remembering old ropes, and reseaching what cool DFHack tools people have made.



Also yay, guns, shotguns and rockets. I love it.


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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

brewer bob

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Re: What's going on in your modding?
« Reply #1561 on: May 03, 2022, 04:40:06 pm »

I've been getting back into modding lately (though I've never actually released anything). Been going through all my old pitiful modding attempts, ditching loads of stuff and fixing the rest the best I can. Mostly real-life trees, plants/herbs, animals and such so far.

Maybe I'll eventually post the raws in case someone wants to use them in their mods.

peli082

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Re: What's going on in your modding?
« Reply #1562 on: May 04, 2022, 09:56:35 pm »

Making a mod in order to play kobolds. Manipulated the creature_standard.txt(Giving them intelligence, removing [FLEEQUICK], etc), entity_default.txt (Gave them Nobles, tags to make weapons and armor available, etc) and item_weapons.txt (Basically changed the some weapons so that kobold can use them). Its going great! I was pleasantly surprised when Kobold Egg laying works.



« Last Edit: May 04, 2022, 10:04:00 pm by peli082 »
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Magmacube_tr

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Re: What's going on in your modding?
« Reply #1563 on: May 10, 2022, 01:02:10 pm »






I DID IT!

I made Goblin, Kobold and Elven gods.
« Last Edit: May 10, 2022, 01:04:57 pm by Magmacube_tr »
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squamous

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Re: What's going on in your modding?
« Reply #1564 on: May 14, 2022, 07:16:20 pm »

I'm experimenting with a new way to create and use armored vehicles. The current method I use is making them from animals and having them function as mounts and war animals, which is all well and good in certain situations but not so good in others. For example, take a modern main battle tank. They are enormously expensive. If we make a human nation, on even the largest setting of DF a given nation could probably max out at around 100,000 citizens. Yet, because DF thinks the tanks are horses, you will find tank fleets numbering in the thousands. A modern nation that small shouldn't have the production capability for something like that, so obviously I need to ensure nations produce a smaller mechanized army overall.

My tenuous solution for this is the transformation of citizens into vehicles via curse or secret interactions. I have created a system in which humans will be transformed into vehicles, made of metal and machinery, but piloted by an organic human brain, representing a human brain extracted and transplanted into a mechanical body. These new cyborg tanks won't be able to equip weapons or armor, but will possess formidable natural weapons along with immense size, making them powerful units in worldgen and gameplay. Furthermore, as they will still be counted as fort citizens, they can be commanded directly, unlike war animals, and special positions can be created to ensure they are appointed military captains in times of war. So, invaders could be living tanks escorted by teams of infantry. Lastly, you will usually not encounter war animals in adventure mode, among bandits for example. However, these transformed war machines can become bandits, meaning that you could encounter enemy vehicles both in fortress and adventure mode. I have yet to solidify a comprehensive system for these mechanics but am optimistic it will succeed.
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Magmacube_tr

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Re: What's going on in your modding?
« Reply #1565 on: May 15, 2022, 11:30:39 am »

I made a brand new race. Well, I actually added one from a work I really like.

Harmsters are cute little murder beasts who go around naked. They are bipedal, theropod-like, carnivorous rodents with the worst kind of inniate mentalities a sapient species can have.

I modelled them after the savanna harmsters, the context is in the link.
« Last Edit: May 29, 2022, 04:13:08 am by Magmacube_tr »
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brewer bob

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Re: What's going on in your modding?
« Reply #1566 on: May 16, 2022, 06:38:26 am »

Been going through all my old pitiful modding attempts, ditching loads of stuff and fixing the rest the best I can.

This has gotten out of hand again and instead of keeping things clean and simple, everything is once again a horrible bloated mess, which was precisely what I was trying to avoid this time.

Splint

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Re: What's going on in your modding?
« Reply #1567 on: May 16, 2022, 05:50:49 pm »

I decided to do two things.

1. Cyberpunk weapons, from both the 2020 version of the RPG and 2077 vidya. Good lord was this a mistake, as I still need to go back and manually check to see what SMGs should need two hand, there's several assloads of weapons in extremely odd and specific calibers like a .410 caliber shotgun pistol and a .177 caliber subgun... I've made a huge mistake in my decision to make what amounts to various crossbow reskins.

2. A "dystopic foods" thing, consisting of a bunch of workshops that produce various things at a relatively high return, but for the most part have negative effects on your population's morale, plus all the associated things needed. The end result is essentially an expensive to build means of getting food that can be accessed on demand using subpar resources (namely using plants you got no use for and other things you'd rather your people not eat and potash to make bloom pellets and insect feed.)

