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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Sorcerer on October 06, 2012, 06:55:48 pm

Title: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on October 06, 2012, 06:55:48 pm
(http://i.imgur.com/NOg8WGg.png)

Download (https://drive.google.com/file/d/0ByUmy1Q_PZQ8Z0R2M0Vmbm5BUVk/view?usp=sharing)

04/05/2017 - Downlod should work again now - yay!

Fixed some lizard related issues with the latest version and added some missing tags.
certain unicorns can now take up the mantle of princess so that pony society does not completely collapse if the worldgen Alicorn dies (which they tend to do)

02/02/2016 - Updated to 42.05 - Hooves all around!

Added several new intelligent creatures to the world
Temporarily removed flying until pathfinding issues are resolved.

There's currently an issue with generating starting positions for all the different civs, I recommend using a small or tiny world for now.

14/12/2015 - Updated to 42.03 - Vanilla Flavour added

Most of the fancy buildings and reactions have been temporarily disabled, focus going forward will be to add and improve interactions.
They are still available as .bak files in the raws, and are simply commented out of Entity_Pony.txt if you want to play with them.
The Fleece reaction to make faux leather has been moved to the clothier for now.

Other Updates:
Yak added
Cows, Donkeys and Goats added as minor civs
A lot of tweaking to civilization numbers
Removed flying from fliers as it was more trouble than it was worth.. hopefully pathfinding will be resolved now that you can get fliers in default fort mode.

Code: [Select]
24/07/2014-07/08/2014 - Tested in 40.06

Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.


You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack

Gems should be findable again

Military Castes and the pegasus ace fliers got innate morale bonuses


---

23/07/2014

Fixed Broken hooves not healing, tweaked pain from broken bones and bleeding a bit.

---

16-20/07/2014 - migrated to 40.04

Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.

---

15/07/2014

Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...

14/07/2014

Tweaked Orientation tag a smidgen to share the love :)

13/07/2014 - migrated to 40.03
------------

Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head


12/07/2014 - bugfixing on 40.02
------------

Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.

to do/next up:
Changeling Interactions
Leather/Meat




Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hunger on October 06, 2012, 07:08:17 pm
Oh god armok no!!!!!!!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 06, 2012, 07:13:36 pm
ohyes! >:D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on October 07, 2012, 02:32:08 am
Good, gooood, let the pony flow through you...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 03:45:55 am
Can't wait to make a mod spotlight of this and then a Let's Play.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 09:13:14 am
Can't wait for you to make a mod spotlight and a Let's Play :P

I've been thinking of making a noob's guide to Pony Fortress or something and maybe send a link to EqD, but i guess DF isn't the most approachable of games XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 02:05:11 pm
Can't wait for you to make a mod spotlight and a Let's Play :P

I've been thinking of making a noob's guide to Pony Fortress or something and maybe send a link to EqD, but i guess DF isn't the most approachable of games XD

Oh good lord no it's not. Though I'll be covering how to set up The Lazy Newb pack in my demonstration.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 02:09:21 pm
You shouldn't really need LNP as this mod comes bundled with a tileset, dfhack and dwarf therapist.

I'm actually FAIRLY confident running LNP over this install will break something :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 07, 2012, 02:17:33 pm
I've been thinking of making a noob's guide to Pony Fortress or something and maybe send a link to EqD, but i guess DF isn't the most approachable of games XD

Do it, if not for the publicity then do it for the hilarious reaction as five hundred insane fans go through the excruciating torture of force learning DF to play this mod.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 02:18:38 pm
haha I actually had someone from my G+ circles REALLLLY try to get it working..
she lasted about two hours XD

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 07, 2012, 02:43:42 pm
2 hours?
Our crazier brethren would have tried for 200 hours.

Well anyway, I am glad you managed to get another release out and that I could do my part to help (hopefully the way I set up the system made changing and customizing it a somewhat easier and less time eye straining job, especially since you mentioned plans of a major rewrite of it).

But uh, best of luck on that job, and on future progress on the mod, it's really starting to shape out quite nicely.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 02:53:27 pm
Yeah, no offense to your hard labor, but currently the gimmick and very specific stuff, like the different military ponies, take up something like 60% of the current list of castes.
The revised system will definately be leaning heavily on what you've done so far, but I'm going to try to add a lot more general castes, so that instead of ponies being good at only specific talents, their specific talents will lend themselves to several roles in the new settlement. A good example is the Train Engineer, who gets bonuses to Mechanics, Furnace Operator, Mining and Siege Engineering.
With enough different classes, making 10x multiples of each will be less of an issue. I am also probably going to hide the descriptions and caste names. This will emphasize the cutie mark as grounds for their position rather than just looking at the class and saying, damnit, another cheesemaker!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 02:57:41 pm
Ah crap, the whole reason I tried to get it to work with LNP is I didn't read that Dwarf Therapist was included in the pack. Also for some reason... humans are in my world and apparently hate ponies.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 03:00:11 pm
huh, that's odd.. they're in the files but they don't have an entity file so they shouldn't make civs.. I'll look into it.. I mostly left them in to dissuade any weird DF crashes.

If nothing else you can purge the haters :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 07, 2012, 03:25:44 pm
That is all that would have been somewhat mitigated had I been given more in the way of direction on what to add or change upon delivery, but oh well, doesn't matter at this point.
I am interested in seeing what you have in mind for general classes and such, in hindsight I felt that some of the classes I added were a bit boring, my limited imagination quickly ran out of ideas when making them.

The military ponies and shared castes in general were a time consuming hell.
You should have seen how it looked early on when I began making one military caste per race of pony (because there were complications when overlapping pony main race stats and caste stats), I actually scrapped that idea and just gave all three races military castes same stats (military pegasi are identical to military unicorns and earth ponies if you didn't already know) so the list of castes and color descs you see there would actually have been 3 times longer.
Be careful and keep that in mind as you add and change castes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 03:39:34 pm
Yeah, I know I could have been more involved with the cutie mark files bit but i was doing 60 hour weeks plus commute at the time so my mind was off hiding in the recesses of my brain.

I've got a work in progress cutie mark class file Here (https://docs.google.com/spreadsheet/ccc?key=0AiUmy1Q_PZQ8dG95UFNfMXFEcmd0VnFxYmdQT19oT2c). I've just been adding to it whenever I get an idea.
The numbers are a percentage of max chance to show up, so many of these will be quite rare, while others fairly common.
I guess the problem is adding enough of the common ones so that not half the fort is suddenly all farmers.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 07, 2012, 04:04:28 pm
I know, but still, it felt like the only dialogue between us on that front was:

"Hey man I am volonteering to build this entire thing by hand."
"Really? Thats great, thanks!"
"So what do you want added? What is the general direction you want to go here?"
"I don't know. Here is an applebucker and a cutiemark of a hamburger. You know what to do."

But alright alright, I am not going to linger on the subject.
I like the new setup, the classes are much more varied and it looks very neat and shiny.  :)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 04:16:49 pm
Hehe, I hope you realize I am still extremely thankful for the current system, and it's not because I don't appreciate your work I am planning to redo it. Quite the opposite, it was your work that inspired me to go ahead with a major rewrite, the file you made is so neat and tidy it looks like a walk in the park to add a bazillion new castes... Which is highly misleading ofcourse :P

There was one thing tho... The population rates didn't want to stick properly, so I had to go through the file and add pop rates to each class individually, gave me some more control too i guess, so it's not all bad. For some reason it seemed to just ignore the entire set of pop ratios, which meant that the ones i had individually specified to be lower, like the armyponies, were extremely prominent.. I had one embark where i had six blowgunners! all different colors (so at least now we know that works!)

Since there'll be a bunch of changes to creatures in the upcoming DF version, I am loathe to begin any major stuff now, but depending on how much time I have after this move I might just go ahead with it anyway. We'll see.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 04:20:11 pm
I believe the humans were the result going through the process of getting Lazy Newb to recognize My Little Fortress. Don't really know why since that only involves deleting everything in the DF folder that comes with it and pasting in everything from My Little Fortress. Genned a couple new worlds after doing a clean extraction and there aren't any humans in either.

Two things I noticed is that the ponies have dwarven names now. Or at least I think they are, I didn't play vanilla DF very long. Names like Nesteth Kobiddor, Sushsath Kozithina, Katdir Tunuredtul. Stuff along those lines. Also I'm not sure if this is right or not, I remember seeing actual pony sprites in a screenshot of Stonesense, but when I run it now I usually only get a name or if I'm lucky a P when a pony is supposed to be there. Not sure if that's how it's supposed to be or a graphics file got misplaced.

EDIT: Found this to be odd that a pony with an operating scalpel cutie mark was a skilled thresher and miller. It's fun doing mental gymnastics to try and have that make sense.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 07, 2012, 04:38:53 pm
Yep, with the military castes being shared with all three races of pony the chance of military classes appearing were by default much higher than those of other castes (since all castes shared the same pop ratio and chance to appear).
Not something I had taken in consideration, my bad.

I believe the humans were the result going through the process of getting Lazy Newb to recognize My Little Fortress. Don't really know why since that only involves deleting everything in the DF folder that comes with it and pasting in everything from My Little Fortress. Genned a couple new worlds after doing a clean extraction and there aren't any humans in either.

Two things I noticed is that the ponies have dwarven names now. Or at least I think they are, I didn't play vanilla DF very long. Names like Nesteth Kobiddor, Sushsath Kozithina, Katdir Tunuredtul. Stuff along those lines. Also I'm not sure if this is right or not, I remember seeing actual pony sprites in a screenshot of Stonesense, but when I run it now I usually only get a name or if I'm lucky a P when a pony is supposed to be there.

EDIT: Found this to be odd that a pony with an operating scalpel cutie mark was a skilled thresher and miller. It's fun doing mental gymnastics to try and have that make sense.

First two bits are clearly a bug caused by the lazy newb pack, the pony civ entity is set to use the "equine" language file, which is written in english, second is probably because stonesense got confused when picking which sprite should go for the ponies. Try checking with a clean version of the mod to see if these two bugs persist.

Last error is probably and most likely a stupid mistake on my part where I must have accidentally confused a cutiemark and added it to the wrong set of color descriptors, something which happened a lot when I began nearing delivery of the system (at one point I had every military class after the Shield Expert jumbled and bumped down a tier, so swordsponies showed up with knives as cutiemarks, spearponies had swords and so on). I thought I fixed all those when I skimmed through and surgically removed anything out of order when I prepared the pony creature file for delivery but I must have missed it and it inevitably must have ended up in the latest release.  :(
Should be a very race occurrence though, I am absolutely certain that no more than 5 cutiemarks could possibly be out of place.


k, so I'll stop bugging around here and dragging the discussion on idly, take care Sorcerer.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 04:42:08 pm
I deleted everything except for the mod archive file and extracted it into a clean folder. I'll try downloading the mod again in another folder though I don't see how that would be any different.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 04:50:02 pm
They're using the dwarven language at the moment. One of the things on the To-Do list is a proper language file that generate more pony-sounding names.
If you prefer the English ones, there's a mod called df language unlocked which has the option of replacing the words with translated ones that should be able to tide you over.

I'd recommend just unzipping the mod to its own folder. Everything you need, and some things you don't is included :P

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 04:53:05 pm
I knew something crazy was happening when I saw dwarf names again on a clean everything.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 05:00:12 pm
Hehe, yeah, I had a bunch of problems with the un-logged worldgen crashes and beta testing showed a strange propagating historic figure crash, certain members of the civ would crash the game whenever their relationships were inspected, and as soon as they formed a relationship with someone else, they too were infected (judging from what little data i COULD see)

The end result was that I went back to a default slate, moved all pony items, materials and bodies to seperate files, and left pretty much everything else as-is. Which seems to have fixed the problem.
As I move forward I will gradually replace and improve the remaining stuff
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 07, 2012, 05:07:45 pm
I experienced a world crash as well genning a large map. I just chalked it up to running DF in addition to having too many tabs open while watching a video on Youtube. Oh well, time to start the prep work for the mod showcase. Hopefully I can show off creating an oasis in a desert with the cloud factory. I've never bothered with clouds before and I hope I can show the system off well enough.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 05:12:07 pm
Yeah, the large worlds are still quite a bit harsh to generate.. the fact that the pony creature file is six times larger than all humanoids in the standard game doesn't exactly help :P
Medium Worlds tend to generate fine for a few hundred years at least, which will increase the supply of various plants.

The weather factory is one I've tested fairly extensively, but never really had the chance to PLAY with, so I'd love to hear your feedback on how it works out!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 07, 2012, 05:38:31 pm
I'm getting world-gen crashes in my own mod too, I can't gen anything bigger than Small or it crashes within the first 20 years of history.  No idea what's causing it.

Downloading to play with!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 07, 2012, 07:26:32 pm
I actually had time and the desire to PLAY the game for a change instead of just testing various systems. And of course I found a bug!
Currently the Magic Loom research isn't completely working as it should, but you can actually build the loom with ANY tool (including a single research page) so it's not a HUGE issue.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 05:59:24 am
Just a heads up, when trying to research either the Light Clouds, Heavy Clouds, or the Cloud Harvesting it just gives you a random tool instead of the schematics you want.
I narrowed it down to the fact the reaction calls for giving you the item [PRODUCT:100:1:TOOL:ITEM_TOOL_SCHEMATIC_HARVEST_CLOUD:NONE:NONE:NONE] When the item itself is actually [ITEM_TOOL:ITEM_TOOL_SCHEMATIC_HARVEST_CLOUDS]
Notice the extra S?  ;)
Checked all of them, it's the same for all three
Excellent work on the mod though, truly commendable.

Another bug I haven't been able to figure out:
Some of my ponies like some very interesting colors.  One "likes the color a dancing human skeleton", another "likes the color a cloud in a bottle", and a third "likes the color the clear night sky" 
I think it might have something to do with cutiemarks being considered a color, but beyond that I'm lost on that system.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 06:02:28 am
Whoop, nice catch, thought I had that stuff sorted :/

The strange color preferences is unfortunately an unavoidable side effect, as all the cutie marks are listed as colors, and "cutie mark" is actually the skin of their backsides renamed and colored :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 06:05:40 am
Yup, that's what I'd figured. But a dancing human skeleton compliments orange so well, don't you think?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 06:17:17 am
Quite so!
Anyhoo, fix is up, I honestly can't recall if this is hotfixable or not, if not I apologize, It was a system I had tested extensively and found working, but after I tested it, i seem to have done something to the research reactions file without double-checking.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 06:22:05 am
It is hotfixable, you just have to change the names in the save itself for it to work in your current world.

Another one I've found but haven't had a chance to figure out, It won't let me condense a cloud into drinking water, even though I have both a cloud and a barrel. It still just shows up red on the menu.
*EDITS*
Same goes for Light Clouds, and I'm going to go on a limb and say it's probably the same for Heavy Clouds too.

Nope, I can condense clouds into heavy clouds, even though I only have the schematics to dilute them into light clouds. Just tested it and the Pegasus grabbed 2 clouds, the light cloud schematics, and generated a cloud block. Looking at the raws, I can find no reason why everything isn't working properly.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 06:51:45 am
Whoop, I'll look into it, good news that it's hotfixable tho :P

Edit:
Aha! I think the "plant" that makes the drinking water has disappeared somehow.. I'll have to see about fixing that.

Here's  the fixed light cloud reaction

Code: [Select]
[REACTION:CONDENSE_LIGHT_CLOUD]
[NAME:dilute clouds to light clouds]
[BUILDING:PONY_WEATHER_FACTORY:CUSTOM_C]
[REAGENT:light cloud schematic:1:TOOL:ITEM_TOOL_SCHEMATIC_LIGHT_CLOUDS:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:cloud:1:TOOL:ITEM_TOOL_CLOUD:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_LIGHT_CLOUD:NONE:NONE:NONE]
[SKILL:ALCHEMY]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 07:35:56 am
YAY More things  :D

Your reactions for researching Crystal Forging, and Crystal Smithing have the same name, so in the library reactions list there are 2 "-- Research Crystal Forging Process(1t +)" with no way to distinguish which is which. I'd recommend changing the Smithing one to "-- Research Crystal Smithing Process(1t +)"
This would also be hotfixable.

It is also impossible to tell how many of a certain ingredient is required to research or craft an item without searching for the reaction in the raws. For example, In game the reaction to research Crystal Forging just says it requires Crystal shard, and Tome. But it is impossible to tell that it really needs 5 crystal shards and the tome. Not sure if this is actually fixable though, aside from putting a comprehensive list of the custom reactions and their requirements into the help document. Hell, might not even really matter that much to someone who isn't actively looking for bugs to squash.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 07:39:15 am
The latter has been fixed already, it now says you require 5 shards for the smithing and forging and 2 for working.
Thanks for letting me know about all this tho, its WAY too easy to have things slip through the cracks it seems XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 07:44:11 am
It's no problem, I love to help. A quick question though, it is intentional that the ponies won't build a fishery workshop, right?

*EDIT*
Nevermind, seems they just wanted to take a year to build it.
Congratulations Mr. Fishing Rod cutie mark. You can now leave the mines and return to the job fate deemed you good at.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 07:47:38 am
Huh.. are you sure? I just built one on my game this morning.
Try turning off fishing and just using fish cleaning, it says any fishing, but apparently the act of fishing takes precedent over building silly buildings.

 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 08:46:35 am
Got another one for ya, Crafting the Crystal Horseshoes made 3 sets of crystal mail and a crystal vest. Checked the raws and it was another name mismatch. The reaction was calling for ITEM_ARMOR_CRYSTAL_BOOTS  but the boots name is ITEM_SHOES_CRYSTAL_BOOTS
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 08:47:35 am
Argh, I remember that bug, and I could have sworn i fixed it!

*grumble*

On that note tho, as you seem to be powering through the various Industries, What's your impression so far?

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 09:16:22 am
So far, I like it. Though the challenge could be bumped up a bit. This fortress has been going for a 1 1/2 years now, and there hasn't been a single death. My single pegasus pony militia member has single hoofedly wiped out everything that was a threat, while unarmed and unarmored. Up to and including 4 diamond dogs and a bear. One diamond dog did manage to steal an artifact toy axe, but the creator didn't care at all and continues to be ecstatic about admiring my mediocre dining hall. It also appears the site I embarked to is just warm enough to be considered temperate, but the water never unfreezes, leaving me hurting for drinking water, yet I've had no problem making enough drinks out of carrots and dandelions. My single applebucker can make more apples than 3 sorting stations can go through, so I lost a lot of barrels to plain apples right in the beginning. I'm liking the weather factory and crystal smithing stuff, though, and the research is well implemented in my opinion. Also the sawmill is an absolute godsend for building above ground.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 09:23:45 am
Excellent to hear, the sawmill was intended to be just that! Challenge is an issue I will hopefully be able to take care of with the changelings and new semi and megabeasts, tho I might also have to tweak some food growing values a bit.
The Applebucking is an imperfect system I admit. It desperately needs a rework but with fruit trees upcoming in the next version perhaps a more elegant solution will be available.

Any ideas for improvement or additions is welcome! :D

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 09:52:25 am
Huh, in your Magic Loom reactions, you fixed the missing [ on some of the reactions, but you missed the ones on MAKE_GOLDEN_SILK. Also, the description for MAKE_GOLDEN_SILK is listed as 'create bolt of ironwool'
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 09:55:08 am
Aaand fixed, and thanks again :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 08, 2012, 02:37:46 pm
Deathseer, you're a godsend. I wouldn't know what to do to go in and squash those bugs. It'll make my job easier when I showcase those industries. Can't have Sorcerer looking bad due to something that's just not working right.

Glad the sawmill works right without fixes since I'm prepping to show it off. It's most likely the first and last time I'll use it. I just flat out don't like building on the surface and the only structure I build out in the sun besides walls and guard posts is a meeting hall to stave off cave adaptation. Easier to build underground in a pinch. Also wall carvings for everypony! You can't make engravings on blocks sadly, which I outright hate.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 02:41:33 pm
Ponies don't actually have cave adaption :P

Are you seriously going to trap the poor poor ponies underground?

(http://cdn.head-fi.org/9/91/900x900px-LL-91fd1073_sadpony.png)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 02:54:23 pm
No need to thank me, I've made it my life goal to stamp out the infernal creatures known simply as, Bugs, in all their sneaky little hiding places. Unfortunately some of these fixes aren't working as a hotfix, so I'm going to generate a new world now and go to town on whatever I can find.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 03:43:39 pm
Another name mismatch, this is the reason why the Magic Loom can be built with any tool, and it appears the Crystal Forge got broken the same way with that last patch. The Crystal Forge's building file is looking for one ITEM_TOOL_BLUEPRINT_PONY_CRYSTAL_FORGE instead of the ITEM_TOOL_BLUEPRINT_CRYSTAL_FORGE you have identified, and the Magic Loom is looking for ITEM_TOOL_BLUEPRINT_PONY_MAGIC_LOOM intead of ITEM_TOOL_BLUEPRINT_MAGIC_LOOM

Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 08, 2012, 04:14:53 pm
An outside meeting area/dining room/mead hall keeps them from developing cave adaptation from living and working underground. If ponies can't get cave adaptation at all, FANTASTIC! Who needs sunlight when you can look at your home's history on the walls and floor in life like detail? The mayor ate a lot of potatoes in 66.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 04:20:15 pm
Ah! neat! another good catch, Death!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 04:22:51 pm
Dropbox version and Hotfix Patch has been updated to reflect recent bugfixes!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 04:38:02 pm
Well, I was still getting the crystal horseshoes error, but I think I just nailed down the cause.
Code: [Select]
[REACTION:MAKE_CRYSTAL_BOOTS]
[NAME:Forge Crystal Horseshoes]
[BUILDING:PONY_CRYSTAL_FORGE:NONE]
[REAGENT:crystal forging tome:1:TOOL:ITEM_TOOL_SCHEMATIC_CRYSTAL_FORGING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:crystal:4:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE]
[PRODUCT:100:4:ARMOR:ITEM_SHOES_CRYSTAL_BOOTS:INORGANIC:CRYSTAL]
[SKILL:ENCRUSTGEM]
[FUEL]
You partially fixed it, by changing the name in the reaction to ITEM_SHOES_CRYSTAL_BOOTS but it's still looking for it in the ITEM_ARMOR section of the items, instead of the ITEM_SHOES that it is coded into
I believe changing it to this:
Code: [Select]
[REACTION:MAKE_CRYSTAL_BOOTS]
[NAME:Forge Crystal Horseshoes]
[BUILDING:PONY_CRYSTAL_FORGE:NONE]
[REAGENT:crystal forging tome:1:TOOL:ITEM_TOOL_SCHEMATIC_CRYSTAL_FORGING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:crystal:4:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE]
[PRODUCT:100:4:SHOES:ITEM_SHOES_CRYSTAL_BOOTS:INORGANIC:CRYSTAL]
[SKILL:ENCRUSTGEM]
[FUEL]
Might do the trick

I'm testing it now, I'll let you know how it goes

*Edit*
Well, that gave me 4 crystal greaves, which is closer at least.  Will continue to experiment in the name of SCIENCE!

Spoiler (click to show/hide)
Greaves is correct, that's what the crystal boots are named. So yeah, above fix worked.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 04:58:11 pm
Argh, I was looking at that particular one and thinking, hmmm.. shouldn't this be something besides armor... nnnnaaaah, it's probably armor XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 05:06:13 pm
There was also a problem with the Helms, even though you can make them correctly, the ponies refuse to wear them because they aren't actually coded as helms, you have them coded as armor.
The fix is quite simple, replace the current helm in item_armor_pony.txt with this:

Code: [Select]
[ITEM_HELM:ITEM_HELM_CRYSTAL_HELM]
[NAME:helm:helms]
[ARMORLEVEL:2]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:20]
[MATERIAL_SIZE:4]

then correct the crystal forge's reaction to point at the new item.

