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Author Topic: What's going on in your modding?  (Read 272729 times)

Enemy post

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Re: What's going on in your modding?
« Reply #390 on: February 05, 2018, 12:41:30 pm »

Finished the Combine. I'm not really looking forward to doing the good guys, but I figure that I need them and crowbars for the mod to really feel complete.
« Last Edit: February 05, 2018, 12:56:30 pm by Enemy post »
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Eric Blank

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Re: What's going on in your modding?
« Reply #391 on: February 05, 2018, 06:28:15 pm »

Some new plants coming along, with neat syndromes for them. Magic alchemical ingredients.

New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
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overseer05-15

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Re: What's going on in your modding?
« Reply #392 on: February 05, 2018, 07:40:32 pm »

Some new plants coming along, with neat syndromes for them. Magic alchemical ingredients.

New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.

You could 'milk' them for a possibly valuable sap to turn ingto syrup
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TomiTapio

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Re: What's going on in your modding?
« Reply #393 on: February 06, 2018, 07:25:07 am »

New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
Care to share the dies-if-kept-underground syndrome?
*reads cave_adapt page* Is it dfhack-dependant?
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

ZM5

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Re: What's going on in your modding?
« Reply #394 on: February 06, 2018, 09:10:26 am »

Nearly done with making elementals and void creatures. Gotta say it wasn't as difficult or frustrating to balance as I thought it'd be - let me change my previous incorporeal creatures as well to make them less difficult to kill.

Got the Twilight's Hammer cult left to do afterwards though, which may be a tad more difficult. Still, once thats done I can do more concept art-only stuff along with some Dragon's Dogma creatures that I haven't made before since they were incorporeal.

bloop_bleep

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Re: What's going on in your modding?
« Reply #395 on: February 06, 2018, 06:59:52 pm »

New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
Care to share the dies-if-kept-underground syndrome?
*reads cave_adapt page* Is it dfhack-dependant?

Probably not. There's a [CE:COUNTER_TRIGGER] syndrome token which can make syndrome effects only apply when the specified counter is in a certain range. There's a variety of counters, including cave adaption, time since last alcoholic drink, time until creature can be milked again, etc. etc. Read the syndrome page on the wiki for more details.
« Last Edit: February 06, 2018, 07:02:20 pm by bloop_bleep »
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Warlord255

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Re: What's going on in your modding?
« Reply #396 on: February 11, 2018, 07:06:44 am »

Just finished a nice little mini-mod and completed testing!

Unicorns now drop an exploding "glitter" item when butchered, briefly transforming those nearby into a "revitalized creature" and back again. This has the effect of regenerating all lost limbs and injuries.

Unicorns also resurrect themselves from death once a week, and when they come back, they tend to be pissed.

For extra hilarity, I gave good-aligned grasses (Downy Grass and Bubble Bulb) a SYN_INGESTED syndrome to affect horse-like grazers and turn them into unicorns sometimes.
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TomiTapio

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Re: What's going on in your modding?
« Reply #397 on: February 11, 2018, 02:52:09 pm »

Sweat, tears, blood causing negative emotions: turned out to be a disaster, no social skill gains ever. Not even on arriving migrants.
Need to get some relatively rarely occurring thing to cause annoy irritate disgust glumness shame displeasure. Because neighbor dies is 20 stress and use_tavern is -300 stress.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

overseer05-15

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Re: What's going on in your modding?
« Reply #398 on: February 13, 2018, 12:06:13 am »

Sweat, tears, blood causing negative emotions: turned out to be a disaster, no social skill gains ever. Not even on arriving migrants.
Need to get some relatively rarely occurring thing to cause annoy irritate disgust glumness shame displeasure. Because neighbor dies is 20 stress and use_tavern is -300 stress.

Blood might've been too excessive, and maybe sweat too. Just tears might be better.
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IndigoFenix

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Re: What's going on in your modding?
« Reply #399 on: February 13, 2018, 12:30:23 am »

Just guessing, but wouldn't tears causing negative emotions result in an endless chain reaction?

