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Author Topic: What's going on in your modding?  (Read 275674 times)

Dunmeris

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Re: What's going on in your modding?
« Reply #1740 on: May 03, 2023, 10:09:15 pm »

I'm almost done with a really big mod I've been working on since like 2019-2020 (embarrassing I know). Right now, I'm adding a civ of elephantmen (using the (heavily edited, granted) vanilla elephant men), because they seem like they'd fit in the world. Now I just need to implement musth.

It should be fairly easy. So I plan to add the rest of the Archons, maybe some more flora, maybe another civ, then update the mod to the current (classic, because I've got literal hundreds of added creatures and there's no way I'm even considering making sprite sheets for them) version (it's still in 47.05). Assuming everything works, and still works after the update, I plan to post the mod next week.
« Last Edit: May 03, 2023, 10:43:00 pm by Dunmeris »
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Eric Blank

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Re: What's going on in your modding?
« Reply #1741 on: May 04, 2023, 12:56:14 pm »

Been doing plant sprites. Also decided to remove the speaking to animals interaction from sorcerors because then you can't eat them even if you butcher them.

I also made familiars a civilization. They deal in magical wares and creatures, and show up during winter. Otherwise, they're supposed to be pretty neutral, not get involved in warfare and politics. But it might get weird, like them getting kidnapped by goblins or ending up in human civs or even your civ. And they're not meant to be leaders. I dunno if I'll keep them or not.


Oh, I also did workshops, but I just copy-pasted workshop bits from the vanilla workshops to make them. And I didn't do in-progress parts, just the complete ones. I've been very lazy.
« Last Edit: May 04, 2023, 01:06:34 pm by Eric Blank »
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DPh Kraken

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Re: What's going on in your modding?
« Reply #1742 on: May 08, 2023, 12:50:12 pm »

Terror birds have become the apex predator in every temperate biome I visit. Turns out having dodging skill and forming packs makes a creature invincible to adventurers.
They have been punished for their insolence and now confined to deserts.
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Rumrusher

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Re: What's going on in your modding?
« Reply #1743 on: May 13, 2023, 04:51:59 am »

ok since the last time I was messing with void forts and was thinking about playing with a total world conversion mod, well I spent all of april doing that with squamous mod which was interesting on a shuttle connecting to other locations in a sci-fi setting though during the break from that I stumble upon the old adv mode loading map chunks but for fort mode by messing with the player fort's global position coords in the site data.
as doing so causes the game to adjust and load in the missing parts for the fort.
which combine with void forts means I could move around the world then load in a chunk of the map under it with out needing to double embark.
I dub this method of loading mapchunks nomad mode as you could load and unload the original starting position and slowly move around the world map digging up stuff building a constantly rebuilt stockpile of goods and trail of workshops.
oh and potential chance of losing citizens if they are in the section of the map that set to be unloaded.
I haven't figure out How this work I feel like it might be either timing based or terraforming based but what ever it is it slow enough to make sending squads of military folks a rough one unless I stretch the site out long enough to get the military squad to assault them or I void fort park the destination closer.

I also haven't reach the 'I could turn this finding into a script' phase as it's also possible to shunt your entire fort into the void or starve your fort out trying to preserve a stash of drinks offsite that some how works.



here's a gif showing off the nomad effect in action.
Spoiler: "old showcase" (click to show/hide)


ended up with mixing void fort knowledge and this nomad one to land a fort site near a dark fortress spire and just load in the spire and scoop up the prisoner children... and the master and I think safely leave.
« Last Edit: May 13, 2023, 10:07:36 pm by Rumrusher »
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dikbutdagrate

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Re: What's going on in your modding?
« Reply #1744 on: May 17, 2023, 12:32:59 pm »

BEHOLD! I have discovered the REAL WORLD!
(Well, other people have done it before me, but I just really wanted to type that.)



Rumrusher mentioned something about having explored where the object arena is, and I was curious.

Did a couple of experiments The most interesting being how the open space works if you dig down 10 z levels, and then start channeling tiles, once the reverse skybox prevents you from digging down any further. Properties fall in line with how Rumrusher describes the void to behave, except with this being underground, the area seems to maintain an ambient temperature.

Here are the images:

Spoiler (click to show/hide)

Interestingly, spawning flowing liquids via DFhack over the channeled out empty space tiles, causes the liquid flow tiles to fall through the channel and vanish. However, getting magma to fall first, and then water, even when separated by several ticks, causes boiling steam to erupt from the channeled tile. So something happens down there, even though the game prevents us from digging any further down, or lowering which z level the camera is on.
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Enemy post

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Re: What's going on in your modding?
« Reply #1745 on: May 30, 2023, 03:14:34 pm »

Got some free time, so I'm doing a bit of modding again. Finally updating Primal's tiles to display larger, so the need to do that can stop living in the back of my mind. It's a fun feeling to get back into the raws and feel all the semi-forgotten practice rapidly coming back.