Code: [Select]
[REACTION:MAKE_CRYSTAL_HELM]
[NAME:Forge Crystal Carapace Helm]
[BUILDING:PONY_CRYSTAL_FORGE:NONE]
[REAGENT:crystal forging tome:1:TOOL:ITEM_TOOL_SCHEMATIC_CRYSTAL_FORGING:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:crystal:2:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_CRYSTAL_HELM:INORGANIC:CRYSTAL]
[SKILL:ENCRUSTGEM]
[FUEL]

Unfortunately, this will require a new worldgen to take affect.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 05:10:01 pm
Haha, I think that's pretty much every single new thing I added with a bug then?
Good to have a solid report of my failures so I can fix them :P

Hotfix updated yet again.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 05:15:56 pm
Don't sell yourself short, what you've accomplished so far is amazing. And the sawmill works perfectly.  :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 05:56:25 pm
Was just moving off from the crystal industry, when I noticed that none of the research for the crystal blueprints and schematics requires skills like the others do. ie. the sawmill blueprints requires architect, and just about all the schematics require student.
Also, you still have two identical '-- Research Crystal Forging Process(1t +)' in the Library reactions menu, one of which leads to the Crystal forging schematic, and the other leads to the Crystal smithing schematic.
After that I believe the crystal industry should be good, I'll be moving on to the weather factory in depth now.

*EDIT*
Just found one of those awesome bugs which looks a lot worse that it is.
Spoiler (click to show/hide)

*Nother EDIT*
Another one, this one was a bit tougher to track down.
You forgot to include MAKE_CLOUD_CLOTH and MAKE_GOLDEN_SILK in the entities permitted reaction list for the magic loom.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 07:21:41 pm
Cheers again, Heading off to bed now as I'll be spending most of tomorrow packing and cleaning. If you just make a compilation of any remaining bugs I'll fix em whenever I have time :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 07:25:12 pm
I am actually just heading off to do the same, got work tomorrow.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 08, 2012, 07:26:01 pm
In that case, good night to you, sir, and thank you for your assistance thus far!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 08, 2012, 07:28:01 pm
It is my pleasure, and a good night to you as well, my good sir.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 09, 2012, 08:04:55 pm
I'm having difficulties installing My Little Fortress on my Mac.
Also we should give the dragons wings and flying and have them consume gemstones. Perhaps make them intelligent and sapient, and take over governments?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 09, 2012, 08:19:09 pm
Ack, I keep forgetting about mentioning cross platform support... As I really only have access to windows, it's the only version I can officially support. However removing and replacing the RAW folder of a fresh mac client with the one from the mod should technically work. Don't just overwrite as I also remove some default files.  Good luck, and let me know if it works!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 09, 2012, 09:04:27 pm
Ack, I keep forgetting about mentioning cross platform support... As I really only have access to windows, it's the only version I can officially support. However removing and replacing the RAW folder of a fresh mac client with the one from the mod should technically work. Don't just overwrite as I also remove some default files.  Good luck, and let me know if it works!
It works alright. I had to generate a new world but it was successful.

So I was reading Legends mode and uh,
(http://media.tumblr.com/tumblr_mbntjh2CHw1qhhmwi.tiff)
Something's up with the pony ethics.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 10, 2012, 04:50:00 am
Hah, uhh.. they SHOULDN'T be doing that.. I don't suppose the other guy is a zombie or something?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 10, 2012, 02:13:20 pm
Hah, uhh.. they SHOULDN'T be doing that.. I don't suppose the other guy is a zombie or something?
I started a fortress on that world unfortunately. Can I upload a copy region file on it for you to look at?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 10, 2012, 02:17:45 pm
Ah yeah, that'd be great, I am going to assume it's some kind of werebeastie or zombie effect in play, because the ponies are extremely strict on killing.. even killing animals is unthinkable.. so eating their enemies?... that's weird man XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on October 10, 2012, 05:01:25 pm
Ack, I keep forgetting about mentioning cross platform support... As I really only have access to windows, it's the only version I can officially support. However removing and replacing the RAW folder of a fresh mac client with the one from the mod should technically work. Don't just overwrite as I also remove some default files.  Good luck, and let me know if it works!
It works alright. I had to generate a new world but it was successful.

So I was reading Legends mode and uh,
(http://media.tumblr.com/tumblr_mbntjh2CHw1qhhmwi.tiff)
Something's up with the pony ethics.

Gilda had it coming. :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: TyrannisUmbra on October 10, 2012, 11:27:24 pm
Just a heads-up, you might want to put something in the old thread that says there's a new thread now. I have the old thread bookmarked, and would never have seen this one if I hadn't randomly decided to browse some threads while this one was near the top of the list.

Downloading now! Hopefully no more leather-related suicides >.>

Also, you should probably mention the comparative strength of the new armor/weapon materials somewhere in the document.

Keep up the good work!

This is my first time posting, but I've been playing with this mod for a while, and have streamed it here (http://www.livestream.com/tyrannisumbrastreams) in the past, so you should be able to find some vids on it in the library. I tend to stream it every time I play the mod, too, so anyone interested in watching this mod get streamed could maybe keep an eye out? I'll probably start streaming some within the hour, too, if anyone's interested.

EDIT: Stream is done, though I noticed something weird in the pony descriptions. The last line of the description sometimes doesn't correctly match the gender. So you have things like "Her cutie mark is sawdust" in the main body, then "He is a good carpenter" on the last line.

Also I totally need to build that sawmill. I have this huge thing about using wood for constructions, though, since I always end up using it all when I make barrels/beds/charcoal...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 11, 2012, 04:27:40 am
You can make leather, but the new fleece is technically classified as leather so it should be usable in artifact construction. The materials are slightly placeholder atm crystal is the same as steel currently, and both variants of fleece are copies of iron with some tags removed. The different kinds of silk are just copies of silk with some value changes, but all this will change as soon as i get re situated in London
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 11, 2012, 10:58:05 am
I am wondering about the way DFtherapist handles caste names.

You mentioned that you are going to try and remove all caste names and descriptions so that cutiemarks have a more important role when determining pony roles.
But how does DFtherapist deal with that?

Like, if you name all pegasi classes "pegasus" does DFtherapist count all similarly named castes under the same "caste" or do you get multiple caste entries called "pegasus"?

Example, you have two kinds of pegasi in your fort, one pegasi coach and one pegasi soldier, both named "pegasus" in the creature file.
Will therapist divide these two "pegasus" castes into "pegasus" and "pegasus" or will it count them under the same list?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 11, 2012, 11:04:06 am
That is something I never really thought of, nor tried, but it definitely needs testing.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Doren on October 11, 2012, 11:31:56 am
Oh no, another ponymod.

Well, in fact, I don't care. But there is too many pony mods there now, i think.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 11, 2012, 11:45:03 am
Not "another" per se, just a new release of one of the first branches of the original
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: TyrannisUmbra on October 11, 2012, 12:50:28 pm
Herp. Nevermind me. Wasn't paying attention.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 11, 2012, 12:59:46 pm
Oh no, another ponymod.

Well, in fact, I don't care. But there is too many pony mods there now, i think.

Eh, how many is to many though?

I only see two active at the moment. :\
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 12, 2012, 03:40:42 am
Just a quick update on the moving business.. We've found a place and should be fully moved in on thursday of next week. Until then I'll only have very limited internet connection and a not-particularly-good working environment (Hotel Lobby Wi-fi, Shopping centre wi-fi, or non-tetherable phone connection.. blah.. ohwell).

Once I am fully settled I'll work on the remaining issues of this version (materials, some tileset issues to mention a few) and then I think I'll start working on those changelings and other creatures, should be fun!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 12, 2012, 10:15:08 pm
http://www.mediafire.com/?gyhz8x4g7jjr64d

Here's the region file with the earth pony eating the griffin after killing him.

Also I was thinking fisherponies could harvest seaweed and moss from the ocean and streams instead of fishing. Seaweed is edible to humans and is purported to be incredibly rich in minerals, so why not ponies? They could process the seaweed at a fisherman's workshop and you could grind it to a flour or simply allow it to be made as a salad in the kitchen.

And you could make icing out of sunflower oil, milk, and sugar cane. It could be dyed at the Dyer's Workshop or at the Kitchen. It would give ponies an extra happy thought to consume some food topped with icing. The command should be "Spin sugar cane into icing" and you could combine it with cocoa beans for chocolate icing to sell to caravans or cook it. You could also whip milk and sugar together for whipped cream.

Maybe growing some vanilla flowers would be cool too.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 12, 2012, 11:12:57 pm
Heads up, in the DFFD download at least, I'm getting lots of errorlogs.  In all your researcjh reactions you have a colon in the name of the reagents, like "2 Tomes - Skill: Architecture".  Since theres a colon the game is trying to parse that as a new tag and so there's a lot of

"RESEARCH_WEATHER_FACTORY:Unrecognized Item Token: 2
RESEARCH_WEATHER_FACTORY:Unrecognized Material Token: ITEM_TOOL_RESEARCH25"

and stuff in the errorlog.  Remove all the colons from the reagent names and change em to things like "2 Tomes - "Architecture Skill" or something so it stops trying to parse the "Architecture" part as the ITEM token.

Sorry if this doesn't make sense, still drunk.  :-\
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 13, 2012, 05:14:49 am
Augh, that'll teach me to properly bug test my bug releases, thanks for the find, I'll fix that ASAP
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 13, 2012, 06:15:24 am
Love the seaweed and kelp idea Btw blue, definately looking into that for the next version.

http://dl.dropbox.com/u/3677116/DF/MLP/reaction_research.txt (http://dl.dropbox.com/u/3677116/DF/MLP/reaction_research.txt)

This'll have to do for now, I'll update the main file later.. working on a phone is a bitch XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 13, 2012, 08:28:47 am
Finally got some more time to get into it, and have only found a couple of things.

In your RESEARCH_MAGIC_LOOM reaction: for the building you accidently put a lowercase l in Library, so you can't actually research it
Code: [Select]
[BUILDING:PONY_lIBRARY:CUSTOM_L]
Also any items made out of cloud at the cloudsculpters workshop won't be stored in any stockpiles, my best guess on this one is that the cloud material isn't being recognized by any of the stockpiles. Not sure how to fix that though.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 13, 2012, 08:32:29 am
Ah, that should be fixable with a look at the materials file, cheers for the heads up!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 13, 2012, 03:30:18 pm
Now that I am not inebriated, I embarked properly.  With the reagant names fixed, the only error I'm getting is the Impoverished Word Selector one, which is fine.

So far the fort is going well, and by well, I mean "hilarious".  I embarked on half Terrifying Shrubland, half Mirthful Ocean.  Mermaids swim by occasionally and laugh at the poor ponies being harassed by zombies and covered in the pony blood that rains from the sky.  Three of the starting seven died to the zombies and the military pony I brought along apparently pissed off the zombie mafia and had all her kneecaps broken for her troubles.  She has survived, however, and is now the fort's Legendary Crutch Walker.  Migrants have all made it inside without casualties except one pony's pet rabbit (His other pet, a cat, was saved).  Since the surface was forbidden for the longest time, we had nowhere to farm, and there's a multi-zlevel aquifer on the map, which made things interesting.  Happily it turned out to be patchy and I managed a series of staircases past the water without needing any complicated breaching procedures.  It also provides a clean source of well water, which was good for our injured swordspony founder, as she was stuck in bed for a season as the medical pony patched her up.  Because we couldn't farm, foodstocks got dangerously low - as in, 4 edible plants total low - until I managed to secure a fishing spot.  We then lived off seafood until we secured a surface bit for farming too.  Then I remembered that apple-bucking produces essentially free food and felt stupid, but the ponies are enjoying their squid roasts, so whatevs.

Also, you might want to look into creating several more plant fiber fabrics that are more common, like cotton or farmable/hiveable silkworms or something, because the only cloth my civ has access to is apparently silk roses.  This created a hilarious situation at embark where the silk rose cloth/thread/ropes that were automatically queued ate up all my embark points, but promptly gave me over 1000 points back when I eliminated them, which is kind of exploity and not intended.  (It did allow me to bring a steel weapon and armor for the swordspony, though, which saved her life, so I was rather glad for it, but you probably don't want 1000 points of free stuff just for not bringing cloth.)  Cotton/silkworms with a larger biome range and that are fairly cheap should solve this.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Xgamer4 on October 13, 2012, 03:39:10 pm
She has survived, however, and is now the fort's Legendary Crutch Walker. 

...How in the world do ponies use crutches?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 13, 2012, 04:01:22 pm
Hehe they use crutches in any available limb, so forehooves mouth or telekinesis. They actually don't need crutches unless two or more of their legs are disabled. I'll look into adding some more plants.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 13, 2012, 04:01:55 pm
She has survived, however, and is now the fort's Legendary Crutch Walker. 

...How in the world do ponies use crutches?

(http://i47.tinypic.com/f34y1g.png)

The same way she's strapped a sword to her hoof, apparently.  Bugger if I know.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on October 13, 2012, 06:22:27 pm
Magnet hooves, obviously. Isn't that how ponies always held things before they used their mouths???
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 13, 2012, 06:23:17 pm
had all her kneecaps broken

Reminds me of my first test fort, Thunderbolt was my pegasus militia captain. I'd made him a suit of crystal armor, but this was before the fixes for the helm and greaves and I hadn't made any traditional industries. He was a fair kicker, and newly training in the art of the crystal spear when a minotaur attacked. Thunderbolt rushed to the gate to defend my newly walled town, and met the minotaur there. He rushed at it swinging his spear, which the minotaur promptly grabbed, and used to force him to the ground. It then gored him in one of his front legs with it's horn, grabbed his back leg and snapped it in half, and finally grabbed his other back leg and snapped it in half. Thunderbolt then passed out, and the minotaur punched him in the face, jamming the skull through the brain and tearing the brain.

It was rather hilarious to watch my seasoned combat veteran get killed so easily.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 13, 2012, 06:50:36 pm
TREAT ME LIKE A PUSHOVER, YOU'LL GET THE ONCE OVER!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 14, 2012, 12:23:17 am
Lol I'm pretty sure that's actually how she got her borken legs, a crowd of giant thrips zombies swarmed her and knocked her over, but thatnks to her armor they never landed a killing blow, instead just breaking all her leg benders and ripping the cartilage in her ears (which is annoying, since it doesn't heal so her tile is always flashing as if wounded but she's perfectly fine now, pretty much).

Anyways, caught another bug.  For the rainbow extrapolator blueprints, the reaction is trying to make an ITEM_TOOL_BLUEPRINT_COLOR_EXTRAPOLATOR, but there's no such item - the actual blueprints have the item name of ITEM_TOOL_BLUEPRINT_RAINBOW_WORKSHOP.  This is freaking out the reaction and making it produce random tools, none of which are actually usable as such, and so a rainbow extrapolator cannot be built.  Just change the item name in the reaction product and it'll be fixed.

Also straw beds are not taking their material properly.  They can be used as beds, but are just named "bed" with no mention of straw anywhere.  Not sure if this is intentional.  Cloud beds and other furniture seem to be working fine, if having the aforementioned problem of not being stored anywhere.  (The same for the cloud seeds/light clouds/heavy clouds, which results in a cluttered weather factory really quickly).

Every other industry I've gotten running so far seems to be doing just fine, though - I've got a ton of apples, clouds are fine aside from not being stockpiled, study is producing tomes automatically, etc.

Edit: Just built a crystal forge...are high-value gems supposed to be body parts?  It's calling for an "unrotten GEM_HIGH_VALUE bodypart", which, looking in the raws, you've added USE_BODY_COMPONENT and UNROTTEN to the gem reagent.  I'm fairly sure this will block normal gems, as USE_BODY_PART insists that it's a CORPSE or CORPSEPIECE, so we might not be able to make crystal shards from high-value gems unless there's a body with the needed reaction class sitting around.  Removing those two tags would fix it, and if there's some animals you're planning to make into crystals, a separate "Process Crystalline Corpse" or something reaction would be best.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 14, 2012, 02:13:02 am
Research points don't really store properly anywhere either if I remember correctly.
Wasn't really a big deal since I stored all excess/discard RP in a dumped pile underground until needed, but still.

She has survived, however, and is now the fort's Legendary Crutch Walker. 

...How in the world do ponies use crutches?

(http://i47.tinypic.com/f34y1g.png)

The same way she's strapped a sword to her hoof, apparently.  Bugger if I know.

Is... is she wearing 4 horseshoes on her front hooves while having invisible nameless thread sown into her rear knees?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 14, 2012, 04:02:57 am
Trying to remember what I copied to make the unrotten tag appear there. Weird. The fact that ponies have joints actually does seem to be quite a disadvantage, since no one else does. Might have to include some joints for other creatures to make it a bit more fair. Should have all the bugs reported fixed later today, thanks for reporting all!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on October 14, 2012, 06:56:54 am
I love this mod, really. Last migration I got a 3-year old earth pony colt who, while not having a cutie mark, is an adept miner, comes with his own shovel and qucikly became my first legendary miner, beating my original miner by couple lenghts despite having less skill than her. Poor girl is still not legendary... It's probably because she went on a break when there was something to do and children don't have that state AFAIK.
Now the newest migration is a pain in the head... I had 24 ponies before... the wave itself consists of 29 ponies... Darn it... now the fun part begins. Oh, well at least 2 unicorn FOALS are freaking legendary +5 strand extractors! Also not having their cutie marks...
And sometimes the info window does not tell wether a pony is a pegasus, unicorn or an earth pony. No such information, sorry.
Does anyone know how to get their names back or do I have to bear with Dwarven ones?
And also, once a wereshrew appeared in my place! It killed a skunk that happened to pass by, then turned into a griffon and left... And I had my mass of ponies already running in place. I wondered what would happen if 10 ponies attacked that thing together...

Edit:
I just noticed that the title under my name is Escaped Lunatic. That's... fitting, considering who I got my nickname from...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 14, 2012, 09:07:59 am
For the names you can get the df language improved mod, it has options for translated language files. I have to look into the stacking horse shoes issue from earlier in the thread too, they should really only be able to use one set at a time. Glad you like it so far though! There are some ideas in the works for maybe making those strand extractors a bit more useful too.
Gah, so many things I want to get done and no real place to work.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 14, 2012, 09:38:30 am
She's also wearing two cloaks.   :P

It's because light horseshoes and normal horseshoes are different layers, I believe - horseshoes are ARMOR, light horseshoes are OVER, so it's like a dwarf wearing high boots over his socks or shoes - she came wearing the steel light horseshoes, and put the bronze ones over them when I told her to wear metal armor.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 15, 2012, 12:59:26 pm
I still remember Lace Lizard, the earth pony carpenter mason foal from the test fort I ran after I completed the cutiemark system who became legendary at both carpentry and masonry at the age of 6. She was 4 years old when she came to my fort.

She is the only pony from DF that I actually remember clearly by memory, lavender mane, pale green coat, yellow eyes, cutiemark of a stack of planks... she wore a hood, a bow (as in hair bow like the one Applebloom wears), a dress and a long skirt. All of normal quality and plain color.
She was a pessimist and the youngest child in a family of 4.
She crafted an artifact wooden table called the crevice of... something which was worth absolutely nothing at all but had a great symbolic value since it had a picture of an elf being mauled by a minotaur engraved on it.

I built a whole damn palace for her and neglected her entire family (by the time my fort died of FPS death they were still forced to sleep in the dormitories along with 1/3 of my fort).
She also had the only straw bedding in the entire fort.
At one point she was captured by a babysnatcher but was saved by an inch of her life after the goblin carrying her broke both his legs five tiles away from the map edge.
She single handedly built most of the initial housing and perimeter wall up until more foal carpenters and peasants arrived in the massive migration waves that followed.

She was awesome.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 15, 2012, 01:13:46 pm
I definitely need to take a look at this mod sometime.  I'm still using a modified version of Dsarker's update of Nidokoenig's old .31.25 mod, which has served me well up to this point but was unfortunately apparently abandoned.

The cutie mark system I'm a bit worried about since it sounds like you could end up with lots of useless migrants who are now also more difficult to retrain, but having cutie marked ponies for useful industries would hopefully offset that.  I'll try playing around with it and see what happens.

The research system sounds interesting too, I'll have to take a look at that too.

I still remember Lace Lizard, the earth pony carpenter mason foal from the test fort I ran after I completed the cutiemark system who became legendary at both carpentry and masonry at the age of 6. She was 4 years old when she came to my fort.

...

She was awesome.

That does sound pretty awesome.  How did you get her to work as a foal?  Was this with Therapist (does Therapist let you do that?), or are ponies considered adults at 4 in this mod?

I had a similar incident with a snatcher in my community fort (using Nido's mod) when a foal was nearly kidnapped by a badger pony berserker, one of my newish axe ponies chased the snatcher down and mutilated him 1 tile away from the map edge.  He ended up with permanent scarring and nerve damage in a leg after that, but he was a hero from then on and ended up with the second best home in the fort.  Captain Glaive remains one of my favorite ponies from that fort.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 15, 2012, 01:22:33 pm
Just to explain the cutie mark stuff a bit. They still have their standard aptitudes. Two non specialist earth ponies still make better farmers than non earth ponies. The cutie marks are just an additional bonus on top of that. The kids working comes from them having innate skills high enough to have the skills enabled. I don't think many of the classes actually have innate skills so it's mostly from migration.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on October 15, 2012, 05:02:11 pm
You know, I guess we can thank Dwarf Fortress for being so flexable, because Crystal Ponies so far seem very compatible with it. Hard flesh, mostly weapon-based cuti marks,ect.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 15, 2012, 05:16:34 pm
Well, I just had an uber-badass migrate to my fortress.  I have taken to calling him Captain Stone, for he is now Captain of the Ironflanks squad of my military.

We'll just let the descriptions speak for themselves with this guy

Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: doublestrafe on October 15, 2012, 06:44:25 pm
She's also wearing two cloaks.   :P

It's because light horseshoes and normal horseshoes are different layers, I believe - horseshoes are ARMOR, light horseshoes are OVER, so it's like a dwarf wearing high boots over his socks or shoes - she came wearing the steel light horseshoes, and put the bronze ones over them when I told her to wear metal armor.
So "light horseshoes" are what Applejack and Rainbow Dash throw, and "horseshoes" are what Celestia and Luna wear? It almost seems backwards.

I need to dive into this when I get home from work, if I can remember how to properly disable a texture pack.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 15, 2012, 10:14:21 pm
One of the ponies bit off the tounge of an eagle woman and made it sail in an arc.
I'm so proud.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 15, 2012, 11:16:16 pm
"He absolutely detests hamsters"

I still remember Lace Lizard, the earth pony carpenter mason foal from the test fort I ran after I completed the cutiemark system who became legendary at both carpentry and masonry at the age of 6. She was 4 years old when she came to my fort.

...

She was awesome.

That does sound pretty awesome.  How did you get her to work as a foal?  Was this with Therapist (does Therapist let you do that?), or are ponies considered adults at 4 in this mod?

It is an unintentional DF bug that happens when you give natural skills to castes, the children of that caste will sometimes have labors that can't be deselected, and with the amount of spare time they have they often become legendary very early on compared to other slaves.

I don't remember if the labor was automatically enabled the day they grew from baby to child or if it only worked for children migrants.
I do remember that it doesn't work for all labors however, some natural skills don't seem to show up properly for whatever reason.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 15, 2012, 11:19:21 pm
Edit: Forum killed itself and delayed my reply for 10 minutes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 16, 2012, 11:08:56 pm
You should make a note that ponies get offended if you try to trade turtles with them somewhere in the mod.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on October 16, 2012, 11:10:30 pm
You should make a note that ponies get offended if you try to trade turtles with them somewhere in the mod.

Turtles specifically? That's odd. It should either be animals as a whole or no animals at all.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 17, 2012, 01:39:10 am
I'm annoyed since this wasn't mentioned at all in the google doc and my ponies were dying and needed the supplies. I was trading only turtles with them and they got offended and left.