- Earthworm Farm: Produces "Low-grade Synthmeat" at 1 input:10 output ratio that, due to its origins, has a good chance of offending your people's sensibilities (nobody likes being told to eat worms)
- Mealworm Farm: Produces "Mid-grade Synthmeat" (1:5)that has a chance of inducing a sense of boredom due to a relatively bland taste.
- Cricket Farm: Produces "High-grade Synthmeat" that has the lowest return (1:2) but doesn't induce negative thoughts (crickets as an acceptable food)
- Algae Farm (imagine it as producing edible pond scum): Similar to low-grade synthmeat, 1:10 return, though it has an effect similar to mid-grade - not necessarily offensive, but not really great either, no matter how well prepared.
- Kelp Farm: Edible kelp at 1:3 ratio, to be consumed as is or used in the Fish Farm. No positive or negative effect on morale.
- Fish Farm: Kelp go in at 1:2 ratio of fish coming out. Of the lot, farmed fish is the only one that provides positive morale, since it's not synthetic, insect-derived meat.

These all have needs for a lot of metal bars to build, plus a bunch of other tools that themselves need specific production (motors and electronics to make water agitators to keep the assumed water moving in kelp and fish farms for example.)

Why I feel this intense need to make something that demands complicated production chains to achieve is beyond me.

brewer bob

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Re: What's going on in your modding?
« Reply #1568 on: May 18, 2022, 03:19:04 pm »

So, just tested the modded plants/herbs I've been trying to fix lately (among other stuff).

Generated a new world and set forth as an adventurer. First impressions: "Ooh! Look at that tree variety! And all those new herbs and such! Nice! Let's go pick some!" Head to pick some plant... Can't pick the plant, only the leaf. "What? Why you no pick plant stupid? Don't want leaf!"

Quick Googling: "dwarf fort adventure mode picking plants".

Oh God.

Why didn't I remember that only plant growths can be picked in Adventure mode?

...Back to the drawing board, I guess.

Eric Blank

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Re: What's going on in your modding?
« Reply #1569 on: May 19, 2022, 12:25:28 pm »

This is one reason I usually make new plants produce year-round growths which can be used like the plant itself. You do end up with both the plant and its growths being usable in fort mode, and for reaction purposes will require either two reactions using different item type reagents or a reaction class with unspecified item type
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Magmacube_tr

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Re: What's going on in your modding?
« Reply #1570 on: May 22, 2022, 05:59:35 pm »

I have some problems with my current bastard hamster raptor race, Harmsters.

1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.

2) They are supposed to be nude, but wear leather clothing instead.

3) I am not sure if the [LITTER_SIZE] token is even working. It seems to be.  Harmsters only live to a maximum of 20 years and reach maturity at 2 years old, and I do see alot of harmster pups.

But they never rise to a level of prominence like I want them to. They never go extinct, though, they are always at the top five in population. Which come to think of it, is better than having them rule the world.
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brewer bob

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Re: What's going on in your modding?
« Reply #1571 on: May 22, 2022, 06:12:02 pm »

I have some problems with my current bastard hamster raptor race, Harmsters.

1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.

Have you tried using DFLang to generate the language from a list of words?

Magmacube_tr

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Re: What's going on in your modding?
« Reply #1572 on: May 22, 2022, 06:34:11 pm »

I have some problems with my current bastard hamster raptor race, Harmsters.

1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.

Have you tried using DFLang to generate the language from a list of words?

I didn't even knew such a thing existed. Thanks man.
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Eric Blank

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Re: What's going on in your modding?
« Reply #1573 on: May 25, 2022, 05:25:37 pm »

For races that don't want to wear clothing, change their bashfulness personality trait so they never feel bad about being naked, and then I give them clothes that are described as, say, decorative necklaces on the upper body, anklets, belts and toolbelts and satchels etc that have very low coverage values so they're not protective in any way. Technically allows them to wear clothing and have the clothing tag on their civ, but gives them flavored text that implies they're effectively nude and they don't mind going around naked even if you take those things away.

You can remove the clothing and subterranean clothing tags and remove all instances of non-armor clothing from their entity, but in fort mode they will still get pissed off about being naked unless they get that personality change.

I believe the littersize token is still broken, has been for years. If they don't have multiple_litter_rare or whatever it is dwarves and humans have, then they will regularly give birth to 2-3 children simultaneously.
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Magmacube_tr

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Re: What's going on in your modding?
« Reply #1574 on: May 27, 2022, 03:30:16 pm »

Where exactly the things about religious belief and spheres are in the raws? I wanna create a custom belief system and spheres based on stars and constellations for Harmsters. One of their tribes worshipped one, others were apatheists, which is lame and boring.
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