TomiTapio

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Re: What's going on in your modding?
« Reply #400 on: February 13, 2018, 02:42:55 pm »

Just guessing, but wouldn't tears causing negative emotions result in an endless chain reaction?
Yeah but even forever_tears wouldn't drive them to high stress and tantrums. Damn bards are too effective poeming.
Might be better to have "3% chance of causing super severe, short duration emotion" than 100% chance mild long.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

scourge728

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Re: What's going on in your modding?
« Reply #401 on: February 13, 2018, 05:40:30 pm »

Just finished a nice little mini-mod and completed testing!

Unicorns now drop an exploding "glitter" item when butchered, briefly transforming those nearby into a "revitalized creature" and back again. This has the effect of regenerating all lost limbs and injuries.

Unicorns also resurrect themselves from death once a week, and when they come back, they tend to be pissed.

For extra hilarity, I gave good-aligned grasses (Downy Grass and Bubble Bulb) a SYN_INGESTED syndrome to affect horse-like grazers and turn them into unicorns sometimes.

What happens if a tamed animal turns into a unicorn?

bloop_bleep

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Re: What's going on in your modding?
« Reply #402 on: February 14, 2018, 03:24:41 am »

So far my experience of writing DFHack plugins has been held back by the fact that for the life of me I just can't seem to get DFHack to compile. I've already spent ~8 hours on this, spread over several days. I've been trying to compile it on a brand-new Cygwin install on my Windows computer, and have participated in several very frustrating escapades trying to simply get it to work. First the right version of zlib wasn't installed, then Perl didn't recognize its XML library (why are there two different packages called perl-libxml-perl and perl-XML-LibXML, only the latter of which works? Just... why?) My latest adventure involved wondering why exactly a specific file in the included protobuf library wasn't compiling, apparently because a certain standard library function wasn't being recognized. I got desperate to the point of modifying the source file manually, but nothing seemed to work, even after I explicitly included the header that contained that library function. I wrote my own test program using the function, and it worked perfectly fine -- yet DFHack didn't. You can imagine the sheer amount of confusion in my head at that point. Well, I looked online, and apparently the function wasn't in the actual standard library, but rather in the GNU extension of the standard library that was provided by the compiler, which meant that I had to explicitly tell the compiler to use that extension with a command line option. (I didn't have to use the command line option to get my test program to compile, but everything else seemed to have stopped making sense so I didn't really care by that point.)

And no, it still isn't working now. I have to solve another problem that involves Perl somehow losing one of its core modules. How the hell that's even possible, I simply don't know.

However, I have begun to write some plugins anyway by reading the wiki and reverse engineering the plugins included with DFHack. Though it's still going to be pretty long before I can start testing them normally, unfortunately.
« Last Edit: February 14, 2018, 03:27:05 am by bloop_bleep »
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Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

Warlord255

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Re: What's going on in your modding?
« Reply #403 on: February 14, 2018, 11:23:23 am »

Just finished a nice little mini-mod and completed testing!

Unicorns now drop an exploding "glitter" item when butchered, briefly transforming those nearby into a "revitalized creature" and back again. This has the effect of regenerating all lost limbs and injuries.

Unicorns also resurrect themselves from death once a week, and when they come back, they tend to be pissed.

For extra hilarity, I gave good-aligned grasses (Downy Grass and Bubble Bulb) a SYN_INGESTED syndrome to affect horse-like grazers and turn them into unicorns sometimes.

What happens if a tamed animal turns into a unicorn?

I'll get back to you on that...
Here's the relevant code that gives Unicorns an exploding gizzard:

Spoiler (click to show/hide)

It seems to work *sometimes*, but not always. Don't know if it's an arena weirdness, but sometimes the glitter stone won't vaporize. Maybe need to turn the temperature up. More frustrating, sometimes when it does melt, it doesn't apply the transformation syndrome ("revitalized" is just a slade gabbro-man for toggling to get the regeneration effect.")

I'm also having trouble testing the ressurection interaction because i can't get my test-dwarf to cast it correctly... the work continues.
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Shonai_Dweller

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Re: What's going on in your modding?
« Reply #404 on: February 16, 2018, 06:20:52 pm »

I've noticed that when I retire a fortress, Legends will throw in one or more messages after the retirement stating that 'xyz was stolen by the hobbit, abc'. It's always a hobbit. They're not even item thieves, so not sure what's going on there.

Not sure that I don't like it though. Image of hobbits sneaking out as the fortress collapses around them grabbing whatever they can get their hands on is kind of nice.
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