Also I started a new fortress and the new migrants won't lift a finger to do anything. They're listed in the unit screen so it can't be that they haven't arrived yet. They're just standing around even when I have orders that would require ponies of their skills.
They've sometimes do things. Their labors are enabled and everything...they're not even taking breaks. They're just standing around.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 17, 2012, 04:58:31 am
Ponies don't like killing animals I guess. I'll tone that down a bit, I am also working on some non-fish alternatives from fishing. Tho I guess those too will be "alive"  since they are technically animals. As for migrants standing around, I don't think I've had that problem myself, but I'll look into it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 17, 2012, 07:34:27 am
That sounds like a general bug in DF, I believe I've heard of it happening before.  Are the migrants still flashing as if they aren't accustomed to your fort yet?

I'm also a bit surprised that the ethics stuff actually will cause pony traders to get huffy about trading animals / animal parts.  I didn't realize that it actually mattered that much outside of determining worldgen wars.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: The Mysterious Mr. Blue on October 17, 2012, 07:50:22 am
Hello!
I have been playing this mod for a while now, and I've so far found it to be an enjoyable experience. However, there's one small thing that's been bothering me, namely the distinct lack of 16x16 sprites to go with it. As someone who's used to graphical tilesets, and tends to feel lost and confused without them, this small gripe has given me a disproportionate amount of frustration.

So I decided to do something about it.
The solution to my little problem turned out better than expected, so I thought I'd share it with you all.
Spoiler (click to show/hide)

It's not a 100% complete, most obviously so in the case of the military, but it should work alright for the most part.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 17, 2012, 08:40:07 am
Ohh, I like those!  The primary reason I haven't explored the graphical tileset is that it makes distinguishing different pony types a bit harder. I'll definitely add a link to those in the title post if you want tho :p

Working on changelings now as well as bluemagics seaweed idea looking pretty neat so far! Especially if an idea I had pans out.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 17, 2012, 09:45:04 am
If a race's ethics disapprove of killing animals (MISGUIDED and up) they will be offended if you trade them anything made from something that implies an animal kill - shell, leather, bone, etc.  Even the home caravan.  If you're going for "vegetarian" fishing, I suggest making some new material templates that do not imply animal kills, such as maybe fishing up dead sand dollars for a "shell" or something.  As long as the item is not made from a material that has the animal kill-tag, it will be accepted in trade (This is why they will accept cheese and milk, but not meat, it's all related to the material tags).  You could, in theory, build whole animals that wouldn't be considered as animals when you kill them.   :P  SMALL_REMAINS like fish, however, still might screw things up, as I'm not sure if that tag is coded to imply a kill or not.

As for the migrants, can they access a meeting area?  Do they have the proper tiles?  You can try DFHack's tweak fixmigrant and see if that helps.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: The Mysterious Mr. Blue on October 17, 2012, 10:23:04 am
Ohh, I like those!  The primary reason I haven't explored the graphical tileset is that it makes distinguishing different pony types a bit harder. I'll definitely add a link to those in the title post if you want tho :p

Working on changelings now as well as bluemagics seaweed idea looking pretty neat so far! Especially if an idea I had pans out.
A link in the title post? I'd be honored!

As for distinguishing between pony types at a glance... hmm...

That might be doable through a dash of transparency and the [CASTE_COLOR] tag in the creature raws. More specifically, the background colour part of the [CASTE_COLOR] tag.
Spoiler (click to show/hide)

That might make it harder to distinguish between different professions, though.

EDIT: Seems I spoke too soon. Caste colours seem to get overridden by profession colours, and profession colours don't stick to the background. The result isn't pretty.


Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: BlueMagic on October 17, 2012, 08:42:45 pm
It's weird but after two thirds of the season they started to work. They already had reached my meeting area and were standing around just...chilling and eating and drinking.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Grafsburg on October 17, 2012, 10:35:25 pm
Is anyone else having trouble making chocolate? I've got bags of cane sugar and cocoa both, but the kitchen menu doesn't recognize it and won't let me make any.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 17, 2012, 10:36:27 pm
Are they in barrels?  Custom food reactions really hate barrels and often refuse to see ingredients if they're in barrels.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Grafsburg on October 17, 2012, 10:40:16 pm
They are indeed. I'll try and get them out of the barrels.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: The Mysterious Mr. Blue on October 18, 2012, 03:46:35 pm
I was playing adventure mode when I stumbled upon a diamond dog bandit camp and... uh...

(http://i.imgur.com/npOcJ.png)

A short dive into the raws reveals that this might be caused by typos in the [CREATURE_TILE] tags. Let's see if I can fix it...

(http://i.imgur.com/c5Ico.png)

Better than before, but I'm not sure they're all supposed to have the B tile... Let's try again.

(http://i.imgur.com/fUF3b.png)

There we go!

Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 18, 2012, 04:14:33 pm
Oh yeah... I forgot about the invisible diamond dogs issue, gotta. fix that. The sprites look tho!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 19, 2012, 01:20:14 pm
Well, I just had an uber-badass migrate to my fortress.  I have taken to calling him Captain Stone, for he is now Captain of the Ironflanks squad of my military.

We'll just let the descriptions speak for themselves with this guy

Spoiler (click to show/hide)

This is the pony equivalent of Mean Son of a Bitch in Fallout New Vegas.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: doublestrafe on October 19, 2012, 03:23:08 pm
Well, I just had an uber-badass migrate to my fortress.  I have taken to calling him Captain Stone, for he is now Captain of the Ironflanks squad of my military.

We'll just let the descriptions speak for themselves with this guy

Spoiler (click to show/hide)

This is the pony equivalent of Mean Son of a Bitch in Fallout New Vegas.

I have taken it upon myself to engrave an image of the epic battle from Captain Stone's youth against the vile Husband of the Dusk Horror.
Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 20, 2012, 02:16:25 am
By the way, sorry for my absence. XCOM has complete control over my life now. I'm glad so many bugs have been squashed in the meantime. No ETA on the spotlight, just have to wait till my desire to be dwarfy resurfaces.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 20, 2012, 04:49:14 am
Not gonna lie, XCOM has been a big part of my absence as well.
Did find another bug with the cutie marks, however I'm not even gonna try to touch that system, let the experts figure this one out.
Every experienced miller I have received in migrant waves has had a cutie mark dealing with something medical, but they are described as being talented millers, and have the natural bonus to milling.
I'm frying my brain trying to name all 7 that arrived in the last wave. One's got a gastroscope as a cutie mark.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 20, 2012, 05:01:44 am
Yeah there's a couple of cutie mark mismatches, going to be quite the job to fix so I might just incorporate that into the class restructuring. I got a new place to live now, but the Internet is being a downright disaster to get worked out. Hopefully we can get it sorted as soon as Monday but it could be far later yet.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 20, 2012, 09:10:42 am
Every experienced miller I have received in migrant waves has had a cutie mark dealing with something medical, but they are described as being talented millers, and have the natural bonus to milling.
I'm frying my brain trying to name all 7 that arrived in the last wave. One's got a gastroscope as a cutie mark.

That's hilarious!

I had to check this out so I downloaded the files and checked for the retarded mistake I did and lo and behold, I accidentally gave the 10 duplicates of the male and female miller castes the wrong string of cutiemarks.
The original male and female miller caste have the correct string of this:
Code: [Select]
[TL_COLOR_MODIFIER:CM261:1:CM262:1:CM263:1:CM264:1:CM265:1:CM266:1:CM267:1:]
The copies have this:
Code: [Select]
[TL_COLOR_MODIFIER:CM292:1:CM293:1:CM294:1:CM295:1:CM296:1:CM297:1:CM298:1:CM299:1:CM300:1:]
Checking in the index list in the file containing the cutiemarks I see this.
Code: [Select]
CM258 - CM267 = Miller
...
CM292 - CM300 = Doctor

So yeah.

gg Replica
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 20, 2012, 10:51:05 am
Another thing I keep forgetting to mention, Every pony I can remember has had rust eyes. Nothing else. Across multiple fortresses and worldgens, it's always been rust.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 21, 2012, 03:12:44 am
Across multiple fortresses, that's not surprising.  I've noticed similar problems with Nidokoenig's mod with coat color.  It's all that annoying genetic bottleneck problem in the genetics simulation.

Across multiple worldgens, well, that's a bit less expected.  I guess it could be a problem in the raws.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 21, 2012, 03:22:13 am
I found that problem actually, the eye color prefs were bunched up with the tissue definitions and would as such, only be "rolled" once. Well on the way with the cutie mark class restructuring. Finally got a decent desk to work from, Internet is still limited tho :/
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Amorack on October 24, 2012, 02:41:04 pm
I love the new version of the mod, Sorcerer. Are pony civilizations still supposed to have ethics that don't allow them to use animals?, because I keep having ponies hunt for food.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 24, 2012, 02:47:07 pm
they'll still hunt if they have the hunting labor enabled, but hunting ponies won't be punished in any way, just try not to trade meat with anyone, they don't really like that... well, except griffons
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 24, 2012, 03:16:05 pm
I'll be quite happy when Toady adds an [HERBIVORE] tag that prevents critters from eating meat.  I could have used that for personal mods as well as pony mods.  Out of curiosity... what happens if you make ponies grazers?  Does that just not work in fort mode, or do they starve to death inevitably?

Also, it's possible to forbid the hunting job from a civilization, right?  That might be one way to prevent hunting ponies, but it's going to make acquiring leather and bones more difficult.

Actually, do the ethics already affect that?  Trading meat will tick them off, but does trading leather?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Clover Magic on October 24, 2012, 05:07:17 pm
Actually, do the ethics already affect that?  Trading meat will tick them off, but does trading leather?

Yes.  Leather possesses the IMPLIES_ANIMAL_KILL tag on its material template.  Any civ that finds killing animals wrong will not accept anything made of a material with that tag - bone, meat, leather, shell, etc.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 24, 2012, 05:47:13 pm
just FYI, the Fleece you can make in the magic loom is actually has the [LEATHER] tag, and you can use it to make leather items, but does not (or should not at any rate) [IMPLIES_ANIMAL_KILL] so they should be safe.. Contemplating also adding just plain fleece that you can make from wool to make leather items, but probably wouldn't give much more in the way of armor than layering clothes would.

not allowing jobs in the civ file doesn't actually affect fortress mode at all, I think it only changes what professions migrants can have, you can still just activate the job for anyone.

Herbivore tag would be awesome, perhaps with the addition of elf groves in the new version we'll see something to that effect, we can only dream :P
Slogging along at that cutie mark revamp project, but as I am now situated in my new digs and actually have internet again, I have two weeks of catching up to do, so it's not exactly progressing at a stellar pace. I am currently looking at about 30ish different castes per tribe, times two sexes, so around 200 different castes before some slight duplications to prevent cutie mark copies.

The castes are less focused than the current system, instead of shoehorning a specific class to a specific job, they now have a theme with smaller bonuses to several skills instead. For example a railway engineer has bonuses to furnace operation, mechanics, and a bit smaller bonus to mining and siege operation.

This creature file is going to be BIG...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 24, 2012, 06:40:42 pm
Bigger than now? D:
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 24, 2012, 07:25:49 pm
Bigger than now? D:
No kidding, my computer goes into hysterics when I try to open that beast as it currently is. Once, I think it almost achieved sentience, but I killed it before it went anywhere... I hope.  I'm afraid I'll rip open a hole in space-time trying to get into anything larger.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 25, 2012, 08:46:43 am
hopefully it won't be TOO large, I know there's already a substantial delay when genning worlds and opening the arena that are negligible without the pony file
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 26, 2012, 02:33:03 pm
Good news everypony!

Initial results are in! 1100ish castes have been created and defined (still need to add their preferred skills and their cutie marks tho) and the file size is just marginally larger than the old file.
The entire thing should be less than 12mb (As opposed to the old one's 11mb) Most of that is actually the cutie mark and color definitions, as they have to be defined per caste to ensure there's plenty of diversity.

so... phew.. this has taken most of the day, i REALLY hope it works...

I still have to add the actual different cutie marks and stuff, but that's not TOO much of an issue

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on October 26, 2012, 05:31:28 pm
Haha. You have to love combinatorial explosions :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on October 27, 2012, 07:05:37 pm
That's the hard and incredibly-time-consuming part which made me take up drinking for the two weeks I spent doing it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 27, 2012, 07:25:39 pm
hah, I hear ya, thankfully I have some friends that have been helping me out with adding the actual cutie marks, the list is getting slightly extensive already. I count 505 different cutie marks in our current list, tho there may be some overlap. We're three quarters "done" with earth ponies, but pegasi and unicorns are still slightly lacking.

Once I have a long list of marks it's really just a matter of grouping them up and assigning different groups to the different castes, most of that can be semi-automated at least.

Should hopefully have something workable sometime next week, whoo!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Corwynt on October 30, 2012, 06:43:42 pm
http://imageshack.us/photo/my-images/89/ponyfortresswinningt.png/

(http://www.best-blackjack-online.org/files/2012/07/winning.jpg)
Came across this. Very interesting pony we got there.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 30, 2012, 06:53:37 pm
That pony needs to be given a room constructed of solid gold blocks, with platinum furniture.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on October 30, 2012, 07:35:34 pm
Been doing a bit of thinking. Maybe it wasn't the best choice to give them two front graspers if you have to use a complicated work around to do it (especially since the joints also offer up a few more places to get injured at). Perhaps another way to go about it would to instead make the tail graspable, that way ponies still have two main graspers like other races, with the unicorn horn having however many others. Just a thought.

*EDIT Just remembered, the complicated bodies are to get rid of the need for pants.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 31, 2012, 09:29:40 am
Quick Little Update : Notepad++ is Magic.

Slogging through the cutie marks and class update now, i think there's around 650 different cutie marks split into several categories then spread across the different classes, this makes adding more cutie marks much simpler. Doing a much bigger change than I initially planned with the classes this time around. Classes now affect more than just skills, most of them also changes personality tags a bit, and some affect stat gains and caps. Of course this does result in quite a lot of work that needs to be done. I have thus far completed the pegasus skillset and the pegasus and unicorn cutie mark lists. Hoping to get around to doing the unicorn caste list today, but at the very least I should be able to finish the cutie mark definitions.

The file size is maintained around 11-12Mb, so not as bad as I initially thought, even with a much higher volume of caste options.

Lastly, I had a look using dwarf therapist, and as was mentioned earlier in the thread, yes, therapist uses the name of the caste for its grouping, so all unicorns and earth pony castes are grouped together... BONUS!

As i mentioned before you won't be able to see exactly what your pony is good at, this is primarily done to prevent even more shoehorning than is already rampant in DF. I don't want people atomsmashing ponies because their special talent is modeling and not blacksmithing. They'll still be just as useful as any other non-blacksmith pony at blacksmithing. Well.. until you take the race into account ofcourse.

I am also looking into implementation of the elements of harmony interactions, should be fun if they work!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 31, 2012, 09:46:48 am
Been doing a bit of thinking. Maybe it wasn't the best choice to give them two front graspers if you have to use a complicated work around to do it (especially since the joints also offer up a few more places to get injured at). Perhaps another way to go about it would to instead make the tail graspable, that way ponies still have two main graspers like other races, with the unicorn horn having however many others. Just a thought.

Was this done to get around the left vs. right hand grasper thing?  Gloves and gauntlets have a left and right handedness, and in Nidokoenig's mod the pony mouths had LEFT and RIGHT graspers, which I assumed was to allow them to equip handkerchiefs and bandanas.  Although, come to think of it, horns only had a RIGHT grasper I think, and they still worked fine.

I'd actually prefer to see ponies with only a single grasping part for a mouth, if possible without significant issue.  I've accidentally given weapons and shields to earth ponies and pegasi before, and it's kind of jarring when you realize that's what happened.  Although with the way DF handles this they may well do it anyway.

As for griffons, I haven't taken a look at this mod but in my personal revision of Nidokoenig's mod I just gave them [GRASP] on both forelimbs.  I just assume they use their wings to stay just above the ground or to hold an upright stance when fighting.

Edit: LEFT and RIGHT inside of braces have hilarious effects.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 31, 2012, 10:06:02 am
I think in nido's case it was primarily a way to give armor to the grasper (mouth) by virtue of giving them scarves and headgear, hence the right handed mouths and such. The combat system's fascination with graspers is not really anything we can do anything about, but helmets seem to offer at least some protection to those areas. I have opted for a more simplified approach with things like the barding armor covering pretty much the entire body, and the breastplate, shoes and helmets adding to this defense. It's not perfect, but I felt it was the best way to do it.

The forelimbs as secondary graspers does seem to work for now, just assume they use magnetic horseshoes or something XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 31, 2012, 10:29:28 am
One other thing I wish worked better was having [GRASP] and [STANCE] on the same body part.  I tried that with the griffons and they ended up just treating said feet as feet, and were unable to pick up anything with them.

So giving ponies [GRASP] on their forelimbs will cause them to lose the ability to stand if one leg is crippled I believe, instead of the two normally needed for a pony.  Possibly acceptable.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 31, 2012, 10:50:30 am
hmm, I haven't noticed that in my tests so far, let me have another look..

Actually that would be the most "realistic" way to do it.. earth ponies default to carrying things in their mouth, and would be slightly hindered by a shield. They don't need two grasps to shoot a crossbow but they DO need two to transfer a bolt from a quiver.

I'm going to move the BP's around so that unicorns prefer to use their telekinesis.. there's currently a bug where the telekinesis can actually be lopped off, I intended it to be ethereal, but no dice.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 31, 2012, 11:12:05 am
Hmm, wait, maybe it was that they couldn't equip armor on their feet if you put [GRASP] and [STANCE] on the same body part.  I need to retest that at some point, maybe I was just doing something wrong.

As for the TK, are you not just using a grasping horn like in Nidokoenig's mod?  If you've actually got a TK body part, I think omitting the tissue definition will make it indestructible, as any attack will pass through harmlessly.  That may still allow severing, I've only done this by accident in the past.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 31, 2012, 11:16:55 am
yeah, TK is a limb attached to the horn now, basic unicorns have two, but the more skilled magic users may have more.
The problem with not defining it is that you get one definition warning per BP per class in the errorlog, that's a bit messy :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 31, 2012, 02:24:45 pm
One other thing I wish worked better was having [GRASP] and [STANCE] on the same body part.  I tried that with the griffons and they ended up just treating said feet as feet, and were unable to pick up anything with them.

So giving ponies [GRASP] on their forelimbs will cause them to lose the ability to stand if one leg is crippled I believe, instead of the two normally needed for a pony.  Possibly acceptable.

I'm pretty sure this is what's happening. I've got a pony who got stabbed in the back right hoof, which won't heal. He currently has 'ability to stand impaired' and has to use a crutch to get around anywhere, even though that is his only injury.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 31, 2012, 02:33:31 pm
oh! that reminds me, I forgot to update the tissue definitions when I made the new version, and the current one has non-healing hoof tissue.

If you open tissue_template_default.txt and add [HEALING_RATE:1000] to the hoof template, save it, and make sure you also copy it into the raw folder in your save game, the hoof should heal eventually.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on October 31, 2012, 02:40:36 pm
awesome! and here I thought that the unhealing hooves were intentional.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on October 31, 2012, 02:41:28 pm
nah, just an oversight, sorry bout that, it's fixed in the new version!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 05, 2012, 02:59:17 pm
Time for a bit of an update!
Progress is progressing at a progressive pace! That said, it is going slower than I anticipated. I have all the cutie marks finished, but only Pegasi have their cutie mark classes implemented.
I did however take some time to add some more creatures, and finished timberwolves, cockatrices and manticores.

Dunno how long the last bit will take me to finish, it's not a LOT of work, but it's kinda boring, and Planetside2 is luring me away :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 05, 2012, 04:07:10 pm
Planetside 2 is the best.

Do you play NC hero or VS butt pirate?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Mister Lister on November 05, 2012, 05:25:04 pm
This is going to be fun slaughtering pitting these things with a few hundred bronze colossi.
I'm going to enjoy ripping these things to shreds with my bare hands.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 05, 2012, 06:28:05 pm
NC ofcourse, I even have a little outfit going on with all of FOUR members, callled The Wonderbolts XD I figured with the yellow and blue and all the flying we do, it was fitting.

Lister, you are ofcourse welcome to tear my ponies to pieces if that's what gets you off, but if you enjoy inflicting suffering on ponies, try Valikdu's Rampage Edition, it has more gore :P

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on November 05, 2012, 09:51:02 pm
I found Nidokoenig's mod to have plenty of hilarity when it came to ponies and violence, so I'm sure this one has plenty as well.  My personal favorite moment was when a filly Darth Vader force choked another berserking filly until she suffocated to death.

I seriously need to take a moment someday soon to check this mod out and see what all is different fron Nidokoenig's mod.  That one, even after Dsarker's update, is pretty dated, if simple enough.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on November 06, 2012, 12:19:48 am
I found Nidokoenig's mod to have plenty of hilarity when it came to ponies and violence, so I'm sure this one has plenty as well.  My personal favorite moment was when a filly Darth Vader force choked another berserking filly until she suffocated to death.

I seriously need to take a moment someday soon to check this mod out and see what all is different fron Nidokoenig's mod.  That one, even after Dsarker's update, is pretty dated, if simple enough.

My personal favorite moment was a Giant Flying White Buffalo kicking a Roc to death. And slaying half a zebra army by itself. Then kicking a royal pony in midflight, causing it to break all its bones and die.


That was a fun game.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 06, 2012, 06:34:16 am
Aw yeah, another NC bro!
Out of sheer curiosity, do you play on Eurydome or...?

This is going to be fun slaughtering pitting these things with a few hundred bronze colossi.
I'm going to enjoy ripping these things to shreds with my bare hands.

Oh then you will fit right in here then.
We all have unhealthy obsessions with killing and subjecting ponies to endless slavery here.
I'd show you my 100 z level tall pyramid in the honor or our GLORIOUS GOD LEADER CELESTIA which was filled with the ritual sacrifices of the entire fortress which built it, but I lost the fortress attempting to fend off an invasion with 3 ponies and forgot about the save file.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 06, 2012, 07:00:14 am
(Yap, Euro-dome hooo, I'm usually on TehT these days)

I have made some headway into the earth pony classes.. about a fourth done, and I am plodding along at about one or two classes every time I open the document, which is an increase of about a bazillion percent from my old strategy (opening the document staring at it for ten minutes then closing it) So at least im making progress now.. In other news, holy crap replica you were right, this was a LOT more work than I anticipated! I thought the copy pasting of 1200 caste/cutie mark combinations would be time consuming.. but that was nothing compared to this.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 06, 2012, 04:58:31 pm
You may already know of this, but here is what I did pretty much for most of the project.

Create a separate template file with 11 castes (CASTE, CASTE1, CASTE2, CASTE3, etc) and use the "replace with" command to replace all caste names simultaneously.
Do the same thing with full strings of cutiemarks and color descriptors.
(For male and female I followed your format of CASTEF and CASTEM female/male)
When making "special" castes with a different string of color descriptors (castes that only have green coats for example) do these in yet another separate template file or things will just get messy and all tangled up.

This way you can copy paste loads of castes quickly and easily, but beware of the temple guards the risks!
The tiniest and most insignificant of mistakes and spelling errors can result in catastrophic failures (that was the drinking part I mentioned a few posts back)!
So save often and make backups if you decide to mass copy-paste castes.

The choices are yours, and yours alone!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Mister Lister on November 07, 2012, 01:06:12 am
Oh then you will fit right in here then.
We all have unhealthy obsessions with killing and subjecting ponies to endless slavery here.
Lister, you are ofcourse welcome to tear my ponies to pieces if that's what gets you off, but if you enjoy inflicting suffering on ponies, try Valikdu's Rampage Edition, it has more gore :P

This forum is the best
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 07, 2012, 05:22:31 am
I've already set up everything now, I have all the different castes grouped up, the only thing i need to do is to go to each of the class groups and define their special cutie mark bonuses, I found out that if you for instance define a skill rate twice, the latter stays, so I set up ALL the earth ponies with one skill/stat/personality set, and then change that according to their special talents.

