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Messages - Mr Crabman

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1
Mod Releases / Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
« on: July 28, 2023, 02:19:07 am »
I got a suggestion for for some of the content:
- Evil deserts could be flavored into little bits of the End, with chorus trees and shulkers living there natively (invasively?)
- For nether stuff, I think it's possible to just add grass to the underground hell layer? You might be able to make nether materials spawn as large clusters inside slade, and classify netherrack as a "soil" that would then allow nylium to grow.
- Collecting soul soil as clay and making it into Soul Fire, a turquoise version of the fixed-temp fire material. This probably isn't eminently practical, but certainly a !!FUN!! usage of nether materials.
- Giant mushrooms in savage temperate broadleaf forests to mimic the roofed forest biome?

I can help with graphics, too. Not sure what visual style you want to go for since DF has non-blocky animals, but a lot of the weirder mobs are specifically designed around the blocky look.

- That could potentially work, regarding the End creatures and evil deserts.
- For Nether stuff, I did try adding some nether materials to the hell layer, but it unfortunately didn't work. What happens is it picks a random material out of all the materials chosen to generate in the hell layer, and replaces all of the slade.
- The Soul Soil into Soul Fire idea strikes me as a bit odd, and creating carriable fire seems inappropriate for the tone of Dwarf Fortress at this time (by the time of the magic update, it would make a lot more sense).
- Giant mushrooms in savage forests could work, I'll consider that.

Last time we spoke, Dunite told me he was still working on it but has been busy for a few weeks, but that was back in the middle of May, and he hasn't contacted me since (or even logged into Discord, as far as I can tell, since he hasn't moved off the old discriminator tags), so if you could help with graphics, that would be great. The artstyle we settled on was non-blocky (except for slimes, who are deliberately kept blocky), and he did send me sprites for a bunch of the Overworld mobs.

2
Mod Releases / Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
« on: April 10, 2023, 09:26:24 am »
I was watching some Minecraft videos after playing DF, and I began really wanting a Minecraft Mod for Dwarf Fortress, so I looked for one and found this. Seems you took a bit of a break from modding just before the Steam version. Want to know if you still plan to come back to this mod for a Steam port. I'd also be willing to help get this mod back up and running, I don't have DF modding experience but I have pixel art experience and can help get this mod any graphics you need.

Because I just play on the Steam version now, I haven't gotten a chance to play your mod yet. So I have some questions about your mod, and I guess also questions about the limits of modding in general. Forgive me if these questions are ignorant:

- Are iron golems and snow golems build able by a player or do they just spawn?
- I'm assuming adding actual dimensions aren't possible, so how do you handle Nether / End content?
- Minecraft has unique mechanics like potion brewing and enchanting. Are these mechanics possible to implement through modding?
- Since you added Creepers, is a TNT trap a possibility?
- Noticed Diamond Gear isn't listed in the features, do you plan to add Diamond (plus gold and netherite) gear?

Yeah, I've kind of taken a break for a while, but I do hope to come back to the mod and get it on Steam. To be honest, I could have done it FAR sooner (I've tested a development version privately on Steam, and it pretty much works as-is), but I wanted to at least have some rudimentary art (even if it was totally awful) before putting it on Steam. But I don't have any pixel art skills, so I massively procrastinated and put it off.

Art is pretty much the main barrier to this mod being on Steam; if you could help with that side of things, that would definitely be a massive help.

As for answering your questions:

1. Iron and snow golems can't be built, they only generate with the world, and are considered "tamed" for villager civs. This is a limitation of DF at the moment, because the only alternative would be to make them breedable. Future updates of DF will make it possible to build golems.

2a. Shulkers don't appear anywhere, because I haven't figured out where to put them. Endermen can appear anywhere, in any biome (or at least, they should; I need to test in the new version, because it's possible there's a bug stopping them from spawning anywhere except the underworld). Endermites are spawned by endermen attempting to teleport (in reality, teleporting doesn't exist in DF yet, so I just have a "try to teleport but fail" interaction that can spawn endermites). Enderdragons are just another megabeast.
 
2b. Piglins are a civilization who tend to hang out in hot tropical or desert biomes, and Withers are megabeasts that can appear anywhere. All other Nether creatures spawn in the deepest layer of the underground, and the underworld. Except hoglins, who might have the same problem as endermen with only spawning in the underworld and nowhere else.

2c. End and Nether materials (like netherrack or endstone) pretty much only appear as materials that procgen beasts (forgotten beasts, or titans) can be made of.

2d. I want to clarify that when DF adds support for dimensions (which is in the roadmap), I do intend to make those dimensions and move the Nether/End content there.

3. Those mechanics are sort of possible, maybe. I haven't looked into it much yet, but some potions seem more likely than enchanting, and maybe an extremely limited version of enchanting could be possible. All of that full enchanting stuff will likely be possible in future DF updates though.

4. No, TNT traps aren't really possible, and even creepers don't really actually explode "properly" code-wise, because real explosions aren't supported by DF yet.

5. Netherite is planned to be added, and gold equipment/armor already exists in DF as far as I remember. But I have no plans to add diamond gear, because diamonds already exist and are not a material that can be used for good equipment, and I don't think it fits the spirit of DF to alter the stats of diamonds.

3
DF Suggestions / Re: Terrible Suggestions Thread
« on: December 17, 2022, 04:16:00 am »
Any crafts made of rock types containing silicon, with an image of an apple on them, will be vastly overpriced.

4
The default debug creature (and default sprites like cauldrons for tools) have a very big downside; when there are multiple different things, they all look the same and you have to hover to have a hope of knowing what it is.

