Sounds like a case of indescriminant "[replace all] men -> ponies". Heh.
Yep, I dun derped. I'll check through the rest of the files for similar mistooks.
Cloning multiple castes ten times over seems excessive. Why not generate thousands of patterns for cutie marks instead? Well, some cutie marks are going to be repeated anyway. For 200 ponies you'd need 200^2 = 40k or more cutie marks to make them unique with 0.5 probability. That said, congratulations on introducing them.
If BODY_SIZE 250000 is in kgs, then that is too much for a pony that has 1m head height. 100 kg is more like it, and probably still too much. 8 foot candy cane comparison
I was surprised by all these tentacled and spider ponies. I expected only the regular variants from the show, and maybe seaponies or flutterponies.
Is there going to be an updated version of this mod with languages, cutie marks, graphic packs, and all anytime soon? Or at least a general table of links with what to download and install?
250 kilos is the smallest size for a zebra, and the ponies seem to be about a quarter of the size of a buffalo, and those weigh about a ton. 250000 is actually cubic centimetres, but since most mammals are about as dense as water it works out at about 250 kilos.
The strange variants are mostly to fill niches regular Dorf Fort expects to have filled, meaning there needs to be an underground civ and an evil civ. Their creature and entity files are easy to wipe if you don't like them, the mod's always been built to be as modular as possible.
The additional stuff isn't ready for primetime just yet. There are some stray untranslated words in the language packs, the graphics packs don't cover all the creatures, and I haven't looked at the cutie marks yet. The big thing in the next release is that it's going to be three releases, Simplified, Traditional and Ornate, so it's taking some time, and I've been a bit caught up with real life stuff recently. That and Terraria.
The language packs need you to change the translation tag in the entity files, the cutie mark files just drop into the raws and replace the existing creature_pont.txt, and the graphics pack should just need to be dropped in, but I'm not an expert on those.
Cutie marks!
Lovely stuff. I suppose we should probably brainstorm about what kind of things cave ponies, diomedians and zebras would have as cutie marks. I think, though, that with the issues relating to colours and cutie marks having no connection to skills, I'll put it in the ornate version. By the way, cutie marks should probably begin with [SET_TL_GROUP:BY_CATEGORY:LOWERBODY:SKIN], but maybe that's just me picking nits. Do pegasus wing colours show up when they have cutie marks?
time to add a new megabeast!
Nah, its a creature converter. I mean, look at it! Its perfect!
Come on, guys, it's obviously diamond dog royalty! That's gonna be fun, people draft a woodcutter to deal with an itty-bitty doggy thief and then find out it's one of these. Or just have it as an item-thieving predator, twice the size of a pony isn't really enough for a megabeast. Pith helmets also need to be implemented, as do catsuits, and making figurines out of gemstones.
On the Hearthswarming Eve/Realm Divide stuff, what do people think about making the skill learning rates more pronounced, and possibly splitting some reaction between civs? For example, unicorns could have the ability to make gemstone figurines, earth ponies get more fruit from ents, pegasi distil rainbows as a valuable dye/foodstuff or something. Slippies could be able to refine silk to raise its value, and maybe make things like birds nests and furniture out of silk. Aziza zebras could have a reactions to split charcoal or coke into several pieces of new fuel to represent the control of fire, by making them need less fuel.
Did some brainstorming on conjured stone, this is my thinking so far:
0:0:0:Black, Darkstone
0:0:1:Dark Gray, Moonstone
1:0:0:Blue, Seastone
1:0:1:Light Blue, Skystone
2:0:0:Green, Leafstone
2:0:1:Light Green, Grassstone
3:0:0:Cyan, Clearstone
3:0:1:Light Cyan, Lightningstone
4:0:0:Red, Heartstone
4:0:1:Light Red, Firestone
5:0:0:Magenta, Shroomstone
5:0:1:Light Magenta, Funstone
6:0:0:Brown, Earthstone
6:0:1:Yellow, Sunstone
7:0:0:Light Grey, Raincloudstone
7:0:1:White, Cloudstone
I'm thinking these stones should be the same density as featherwood, to prevent their abuse in stone-fall traps, and probably only have a value of two or three, which reflects that they'd require farming to produce rather than being essentially free like most rocks. They'd be produced at a new workshop that uses some new plants, maybe rock flowers, as a reagent, to "capture the essence of the sun" or whichever.