As such, i have a long list of all the groupings, like this:

Code: [Select]
*****

earth pony teacher
   [SELECT_CASTE:E_TEAC_M][SELECT_ADDITIONAL_CASTE:E_TEAC_M1][SELECT_ADDITIONAL_CASTE:E_TEAC_M2][SELECT_ADDITIONAL_CASTE:E_TEAC_M3][SELECT_ADDITIONAL_CASTE:E_TEAC_M4]
[SELECT_ADDITIONAL_CASTE:E_TEAC_F][SELECT_ADDITIONAL_CASTE:E_TEAC_F1][SELECT_ADDITIONAL_CASTE:E_TEAC_F2][SELECT_ADDITIONAL_CASTE:E_TEAC_F3][SELECT_ADDITIONAL_CASTE:E_TEAC_F4]

*****
[SKILL_RATES:TEACHING:105:16:32:32]
[SKILL_RATES:LEADERSHIP:100:8:16:16]
[SKILL_RATES:JUDGING_INTENT:105:16:32:32]
[SKILL_RATES:KNOWLEDGE_ACQUISITION:100:8:16:16]

[PERSONALITY:CHEERFULNESS:20:65:100]
[PERSONALITY:ASSERTIVENESS:25:55:100]
[PERSONALITY:ALTRUISM:50:85:100] 
[PERSONALITY:INTELLECTUAL_CURIOSITY:10:50:100]

*****
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Neowulf on November 07, 2012, 11:29:26 pm
Woo, the awesomeness continues!
I'd actually stopped playing DF since the steam summer sale...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: dei on November 15, 2012, 12:55:17 am
I still think that there isn't wrong with having your ponies live like dwarves. Pegasi make wonderful miners, masons, carpenters and engineers due to [SPEED:777], or so I remember. I just got back into playing with Dwarf Fortress recently however so I'm looking forward to seeing if this is true or not.

inb4 cutie marks make this difficult for some reason, magical flank tattoos be damned I want pegasi masons and engineers to build me a glorious maze of death!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on November 15, 2012, 01:30:03 am
Pegasi are always my miners, masons, and engravers.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Neowulf on November 16, 2012, 12:54:13 am
Any chance of getting single pony type exclusive civ files as an addon? A civ each for earth, unicorn, and pegasus?
It's cannon from pre-equestria times.


It would be interesting having a unicorn exclusive fort, or an earth pony mega farm.
Plus one problem with this mod is it's REALLY hard for me to force myself to assign ponies based on my fortress needs, instead I end assign them based on caste strengths. If I only had earth ponies it wouldn't be a problem assigning one as a clothier

I'd do it myself but wordpad croaks trying to open a 10meg text document...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: dei on November 16, 2012, 03:41:17 pm
Any chance of getting single pony type exclusive civ files as an addon? A civ each for earth, unicorn, and pegasus?
It's cannon from pre-equestria times.


It would be interesting having a unicorn exclusive fort, or an earth pony mega farm.
Plus one problem with this mod is it's REALLY hard for me to force myself to assign ponies based on my fortress needs, instead I end assign them based on caste strengths. If I only had earth ponies it wouldn't be a problem assigning one as a clothier

I'd do it myself but wordpad croaks trying to open a 10meg text document...
Try Notepad++, it's perfect for opening text files of that size. It's what I use when I experiment with modifying the raws. Also I have some free time so I might see about making that myself. I just took a look at the raws and all I have to say is that they're too complicated for me to modify. My god Sorcerer, how the hell do you do this?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 16, 2012, 04:07:12 pm
Magic.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 16, 2012, 04:45:12 pm
Ha! you should see the new ones!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on November 16, 2012, 07:15:09 pm
Haha, imma download this to see how much RAM it uses when loading the raws. Fortbent using a GB now...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: dei on November 17, 2012, 03:25:27 am
Haha, imma download this to see how much RAM it uses when loading the raws. Fortbent using a GB now...
Wait, Dwarf Fortress uses more RAM if your raws are huge? No wonder some mods are unplayable for me.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on November 17, 2012, 03:03:17 pm
Yeah, this here MLP mod uses twice as much RAM as vanilla, so far as I can tell.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 17, 2012, 03:40:39 pm
Yeah, this here MLP mod uses twice as much RAM as vanilla, so far as I can tell.

Hmm...

Out of curiosity.
You wouldn't happen to know how much RAM Masterwork DF uses compared to the two?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on November 17, 2012, 03:42:58 pm
No, haven't bothered to check. It shouldn't be more, since it's designed to run a lot slimmer.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: dei on November 17, 2012, 04:01:40 pm
Yeah, this here MLP mod uses twice as much RAM as vanilla, so far as I can tell.
And my computer uses 360 MB of RAM just to run vanilla Dwarf Fortress. I have 768 MB of RAM and at any given time am using a minimum of 168 MB of RAM just to run the basic services I use in Windows XP. I essentially could not play something like My Little Fortress: Losing is !!MAGIC!! comfortably without upgrading my computer - something I don't have the money to do.

I have 768 MB of physical RAM and a page file of about 1.1 GB and whenever I use the page file I sometimes come close to breaking my computer. Half of the mods that I have tried that were something like My Little Fortress: Losing is Magic in regards to the amount of raws, including Masterwork Dwarf Fortress, have done such things in recent months.

I think I'm going to stick with the Accelerated Vanilla mod as I'm unable to even run a proper Dwarf Fortress vanilla without screwing something up with my computer.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 17, 2012, 06:03:16 pm
Doing some tests just now, before loading any Raws (just starting DF) it uses around 70mb.
Hitting create new world and starting the raw loading, it spikes to around 360mb.
Genning a medium world with standard settings and letting it run, the utilization increases to 450mb.
Saving the generated world, it increases to 650, and that's about what it stays at for a fresh embark. (666666mb for mine, eerily)
So yeah, quite a lot heavier than vanilla, but that's what you get for having 2500 castes of pony:P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on November 17, 2012, 06:05:30 pm
2500 castes sounds a bit extreme.  :o I mean, at some point gameplay speed takes precendence over caste variety, especially since the average fortress won't have more than 100 ponies.

Very impressive in any case, however...you'll never see the same mark twice.  :D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 17, 2012, 07:15:58 pm
Oops, i meant to say 1500, and even that is an exaggeration. Cutie marks are a bit more specific this time around, they're not just tied to a single skill, and they're not overly powerful either. For the most part they give a 5-10% bonus to skill gains for Mark specific things, and usually removes skill rust for those skills. Most also have some personality changes and several have stat modifiers as well. Unfortunately the going is pretty slow, I have a few hundred lines that needs copying and pasting.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 17, 2012, 09:04:22 pm
It would be possible though to vastly reduce the number of castes to just the two per class (male and female) as an alternative for those who prefer speed and performance over genetic diversity, it could be a task I'd be willing to take on once Sorcerer has his own modified system in place.

Nopone should have to be left out of the circle because their computer can't handle the mod.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on November 18, 2012, 02:16:20 am
Finding a way to simplify it would be grand.  I took a look at the raws and recoiled in terror.  :)

I think I'll have to pass on applying cutie marks to my own personalized pony mod, although hopefully some of the other work put into this mod will be useful.  I like the way TK is set up, and might repurpose the way the cutie marks are applied in another mod I'm working on (not directly pony related).
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 18, 2012, 08:25:23 am
Removing the duplicates it is actually a pretty easy task, the caste classes are listed one caste per line, so it should be easy to just run a NP++ macro to get rid of the extra ones.

I was going to power through the rest of the class definitions today but it seems I caught a stomach bug and spent the night giving offerings on the porcelain altar, so that might not happen quite yet.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lovecraft on November 18, 2012, 01:48:36 pm
I just noticed this while looking through legends. It seems that the starting Alicorn rulers of the pony nations tend to get really dead by no later than year 20. Then Alicorn vampires take their place issuing harsh edicts pon' the poor pony populace. The sad funny part is that, even if the vampire is slain and a non-vampire takes power (two big ifs), the nation eventually falls a few years afterward. It really is rather tragic exceedingly hilarious.

I was wondering if this was quirk of this particular worldgen, or something else. It just seems rather unseemly to have creatures of the night ruling over our colorful, carefree, equines.

P.S The original Alicorns get dead by a whole variety of things, dragons, lions, hill titans, and griffons to name a few.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 18, 2012, 03:33:34 pm
Soooo.... is that a... bad thing or...?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on November 18, 2012, 10:50:34 pm
Okay, I am now spurned to make a fort simply because of this image:
(http://images.wikia.com/wtwe/images/6/65/Download.jpg)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: emeralis00 on November 20, 2012, 12:46:20 pm
Is the bug fix already included in the download? Or do I need to add it...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on November 20, 2012, 01:31:05 pm
From what I can see here, the download should include the latest fixes, yes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on November 20, 2012, 01:51:39 pm
What's the word sire?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: emeralis00 on November 20, 2012, 04:36:32 pm
From what I can see here, the download should include the latest fixes, yes.

Alright. Thanks. Looking forward to trying out the mod.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on November 22, 2012, 06:34:25 pm
Did you ever get the telekinesis being intangible to attack working?  I tried using the magic tissue from a slightly older download of this which was promptly kicked off of its owner.  ???

I'm considering just making it [INTERNAL] to avoid that (I think that would work anyway), but it would still have the issue of being torn apart by stabbing attacks.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on November 22, 2012, 06:55:20 pm
To make the telekinesis intangible, make its [DEFAULT_RELSIZE:0] to zero. That way attacks will pass right through, though both holding things and wrestling will still be possible (I've seen unicorns grapple each others telekinesis).
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on November 22, 2012, 07:22:31 pm
Or you could just make the horn itself be the "telekinesis" part. Though that would cause gloves on horns. Oh well.

Or I mean horseshoes and not gloves. Or whatever grasp-based armor piece this mod has :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 04, 2012, 06:58:02 pm
Whelp! I live!

Had a bad bout of the flu, and was content just sitting under a pile of blankets shooting things on planetside and vectoring some ponies, sorry for the delay and lack of word.

I just finished the last of the class skills and as such the cutie mark redesign project should be done, at least the first pass.. some of the classes are more fleshed out than others, having personalities tied to their class as well. I've also made some groundwork for some interactions, but that won't be included for this version.

I'll clean up the files and see about dropping the new version up sometime early tomorrow.

Watch this space!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 04, 2012, 07:01:26 pm
Heh, for a while I thought you had died or given the whole mod the finger. :P

Good to have you back man, it will be nice to have a peaceful classic fort going again.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on December 04, 2012, 07:06:49 pm
Glad to see you're feeling better Sorcerer! :)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on December 05, 2012, 05:31:38 am
Oh, tired of your wasteland turret guarded hell holes, Replica?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 05, 2012, 09:14:28 am
As awesome as Lycaeons and Valdiku's mods are, my heart and favorism still lies with Sorcerers Losing is Magic/Fanon is Magic.

I love the mods that keep it simple and focus on the care of your subjects rather than turning everything into an evil uber hell.
My favorite aspects of DF were never combat, slavery and killing, they are cooking, farming, healthcare and improvement of life. :)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Corwynt on December 05, 2012, 02:06:47 pm
I'm hoping for a list of changes and new features when it comes out. That's one of the great things about the updates, or any update really.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 05, 2012, 04:34:30 pm
1.4 is uploading as I type this, not a lot of changes, just really big ones.

Re-Revamped Cutie Mark system
Added some creatures
Changed some combat values here and there

Link in the main post!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on December 06, 2012, 12:17:11 am
As awesome as Lycaeons and Valdiku's mods are, my heart and favorism still lies with Sorcerers Losing is Magic/Fanon is Magic.

I love the mods that keep it simple and focus on the care of your subjects rather than turning everything into an evil uber hell.
My favorite aspects of DF were never combat, slavery and killing, they are cooking, farming, healthcare and improvement of life. :)

Yeah, I'm going to have to agree with that. Especially since I rarely get enough of a military to be effective in the first place.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: wagawaga on December 12, 2012, 04:56:43 am
Great mod, it's working great so far, but I've noticed all of my ponies have random items as their preferred color.
As in, "really likes the color an abacus" or "the color a mystical glowing rune".
I'll play more and keep you updated on anything that strikes me as odd.
Spoiler (click to show/hide)

Now I'm off to found a dark fortress worthy of Sombra... he's always been the ponified Armok in my imagination.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 12, 2012, 05:07:48 am
Yeah it's just a byproduct of how their cutie marks work, currently unavoidable unfortunately
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: wagawaga on December 12, 2012, 11:14:41 am
So far I'm two years into the game, and my first aboveground fortress is looking nice. Everything runs smoothly and no bugs are in sight.
The only complaint I have is that straw looks the same brown as wood, and Dog thieves appear as a blank tile.
Oh, and apparently having horns as a built-in weapon makes unicorns extra brave. Two unicorn peasants chased and ripped a Dog thief to pieces before one of them stabbed it through the head with her horn, while every pegasus and earth pony in sight ran away in terror.

After the battle, I sort through the pieces, only to find...
(http://i50.tinypic.com/nqy8tx.png)
What in the...
(http://i48.tinypic.com/2hq9irm.png)
...But how?
(http://i49.tinypic.com/nr0f3d.png)
That dog just tore away a piece of that pony's magic!
Now I've got a unicorn that shows the symptoms of light brain damage, flashing yellow and occasionally falling unconscious for brief periods.
Probably when she tries to use that part of her mind that is no longer there.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 12, 2012, 11:17:13 am
haha, whoops, that's not supposed to be possible.. the telekinesis is supposed to basically be a bugged material that attacks pass right through, I'll have to look at that.. and also fix those diamond dogs..
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: wagawaga on December 12, 2012, 11:25:13 am
I just skimmed through the raws, and I see you tagged telekinesis as [LIMB].
I think replacing it with [APERTURE] should fix the severed magic problem, while retaining its grasping abilities.
At least according to the wiki, "[APERTURE] Marks body part as an opening in the body. This body part cannot be destroyed except by destroying the part it is attached to.". Basically it would be a mouth embedded on the horn. Two, actually.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 12, 2012, 11:26:26 am
[LIMB] is required for wrestling tho, which is the problem
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: wagawaga on December 12, 2012, 11:33:49 am
Shouldn't [GRASP] already be enough? Humanoids in body_default.txt have hands marked as [GRASP] but not [LIMB]

Code: [Select]
[BODY:BASIC_3PARTARMS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
--> [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
--> [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 12, 2012, 11:36:45 am
Hmm, you may be right! I was referencing the wiki on [LIMB] but grasp probably does the same thing, I'll have a looksee if it helps, thanks!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: wagawaga on December 12, 2012, 12:00:48 pm
You're welcome.
If you find out that [GRASP] alone does work, remember to also remove redundant [LIMB] tags from all hand-like appendages in your mod, I see you have it on hooves and griffon claws too. And probably on other creatures as well.
I doubt having both [LIMB] and [GRASP] causes any conflicts, but it's probably better to err on the side of caution and keep consistent with vanilla DF.

About the straw color, I changed [DISPLAY_COLOR:6:0:0] to [DISPLAY_COLOR:6:0:1] at line 385 in material_template_pony.txt (under [MATERIAL_TEMPLATE:STRAW_TEMPLATE]).
I don't know about you, but I want my rooftops to be bright yellow! :D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 12, 2012, 12:06:45 pm
definately sounds better, I'll fix that up too!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on December 12, 2012, 01:28:21 pm
To make the telekinetic graspers transparent, use [DEFAULT_RELSIZE:0] in the body file. Attacks will pass right through, though they'll still be used as graspers.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on December 12, 2012, 01:41:25 pm
When I tried that, it oddly didn't work.  I still had TK getting bucked off.  The only solution I had was to make it internal, which surprisingly worked.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 12, 2012, 01:54:30 pm
I found out that I still have my old test fort saved on an USB flash drive, the very same fort that had Lace Lizard, the legendary filly carpenter.
I remember giving it up because of FPS death, but with my new computers proccessing power I can run the fort at well over 100 FPS, and it's an awesome fort.
So I'll be running that for now instead of starting anything new in the new version, not to worry though, I'll turn over to the new version to test new things eventually, I just want to relive good old memories, perhaps write some fic about it and Lace before burying it.

When I tried that, it oddly didn't work.  I still had TK getting bucked off.  The only solution I had was to make it internal, which surprisingly worked.

That still makes it possible to bruise and cut the telekinesis though, in the same way you can bruise and cut livers and guts.

Lycaeons method should work, his unicorns can't have their telekinesis surgically removed.
If you guys are having problems figuring how to make telekinesis a transparent limb then don't be afraid to reverse engineer some of Lycaeons mod files, it's not wrong to look at what others did right, and he has said on multiple occasions that it was okay to go by his work (as long as it isn't downright stolen and credited as your own deviation obviously).
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on December 12, 2012, 03:38:28 pm
Here's the telekinesis I use. It doesn't have the [LIMB] tag either, which may be what stops it from getting kicked off.

[BODY:TELEKINESIS_BASIC]
   [BP:TELEKINESIS_1:telekinesis:telekineses][CON_CAT:HORN][GRASP][SMALL][CATEGORY:MAGIC]
      [DEFAULT_RELSIZE:0]
   [BP:TELEKINESIS_2:telekinesis:telekineses][CON_CAT:HORN][GRASP][SMALL][CATEGORY:MAGIC]
      [DEFAULT_RELSIZE:0]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on December 12, 2012, 06:56:32 pm
If the telekinesis is made of a tissue with the shape FEATHER, all attacks should go right through.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Neowulf on December 13, 2012, 10:54:01 am
Off topic I know, but I just have to say. Ahh, the sweet sound of modders working together...

Sorry, I mod minecraft a bit, and I'm seriously considering stopping my work on an ingame youtube player because of how toxic the modding community over there is.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on December 13, 2012, 09:23:43 pm
I'm aware.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 14, 2012, 10:35:52 am
Hehe, I've been poking around that community a bit as well, it seems to be mostly a few bad eggs, but recently there's been a ton of co-development and mod specific subfeatures in the larger forge mods, so there's SOME cooperation going on at least, but then you have things like the better than wolves mod who refuses any sort of compatibility, and flowerchild who outright sabotaged his own mod so that it would break when used with a third party launcher, just to stop it from being added to the technic pack... kinda crazy stuff
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on December 14, 2012, 03:42:48 pm
Sorceror, better than wolves is flowerchild; it was the forestry dev who did the sabotage.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 14, 2012, 03:43:56 pm
huh, guess i got the two mixed up then, but my point still stands
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 15, 2012, 05:02:09 am
The Minecraft community sure sounds nice.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Neowulf on December 15, 2012, 11:01:15 am
It's what you would expect to evolve from a forum popular with early teens run by a separate company looking to make money from ad revenue while keeping as much liability, controversy, and personnel costs down as possible. Then you toss in adfly, another company looking to exploit people for ad views.


Back on topic, would you consider adding a normal fleece reaction to the magic loom? One that turns just wool cloth into a leather item? It may have been because of the extra reactions I added (though they're unrelated to leather) but I've never been able to get leather by the time a mood needs it, and just a generic weak leather from wool would be awesome.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on December 15, 2012, 11:28:57 am
None of that makes sense except for the teenager part.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on December 15, 2012, 12:12:55 pm
On minecraft's community: Yes, it sucks, but hey, ponies!

Actualy, on this mod: It's funny when all three active pony mods for this game are suddenly at the top of the page. :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 15, 2012, 12:16:04 pm
Wool into Fleece should be a fairly simple thing to add
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Neowulf on December 15, 2012, 12:26:34 pm
None of that makes sense except for the teenager part.
The official MC forums are hosted and run by Curse, not Mojang. They make money via ad impressions and curse premium subs so it's in their best interest to keep the place lively and inoffensive, keep eyes coming back. They also use volunteer moderators, half of which show pretty bad spelling and grammar comprehension (while claiming to be in the US). Then there's the fact every controversial topic is deleted almost immediately, and the moderators will very gladly take sides in a copyright argument, usually in favor of the party demanding anything even remotely similar be removed.

The forums for the various mods and modpacks are just as bad, populated almost entirely by Yes Men who idolize the saint who created the mod(pack) that made their lives worth living...

Actualy, on this mod: It's funny when all three active pony mods for this game are suddenly at the top of the page. :P
You misspelled "awesome" there.


Edit:
Wool into Fleece should be a fairly simple thing to add
Sweet, thanks.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on December 16, 2012, 08:34:41 pm
So... the mod is a lot of fun to play, but I've run into a little problem.

My ponies don't acquire experience for doing their jobs. Migrants also appear absolutely unskilled in anything. I haven't played long enough to see if the skill rust sets in. I've redownloaded the mod and tried a couple of new worlds and embarks, all have the same issue. Vanilla DF is working fine.

What could I've done wrong and how to fix it?

Also first post, so hello Bay12.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 16, 2012, 11:15:47 pm
I can confirm I have the same issue with ponies not gaining skill. (In fact, I registered to post about it.) I had a couple of fey moods and got no legendary crafters either. (Yeah, the items they made were useless... aside from the artifact yak bone coffin. I built a butcher shop and slaughtered a useless yak bull because I didn't want to lose the pony to madness. I lost three ponies in the last version to madness because they wanted leather. One was a mother with triplet newborn foals... who starved to death after she died.) Also, when migrants show up they have no labors enabled beyond hauling. I understand Peasant ponies are supposed to be that way, but ponies with other professions are showing up like that.
Other bugs- I tried to research the Rainbow Refractor (this worked in the prior version), and it gave me the blueprint for the Rainbow Extrapolator instead. (That was irritating. It takes ages to build up ten tomes. I have yet to try researching the Extrapolator... I need to build up some more tomes.) Also, the golden fleece research is giving me a golden silk pattern instead.

EDIT: Just tried researching the Extrapolator and it gave me a random item. So add that to the list of broken interections.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on December 17, 2012, 01:30:02 am
That's one of the reasons I turn moods off in my pony forts now.  I'm guessing pony merchants don't bring leather in this mod, but do other civs?  Griffons?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: TyrannisUmbra on December 17, 2012, 02:27:51 am
My poor ponies on this new fortress... Start in the most cramped location ever, corpses start reanimating in the first winter, even though it's an Untamed Wilds (Apparently by the available information... that means necromancer is hiding somewhere on the map.), and now this.

https://dl.dropbox.com/u/19859133/weremole.png

And it's only spring of the second year.

Whelp, time to raise my battered military.

Addendum: Wow, that was actually really easy. Only lost one pony. Go ponies! You rock! Woohoo!
Addendum 2: AHA. FOUND THAT SOB. https://dl.dropbox.com/u/19859133/Necromancer.png
Addendum 3: ... And then after I killed him, ALL the corpses started to reanimate. Ponies dying and reanimating. This place REALLY doesn't like me.
Addendum 4: After much death, an attempt at closing off the refuse stockpile, insanity, and starvations, I have finally located and killed the second necromancer x.X
Addendum 5: I'm done for the night... ending on Autumn of year 2.
https://dl.dropbox.com/u/19859133/state%20of%20the%20fortress.png
Not much progress has happened at all... mostly due to the necessity of having ponies conscripted constantly, fighting hordes of Giant Kea in the spring, and reanimated corpses during the rest of the year. Including the corpse of that night creature...

I usually don't make my ponies an underground base, but I think I'll have to move as much as I can belowground to avoid a horrible, horrible fate.

Re: Moods - I don't suppose something weird might be going on with them? Back before the pony mod was a thing, I'd almost never have leather required for a mood, but for some reason I've only had... maybe 5 moods from ponies that /didn't/ require leather as a component.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 05:37:21 am
Huh...  That's a particularly bad bug if it is the case. I'll have a look.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 06:18:31 am
Doh, that was a stupid bug that should never have slipped by, I had all the castes listed with SKILL_RATES:SKILL:100:16:16:32 or whatever, but SKILL_RATES is for ALL skills, and will not work with the different skill types, you need SKILL_RATE:SKILL:100:16:16:32 for that.