I suggest instead, to add a bunch of 32x32 sprites that LOOK roughly like big ASCII letters/symbols. Objects/creatures without graphics will use the matching symbol corresponding to their coded tile (the same one they would use in Classic), and it will be colored in using the colors that Classic would use.

5
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2022, 04:10:32 am »

1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?

It's got to show up as some thing. What would you rather it be?

Not the original poster, but to be honest, showing up as a graphic resembling its given ASCII tile (and using the given ASCII color) would be a good alternative. That way there's at least some information about what it is, instead of all non-sprited creatures being identical.
I expect a tiny letter flittering about by itself would be completely lost in amongst the other graphics.

I'm pretty happy with the test creature. Means I can test my game before Classic is released and have fun trying to work out if that's a bunch of happy party Hobbit's heading towards the fortress or a herd of evil hippos.

Maybe give the test creature a T-shirt with the ascii symbol clearly printed on it?

Why said it would be tiny? I didn't mean literally use the actual letters the game uses right now, I meant adding full-sized, 32x32 creature graphics that resemble ASCII letters. Well, a little smaller than 32x32 for the lowercase ones, but you get my point.

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 09, 2022, 03:57:20 am »
It probably won't appear in the magna sea if it isn't at least amphibious or aquatic. So if it sticks to land/needs to breathe air, it should only spawn on map edges that aren't submerged (not the magma sea or subterranean lakes)
Oh, really? Hm. Because the main reason I wanted this was that the creatures in question aren't magma-proof.

7
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 08, 2022, 02:52:07 pm »
Ah, so it's probably impossible to make a creature that appears in all layers (including underworld), except for the magma sea?

8
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2022, 02:51:15 pm »

1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?

It's got to show up as some thing. What would you rather it be?

Not the original poster, but to be honest, showing up as a graphic resembling its given ASCII tile (and using the given ASCII color) would be a good alternative. That way there's at least some information about what it is, instead of all non-sprited creatures being identical.

9
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 08, 2022, 09:19:32 am »
Does `UNDERGROUND_DEPTH` accept multiple values, like so?
Quote
[UNDERGROUND_DEPTH:1:3]
[UNDERGROUND_DEPTH:5:5]
Trying to figure out if I can skip the magma sea layer for some creatures, or if what I have here just ends up overwriting the first one so they only show up in the underworld.

10
DF Suggestions / Re: Terrible Suggestions Thread
« on: December 08, 2022, 09:17:55 am »
Instead of having options and settings for the game to waste precious CPU cycles checking, just distribute different versions of DF for every possible combination of options.

11
Quick question for the upcoming release:
Is Steam the only platform where we can buy the game or does Kitfox offer it separately? If there are multiple options, it would be good to know which option is more beneficial for Tarn and Zack. Just want to make sure that as much of the selling price as possible helps the Adams brothers and not a big corp like Valve...

Is there any info on this?
You can buy it on Itch.io as well.

Itch gives them a bigger cut, but buying it on Steam gives them better promotional stats to show the game to other people who may buy it, and also your review counts towards the desirable "Overwhelmingly Positive Reviews" thing. Last I heard is the benefits more or less make them evenly matched.
Thanks for the quick reply. Is there an option of merging my version with Steam, even if I buy it on Itch.io? I know of some cases where Steam allowed this...

I don't know of any such option, and I haven't heard of the cases you're referring to.

12
Apparently ambushers (invisible until caught by your citizens) can be sort of detected if you see doors opening and closing "by themselves".

I suggest that this trick be fixed; if a door or hatch or whatever is being opened by enemies your fort isn't aware of/can't see, the opening animation shouldn't play.

13
DF Suggestions / Re: Terrible Suggestions Thread
« on: December 04, 2022, 03:51:10 pm »
Dwarves should be able to make socks out of elves.
Dwarves should be able to make elves out of socks.

Ok, but...why would dwarves (or anyone) do this?

Because newly created sock-elves will grow with age, and can be harvested later for more socks than you started with.

14
Quick question for the upcoming release:
Is Steam the only platform where we can buy the game or does Kitfox offer it separately? If there are multiple options, it would be good to know which option is more beneficial for Tarn and Zack. Just want to make sure that as much of the selling price as possible helps the Adams brothers and not a big corp like Valve...

Is there any info on this?
You can buy it on Itch.io as well.

Itch gives them a bigger cut, but buying it on Steam gives them better promotional stats to show the game to other people who may buy it, and also your review counts towards the desirable "Overwhelmingly Positive Reviews" thing. Last I heard is the benefits more or less make them evenly matched.

15
DF General Discussion / Re: Future of the Fortress
« on: December 03, 2022, 10:08:09 am »
the one thing about the villains arc stuff is I hope you can play into the villains that join the fort than having to treat them like a pest... like are the villains that move to your fort still count as a citizen when they are the last citizen? I wonder if this might ruin villain hermit fort runs?

like I got some ideas of an necromancer+ vampire team fort draining new visitors that leads to raising them as intelligent undead workforce and it would probably suck if this and the coup stuff just ends forts when you only have them.

A villainous takeover that ends with you (the player) getting a chance of changing party might be fun. So you are made aware of the takeover and then given the choice of either abandoning the fort, playing as a group of rebel dwarves, or playing as the evil party, with the world hopefully respecting the choice made. So the coup happens and now you're a subsidiary of the local tower instead of a mountainhome, with the coup-leading necro villain as a noble, and your old dwarven civ as an enemy.

I wonder how much of that is plausible before the entity rewrite, though.

Suggestions forum! Put in the suggestions forum! This sounds fun!

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