*I've updated Primal, and I got my veterinarian golems on the Workshop. Glad to have that taken care of. Not sure what to do next, since I'd have to make new art. I guess I might be able to get WillowLuman's Daleks on the Workshop.
« Last Edit: June 01, 2023, 01:09:59 am by Enemy post »
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dikbutdagrate

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Re: What's going on in your modding?
« Reply #1746 on: June 06, 2023, 05:43:23 pm »

Workin' on my Thurz, which are intended to be a type of boulder mimic, thats only present in savage biomes. They start off sessile, and transform into rock trolls by night. And at dawn they go back to being "gabbro boulders." Theres a lot of stuff to iron with these guys though. Mostly, it's issues with how to synchronize the start up delay and end time, in ticks, so that their transformation only happens at night, for both fort mode and adventure mode.

Some images:

Spot the mimic.


Totally called that this would happen. (Note that the night troll hasn't even transformed yet.)


Fighting rocks, etc.



Ideally, these guys would also stay in their night form while underground, but I don't think thats happening.  Although I could solve that issue, maybe, by using a whole other set of castes within the thurz_night_form, which would be those by default, as opposed to the other way around, and actually spawn during world gen, and have them spawn in underground caverns. In the event they ever get to the surface, they use the interaction which sets them on the crazy transformation schedule. I've tested the location hint interaction token, and while the interaction version of the token is bugged, CDI:LOCATION_HINT:OUTSIDE might not be, it certainly does not prevent a creature from using the interaction while outside, but its not clear whether it actually prevents the creature from using it inside.

Also been working on good biome regional effects, as well as some "magical item" prototype mods. I'll start thinking about what additional items DFhack will allow, but so far I've only considered "magical items" that the raws can facilitate on their own. Such as fixed mat material items; an inedible item, which continually rots into itself, and continually produces miasma in cycles; and an item that naturally produces discrete quantities of any item, like meat or soup ladles, and slowly repeats this over an infinite cycle.


--------

Edit: Working on a pestilence mod.

I'm actually surprised to see how well the lice infestations are working. And I am VERY SURPRISED to see how well my plump helmet mimics are working. These things are evil!

Regional interaction causes a dwarf to occasionally spawn a couple "plump helmets", which stack with normal plump helmets, but aren't plump helmets at all. When eaten raw or brewed, they inflict an ingested food poisoning syndrome. For premium, they'll probably use a slightly modified plump helmet sprite. (I'm doing the modding in 47.05 for now)

Lice have been given a special vermin bite attack, which inflicts a syndrome, which causes a creatures with head hair to be able to spawn lice around them, which leads to anyone getting close, getting lice as well.

Feral rats should also be fun to work with.

Images:
Spoiler (click to show/hide)
« Last Edit: June 24, 2023, 04:33:34 am by dikbutdagrate »
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Rumrusher

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Re: What's going on in your modding?
« Reply #1747 on: June 11, 2023, 02:59:20 am »

so last time I was working on a nomadic playstyle which I had hit the point of writing it as a script. Though the process of shunting your entire fort into the void is still a thing it's at least more manageable with burrows and dfhack's citizen's alert features.
Really hit the stress testing phase hard with realizing it's possible to build a boat that will sink if you don't void fort connect it to a different site,
then realize you could nomad build a boat then secure the bottom of it to land (when the water's freezes) to have it work with the nomad set up and just have a constructed platform on sea.
after which had a fun nautical adventure with this custom angel civ
after which I learn the nomad playstyle hinges on the wagon staying intact which converted the nomad+void fort ship run to just a void fort ship run.

though to back up to the moment where I realize the nomad system would really work was the session I had previous to the boat run which was a journey to cross the ocean to a remote island.
the plan started out building a bridge to the island but I quickly remember how cave ins system work and decided to abandon that plan for traveling through the caverns. Which was interesting as it revealed staying too long in the caverns while traveling will attract agitated cavern dwellers. I think the mining and foraging induce agitation might persist between nomad travels.

During that cavern trek session had inspired the idea of maybe I could try that constructions above water plan again, as I saw my quickly halted attempt of a constructed floor bridge still stand for a few minutes before collapsing I think I also saw some dingoes walking on the bridge also. I remember reaching the island then starting a new fort with the goal of building a boat which leads back to the story above.

so flash forward to now where I realize I could be storing items on to the wagon via the keyboard cursor and not some extremely complicated and crash heavy set up. which means I might have the means to just scavenge and gather resources from sites and just pack up and move to a new location with lil to no major crash risk. I could even deconstruct a workshop and pack up the building material to rebuild it when I need to.
raw modding wise been testing some old entity mods with the nomad stuff and poking around with raw ripped angel creature used for a custom entity.
quickly re-learn why having a civ with every creature is a fps killer when you visit the generated site in df50.
overall having fun playing out a roaming band of nomadic group that live off a wagon building and or scuttle trying.
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KittyTac

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Re: What's going on in your modding?
« Reply #1748 on: September 04, 2023, 03:11:10 am »

Gigabrain idea for DFLang fodder:


I then used Notepad++ to replace the line breaks with spaces.