The fix is pretty simple, open the creature_pony_pony_NEW.txt and replace all SKILL_RATES to SKILL_RATE or redownload the zip
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 06:41:31 am
Ohyeah, the new version should also have some new numbers for ironwool and golden fleece, and regular fleece as a leather analogue should be craftable from any wool cloth. At the moment you need the magic loom to make it, but if the artifacts are a problem before you get that stuff up and running I can move it to another building.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 17, 2012, 08:16:18 am
https://dl.dropbox.com/u/19859133/weremole.png

Lost my shit, gotta love the cutiemark color error. xD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Knarfle on December 17, 2012, 08:36:39 am
I get a 404 from the DL link.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 08:39:33 am
whoooops, seems dropbox had crashed and hadn't synced my file yet... doh.. should work now
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Knarfle on December 17, 2012, 08:44:19 am
whoooops, seems dropbox had crashed and hadn't synced my file yet... doh.. should work now
I have an old version of this mod.

  Can ponies dig or eat meat? That kinda bugged me about the latest version that I had, so that's why I quit playing entirely.

  I prefer my ponies to live basically like dwarves that carry stuff with their mouths and telekinesis.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 08:45:41 am
yep, they dig and they CAN eat meat, but you can't tan hides and noone is particularly good at butchering, infact.. they're pretty bad.

I should probably point out: ponies don't have access to underground plants, they should still exist, but you have to get to the cavern layer and harvest them yourself, so complete underground isolation might be hard. Also: several of the ponies industries are based around surface plants.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Knarfle on December 17, 2012, 08:51:58 am
yep, they dig and they CAN eat meat, but you can't tan hides and noone is particularly good at butchering, infact.. they're pretty bad.

I should probably point out: ponies don't have access to underground plants, they should still exist, but you have to get to the cavern layer and harvest them yourself, so complete underground isolation might be hard. Also: several of the ponies industries are based around surface plants.
How am I supposed to supply my marksponies with leather gear?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 08:53:44 am
you make fleece from wool, it's got the same material properties as leather and can be worked in a leatherworks, you'll have to get a magic loom to make it tho.
There are also better versions available, using wool and iron and gold respectively
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 17, 2012, 11:13:09 am
Did you fix the bugs with the Rainbow Refractor, Rainbow Extrapolator and golden fleece research?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 17, 2012, 11:18:48 am
huh, could have sworn I had fixed those... Thanks for reminding me!

https://dl.dropbox.com/u/3677116/DF/MLP/Research%20Hotfix.7z (https://dl.dropbox.com/u/3677116/DF/MLP/Research%20Hotfix.7z)

The main zip has also been updated
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Knarfle on December 18, 2012, 02:52:08 am
There are barrels with apples in them and my ponies are hunting vermin for food. I even have the quality control station set up and running. What's wrong?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 18, 2012, 03:09:09 am
The applebucking is a bit terrible actually, lots of bugs with it and it could honestly do with a redesign, but seeming we have fruit trees upcoming in the next df version it's not a priority. The problem is the speed of which a seasoned applebucker would produce apples, I ended up adding the sorting and basketing as a counterbalance. A single apple isn't a meal, you need ten quality apples to make a basket of apples at the sorting station. This is fairly labor intensive work, and if interrupted to hunt for vermin, you might not be able to keep up the food production.
There's also problems with several sorters working together, so apples will not likely be a huge part of any sizable forts food production without extensive use of burrows to prevent cancellation spam as the sorters tend to fight over apples
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Knarfle on December 18, 2012, 04:54:31 am
The applebucking is a bit terrible actually, lots of bugs with it and it could honestly do with a redesign, but seeming we have fruit trees upcoming in the next df version it's not a priority. The problem is the speed of which a seasoned applebucker would produce apples, I ended up adding the sorting and basketing as a counterbalance. A single apple isn't a meal, you need ten quality apples to make a basket of apples at the sorting station. This is fairly labor intensive work, and if interrupted to hunt for vermin, you might not be able to keep up the food production.
There's also problems with several sorters working together, so apples will not likely be a huge part of any sizable forts food production without extensive use of burrows to prevent cancellation spam as the sorters tend to fight over apples
lol Well, what should be the main food staples? ie the Plump Helmets and Dwarven Ale.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 18, 2012, 05:04:18 am
there are tons of plants, most are useful for different things, If you don't care about quality, and just want quick edible stuff, flowers and dandelions are quick, low value food, and dandelions even makes wine. Wheat has multiple uses and gives straw as a byproduct, which can be used in construction and crafts, but needs processing in a farmers workshop before you can use it. Outside that, you can grow turnips and carrots most of the year, potatoes grow all year but at the cost of a bit of quality.

The lower the quality the quicker the ponies will tire of them, note that ponies are not alcohol dependant and won't get any ill effects from drinking water instead of booze, so constructing several wells can often be quicker and more economic than making drinks, water also does not seem to have a quality, and as such, a bad thought associated with drinking it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 18, 2012, 06:58:55 am
This mod is fairly generous when it comes to farming.
So just embark with a good amount of every seed and grow every crop once you get 4 or more full time farmers ready.
The amount of variation negates any negative thought.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Knarfle on December 18, 2012, 09:09:45 am
Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 18, 2012, 10:46:59 am
Cute picture! I really do like playing this mod, that's why I wanted to point out what wasn't working. I'm still relatively new to the whole game, but I'm having fun. (Even if I have to keep restarting because of the updates.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on December 18, 2012, 12:27:21 pm
Going completely underground is easy! You just have to channel down a layer and then set everyone to masonry and cover the ceiling.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 18, 2012, 02:12:24 pm
Uh oh. I think I hit another bug. I can't mill sunflowers (I need to so I can get seeds to make soap). I know this because I set up a stockpile to only take sunflowers and linked it to the millstone. It cancels citing no millable plants. Or am I doing something wrong. I'm also getting some "seeds" with no description as to what they are.

EDIT: I just made some fleece from wool (so I could have some leather analogue laying around for moods).... but I got a ridiculous amount. It's registering as over 4000 hides. (It's causing the stocks screen to lag.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 18, 2012, 05:18:51 pm
augh, I had that problem but I thought I'd fixed it... let me look into it. Might be a day or two as I got some travel scheduled.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 18, 2012, 05:52:19 pm
For now, I'll just deal with it... Leather clothes for everypony! And leather crafts to unload on the next caravan to come by.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 18, 2012, 05:53:05 pm
ponies will actually leave offended if you do that :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 18, 2012, 09:15:21 pm
ponies will actually leave offended if you do that :P

"LEATHER!?? THAT'S IT, THAT'S THE LAST STRAW, WE ARE LEAVING."

"But.... it's fake, it's made of synthetic materials."

"IT'S A MATTER OF PRINCIPLE!! GOOD DAY TO YOU SIR."
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 19, 2012, 12:31:42 am
I poked around in the raws and confirmed that sunflowers are bugged. They're missing the part that makes them millable (which I figured out by comparing them with the other plants that can be milled), which means they're useless. No soap for this fort, since my current civ doesn't have flax. (Or silk roses.) I was stuck relying on yarn to make clothes until the bugged fleece gave me a bunch of fleece to make clothes with. Hopefully the next caravan will bring me more sheep.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 19, 2012, 03:15:20 am
You can usually find flax or silk on the fort site if you gather plants, the silk roses are pretty rare but easily distinguished by their gray flowers. Strange that the civ does not have flax at least tho, I set it to grow in any biome precisely because it is so needed
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 19, 2012, 09:38:14 am
Sudden realization.  Are you processing your sunflowers into seeds and petals? You can't make the oil from the unprocessed plant. The reason I'm asking is I Know I checked the feature and I haven't messed with it since so it's strange if it broke
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 19, 2012, 11:05:52 am
I can't process the sunflowers. To avoid going through the other millable plants I have (and wasting my limited bags), I set up a stockpile only for sunflowers and set it to give to the millstone. I give the order to mill plants and it cancels, citing no millable plants. And yes, there were sunflowers in the stockpile when I gave that order. When I remove the restriction, it mills all the other millable plants I've got.

Also, I tried making some bags from all that fleece... it gave me a bunch of fleece coffers rather than bags.

(I am sorry for seeming to post nothing but problems. I really do like the mod. If I disliked it, I wouldn't bother pointing out what's broken so it could be fixed.)

And I wasn't kidding about my fort not having access to flax or silk flowers. I even hoped the zebras might bring me some of either, but no luck. And with all those stacked up hides I'm not seeing any cloth for trade. I've built up a ridiculous amount of valuable crafts (stone, glass, and clay) but I'm not getting caravans with anything I need. (Well, I've been picking up extra seeds for the plants I do have and some dye and sand so I can eventually use those bags. Also buying up some of the steel and iron stuff to melt. Can never have too many bars of those.) Pony caravan was about to leave when I left off. Maybe the zebras will bring me some sheep when they show up. (I only have five and two of them are still lambs at the moment.)
I embarked in a tropical forest, (one of the few places I could find without an aquifer, the other places were either freezing, evil, or mountains) if that's what might be the problem. I really don't want to abandon, because this site is swimming in copper, iron, flux, silver, gold and I've been finding lots of gems. Also lots and lots of granite. (Enough I built the walls around my fort out of granite blocks. I like at least the fort walls to be stone.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 19, 2012, 01:38:07 pm
Ah the bags might be an issue I guess, you can process sunflowers at a farmers workshop with the process to bag command. Sorry for the multitude of bugs, and thanks for reporting stuff, I'll look into fleece bags, well... Fleece in general I guess needs some work :p
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 19, 2012, 01:47:04 pm
However, I have made clothes from the fleece without issue. Aside from it cluttering up the workshops, since apparently they won't go into a stockpile. I may just keep spamming clothesmaking as a way to eat up the fleece. I set up several leatherworking shops just for that purpose. (Kinda of a funny bug though. I never thought I'd have to worry about having too much of anything.)

Anyway, thank you for the fun mod and for the fast responses!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 19, 2012, 02:23:17 pm
However, I have made clothes from the fleece without issue. Aside from it cluttering up the workshops, since apparently they won't go into a stockpile. I may just keep spamming clothesmaking as a way to eat up the fleece. I set up several leatherworking shops just for that purpose. (Kinda of a funny bug though. I never thought I'd have to worry about having too much of anything.)

Anyway, thank you for the fun mod and for the fast responses!


This mod has some problems with stockpiles, research points don't store anywhere either.
If you want to avoid cluttering, try to just deconstruct the workshop and then use DFhack's autodump command to move the items where you want them.
Ponies will get the items from wherever you've decided to move them.
Remember to reclaim them after dumping, as dumped items get automatically forbidden.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 19, 2012, 03:16:09 pm
Or you can {t} over the workshop and manually select what to dump or even d-b-d over it. Then of course b-b-c over you active dump zone.

When you set up stockpiles to give to a workshop, all materials must come from these stockpiles. This means you have to link a furniture stockpile too if bags or barrels are required. I bumped into this issue a few times.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 20, 2012, 07:05:33 am
Some of the items, like apples and research points, are not stockpiled on purpose, it'll just add a bunch of unnecessary labor hauling from the library to a stockpile to the archive to a stockpile, when you shouldn't need to have more than a few items in either building now (unless you save up a ton of research tomes) Getting the other items to stockpile is a slight issue, as there is no stockpile tag in the material system, but the stockpile data is added as a property of something else. There are a few tags that are a bit more generic and I could use them to add stockpiling for things like the fleece and crystal shards, but I need to look into that a bit more.

I am with family for the holidays, and my laptop is hardly usable for anything, which I guess might further my efforts toward fixing the bugs and maybe adding some features (changeling civ perhaps?) but I am not really working on my own schedule here as the family is gearing up towards the holidays, so we'll just have to see how much time I get and how much I have to play uncle.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 20, 2012, 08:38:10 am
As for stockpiles, Fallout Equestria mod has quite a usable system. Most new items are categorised as tools or toys and have subcategories, like (Toy-Training Hologem). It works, for the most part.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 20, 2012, 09:09:37 am
That should work pretty good for the raw materials, thanks for the tip!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 20, 2012, 10:10:01 am
How stable is the mod right now? Has the most recent bugs been fixed or is that something you'll do for the next version?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 20, 2012, 10:23:45 am
From what I can see with my to-do list, it seems to be mostly fleece and stockpile stuff now. I haven't really had time to do any extensive beta testing on all the features, since this version was MOSTLY just changing the caste stuff and doing some bug fixes from previous versions.
Thanks to everyone who's contributed to the bug pile btw, and sorry it's been a buggy mess.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 20, 2012, 01:00:33 pm
Has anybody managed to make cloud cloth? I researched it successfully, but the option isn't showing up on the magic loom. Does it need regular clouds, light clouds, or heavy clouds? (If it works, that could be another solution to my lack of flax and silk rose woes.) And I see the zebras showing up with jute and cotton clothing, wish they'd offer the seeds for sale. (I could have used some plant cloth earlier. I had a pony with good surgery and wound dressing skills go nuts because I didn't have any plant cloth.)

However, on the plus side I'm getting some nice steel stuff made. I've got my melee squad outfitted in steel armor and steel weaponry. (It's not masterwork quality, but it's still better than copper.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on December 20, 2012, 01:31:58 pm
Light cloud is used for clothing. Heavy is used for constructions and furniture. I think heavy is for furniture anyway.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on December 20, 2012, 02:34:52 pm
As Maklak mentioned, you can add new items as tools or toys, then have the reactions produce them as a inorganic material with this template:

[INORGANIC:CRATE]
   [USE_MATERIAL_TEMPLATE:METAL_DESCRIPTOR_TEMPLATE] (Or STONE_DESCRIPTOR_TEMPLATE)
   [STATE_NAME_ADJ:ALL_SOLID:(Tool-Unopened Crates)]       (Tool or toy so you can tell what item type the stockpile needs at a glance)
   [STATE_COLOR:ALL_SOLID:SILVER]
   [DISPLAY_COLOR:7:0:0]
   [MATERIAL_VALUE:1]

METAL_DESCRIPTOR_TEMPLATE is basically the METAL_TEMPLATE, but reclassified as [IS_STONE], instead of [IS_METAL] (So the item can't be melted down). As a result, all the materials appear in the stone materials list like this:
Spoiler (click to show/hide)

Allowing the sorting of new item types by material, instead of having all of them be crammed into a single stockpile or left in workshop.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 20, 2012, 09:49:44 pm
Apparently I'm not allowed cloud cloth either. I researched it, twice in fact, built two different magic looms, and then rebuilt them twice. I never get an option to make cloud cloth. (I do see ironwool and golden fleece.) I have plenty of light clouds made, so that's not the problem. I checked the raws to be sure and it looks like light clouds are all I need. It'd be nice to know if anybody has successfully made any cloud cloth.

Also, got tired of the lag and clutter and used DFHack to destroy most of that fleece. I still have some, but I destroyed about 75% of it.
 
However my fort continues to be relatively stable. Tragically lost a metalsmith to a failed mood, because he wanted plant cloth. And a pegasus foal was killed by a were-warthog. I lucked out and the werebeast soon turned back into a buffalo... right after I'd managed to pull everybody else behind the walls and got my military stationed. Of course the werebeast showed up while I was working on extending the walls to enclose a bigger area, but at least I had the smarts to only put small gaps in the walls with doors.
I now have a total of 134 ponies with 93 adults, 16 foals, and 25 babies.

I also was experimenting with creating a rainbow. I note you say I need to extract rainbow juice, but that never shows up. Everythinng else works, but that final step never appears in the menu. (Which makes the rainbow extrapolator I built useless.) Of course, it's possible I'm doing something wrong.

 I'm sorry I never seem to get out a post without pointing out something that's slightly broken. (Of course, that's my luck. If there's a way to break something in a game, I seem to stumble on it.) I am having fun despite the occasional bumps in the road.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 21, 2012, 05:05:15 am
ah, don't be sorry, if anything, it should be me that should be sorry for releasing it in such a messy state..

The rainbow juice mostly works, I just seem to have forgotten to add the proper building to the reaction.
The good news there is that this is actually hotfixable, if you open up the reaction_weather.txt file in your save game, find the distill rainbow juice and add:

Code: [Select]
[BUILDING:PONY_RAINBOW_REFRACTOR:CUSTOM_R]

somewhere in the entry, It should show up the next time you load.

I'll be working on some other fixes today, and should have a major bug release version out soon.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 22, 2012, 09:04:49 pm
Thanks to the fix you posted I can make rainbow juice now. But... the extract color options aren't working on the extrapolator... I don't think I've noticed anything else overtly broken. (At least I'm contributing by finding the broken things?)

Oh, my fort just got promoted to a barony. (I found a pony with no real skills and who liked easy things for the position. I think it's funny that all she's done so far is ban the export of buckets. And the mayor has currently banned export of boxes and bags.) I have a population of 189 ponies with 126 adults, 34 foals, and 29 babies. And I had a minor accident while I was taking down some walls. I expanded my walls earlier, now I'm taking down the former exterior walls. When I removed the fortifications and floor above, I forgot to wait for the blocks to be moved before I designated the walls to come down. Nopony was seriously hurt, but there were some bumps and bruises. I have a nice hospital set up, but it's not getting used. Aside from some ponies napping there while I was expanding the living quarters.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 23, 2012, 04:59:32 am
that's another oversight when I changed from lugging the rainbow around to extracting the rainbow juice.

In the reaction_weather.txt file, find and replace [CONTAINS:rainbow] to [CONTAINS:rainbow juice]. Should sort out the remaing issues there.

Made a couple of changes here and there including loosening the biome restrictions on some of the more important plants (strangely enough, most usable plants are actually tropical or sub-tropical in the real world.)

also fixed a number of small bugs here and there, added some proper material numbers for the fleece types and reduced the number of standard fleece pelts you get from one wool from 20000 to 1. The other two fleeces give two pelts, as there are two material inputs.

Time permitting I'll see about giving changelings some interactions and putting them in a Civ.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Morhem on December 25, 2012, 05:10:38 am
From the Ravages of the Discord, Celestia, shield us
From the Lies of the Changeling, Luna, protect us
From the Weakness of the Spirit, Friendship, cleanse us
From the Tyrrany of the Crystal Lord, Love, preserve us
From this Loneliness,
Solar Princess set us free
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Morhem on December 25, 2012, 05:35:22 am
Love the update, thanks for great work!
No unicorn magick and changelings yet, thou.. I'll wait =)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on December 26, 2012, 10:25:56 am
How powerful is crystal weaponry and armour? And ironwool? I'm not sure if I should use steel or one of those instead.

I don't have access to flax too, and the zebra caravan hasn't brought any either. However, I went overboard with silk roses and now I have more silk than I need, so that's not a huge problem. Once I get the magic loom and dye industry up and running it's pimped out golden silk stuff for everypony! I'm also going to look into the cloud clothing issue later on.

Oh, and does the removal of the alcohol dependency tag mean a vampire fortress is now much more feasible?

Anyway, good to see an update is coming, thanks for your great work!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 26, 2012, 01:30:45 pm
ironwool has the same deflective properties as iron, but i think the layer is slightly thinner.
for the time being crystal is pretty close to steel, iirc the weapons are slightly sharper but the armor is a bit more brittle and slightly worse against blunt weapons compared to steel.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 26, 2012, 08:26:33 pm
I did make the change you suggested, but the extract color options still aren't working. I'm amazed my current fort is still hanging on. I haven't dug very deep yet, though I am setting up a segregated and trapped shaft to do so. I had enough spearponies hanging around I forged steel spears and armor for them and set up a squad. One kind of suffered an unfortunate accident when I decide to station the melee ponies around a caged Diamond Dog. I wanted to kill it so it'd be out of its misery. (I think it'd been sitting in that cage for a year.) The poor pony lost her left hindleg. (I bet she failed to pick up her armor.) However, she seems to have been a quick healer and is already back to training.

Also, this is likely to qualify as a dumb question... what's padding for? I see the option to make it, but I don't know why I would.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Raptor_a22 on December 27, 2012, 12:06:56 am
Just for Fun, I decided to try and merge MLF:LIM with my Arsenal mod, and this happened:

https://dl.dropbox.com/u/25361588/errorlog.txt (https://dl.dropbox.com/u/25361588/errorlog.txt)

This is before I added any of my files. I just started DF and ran Arena mode.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 27, 2012, 05:32:59 am
yeah, i am aware of that, I was overzealous with Replace All during a fix, it's been fixed locally, I'll get the bugfixes up as soon as I can but things have been pretty busy here with family and stuff, so I haven't had much time.
Flying home tomorrow tho, so I should have the fix up over the weekend, hopefully with everything fixed so I can think about NEW features to inevitably break everything again :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Raptor_a22 on December 27, 2012, 06:57:41 pm
What are you planning to implement? I'd be happy to give you a hand.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 27, 2012, 07:22:15 pm
The current feature list I have planned is as follows:

Changeling civ with some more changelingish powers, I have the basic creature done, but they're quite plain at the moment.
"Pinkie Pie" earth pony industry, add bakery and food buffs, some slightly more advanced food options
Add some more plants, maybe look into plant balance, add some variety for diversity and spread them over the biome types.
Unicorn magic - the unicorns have a LOT of castes who's special ability is magic, might want to give them various degrees of spells, from the simple, more telekinesis, to some interaction based stuff. I know I have at least one magic healer class which definitely needs a spell.

Elements of harmony - I had an idea for some advanced interactions that would emulate the elements of harmony.
As i have 2500 castes I can pretty much seed the caste list with potential elements, then use the element of magic as the trigger, giving it the ability to activate one pony of each element. Once activated the elements would get some aura buffs that would effect everyone, but the other elements in particular, growing in strength the more elements are nearby. The only problem with this is the possibility of multiple elements of magic. I tried tying the element to a government position so that it would show up after X amount of population like a baron, but this seemed to tie into the land holder stuff, needs more research I guess...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Raptor_a22 on December 27, 2012, 07:34:41 pm
Unfourtunately the changeling interactions wouldn't work very well with DF in it's current state. The AI for different interaction tags isn't complete yet and a lot go unused.
You could add the [ITEM_THIEF] and [SKULKING] tags to changelings in order to make them act similarly to kobolds.

Adding more prepared foods is easy, but unless Toady implements some sort of ingredient restriction, they can be made of any ingredient the cook can find. (This Muffin is made of Apples, Potato and Water)
You could add some custom reactions to create plants with high value, but that would be more complicated and cooks could still make them into *Sugary Cupcake Biscuits*
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 27, 2012, 07:48:28 pm
I was primarily interested in getting them to mimic their targets, making them fairly weak when they're not transformed, but buffing them up a bit when they transform into a pony. Should be a fairly simple interaction, requires a specific target class: pegasus, earth pony or unicorn in los and range, then change self into an equivalent pony creature.. It doesn't have to be an exact duplicate of the target. adding a confusion debuff to the target lowering their effectiveness could also be an idea.
Then you just give it a long cooldown, and an ability on flee that they transform back, presto change-o, a changeling!

As for the food, I was obviously thinking using reactions to make the food.. if you make an appropriately names plant with no seeds, and use them as the end result of reactions you can pretty much make whatever food tickles your fancy, then you can add some buff syndromes on ingesting the food
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on December 28, 2012, 01:20:18 am
You don't even need to name the plant correctly. Just add [PREFIX:NONE] to any materials you don't want the plant name attached to and they won't.

*flies off on magical rainbow*
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on December 28, 2012, 01:47:46 am
http://www.bay12forums.com/smf/index.php?topic=110704.0

This mod has a whole load of different foods with different buffs and soforth.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on December 28, 2012, 05:20:29 pm
ironwool has the same deflective properties as iron, but i think the layer is slightly thinner.
for the time being crystal is pretty close to steel, iirc the weapons are slightly sharper but the armor is a bit more brittle and slightly worse against blunt weapons compared to steel.

Thanks for the response. So, ironwool padding, steel armour and crystal weaponry (except maces, perhaps) is the best combination?

Unfortunately, no golden silk for me. The option to make it is missing, same for golden silk clothing and such, even though I have the relevant pattern.
Are those patterns, blueprints and so on intended to have quality levels, by the way?

In other news, silk rose silk might be fire-resistant. I've got a fleecesplosion, surrounded the resulting tons of fleece with a wall, and used the DFHack "immolate" command. It burned nicely, but there was some silk mixed in as well and it survived intact. However, there is a dead shrub on the neighbouring tile (not ashes or bare ground), so I'm not fully sure that was the case.

