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Author Topic: Pony Mod: My Little Fortress  (Read 353807 times)

jaxy15

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Re: Pony Mod: My Little Fortress
« Reply #345 on: August 16, 2011, 02:46:42 am »

..Is ITEM_FOOD_DASH meant to be a Cupcakes reference?
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Dwarf Fortress: Threats of metabolism.

Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #346 on: August 16, 2011, 05:20:55 am »

Yes, yes it is. Five months I've waited for someone get that.
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drilltooth

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Re: Pony Mod: My Little Fortress
« Reply #347 on: August 16, 2011, 10:26:20 am »

Well, it is called "cupcake" ingame... I chuckled, and figured it had to be intentional, and very much in the spirit of Dwarf Fortress.
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Pinkie pie cancels cook: taken by mood.

aadeon

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Re: Pony Mod: My Little Fortress
« Reply #348 on: August 16, 2011, 03:08:22 pm »

Something like this maybe?
Spoiler (click to show/hide)
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"talk is cheap, but letters you have to hit them on the buttons" -Capntastic

Michael_Almeida

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Re: Pony Mod: My Little Fortress
« Reply #349 on: August 16, 2011, 08:26:23 pm »

I have but one thing to say about this mod:

Spoiler (click to show/hide)
« Last Edit: August 16, 2011, 09:49:04 pm by Michael_Almeida »
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COMPETENT MODDER
ADEQUATE DRAWER
LEGENDARY PROCRASTINATOR
Spoiler (click to show/hide)

Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #351 on: August 17, 2011, 03:45:05 am »

*applause for Michael*

Second.

Something like this maybe?
Spoiler (click to show/hide)

That's a neat idea. I was thinking more of defining new words to use, rather than assigning new categories. Expanding the colour category with all the colours that are in vanilla could be cool, it's mostly just primary colours right now, and adding an ore category for the cave ponies. Adding words for all the plant and animal names, i.e. actually having a word for plump helmet and so on, would fill everything out nicely, and they could be split into good, bad, underground and so on so they could be shared out amongst the civs for flavour. Various sweet-related(lollipop, candy cane), pony-related(e.g. canter and filly) and other words could be added, too.
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KoffeeKup

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Re: Pony Mod: My Little Fortress
« Reply #352 on: August 18, 2011, 02:44:46 pm »

Just had a thought but you don't need an evil race to fight the ponies in the many dimensions of Armoks realms.

Just make the ponies bones the same value as unicorn bones and the dwarves will attempt to make a self cleaning slaughter house attached to a breeding pit. I bet they would try to distill pony blood into some sort of alcohol too. Its the mermaid holocaust thread but with ponies.

The dwarves themselves are the terrible, pony slaughtering threat to Equestia.

Think about it, they live in the ground, have no respect for nature, are extremely belligerent and take joy in it, and have no magic at all. I bet they hate rainbows too.
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...and as all life ends
As elves and trees burn,As goblins are butchered
As humans are slaughtered,As the legions of hell lay waste to the world
Knock back a few drinks and tell yourself:T'was fun while it lasted-The writing on the Adamantine hatch to hell in Gemclod, Armok rest their valiant souls.

Blade Master Model 42

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Re: Pony Mod: My Little Fortress
« Reply #353 on: August 18, 2011, 05:05:12 pm »

That was a function of player greed, not dwarven greed. Besides, you can't butcher sentients, so all the ponies dwarves wished to harvest would have to be dropped several z-levels to cause super dismemberment.

adecoy95

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Re: Pony Mod: My Little Fortress
« Reply #354 on: August 19, 2011, 04:57:01 pm »

wow i have been gone for a while, i started making pony videos xD

anyways, did you ever get a chance to use those pony graphics i made?
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #355 on: August 19, 2011, 07:32:48 pm »

Unfortunately, no. I noticed a few little wrinkles that needed working on, and got excited about the idea of adding carrots, dough, sweets and cocktails, which is what I'm working on now, and completely forgot. I knew there'd be something new I'd forget after I made sure to include umbrella hats this time. I'm currently running up a whole bunch of additions to test at once, I'll try getting the graphics working properly at the same time(this can only end well...).
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thetyler101

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Re: Pony Mod: My Little Fortress
« Reply #356 on: August 29, 2011, 03:33:12 pm »

FYI to everydwarf/pony/whatever out there!  Managed to solve the pony civ expansion problem! Starvation was the issue so it seemes all I had to do is mix in the farm-able plants from other mods (Gold mod and other) so now they keep track with other cives! Cool Beans!
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Give that bitch some stone crafts, bitches love stone crafts.

JTH

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Re: Pony Mod: My Little Fortress
« Reply #357 on: August 30, 2011, 06:07:08 am »

Just as a bit of encouragement, please keep this up. This mod has taken my two biggest guilty pleasures and turned it into one big orgy of blood and cupcakes. Keep up the good work, not just for me, but for bronies everywhere.
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thetyler101

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Re: Pony Mod: My Little Fortress
« Reply #358 on: August 31, 2011, 05:11:15 pm »

Sweet Sasafras!! I just had a brainstorm bros! Now listen to this...
Guys listen...
Guys, guys...
listen...
I'm going to...
listen...
Bros, listen...


Rock farming.


Ya. Plants that can be processed into useable ore, or even flux stone! I see no current reason how it could not work.
This is my new project.
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Give that bitch some stone crafts, bitches love stone crafts.

Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #359 on: August 31, 2011, 06:03:22 pm »

 I had been thinking, after some research into various hard tissues for what could be a source of gelatin, that shells would be a good source of flux. The flux stones we have are all forms of calcium carbonate, and shells are primarily calcium carbonate(so they're poor gelatin sources). So why not have a reaction to turn shells into "shell flux" stone?

 Rock farming does make sense in universe, and a custom reaction to make it happen should be simple, I think it's already been done, but it's good practice anyway. Though I'd wonder how to balance it. Then again, we can turn fruits and beg into logs, decimating other resource shortages isn't much of an issue. I suppose it could be balanced by making the seed values quite high, so they can't be taken on embark, and with the amount of stones in the game, getting a particular variety of seeds is going to be more luck than judgement, unless you pay over the odds for it.

 What new plants were you adding? I think the current biome restrictions on the dye plants might be part of the problem, since my testing tended to show things working a lot better..

 Sorry for the slow progress on the update, I've been distracted by Ghost Recon: Shadow Wars(by the guy who made X-Com) and Terraria. After some research with conflicting evidence in every direction, I've decided to make citrus plants brewable immediately into wine. Some sources say that wine made directly from citrus fruits is more like a thin paint stripper than a drink(laraha wine should be especially deadly), and that it should ideally be made with a mix of citrus fruit and either white grapes or bananas to thin it gently and give it more body, and in the cocktail arc I'll make using those produce a more valuable wine. For now, citrus fruits are just used as is, but after the next update I'll switch to having to peel them, so that the peel can be used for liqueurs.
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