Update: better results if you tell it to keep it varied.
« Last Edit: September 04, 2023, 03:21:02 am by KittyTac »
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joostheger

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Re: What's going on in your modding?
« Reply #1749 on: September 04, 2023, 05:13:45 am »

Working on a presapient race to use as livestock, with a lot of autonomous behaviour.
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aradar

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Re: What's going on in your modding?
« Reply #1750 on: September 04, 2023, 08:44:53 pm »

I'm working on a fallout inspired conversion mod I've got a lot of the ground work started vault dwellers reskin and some mega beasts not sure when the release to steam will happen I can't stop adding stuff 🤣

arena test on glowing ghoul megabeast :D
Spoiler (click to show/hide)

a shot of some of my ghouls working :) hard to see there faces cause of the hair but still :D Mr. House quietly waiting for you to need him :D
Spoiler (click to show/hide)
the guy with his guts hanging out is killing me XDDDDD he loves his new unlife :D
Spoiler (click to show/hide)
same sex UNDEAD marrage WHAT ?! LOL
Spoiler (click to show/hide)

FantasticDorf

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Re: What's going on in your modding?
« Reply #1751 on: September 05, 2023, 11:32:14 am »

Thinking a lot about DFhack lately and how to get things running again like i used to have quite a comfortable number of little scripts id collected from here and there on 47.05 to compliment my own personal RAW mods and experiments.

The Steam Workshop has been pretty slow at the minute finding bits of inspiration, I think the bigger DFhack-ready mods haven't been made yet because the new way of doing DFhack scripting is just so outside of people's comfort zones. Taking up some reading, i think this document helps explain the actual process of applying DFhack, and you can but its still a very long way from anywhere a casual DFhack user might actually apply it. It'll probably take a few example mods for reference before the ball gets rolling, if not just mods that are entirely DFhack orientated full of miscallenous scripts before anything becomes mainstream, as its much easier to try out someone elses than arrange your own from scratch.

< DFHack : Chapter: the Structure of a Mod >

So im just going to see where i get by having a crack at a old grown-type workshop wood script, since I have a elf-fortress mod i had half started on the RAW side of things waiting for me gathering dust
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aradar

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Re: What's going on in your modding?
« Reply #1752 on: September 07, 2023, 09:21:34 pm »

A centaur raid on my fall out mod :D

Spoiler (click to show/hide)

i think a few too many spawned :DD

just added the iconic creature the brahmin,
Spoiler (click to show/hide)

adding iconic weapons :DDD
Spoiler (click to show/hide)
cat gets into some coke and loses its head ?
Spoiler (click to show/hide)

 Working single mindedly on this mod hope to eventually convert the entire df into fallout world, dubbed DFFO
 im well on my way already, i have so far ghouls,vault dweller,super mutant playable civs, equipable power armor :D some deadly megabeasts and some not so deadly variants of them like feral ghouls and glowing ones, and Mr. Urist McHandy a servent droid which the entire mod revolves around.

working on adding more creatures and other iconic items from the game series like nuka cola and most of the chems

Dylan Ail Don

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Re: What's going on in your modding?
« Reply #1753 on: November 06, 2023, 07:28:03 pm »

Working on a race of elemental men that rejects all forms of mechanical engineering (ludites), love alchemy and are able to turn inanimate objects like swords and beds into sentient creatures and transform fleshy creatures into inorganic versions of them. I'll have to use DFHack to remove wells, bridges, traps and all those things.

This race replaces the wild elemental men of vanilla DF with other element-themed creatures (arguably better sources of fun than the boring vanilla elemental men). Fire Men were replaced by Salamanders, Mud Men were replaced by Golems, Amethyst Men were replaced by Gem Dragons, Iron Men were replaced by Warforged, Magma Men were replaced by Lava Snakes.

These elementals are physical manifestations of the forces of nature, like angels are to the gods, so they need to reinforce their link with their elemental Mother-Forces through rituals or embrace the wrath of their life-givers.

I would love to be able to change how DF uses pronouns. Having gender-less sentient creatures being called "it" seems weird to me.
« Last Edit: November 07, 2023, 05:21:49 am by Dylan Ail Don »
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Rumrusher

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Re: What's going on in your modding?
« Reply #1754 on: November 14, 2023, 10:02:22 am »

so kinda learn how to do manual fort mode necromancy by tapping into cursed tombs to use interactions that tie to messing with corpses.

the experience is a bit thrilling but also challenging given vanilla interactions for resurrection and reanimation have a threshold of how preserved the body should be before you can't mess with them with the dark arts.
and it usually stops at mangled body parts.

I could probably pursue the other forms of interaction to see if one could tap into just target creatures. though as of now this means I could mess with spell craft mods that dip heavy into resurrection and reanimation. also botch resurrecting someone and they vanished after loading the save again
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes
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