Cutie mark colour error brought me "a fluffy pillow demon leather" while I was configuring a stockpile. Also, one pegasus planter has "his left eye's eye tissue is a hammer" in his description. Sounds kind of painful. And there is a 49 year old blank flank, I'm not sure this should happen.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 28, 2012, 06:27:13 pm
*snickers* You had the fleecesplosion bug too. I made a bunch of leather clothes out of it, then destroyed a good portion of what was left. I still have some stockpiled for moods, but it's no longer in the thousands. (I am kind of amused just about everypony is wearing fleece or yarn clothing when we've settled in a tropical forest. The civ I randomly picked has no access to plant cloth at all. I see the zebras bringing me cotton and jute clothing, but no cloth. Really wish they'd bring me some cotton and jute seeds.)

Also, I now have 212 ponies. 136 adults, 46 foals, and 30 babies. (I've actually kept my fort alive long enough that I've seen a few babies  grow into foals. I started in 126, I think, and I'm now in spring 130.) Wait, scratch that last count. Migrant wave, I now have 224 ponies total-147 adults, 47 foals, and 30 babies... should be the last one if the pony caravan would move it on outta here and back to our capitol.

Also, I'm leery of the pony that arrived last spring and immediately replaced our original mayor (shame on me I can't remember who the original was). Lots of skills, long list of former groups. Lists a wife and child who are not in the fort. I think I have a vampire on my hands. Nopony's been found drained of blood yet. Dunno what to do with him yet. Arrange an accident? Lock him in his room? (Normally I am very good to my ponies, but a vampire is dangerous.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 29, 2012, 06:57:41 am
blankflanks are actually in the castes, as there are blankflanks in the show, their skill gains are overall quite fast but their skill decay is fast, never finding their true calling.

I do believe I've already fixed a bug with gold silk already, should be up in the bugfix
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pokon on December 29, 2012, 11:09:19 am
So.....Dire Timberwolfs?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 29, 2012, 12:07:52 pm
So.....Dire Timberwolfs?

That explode on death and drop wood? :D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on December 29, 2012, 01:43:49 pm
fun fact: that's pretty much how my current timberwolves work! they have little vascularity, they're made of fairly tough wood, but they fall apart fairly easily, so the best way to kill them is to knock them apart.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 29, 2012, 03:07:25 pm
Bet that amused you to see that be confirmed by canon.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Replica on December 29, 2012, 09:17:16 pm
I am almost tempted to suggest alpha timberwolf megabeasts that drop a toy item that can be used in a reaction to create lots of wood, but you already have a hundred things to do.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Raptor_a22 on December 30, 2012, 12:44:51 am
Concerning telekenisis, you cvould have an interaction that flings a solid glob of 'telekenisis' at something. The material would always be solid, never melt and would rot without producing miasma.

If you throw it hard enough you can make a creature fly blackwards and skid along the ground. If they smack into a wall hard enough they explode, which is pretty hilarious.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on December 30, 2012, 08:35:23 pm
Also, I'm leery of the pony that arrived last spring and immediately replaced our original mayor (shame on me I can't remember who the original was). Lots of skills, long list of former groups. Lists a wife and child who are not in the fort. I think I have a vampire on my hands. Nopony's been found drained of blood yet. Dunno what to do with him yet. Arrange an accident? Lock him in his room? (Normally I am very good to my ponies, but a vampire is dangerous.)

I keep mine locked in a room. He has been admiring the door for several months now. He's content, that's the only thing in his thoughts screen. I've been thinking about a vampire fortress, since pony vampires don't suffer from the alcohol dependency bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5189), but 1) I don't really know how to pull this off and 2) a large part of the fun in this mod is related to crops, food and drinks, and vampires don't use any of those.

I presume the cloudsculpting workshop bug is already fixed as well. Instead of the proper blueprint I could use a tome, a page, or even a large stone pot.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on December 31, 2012, 06:12:20 pm
Well, my fort continues to chug along. (And I do mean chug. My FPS is down to like 15.) The zebra caravan has just come and gone... sold them a bunch of worn out clothes and cloud figurines. (Are zebras supposed to be okay with leather stuff? I went snooping in the raws and it said they aren't bothered by animal killing.) I also offloaded a bunch of extra chickens and ducks on them. From them, I took some drinks and raw food, some of their cut gems and raw glass, plus anything they had iron or steel for melting. (I wanted to be rid of all those worn clothes, especially the worn fleece stuff which you warned I couldn't pass off to the ponies.)
I have a bunch of copper that at this point I'm forging into horseshoes for the common ponies. I also have a ton of lead and silver I'm trying to figure out what to do with.
I have a cage full of kittens that's earmarked for the pony caravan. I may have to fill another cage before the it arrives. I just... can't slaughter the cats or dogs. I can slaughter anything else, just not them. In fact, I ordered some of the reindeer bulls slaughtered. (I'm mostly doing it for population control... I don't let the ponies eat the meat. I do use the bones and keep some for moods.) I've also built up a nice little herd of sheep, have a few llamas and alpacas.

Also, couple of small bugs I remembered encountering... turnips don't drop usable seeds. I remember bringing some turnip seeds on embark and planting them. They grew, and were eaten. (I think that's what those unidentified "seeds" I complained about earlier are supposed to be. Yes, I had the turnips forbidden from cooking.) Also, I've got carrot seeds and can't plant them. (Are they forbidden in tropical areas?) I also have cocoa beans growing, but no way to make more than regular chocolate since I don't have any sugar available. (Yeah, civ has cocoa beans but no sugar cane.) I need to make some hot cocoa and clear out some of those bags.

And thanks to some additional births, I now have a population of 247 ponies. 146 adults, 69 foals (more babies have grown up since I last bothered to report), and 32 babies. (Breakdown by caste- 91 Earth ponies, 81 Pegasus ponies, and 75 Unicorn ponies.)

I'm doing so well on the food (both raw and prepared) and brewed drinks I have enough to last for months. (I've actually begun cooking some of the plants that I have a ridiculous excess of.) I have more junk I plan to offload on the pony caravan, just hoping they bring me some interesting stuff.

You know, I don't think I've ever posted the name of my current fort (Glimmeringassemblies), the group (Starry Butterflies), or the civ (The Diamond Sister). I'm surprised I've not gotten bothered by anything more than the one werebeast and several attempted Diamond Dog thefts. (Did the zebras wipe out the local griffins or something? I know I've gotten some artwork relating to them fighting each other.) Now that I've posted that, watch me get sieged and all my ponies die.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Raptor_a22 on January 01, 2013, 08:03:21 pm
FYI, Turnip Seeds appear as 'Radish Seeds'
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on January 02, 2013, 12:46:43 am
Well, the last few months have been fairly quiet. My baroness got promoted to countess after the pony caravan left. (Nothing really interesting went on with them, aside from unloading more worn clothes and miscellaneous crafts.) Oh, the werewarthog returned (I'm pretty certain it's the same one) and hung around just long enough to freak me out. Stationed the military at the trapped gate and set the alarm to pull the civilians in. Just as I got that done, it turned back into a buffalo. Nopony was killed this time. Funny thing is, it showed up right as I was expanding the walls again. (I'm claiming more surface territory, so I have more pasture space.) I have dug down to the first cavern level, but it's currently sealed off. Debating whether to send an expedition down there so I can collect some webs for silk. Oh, and I had my first strange mood in quite awhile... resulting in an acacia earring. (Of course it was a possession... so I didn't even get a legendary woodcrafter out of it.) I managed to process cocoa into chocolate and am currently making hot cocoa out of it.

My suspected vamp still hasn't killed anybody. Countess is kind of irritated with the tomb I made for my founders. Which I technically built some time ago, just never bothered to mention. I actually built the founders' tomb because I got three nice statues depicting the expedition leader and I just couldn't resist. Tomb was actually first just for said expedition leader and then I expanded to add coffins for the other founders. Actually, I've got several nice rooms of coffins ready for the inevitable deaths. (Very few of them are filled. Mostly failed moods, one soldier dead because of a berserk pony, and a couple of accidental deaths.) But, countess is otherwise happy because her mandates are easy. She wants me to make buckets and not export them.

Population is unchanged, though I had one migrant foal become an adult and several more babies have become foals.

I am looking forward to the new version... I want to experiment more with some of the currently broken options.

UPDATE: Mayor was indeed a vampire... had a foal found dead, drained of blood. He's now been locked in his room. I drafted him into a squad, stationed him in his room, and locked the door. Gonna have to build a new mayor's quarters. Wish I could get back the sword he claimed. Especially a shame he's a vamp considering he's got decent sword skill. Will probably remove him from squad now, and screen for some other swordsponies and get a squad for them going. Lost two more foals (especially sad when I looked and realized they were siblings) when a weaponsmith failed a mood and went berserk. May be reviewing the skills of the ponies in the fort for bolstering our axe and spear squads... may even look to see if I have some more marksponies. (I have one squad set up with crossbows and another squad with bows.)

My population now stands at 243 ponies because of the tragic losses. 147 adults, and 96 foals. All the babies have grown up into foals. Caste Breakdown- 90 Earth ponies, 80 Pegasus ponies, and 73 Unicorn ponies.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Dignity on January 06, 2013, 05:27:49 pm
I have a Mac, so I can't use the bundled .exe.  :'(

Is there any way you can maybe release this in an alternate format, like a set of files to install manually or something?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on January 06, 2013, 05:31:50 pm
The problem with a mac version is that i have no way to check if everything is working, I do however have it on good authority that deleting and then replacing the raw folder from a mac install should work. I recommend phoebus if that is available for mac as some of the tiles have been changed in the raws to properly display with poebus.

I've had some time to do some more bugfixes and somehow decided to add gourds. Should be able to fix that up this coming week, and actually get that major bugfix version out. Perhaps with rudimentary changelings? who knows!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Dignity on January 06, 2013, 07:35:59 pm
The problem with a mac version is that i have no way to check if everything is working, I do however have it on good authority that deleting and then replacing the raw folder from a mac install should work. I recommend phoebus if that is available for mac as some of the tiles have been changed in the raws to properly display with poebus.

I've had some time to do some more bugfixes and somehow decided to add gourds. Should be able to fix that up this coming week, and actually get that major bugfix version out. Perhaps with rudimentary changelings? who knows!

Alright, I'll try it out once I've had enough "fun" with my current fort.

I don't like Phoebus, by the way. Will it cause any problems if I just stick with Ironhand?

Edit: Oh god, accidentally blank-posted. Pretend that never happened, okay?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on January 08, 2013, 09:39:22 pm
Also, I've got carrot seeds and can't plant them. (Are they forbidden in tropical areas?)

Sort of: they are labelled [BIOME:ANY_TEMPERATE] in the raws, which probably means they can only grow in temperate areas. Same for turnips. I'm not sure about warm ones. Other plants are either [BIOME:NOT_FREEZING] or [BIOME:ANY_TROPICAL] (sunflowers, sugar cane, cotton and jute), with the exception of potatoes, which can apparently grow anywhere.

I guess including this info in the readme would be a good idea, especially that there is already a section dedicated to crop attributes and such.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on January 10, 2013, 01:23:27 am
Well, mayor went nuts from his confinement. Lucky me, he went berserk so I could have my military deal with him. (I use a double room setup for nobles... he was in the bedroom section, so I locked that door, unlocked the main door, station military inside, relock main door, unlock bedroom, and order them to kill the vampire.) Sadly I lost one of my spear ponies in the fight. Lost my third best engraver to a failed mood... and of course he went berserk. I believe he was actually killed by a pair of peasants. Four new foals were born. We were upgraded to a duchy after the pony diplomat left. (And I unloaded enough junk as an offering that I should be getting the princess to come soon. That's going to serve as the end point for this fort. Afterwards, I'll likely abandon on a copy save to poke around legends mode.)
I'm beginning to think my civ or the zebras annihilated the local griffons. I did get a statue that hinted The Diamond Sister kicked their butts enough they sued for peace at some point. The fort's currently been standing for six years, which isn't bad for being still so new.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on January 10, 2013, 06:56:50 pm
Hello, seems my promises have gone unfilled yet again, ugh.. I've been roped into doing some contract work that is sucking up all my free time lately, the patch is coming tho, albeit slowly.

Should note that griffins are not babysnatchers, and as such you actually need to be in actual war with them to get them to attack. They're fairly probable to do so, with their ethics including killing and eating animals and using animal products, something the pony civ finds unthinkable. But as the zebra and ponies usually far outnumber the griffins, and they have conflicting beliefs, this does usually end up with the griffs taking a pounding from multiple sides.
Hopefully adding changelings should split the focus a bit and allow the griffins to gather some strength.

I'll look into getting that readme updated to reflect the plant biomes, it's a fairly new addition, and some of them are a bit off (like the carrots not being plantable in tropics)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on January 10, 2013, 10:18:23 pm
Well, I have had one last thing that's been a problem. Crystal working bugged out on me. I researched it all and successfully built one forge and workshop. Everything showed up fine. But then I researched more so I could throw up more workshops... now the crystal workshops only give me the option for blocks and statues. (I tried destroying all the buildings and blueprints and starting over, and still no luck at getting the crystal workshop to offer more than blocks and statues. However, everything shows up in the forge.)

EDIT: Never mind, just needed to update my civilian alert burrow to include the additional dug out area on my forge level. Needed updating anyway to account for all the additional space I've claimed on the surface and dug out. Feeling kinda dumb at the moment. It's working now.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on January 15, 2013, 12:50:36 am
So, I'm trying to combine bits of this mod with Nidokoenig's old mod because I'm more used to it (minus the research and exotic workshops), but I like a lot of the new features of this mod.  :)  I've had a few snags, and I know it's not really your job to tell me how to fix this integration, but looking at the raws I think they may affect the main mod too.

First off, since ponies can't use leather (other than the wool substitutes you added, from the looks of it), it looks like you added a reaction to allow creation of cloth quivers and backpacks.  It looks like these reactions aren't added to the pony entity though, so they can't actually make cloth quivers?  Has anyone seen problems with that, and would adding the reaction to the entity be all that I need to do to fix it?

Secondly, for some reason it looks like I can't mill potatoes.  That's the only way to get seeds back from them, right?  The raws look fine for the milling tags, but it's not working for some reason.  Has anyone seen problems with this in the proper mod?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on January 15, 2013, 03:47:37 am
Thanks for the heads up Telgin, it does seem like I've missed adding that reaction (tho with the fleece you can now make it out of "leather" aswell)
I don't know what's up with the potatoes tho, you shouldn't have to mill them to get more seeds, if that is the case then It's probably best to leave out the milling as a plant feature and add it back through a reaction.

Looks like this new project is keeping me pretty damn busy these days. I am inclined to just release the stuff I've done so that interested parties don't have to wait so damn long. The release is mostly just massive bugfixes and a few rewrites here and there, no massive new features (tho i have laid down the groundwork for gourd processing)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on January 15, 2013, 08:28:21 am
Thanks for the heads up Telgin, it does seem like I've missed adding that reaction (tho with the fleece you can now make it out of "leather" aswell)
I don't know what's up with the potatoes tho, you shouldn't have to mill them to get more seeds, if that is the case then It's probably best to leave out the milling as a plant feature and add it back through a reaction.

Good to know I'm not crazy about the reaction thing, heh.  However, I'm still a bit confused on the potatoes.  They're not edible raw, so you can't get seeds back that way, nor can they be brewed to get seeds back that way.  So, I don't see how else to get seeds back from them, since cooking destroys the seeds, if I recall correctly.  Well, in any case I'll probably try to debug this myself.  If I fix the milling I'll let you know what's up with it.

And don't worry about the long release schedule.  I'm definitely interested in updates to the mod, but I can understand busy.  :)

Edit: I compared it to the cave wheat entry, and looks like this line is missing:

   [MILL:LOCAL_PlANT_MAT:MILL]

I don't have time to test that this morning before work, but I suspect that's the problem.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on January 15, 2013, 06:57:01 pm
I finally got the monarch to arrive at Glimmeringassemblies... Is she supposed to be totally lacking a description? Aside from "Her mane is curly", there's nothing. No mane color, no coat color, no eye color.
Telgin, thanks for mentioning the missing cloth quiver reaction.... that's why the reaction to make cloud cloth wasn't showing up. It wasn't added to the entity file. Your suggestions let me fix that as well as the missing cloth reactions. And the reaction for making golden silk was missing as well. I'm also going to try out your fix for the potatoes. I wondered why the potatoes I bought from the zebra were doing nothing. We need a reaction to take the raw potatoes and pop out potato spawn and something like "peeled potato" for cooking with. (I also may have edited the biome tag for carrots... to make them for any non-freezing rather than any temperate. I still wonder what's up with those unidentified "seeds" I keep getting.) Also, the manual in the first post mentioned lettuce should be processable into sugar. Is that a mistake, or did you intend to do that at some point?

(I also wish I knew how to fix the fleece bug. I'd like to make some more, but I don't want an explosion of thousands of fleece again.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on January 16, 2013, 04:44:26 am
> I still wonder what's up with those unidentified "seeds" I keep getting.
There was a similar problem in FoE mod. A reaction to process synh-reeds into oil produced generic, unusable seeds. The fix was to change to:
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SYNTH_WEED:SEED]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SYNTH_REED:SEED]
So just look at kitchen, farmer's workshop, screw press and whatever else reactions you have for processing raw food and check if they give the right kinds of seeds.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 04, 2013, 12:55:48 pm
I think I got the issue with thousands of fleece being made.
Namely:
Quote
The quantity differs between item types. Generally speaking, cloth, thread, powder, bars and globs use numbers representing the size of material within one item, and everything else uses a static quantity. While REAGENT:A:10:THREAD:NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:10:TOY:NONE:NONE:NONE is ten unique, solid toy items.
This is from df wiki and I actually checked. In the reactions_magicloom the quantity for reagent is 1, which produces 20000 fleece.
I changed that to 10000 and lo and behold, the quantity of fleece made drops to 2.
So in order to repair that, all that you need to do is go to "raw/reactions_magicloom.txt" (in your main game and all worlds folders. Don't forget that! I actually lost half an hour trying to get what's wrong until I realised I've been only changing in the main folder and not in the world itself...) and change
Quote
[REAGENT:B:1:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]
to
Quote
[REAGENT:B:10000:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]
At least this is what worked in my case.
And make sure to change the rest of cloth based reactions in the file. There are four of them including the one above.
Dunno if it's necessary to change other files though.

I hope I helped, cause I don't know if that's going to work for all.
Cheers!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 05, 2013, 12:28:06 am
I just got done downloading the pack and went to try generating my first world but when I did it rejected one after another. Finally after about 130 of them it pops up with the following text: 'Farming Civilization Placed Without Crops. The world generator is having trouble placing farming civilizations. Civilizations use available plants in their surroundings as their initial crops. Make sure your parameters and raw objects have adequate vegetation.'

Not entirely sure what it's talking about but I'm not a huge modder. I've not changed anything beyond making the max population for a site down to 50 so I can't imagine that being the cause. This is an entirely fresh game so I can't fathom what else might be the cause. Halp? D:
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 05, 2013, 01:20:21 am
Interesting, I've never seen that error before.  It could be the max population for a site, perhaps, if the game is creating more sites due to large populations and running out of space.  I'd try returning that to the default as a first step.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ignatius881 on February 05, 2013, 01:50:12 pm
It seems a great mod according to what I've read from the doc and some videos around the Internet :D. Would be there any problem in porting this mod to Linux too?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 05, 2013, 02:07:52 pm
The raws from it should be compatible with the Linux distribution of DF.  I think the archive includes the Windows binary as well as a few other things (Therapist?), but you should be able to literally copy the raws folder into a Linux copy of DF and run it without problems.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 06, 2013, 04:06:04 am
Well I got the game to work but now when I play things are going so fast it's not even funny. I was kind of worried about things being slowed down from using a mod but instead I can't begin to fathom what's happening. Is there a way to slow things down? Cause this is going to be way too hard to keep track of when more ponies arrive.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 06, 2013, 05:08:39 am
I think I got the issue with thousands of fleece being made.
Namely:
Quote
The quantity differs between item types. Generally speaking, cloth, thread, powder, bars and globs use numbers representing the size of material within one item, and everything else uses a static quantity. While REAGENT:A:10:THREAD:NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:10:TOY:NONE:NONE:NONE is ten unique, solid toy items.
This is from df wiki and I actually checked. In the reactions_magicloom the quantity for reagent is 1, which produces 20000 fleece.
I changed that to 10000 and lo and behold, the quantity of fleece made drops to 2.
So in order to repair that, all that you need to do is go to "raw/reactions_magicloom.txt" (in your main game and all worlds folders. Don't forget that! I actually lost half an hour trying to get what's wrong until I realised I've been only changing in the main folder and not in the world itself...) and change
Quote
[REAGENT:B:1:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]
to
Quote
[REAGENT:B:10000:CLOTH:ANY_YARN_MATERIAL:NONE:NONE][MIN_DIMENSION:10000]
At least this is what worked in my case.
And make sure to change the rest of cloth based reactions in the file. There are four of them including the one above.
Dunno if it's necessary to change other files though.

I hope I helped, cause I don't know if that's going to work for all.
Cheers!

Ooooorrrr... you can just simply delete the number and one colon on either side... that works too... can't believe I did not check it...
Disregard this correction. It doesn't work. My mistake. Nothing else to see here, move out!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 06, 2013, 05:09:06 am
Stupid double post... any way to delete this?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 06, 2013, 08:27:56 am
Well I got the game to work but now when I play things are going so fast it's not even funny. I was kind of worried about things being slowed down from using a mod but instead I can't begin to fathom what's happening. Is there a way to slow things down? Cause this is going to be way too hard to keep track of when more ponies arrive.

Did you turn the FPS cap off in the init file?  Might want to recheck it and set it to a limit like 100.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 06, 2013, 05:38:40 pm
It IS set at 100 right now. How low can it be turned down?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 06, 2013, 06:20:03 pm
Probably as low as 1.  50 is probably a better cap if 100 is too much for you.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on February 06, 2013, 06:40:13 pm
Ooooorrrr... you can just simply delete the number and one colon on either side... that works too... can't believe I did not check it...

...no you couldn't?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 06, 2013, 07:10:28 pm
Ooooorrrr... you can just simply delete the number and one colon on either side... that works too... can't believe I did not check it...

...no you couldn't?
Hmm... that's... okay, wait let me check properly... right, it makes strange things going on... Though for the first 10 tries it miraculously worked like a charm... then started spewing out four pieces of fleece that suddenly turned into eight... gotta re-add that number... though I swear I saw another reaction with cloth being executed that way... hmmm... I never checked that one. Might be wrong too. Never mind, got it.
It's in reaction_other_pony.txt file. The two about making cloth quiver and backpack. You need to add this 10000 there as well. I think. Correct me if I'm wrong.

And thank you, friend! I am completely new to this modding thing and I make silly mistakes like that. And then only running three tests... 100 it is next time!
Cheers!

Edit:
Can anyone tell me why submitting a new reply throws me out to the main board? Kinda weird...

And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on February 07, 2013, 07:34:02 pm
I've found out how to fix the rainbow extrapolator, it should now require the proper blueprint instead of any item classified as "tool".

In raw\building_pony.txt search for "Rainbow Color Extrapolator". Below, just before the entry for the next building starts, there should be a line:
Code: [Select]
[BUILD_ITEM:1:TOOL:ITEM_TOOL_BLUEPRINT_RAINBOW_WORKSHOP:NONE:NONE]
Change WORKSHOP to EXTRAPOLATOR.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 07, 2013, 07:45:51 pm
And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.

That would be because the item is probably missing from the pony entity file.  I don't remember the exact syntax, but compare it to the dwarven one from a vanilla install and you should see something about permitted items.  Find the ones for training weapons and copy them over.

Just to be clear though, there's really no need for them anymore, unless you just want them there for flavor.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Dsarker on February 07, 2013, 08:18:08 pm
And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.

That would be because the item is probably missing from the pony entity file.  I don't remember the exact syntax, but compare it to the dwarven one from a vanilla install and you should see something about permitted items.  Find the ones for training weapons and copy them over.

Just to be clear though, there's really no need for them anymore, unless you just want them there for flavor.

Or if you're trying to get more axes and you don't have any metal.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 08, 2013, 10:43:57 am
And also. Why can't my ponies make training weapons? Is this a feature or bug? The options simply do not exist at the carpenter's.

That would be because the item is probably missing from the pony entity file.  I don't remember the exact syntax, but compare it to the dwarven one from a vanilla install and you should see something about permitted items.  Find the ones for training weapons and copy them over.

Just to be clear though, there's really no need for them anymore, unless you just want them there for flavor.
Well, tried that at some point, didn't work. Do I have to regen the world or what? Tried, nothing.
Never mind, I'm an idiot... Yes, you are right. Though aside from modifying the raws I have to re-generate the world. Only then it works. Main rule of modding... when in doubt, re-gen! Also, guess why the first re-gen didn't work?

Oh, and why do I need them? How else can I build relatively safe danger room? I need training spears to do it.
Unless of course there is other way to rapidly train military with this mod.
Yes, I am impatient, why do you ask?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 08, 2013, 11:36:36 am
Oh, right.  I've never built a danger room, so that didn't occur to me.

Quote from: Dsarker
Or if you're trying to get more axes and you don't have any metal.

Nor did this.  I keep forgetting you can cut down trees with a wooden axe just as well as a steel one.

In the future though, if you've got a world you like and don't want to have to regen for something minor like needing training spears or axes, you can replace an existing custom reaction to produce the item.  Just leave the reaction's identifier alone and replace its reagents and product with what you want.  It's less than ideal, but can work in a pinch.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 08, 2013, 03:17:57 pm
Yeah, I did not think of modifying a reaction.
On different note. Where can I actually find and plant sunflowers? It says any_tropical, but it doesn't work in tropical freshwater swamp. Well, not sure if they are not existent there, but I cannot plant them. Same in tropical shrubland and tropical conifer forest. Unless I don't understand something. Obviously, I am an idiot... I could not plant them because I did not collect them! Ordering all ponies to gather plants from an area quickly remedied the problem. Which is strange for in other fort I did have an option to plant winter lettuce despite not having neither the plant nor its seeds. Though it was growing around.

Also
Edit: I compared it to the cave wheat entry, and looks like this line is missing:

   [MILL:LOCAL_PLANT_MAT:MILL]

I don't have time to test that this morning before work, but I suspect that's the problem.

You are correct with that. Adding this line will enable the potatoes to be milled, thus generating spawns and enabling further planting. And you don't even need to re-gen.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 08, 2013, 10:47:42 pm
Assassin Asha, thanks for pointing how to fix the bugged fleece interaction. Now if only we could puzzle out why the extract color options won't work.... I really wanted to make rainbow dye, not import it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on February 09, 2013, 01:56:48 am
Assassin Asha, thanks for pointing how to fix the bugged fleece interaction. Now if only we could puzzle out why the extract color options won't work.... I really wanted to make rainbow dye, not import it.

post 'em, let me see 'em.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 09, 2013, 04:47:31 am
Dumb question but how do you process silk roses? Kind of want to make stuff at my clothiers but it's hard to without being able to grind them up.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 09, 2013, 07:55:27 am
Dumb question but how do you process silk roses? Kind of want to make stuff at my clothiers but it's hard to without being able to grind them up.
They are processed at farmer's workshop by "Process plants" command. You get thread and seeds. Thread can then be processed in loom to get silk cloth. It's automatic, so you should watch out if you need silk thread for some reason.

Assassin Asha, thanks for pointing how to fix the bugged fleece interaction. Now if only we could puzzle out why the extract color options won't work.... I really wanted to make rainbow dye, not import it.
Now this. Well for starters in reactions_weather.txt the last option from the manual (9. Extract rainbow juice from rainbow) doesn't work because the reaction [REACTION:DISTILL_RAINBOW_JUICE] lacks name and building tags. Adding them correctly allows to generate jugs of rainbow juice. Not a big improvement, considering that I still can't use this juice to extract colors at extrapolator. Still red...

And again, edit.
I just noticed that the game generates lots of errors in the error logs. Namely
Spoiler (click to show/hide)
Anyway, I think what's to be done here is go to the file creature_pony_pony_NEW.txt and change all MECHANICSS into MECHANICS and all those CM_MECHANICS1 (and other numbers) into CM_MECHANIC1 (and other numbers). At least that's what stopped those errors for me.

Still trying to figure out this stupid rainbow.

It's funny, how the gasses being produced in rainbow refractor are harmless to non-pegasi. I made a rainbow without the feathered ones. Nopony's hurt.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 09, 2013, 02:19:01 pm
Yes, I am double posting, but this is important enough to let it slide, I hope.
I figured out the rainbows! Got myself some dye! YAY!

Okay, here's what to do. Step by step. In spoilers for space.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
And that's it! Now you can extract the color. Then make it into dye which will be put into bag. Then you can use it to dye your threads and cloths. Just remember that one bag of dye will allow you to dye one thread/cloth. I am not aware whether or not this is correct. I never ventured into dyeing branch when playing vanilla DF so I got nothing to compare here.
Now all we need to do is to make the clouds from the manufacture process hurt non-pegasi. I think we might want to use the symptoms and all that, though I'm not sure how it works yet. I might sit to try this if we agree on the symptoms. As in, inhale and hurt lungs or burn skin on contact if not pegasi. That stuff.
Cheers!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on February 09, 2013, 07:10:52 pm
Just remember that one bag of dye will allow you to dye one thread/cloth. I am not aware whether or not this is correct. I never ventured into dyeing branch when playing vanilla DF so I got nothing to compare here.

I think it's 1 unit of dye/1 thread or cloth. Bags seem to contain up to 10 units of dye.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 09, 2013, 08:09:53 pm
I think it's 1 unit of dye/1 thread or cloth. Bags seem to contain up to 10 units of dye.
Hmm... well from the reaction it doesn't seem like it. Not with those numbers. And it actually makes only one unit per bag. I will try different number combos. Unless only one dye/bag is a desired effect. Thanks for info, though. I am genuinely not aware of those amounts. Dunno why, but never even tried dyeing...
Still, even if somewhat impaired... we have dye!

Edit: Well, at this moment bumping up the number at
Code: [Select]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:RED_DYESeems to give more dyes. When I changed this 1 to 10 it produced a bag with 10 units of dye. And then dyeing uses them one at a time. So you would have to change that in every reaction of making dye. I can't really think of something better now. A bit too late for that.
So with that, I'm off! Goodnight!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 10, 2013, 04:49:57 pm
Dumb question but how do you process silk roses? Kind of want to make stuff at my clothiers but it's hard to without being able to grind them up.
They are processed at farmer's workshop by "Process plants" command. You get thread and seeds. Thread can then be processed in loom to get silk cloth. It's automatic, so you should watch out if you need silk thread for some reason.

Thanks. This stuff should really be on the manual. D: Also does anybody know how strong ironwool is? Usually mods describe the relative protection level but I couldn't find anything to indicate the amount. The components make me want to assume it's perhaps slightly weaker than normal iron but lighter due to being part wool.
------------------------
Edit: Welp, I tried to use process plant to mill the silk roses but it didn't work. Even tried using the process to x ones and nothing happened. Going to try a millstone and see if that solves it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 11, 2013, 01:26:52 pm
Edit: Welp, I tried to use process plant to mill the silk roses but it didn't work. Even tried using the process to x ones and nothing happened. Going to try a millstone and see if that solves it.

I believe there has been some misunderstanding. Silk roses are not millable. You can only process them at farmer's workshop. It gives you thread and seeds. Seeds can only be planted again and thread is used in clothing. That's all. Perhaps you mean some other plant?
As for ironwool, I looked at the raws and it is quite interesting. The entire part about yield, stress and all that, is copied straight form iron. About the only change is a bit smaller density and some missing/not_needed_here tags. So it would appear that ironwool possesses the defensive qualities of iron while being a bit lighter.
And it is, interestingly enough, a type of leather, not a cloth or metal. Main template is taken from fleece, which means it acts as leather and you can make normal leather items out of it. You know, cloaks, dresses, backpacks, the works. Though I don't see an option to make armor. Ponies probably don't use it.
And if I understand correctly, it will have the same/similar defensive properties as objects made of iron. Though it is heavier than normal leather/fleece clothing. Density of fleece is 450 while ironwool is 6500 and iron is 7850.
Of course, I might be wrong, since I'm new to modding, so it would be preferable if someone more knowledgeable could confirm/deny my hypothesis.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on February 11, 2013, 07:50:27 pm
I haven't got to dyeing in the mod yet, so I'm not certain how do things work there. But I checked my vanilla fortress to make sure I got the numbers right, and yeah. 1 dye/1 thread or cloth, and [10] is the largest stack of dye appearing in the stocks screen.

There is an option to make ironwool armour at the magic loom, as well as barding. However, item_armor_pony.txt lists padding [ARMORLEVEL:1] and mail barding [ARMORLEVEL:2], and I don't know which one refers to which.

About dyeing itself: it can increase the value of cloth several times at high quality levels, so it's quite worthwhile if you want more valuable clothing.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Digi_Lord on February 11, 2013, 11:31:38 pm
Okay first off, I pretty much joined this forum so I could get some help with this mod. I am a complete an utter newb when it comes to DF but when I learned of this mod I couldn't help but download it to give it a shot. I mean a pony mod for DF, so much yes and awesome. Unfortunately as I already said I am a complete and utter newb when it comes to this game, so unfortunately I have no real idea how to install this thing. I have downloaded the file and extracted the whole thing into its own file after that however I am completely lost. I have tried reading up on how to mod the game but it doesn't really help me much to figure it out.

In all honesty its seems like this is something one is just expected to know how to do, so I hope I don't sound completely mentally challenged in asking for assistance. Also as a side note during the extraction process several message popped up saying certain files already existed within the file I was extracting it into. Since I didn't know why it was doing that I ended just telling it to keep all versions of the files and renaming them as needed. Knowing my luck I probably broke something doing this and will have to try and re download and extract everything all over again.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: smakemupagus on February 11, 2013, 11:45:50 pm
sounds to me like you accidentally unpacked it two or more times into the same folder, in which case, yes duplicating all the files by "keeping all" would definitely be a problem.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Digi_Lord on February 12, 2013, 12:02:56 am
So I guess that means I need to remove all the files and try to extract it again? I have no idea why the double extraction happened in the first place though.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 12, 2013, 01:08:37 am
I keep trying to process the silk roses in the farmer's workshop but the game says I don't have anything to process. Even tried to process into a bag, barrel or vial but none of those three worked either. Somehow I /have/ gotten a few silk rose thread but I'm not sure how it was made to be honest and still have 7 more roses that need processing.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 12, 2013, 11:00:03 am
It's probably throwing that error because the container holding the silk roses is in transit. Until it's back in the stockpile, the workshop can't see it. Maybe you should set up a small stockpile for silk roses next to a farmer's workshop and ban them from anywhere else?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 13, 2013, 07:11:57 pm
Yes, that might be in-tranist issue. Try not growing them for a period of time, and then process. Then again, I was once stuck with a similar thing, because they put the plants in that frikkin barrel with normal food. An they kept using it up so it was in constant motion. Had to dump the plants and reclaim them for everything to work. Oh, well, that's just another day in Dwarf Fortress.
You could also try designating a stockpile for silk roses only and deactivating them in every other stockpile. That should work nicely.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 14, 2013, 01:44:49 am
Well I seem to be fine right now but I'm having trouble with the library. Doing normal studying is fine but I finally got enough tomes or whatever to do something so I set it to research the magic loom. However, the pony I assigned won't bother with it and just sits endlessly idle even though I have all their labors turned off.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 14, 2013, 02:18:06 am
Some of the research x reactions require a specific skill. I think some of the buildings require Architecture, the cloth research requires Weaving, and the crystal stuff requires one of the Jewelry skills.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 14, 2013, 02:28:17 am
Some of the research x reactions require a specific skill. I think some of the buildings require Architecture, the cloth research requires Weaving, and the crystal stuff requires one of the Jewelry skills.

You mean they need it enabled in their labors or they need to actually have skill levels in it?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 14, 2013, 02:43:58 am
Just need the labor enabled, should be.  That's what allows a reaction to be performed or not.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 14, 2013, 04:17:05 am
Well that worked but now I can't seem to research the Crystal Forge even though I have embed gems and gem cutting toggled on the pony I'm using for it. Or is it one of the smithing labors?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tevish Szat on February 14, 2013, 01:30:16 pm
Just downloaded this a couple days ago, and I've been having a ton of fun!  I like the tools/challenge of building a wooden, above-ground fort, and the research requirement for most of the mod-specific builds is something far different than Vanilla.  I also have to say I really love the odd-sized buildings like apple trees/q control, the bigger-than-average weather factory and library, and the truly massive Rainbow Refractor I've just gotten around to building.

A few things to note...

1: The manual says 1x Cloud is condensed to 1x Heavy Cloud Block.  With the latest main download, this actually takes 2 clouds.  It also says 1x cloud dilutes to 1x Light cloud -- I haven't had a chance to see if this is accurate.

2: The Rainbow Color Extrapolator seems to consume any tool, rather than its proper blueprints to be built -- I could have selected a simple page.

3: This might be based on the graphic packs, but some of the likes on the thoughts screen seem a bit scrambled up...
Spoiler: like this (click to show/hide)

4: When ordering seeds from the outpost liasion, "Radishes" appeared twice.

5: I seem to be able to plant "Turnips", but the manual's got nothing to say about them.

6: This might be DF and not the mod, but Ponies don't seem to collect refuse, even if it's "inside" by virtue of there being a constructed floor a z-level above, despite me having a fine Refuse Pile.  Do I have to turn on "Gather refuse from the outside" to collect any above-ground?

7: Before I invest heavily in it, it would be nice to know how crystal items, specifically swords and armor, match up to their metal equivalents.  Are they equivalent to Iron?  Steel?  Or should I stick to conventional metals if I have the higher-end ones.

8: Clouds and Pages currently have quality.  Nopony's gone insane from having her awesome cloud harvested for seeds or page turned into a chapter, but it seems odd that this exists.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 14, 2013, 02:00:00 pm
I was scouring the other pages looking for what might be the problem with not working on the loom research and remember seeing something about another poster mentioning the blueprint thing with the color extrapolator so it's likely the mod author didn't get it fixed before they disappeared.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 14, 2013, 02:43:36 pm
As for number one. Probably an oversight in the manual, seeing as the reagent in the raws is even named "2 clouds". It actually makes sense to use two clouds. They need to be heavier than normal cloud.
Also one light cloud requires one cloud. Though if you ask me, it could be two. Meh, whatever, one still works.

Now, query number two.
Spoiler (click to show/hide)
There you have it!

Number three... I don't know. Sorry... I might go and look what the hay is that, but it doesn't look like simple stuff. Edit: Hmm... looks like cutie marks are treated as a color and there is a cutie mark named "a cheese wheel". It seems like game takes that color and puts it in the pony's likes. Like it would to any other normal color. Dunno if it's fixable. Seems like game mechanics. Not modifiable.

Four. A mistake in raws. One of those should be turnips. You can go to the plant_pony_new.txt in the raws, find this:
Spoiler (click to show/hide)
and change the name in the seeds to turnip. Though if I understand correctly a world regen is required for it to work.

Five. Manual oversight? They are added and work, so I guess it's just that.

Six... Well, and I just deleted testing world with buildings... don't have time to check that. Though it might be DF. I noticed ponies being quite nonchalant about refuse. Sometimes they clean it immediately, sometimes it stays there for weeks. Though you might try ordering to gather outside refuse. Worth a shot.

Seven. According to the raws, crystal has exactly the same properties as steel. The only thing different is lack of the tokens that specify its use in creation of items, weapons and armor; though that's circumvented by reactions themselves being specific about the crystal.
Simply put, crystal is steel, just with another name.

Eight. Well... it seems the game just applies those modifiers as it wishes to. I don't think there is a way to stop it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 14, 2013, 04:57:08 pm
Still not seeming able to get anywhere with the crystal forge research even after turning on furnace operation, the smithing labors, gem setting and gem cutting. :/
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on February 14, 2013, 04:58:50 pm
Still not seeming able to get anywhere with the crystal forge research even after turning on furnace operation, the smithing labors, gem setting and gem cutting. :/
Do you have five crystal shards? They are a required ingredient.Derp, wrong reaction. Correct question. Do you have architecture turned on? It's a building and therefore it's required.

Hmm... seems like the original project for research was much more complicated if the names in those reactions are anything to go by. Separate tomes for different skills? That would be much more complex. I like that idea. I wonder is there a way to do it...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 14, 2013, 06:46:10 pm
Researching the crystal forge takes two tomes, the gem-setting skill and architecture skill.

There's a small bug with one of the crystal forge's reactions... the reaction to make a crystal mace actually produces a short sword instead. This is what it should actually look like:
Spoiler (click to show/hide)

I'm planning to use crystal armor and maces for the fortress guard and that's how I ran across the bug. (Rank and file military can do fine with steel. Or ironwool for my archer squads.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on February 14, 2013, 07:00:11 pm
Just downloaded this a couple days ago, and I've been having a ton of fun!  I like the tools/challenge of building a wooden, above-ground fort, and the research requirement for most of the mod-specific builds is something far different than Vanilla.  I also have to say I really love the odd-sized buildings like apple trees/q control, the bigger-than-average weather factory and library, and the truly massive Rainbow Refractor I've just gotten around to building.

A few things to note...

3: This might be based on the graphic packs, but some of the likes on the thoughts screen seem a bit scrambled up...
Spoiler: like this (click to show/hide)

cutie marks are all colors in the files
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 14, 2013, 11:03:04 pm
Okay now I'm stumped with crystal forging. It says I need a tome called 'crystal shard' as a reagent? I thought this meant I need to make a shard in the forge but nothing is unlocked yet so.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tevish Szat on February 15, 2013, 02:22:13 am
you need fuel to turn gems into crystal shards, which along with tomes let you unlock doing things with the crystals -- the "Crystalize an X value Gem" reactions are what you're looking for: they consume fuel and a gem to make one or more crystal shards.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 15, 2013, 02:30:46 am
you need fuel to turn gems into crystal shards, which along with tomes let you unlock doing things with the crystals -- the "Crystalize an X value Gem" reactions are what you're looking for: they consume fuel and a gem to make one or more crystal shards.

I have fuel and cut sard which is supposed to be a low value gem but the labor inside the crystal forge is still red and when I hit enter it says 'reagents: gem_low_value item'. Not entirely sure what's going on since I definitely have a bunch of sard and sardonyxes lying around.
---------------
My bad, I didn't have fuel after all. For some reason my brain was locked on the fact I had a bunch of ash but that doesn't work as fuel. :D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 18, 2013, 03:23:33 am
Just got to the point of making steel and I was looking at the armor I can make with it which leads me to wonder whether I'm supposed to make breastplates, mail barding or both? Also, do horseshoes provide armor? Oh, and what about shields? The only thing ponies seem able to carry are bucklers.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 18, 2013, 09:19:48 pm
I'm also not real clear about all the armor pieces.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 19, 2013, 02:10:41 pm
Anybody know how to edit the monarch raws so they show up earlier? I got my population capped at 60 so I wanted to make it that the princess arrives since I don't enjoy having to deal with any more ponies than that. Any higher and it's just like trying to herd caffeinated two-year-olds.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tevish Szat on February 20, 2013, 12:54:49 am
Something I've noted: Pegasi seem to be a little touched in the head.  Maybe it's flyer pathing, but... well, a familiar bug from vanilla is "Dwarf cancels construct building: creature blocking site" when they try to build a wall, statue, window, or other movement-blocking building on top of themselves for some stupid reason, at which point the build needs to be cancelled and re-ordered because every builder who tries thereafter will do the same thing otherwise. 

Pegasi do this ALL THE TIME.  It happens very rarely with Earth Ponies and Unicorns (I've yet to see an alicorn to test my hypothesis that it's the flying), almost to the point where they seem smarter about it than dwarves, but I've been sorely tempted to rename one of my pegasus masons "Ditzy Doo" or "Derpy" because of how far she's delayed some of my projects by building on top of herself over and over and over...  If she weren't legendary, I'd disable her masonry, and in fact I've started picking grounded ponies preferentially for labors that involve building constructions.



I have to say, though, I'm doing this error reporting because I'm REALLY enjoying this mod.  I'm not a good modder, but I hope that if the originator is MIA as was mentioned a couple comments back, someone takes this up and keeps it going.


RE: Armor.  I've noticed the lack of proper shields too.  It looks like buckler or bust.

RE: Monarch.  I believe the arrival conditions are hard-coded.  you can change the 'arrival' conditions for Land Holders (Baron, Count, Duke), but I see no details in the pony entity entry that determine
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 20, 2013, 01:17:26 am
Makes me tempted to copy over the other shield stuff from regular dwarves. Would that require me to make a new world?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 20, 2013, 02:03:10 am
In order to allow ponies to make them, yes, you would.  I'm not positive, but I think the game is able to load new items that are added after a world gen.  The problem is that the entity file defines what items a civ has access to, and that file for the most part can't be changed without a regen.

An alternative is to hijack an existing reaction to produce the proper shield, after you've copied the shield raws over.  It's a bandaid that I'd avoid if possible though.

As far as armor goes, this mod is different from the other older pony mod, so I'm not sure how it works here.  In that mod there were armor pieces that corresponded to those used by dwarves but with different names.  I believe Sorcerer changed it so that this mod uses a simplified scheme somehow.

As far as him being MIA, he said he was very busy so one can hope he'll pick it back up soon.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 20, 2013, 02:28:34 am
If it wasn't for already being in my current fort for about 4 years now I'd be more inclined to just make a new one though I might just try the thing of modifying an existing reaction instead. Maybe the mail armor one since I don't seem me using it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on February 21, 2013, 12:48:25 am
Can you add the tame tags to creature raws after you've already started a game? I know it says you generally don't need to make a new world if you're just modifying existing stuff so I was curious.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zacoda1 on February 21, 2013, 09:24:33 am
So how do I get the apple sorting station to work? I have ponies applebucking, and the apple sorting station is set to sort, but it's just not doing anything/not being used.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Mesa on February 21, 2013, 11:44:46 am
Dwarf Fortress apparently has more MLP mods than any other game out there...
Not saying it's bad thing, though.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 21, 2013, 03:19:29 pm
For the apple-bucking to work, all you should have to do is set the "buck apples" reaction on repeat. The apple quality control should do all its work automatically. You should only have one control workshop, otherwise you get spammed with cancellation messages. And to speed things along, I set up stockpiles for apples and quality apples outside next to the trees and quality control. I forbid them from the indoor stockpiles just to avoid cancellation spam from hauling. I do allow baskets of apples inside.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zacoda1 on February 21, 2013, 05:56:03 pm
For the apple-bucking to work, all you should have to do is set the "buck apples" reaction on repeat. The apple quality control should do all its work automatically. You should only have one control workshop, otherwise you get spammed with cancellation messages. And to speed things along, I set up stockpiles for apples and quality apples outside next to the trees and quality control. I forbid them from the indoor stockpiles just to avoid cancellation spam from hauling. I do allow baskets of apples inside.
I have the apple trees working and on repeat, the problem is the sorting station. I set it to sort the apples, but the ponies don't even go to it, so it's pretty much not working.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on February 21, 2013, 08:40:12 pm
It seems I should repost what Sorcerer told me about armour and materials:
ironwool has the same deflective properties as iron, but i think the layer is slightly thinner.
for the time being crystal is pretty close to steel, iirc the weapons are slightly sharper but the armor is a bit more brittle and slightly worse against blunt weapons compared to steel.

I'm not sure if all of this is true, since it seems ironwool has stats copied from iron. Also it doesn't explain how good are crystal maces (at least not to my severely limited modding knowledge).
* * *
Does anybody have any fun ideas for a pony-themed megaproject? Preferably something that doesn't require being a DF veteran.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 21, 2013, 08:54:29 pm
Building an exclusively above ground fort is a pretty large undertaking, and very pony.  Even if you're not embarking in a particularly dangerous location or trying anything strange, it's a good distraction from a more typical underground fort.

For the apple-bucking to work, all you should have to do is set the "buck apples" reaction on repeat. The apple quality control should do all its work automatically. You should only have one control workshop, otherwise you get spammed with cancellation messages. And to speed things along, I set up stockpiles for apples and quality apples outside next to the trees and quality control. I forbid them from the indoor stockpiles just to avoid cancellation spam from hauling. I do allow baskets of apples inside.
I have the apple trees working and on repeat, the problem is the sorting station. I set it to sort the apples, but the ponies don't even go to it, so it's pretty much not working.

I doubt apple sorting uses a different labor than apple bucking, but just in case, are you sure you've got the relevant labors turned on?  Might want to try turning all of the farming labors on and see if that fixes it.  I can't check in the raws right now to see which labor is needed exactly.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tevish Szat on February 21, 2013, 10:27:33 pm
Building an exclusively above ground fort is a pretty large undertaking, and very pony.  Even if you're not embarking in a particularly dangerous location or trying anything strange, it's a good distraction from a more typical underground fort.

I have to second this.  It may not seem like much, but an almost totally above-ground fort (just furnaces, forges, tombs, and barracks below) for a mere 50 ponies was an exhausting project: using a slightly modified version of the "Equestria" worldgen (random world name, more levels of sky and above layer 1) I had 10k embark points and sank a thousand of that into wood (most of the other 'excess' was sunk into steel bars I still haven't used thanks to low population and easy access to crystal).  I embarked on a heavily forested setting, always order wood at max priority from the liasion, and built a sawmill really early.  The rather modest construction has consumed thousands of planks and took years to build -- I'm not sure I could have done it if I hadn't abused multiple floors and adjoining walls, and it would have eaten Pegasi like candy if I hadn't gone in ready for derpy flyer pathing.  Word of caution about that: sometimes in this mod, doing things around a ramp makes it inexplicably unusable, getting not just pegasi, but anyone stuck on the roof.  Use stairs instead: they take more resources for a single z-level (2 items instead of 1), but never "break" and can be expanded easily to multiple levels. 

Making a proper village, with free-standing homes and businesses for everypony and roads (ideally stone or stone-block paved) between them?  Even with a low popcap to build and prepare for your eventual monarch-getting aspirations without worrying about sieges, it'll be a Herculean effort.  If you go further, and decide to be an architect about it, using only certain materials in certain conditions ("Exterior walls and the walls/floors of workshops that use fire or work stone need to be stone"  "Straw roofs for farmers and food-production buildings", etc.), it becomes a serious megaproject.


Another "harder than it looks" project: build a major structure high in the sky, out of Heavy Clouds ("Cloud Blocks").  Unlike wooden planks, this doesn't consume any raw resources (so you can do it in any environment without constant imports), but the engineering to make something that seems like it's floating above your fort and the time investment to get the thousand plus cloud blocks needed is non-trivial.  Combine it with the ponyville-esque village and house all pegasi and pegasus-themed workshops (Cloud/rainbow related) in your cloud-constructed village (Deconstruct your starting weather factory once you can move it up).


@zacoda
The sorting station is a bit slow: I think it's a pretty low priority job, so it's easy to build up a backlog of thousands of apples from even a few trees you're using to train militia in kicking.  Either that, or sorting is slow and you need more sorters.  I was considering mentioning this, but I noticed I would occasionally get baskets of apples.

Try profiling the sorting station to one or two ponies and then disabling all their labors.  if one doesn't go sort despite being "no job", start turning on "logical" labors (plant gathering, plant processing) until one stops having "no job" and goes to sort apples. In any case, a sorter who can do no work other than apple-sorting with a profiled quality control should get through the backlog a little faster.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on February 22, 2013, 04:47:26 am
A quick look at "reaction_apples.txt" reveals that:

Applebucking uses kicking, as it should.

Sorting apples and putting them in baskets both use Herbalism and are automatic, so just enable "Plant Gathering" on some ponies.

After that a kitchen can make 2 apple sauce per basket (with cooking) and a still can use it to make 10 apple cider (with brewing).

Once you learn to read the RAWs they are much faster and more precise than the forum at answering some questions.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 04, 2013, 09:32:16 pm
You know, I've been poking around in the raws of this again. It looks like Sorcerer forgot to add the description stuff for alicorns. So, I wouldn't advise attracting the monarch until he gets around to fixing that. (It's disturbing to look at her description and see absolutely nothing aside from her mane style.) I also went through and did the necessary search and replace to fix the errors with the mechanics skill and cutie marks. Pondering finally starting a new fort so I can take better advantage of some of the fixes that we've worked out for the raws.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tecknojock on March 05, 2013, 12:16:49 am
I made these for the last MLP mod, but I figured I'd go ahead and repost it since the old one is dead. I havn't made any changes to it, but they worked perfectly right off the bat for me. (I've been off of DF for awhile but I'm gonna get back into it.)
Quote from: tecknojock
My Little Fortress Sprite pack (18x18)

Now v.03

Spoiler: Changelog (click to show/hide)

Well, I managed to throw together some sprites and get them working in Dwarf fortress today.  Most of these sprites, however, were created from vectors from DA and are probably not optimized for dwarf fortress.  In the Zip, I have provided a PSD with all the sprites I used.

The sprites:
(http://i.imgur.com/ugrPr.png)
(http://i.imgur.com/eoLIE.png)

SS showing the sprites in use.
Spoiler (click to show/hide)

Cant seem to attach so here's the link: Sprite Pack (https://skydrive.live.com/redir.aspx?cid=862bf2423ae41ca6&resid=862BF2423AE41CA6!352&parid=862BF2423AE41CA6!150&authkey=!ALiuTYHEWcG699w)
I have included in the zip, the PSD with each of the individual sprites I used. I'm sure some of yall could do way better than me and so I encourage yall to spruce them up (especially since half way through I gave up on finding "appropriate ponies" and went with whatever ponies I had yet to use.)  The sprites are 18x18 as I am using them with IronHands Graphics.

If you want to Downsample it to a different size, I'd recommend using the "Nearest neighbor" option as it preserves sprites quite well.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Pinnacle441 on March 05, 2013, 12:22:13 am
^

really cool, thanks man!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 05, 2013, 06:45:19 pm
http://www.mediafire.com/?htgeazupw4mn81z (http://www.mediafire.com/?htgeazupw4mn81z) Here's a link with the fixes that have been worked out in this thread. Hopefully, Sorcerer won't mind me sharing this as a quick fix until he can return and patch it properly.

 (No, I haven't fixed the lack of description for alicorns. I don't know how to fix that.) But it contains fixes for the plants (potatoes lacking the mill tag, turnip seeds being labeled radish seeds, carrots are tweaked for any non-freezing biome, misspelled lettuce juice), the rainbow dye bugs, the bugged crystal mace reaction, the mechanics skill and mechanics cutie marks misspellings, the fleecesplosion bug, and has the cloud cloth and golden silk reactions added to the pony civ. Oh, and also added the cloth quiver and cloth backpack reactions to the pony civ as well. Just unzip and let it overwrite your raws folder.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 08, 2013, 09:30:19 pm
Getting the other items to stockpile is a slight issue, as there is no stockpile tag in the material system, but the stockpile data is added as a property of something else. There are a few tags that are a bit more generic and I could use them to add stockpiling for things like the fleece and crystal shards, but I need to look into that a bit more.

I found that the Juice barrels weren't stockpiling, but if you edit material_template_pony.txt, go the [MATERIAL_TEMPLATE:JUICE] entry, then add [LIQUID_MISC_PLANT] to the end, that fixes it.  I don't know if that has any side effects though, like letting it be used in weird reactions.  I doubt it, since that should just be for Dwarven Syrup, which is only used for cooking.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 08, 2013, 11:13:17 pm
I'm fine with the rainbow juice jugs sitting in the workshop until I want to use them. Less distance required for dragging them when I want to extract dye. (I tend to throw up the two workshops side by side.) I just need to get a new fort up and running so I can test some of the fixes that wouldn't work without a new world. (I haven't really played much in awhile. Been distracted with some other things.) The old fort I'm just going to leave in a quiet retirement, especially since I was down in the single digits FPS-wise.

Hopefully, I will never get saddled with a civ without plant cloth again. I lost too many good ponies to failed moods that wanted it. I've also got to be better at checking cutie marks, so I can make sure to give ponies appropriate jobs. (Let's just say I realized some ponies ended up with jobs they really weren't suited for. I wondered why their skill gain was so abysmally slow.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 11, 2013, 11:33:58 am
I had a similar issue but with leather, only my fort's requirement was much less quiet and much more fun.

Combine a berserk moody pony with no leather or fleece with the fact that I didn't notice my ponies were starving since all the food that the Z menu said I had couldn't be eaten raw and you've got a recipe for fun.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 11, 2013, 06:16:51 pm
Hnnblrghlergh... It seems my notification has broken again and this thing has been popping up every now and then.. Thanks to everyone who's kept it alive and answered questions and posted fixes to stuff! As is probably fairly obvious, I took a new project to the knee and I have been utterly swamped for the last couple of months, looks to be slowing down to a more manageable pace now tho, and I should be able to get some decent development time in within the next few weeks... If I'm lucky I'll be able to have this fully updated just as Toady releases his new version :P

So anyways, sorry for yet another sudden and inexplicable disappearance, I'll try to at least let people know I'll be gone for a bit the next time but I *THOUGHT* this thing was idling in the lower reaches of the modding forum, as I was not receiving any updates.

I'll be doing a proper runthrough of this thread tomorrow, I see there's some clever fixes to various problems so I might just swipe those and credit where due. The primary goal now is to get that ever-postponed bugfix out the door and clear the plate so to speak, and from the looks of it, I'm going to have to update the documentation a bit too.

Now, there's something I've been thinking about with regards to this mod.. I've got a ton of ideas for it, but it seems not a lot of time to implement them all, and I know we have some modders and raw-savvy people here, so, suggestion: If someone wants to help out in ANY regard I'd be happy to throw stuff into the game.
So, I guess depending on how this idea is received the next version after the bug fix is out will be a community content patch.

For example, say If someone were to make a Fruit Bat creature, they would post it in the thread, and I would add that to the official version, and credit whoever made it.
like
added Fruitbats by generouspony

this request for help isn't really limited to creatures and the like, like i mentioned earlier the documentation is sorely in need of an update, and heck.. you can even give me suggestions for things to add and they might just make the feature list if I ever find the time to get cracking myself.

So yeah.. this is quite possibly the messiest post I have ever made.. I've written it over the course of several hours and I've lost any willpower to sanitize it any further..
Let me know what you think about the idea, and sorry again for my absence!


Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Lycaeon on March 11, 2013, 06:36:50 pm
Welcome back! :)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 11, 2013, 07:25:45 pm
Good to hear from you again, Sorcerer!

I hope you didn't mind me posting that compilation of fixes to keep us going until you came back. Most of it is based on stuff figured out in this thread, though I did do a small thing or two. (The tweak to carrots for not-freezing biomes and fixing the issue with turnip seeds being labeled radish seeds. And fixing the spelling of "lettuc juice". The missing "e" when I noticed it annoyed me enough that I had to fix it. I fixed the crystal mace reaction, it was popping out short swords. Also added the missing cloud cloth, golden silk, cloth backpack and cloth quiver reactions to the pony entity file. And I fixed the bit with the misspellings in the pony creature file regarding the mechanics skill and mechanics cutie marks.) I believe Assassin Asha is the one who worked out how to fix the fleece bug and the issue with the rainbow juice not allowing us to extract color from it. I think Telgin is the one who noticed potatoes were missing the tag that to make them millable. If I'm missing listing anybody else who helped, I'm sorry.

There is a major bug with the alicorns. They seem to be missing the necessary stuff for descriptions. I posted above about drawing the monarch to my last fort and noticing she had no description beyond her mane style. (One thing to do a little copy and paste, or fixing a misspelling but that kind of modding is beyond me.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 11, 2013, 10:11:12 pm
I've done some editing that should give the information Alicorns need to have descriptions, although I won't be able to regen a world a test it until after work tomorrow:

http://www.mediafire.com/download.php?03q4p0t4b6b6n1h

Just unzip the two files into your <game>\raw\objects folder

It also fixes a weird issue where "a hat and wand" was considered an explorer cutie mark.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 12, 2013, 03:24:54 am
tali: quite the contrary, I'm glad someone picked up my slack!
The community fixes seem to cover the things I have(n't) been working on for the bugfix patch, which makes all kinds of sense I guess considering the brokenness of some of those systems.

My schedule for this afternoon seems to be pretty clear, so I'll make a considered effort to compile the changes, merge them and release that damn bugfix already :P

Looking at some of the utilities and addons that have been made for dfhack recently is quite exhilerating. things like the construction helper looks to help aboveground construction a lot, and putnam's item syndrome hack REALLY opens up the whole research and magic stuff!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 12, 2013, 06:32:35 pm
Bugfix posted, think I've caught everything mentioned in the thread at least.. now to find all the ones I've missed XD
OP is updated :D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 12, 2013, 07:36:05 pm
Well, looking through, you missed the fixes for plants. The thing where I tweaked carrots for any non-freezing biome, I can get you leaving that out. However, potatoes are still missing the tag for milling, and turnip seeds are still labeled radish seeds. (And lettuce juice is still misspelled. I know it's petty but spelling errors irk me.) Good thing I still have a backup of my fixed plants file. Also, golden silk reaction is missing from the pony entity as are the cloth backpack and cloth quiver reactions. However, I am glad you fixed the crystal mace reaction, rainbow color extraction and you included the fixes for alicorns.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 13, 2013, 02:03:41 am
Huh, actually looks like I included the old one again by mistake, definitely need a better system for current /dev builds I think...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 14, 2013, 02:24:03 pm
Okay, It looks like I managed to make it so the rainbow gas, that spawns in weather reactions, is actually harmful for non-pegasi. It should also be harmless for alicorns, though I don't know how to check it, aside from attracting an alicorn, which would take "some" time...
For now the effect is... well... they die after their lungs and skin rots off... the affected being(I used GENERAL_POISON tag, so it's a lot of creatures. It would be wise not to assign a pegasus with a pet to weather or keep a pet out somehow) dies within few days tops with no hope of survival. I did it only for testing purposes. If you have some ideas as to what should be affected and with what, I might try and incorporate it.
I mean, IIRC Sorcerer, you wanted the gas to have some consequences for non-pegasi, right?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 14, 2013, 02:38:35 pm
Yep, that was one of the planned features to keep pegasi doing the weather jobs. Could possibly notch down the lethality and just make it stun targets, to prevent accidental pet massacre whenever fluttershy analogues reports for tornado duty :p
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 14, 2013, 03:24:08 pm
Obviously notch down. I would never really subject anypony to murderous gases... There is a paralysis tag. Though I should check how it works. Might paralyse them, but we don't want to stop lungs or something. Probably inhalation, not contact... afterwards affecting motor control temporarily... hmm... give me some time.

Edit:
Bummer...
Quote
For small creatures such as humans and dwarves, paralysis tends to result in suffocation.
Gotta use something else... paralysis is global... can't paralyse a limb or something...
Maybe make it inflict unconsciousness? Or dizziness, drowsiness? Maybe some pain or swelling(that means not inhalation but contact; unless it wouldn't hurt lungs... this syndrome system is quite complex)?
Sorry for that barrage of questions. I'm not that good at coming up with something like that and this is your mod, anyway.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 14, 2013, 03:37:00 pm
yeah, full paralysis includes lung function, and smaller creatures suffocate quite quickly. You should be able to give a local paralyzation with syndromes i think, but a high value dizzy or drowsy might be sufficient for this.. might even get them a trip to the medipony.
 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 14, 2013, 03:40:50 pm
Unfortunately paralysis is only global. It does not accept any specified targets.
Will have to work with dizziness and drowsiness.
It will take some time. Gotta think out(read as: randomly test) numbers and such. It's going to take a while, seeing as I've never did something like it before. It should work quite fast but not inflict lasting damage... Yeah, will test.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: smakemupagus on March 14, 2013, 03:47:54 pm
I think this paralysis syndrome will knock out but be non-fatal, I use it for a Druid's ranged attack on an ammo so TBH I can't guarantee it's non fatal.  (the ammo causes physical damage too, and usually somebody stops by shortly to lop the enemies head off anyway :) )  But it might be a place to start.

      [SYNDROME]
      [SYN_INHALED]
            [SYN_CONTACT]
      [SYN_NAME:binding roots]
      [CE_PARALYSIS:SEV:300:PROB:100:START:0:PEAK:5:END:300]
      [CE_NUMBNESS:SEV:300:PROB:100:START:0:PEAK:5:END:1000]
      [CE_SPEED_CHANGE:SPEED_PERC:25:START:0:END:1000]

and this is a somewhat balanced/tested  dizzyness drowsiness spell (plus a chance to impair grasp, which sometimes causes to drop weapon)

   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [SYN_NAME:sapped strength]
      [CE_DIZZINESS:SEV:50:PROB:100:START:1:PEAK:50:END:1000]
      [CE_DROWSINESS:SEV:150:PROB:100:START:1:PEAK:50:END:1000]
      [CE_IMPAIR_FUNCTION:SEV:1000:PROB:50:BP:BY_TYPE:GRASP:ALL:START:0:PEAK:50:END:1000]
      [CE_SPEED_CHANGE:SPEED_PERC:80:RESISTABLE:START:1:PEAK:50:END:10000]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 14, 2013, 03:55:49 pm
Ooohh, might be useful. You mind?
Now, the wiki says paralysis tends to suffocate smaller creatures like dwarves. I don't want to take chances with ponies, regardless of size.
How long will the dizzy/drowsy spell last? Looks like... one fortress mode day?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: smakemupagus on March 14, 2013, 03:57:54 pm
Sure!  All I ask is that if you find they act really strangely or are broken and you fix, please post it :)

Yep, 1000 is just less than 1 fortress day.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 14, 2013, 04:02:36 pm
Thank you! That dizzy/drowsy/impair is just what I was thinking about. Will test and as long as it's not permanently harmful(impair description on wiki is vauge about that; as in, not saying anything at all) I am going to add that to all those gases and then post it for others to test. You know, there is never enough testing. For Science... You Monster...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on March 14, 2013, 04:03:09 pm
The FoE mod has a flux converter that charges depleted spark batteries, but makes Unicorns unconscious for a week and sick for another week. Here it is:

[INORGANIC:ARCANA_DRAIN]
   [USE_MATERIAL_TEMPLATE:LIGHT_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:BLACK]
   [STATE_COLOR:LIQUID:BLACK]
   [STATE_COLOR:GAS:BLACK]
   [STATE_NAME:GAS:arcane vapor]
   [STATE_ADJ:GAS:arcane]
   [PREFIX:NONE]
   [SYNDROME]
      [SYN_CLASS:INSPIRED]
      [SYN_NAME:exhaustion]
      [SYN_AFFECTED_CLASS:MAGIC_NOVICE]
      [SYN_INHALED]
      [SYN_CONTACT]
      [CE_UNCONSCIOUSNESS:SEV:10000:PROB:100:START:0:END:8400]
      [CE_NUMBNESS:SEV:40:PROB:100:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:50:END:16800]
      [CE_DIZZINESS:SEV:60:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:50:END:16800]
      [CE_NAUSEA:SEV:40:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:50:END:16800]
      [CE_MENT_ATT_CHANGE:SOCIAL_AWARENESS:80:0:MEMORY:80:0:PATIENCE:80:0:LINGUISTIC_ABILITY:80:0:EMPATHY:80:0:START:0:END:16800]
      [CE_PHYS_ATT_CHANGE:STRENGTH:80:0:AGILITY:80:0:TOUGHNESS:80:0:START:0:END:16800]
      [CE_MENT_ATT_CHANGE:FOCUS:80:0:SPATIAL_SENSE:80:0:KINESTHETIC_SENSE:80:0:INTUITION:80:0:START:0:END:16800]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 15, 2013, 08:31:50 am
Derp, for some reason, in inorganic_rainbow.txt, there is no [USE_MATERIAL_TEMPLATE:CLOUD_TEMPLATE] tag in the [INORGANIC:GREEN_SOLID]  and [INORGANIC:GREEN_GAS] parts. You should add that. Dunno what their lack might cause, though.
About the gas: For now, exposure puts a victim into unconsciousness for three days, impairs grasp for six days and causes general drowsiness and dizziness as well as reduces speed in half(I think) for ten days. Right now, I'm checking the effects of putting the syndrome in the cloud_template in material_template_pony.txt. Before I used adding syndrome to all of the gases in inorganic_rainbow.txt, but it's inefficient. I will try and see what happens with that placement.
Edit:
Hmm... it seems adding syndrome into material_template has no effect... bummer. Oh, well. The old idea then. Copying syndrome into every gas description.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 16, 2013, 07:33:43 pm
I seem to be having trouble learning the Crystal Smithing Process or the crystal forging process.  I have over 100 Crystal Shards and 13 tomes, but both show as red. 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 16, 2013, 10:00:52 pm
You need a pony with gem-setting skill enabled to research crystal smithing, forging and working.

I'm still trying to get a new fort going. Having trouble genning a world with an embark I like the looks of. (No aquifer, plenty of metal, and preferably in a good biome, though I'll settle for a neutral one. I am not good enough to go anywhere near the evil biomes or dea; with aquifers.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 16, 2013, 10:13:10 pm
I have ponies with that skill set, and I was able to research crystal setting fine.

In advanced generation, you should be able to set the mineral frequency (I think lower is more frequent), and the average amount of evil in the world, which should help get better sites
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tevish Szat on March 17, 2013, 03:11:19 am
You need a pony with gem-setting skill enabled to research crystal smithing, forging and working.

I'm still trying to get a new fort going. Having trouble genning a world with an embark I like the looks of. (No aquifer, plenty of metal, and preferably in a good biome, though I'll settle for a neutral one. I am not good enough to go anywhere near the evil biomes or dea; with aquifers.)

You can kill aquifers with modding:  go into the Inorganic_whatever files (layer, soil, and I think mineral.) and replace all [AQUIFER] with (AQUIFER).  do this in your global raws, and any new world genned will have no aquifers.  Do it in the Raws for a genned world and it'll destroy all aquifers there.  You can restore them by doing the opposite find-and-replace.

In basic world gen, Minerals: High or Everywhere and hope for the good.  in advanced, up desired good squares in all region sizes and drop mineral scarcity
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 17, 2013, 11:34:58 am
I did manage to get Crystal Smithing and Crystal forging made - I could order them through the Manager, and they worked since I had all the requirements.  They're still red through the Library though.

Are there any civilizations that can siege?  I've gone 4 years and 1 million created worth with no sieges.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 17, 2013, 01:58:44 pm
Sieges are unfortunately a bit rare at the moment. The different civs have pretty varied ethics and wars are pretty frequent, but as of right now there are no perma-war enemies... Changelings will fill this role whenever I finish their civ, but I guess that doesn't really help you at the moment.
I guess you can try pissing off some caravans, see if that sparks some conflict.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 18, 2013, 09:48:56 am
With the Changelings, is it possibily for them to send raiders before sieges with the human diplomat's trick where they become immune to any traps that sees, or does that only work on diplomats?

That seems like it would fit their MO.  Disabling your defenses before they attack is what they did in the show.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 18, 2013, 10:12:55 am
We're a bit limited by the mechanics, but definitely going to try to give the changelings some underhanded tactics. One idea is to perhaps make a cangeling queen based on the vampire that runs around sucking people's love :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 18, 2013, 09:58:00 pm
Did you know you forgot to delete a bunch of old reactions from the zebra entity file? (They're all reactions from the old pony mod, which no longer exist in this one.)
And you know, when I played my last fort... I never had any civilization show up to trade aside from my home civilization and the zebras. I'm fairly sure I saw griffons and buffalo as neighbors, but they never appeared to trade or attack. (Aside from the werewarthog that apparently was originally a buffalo.) Looking in the raws and comparing them against the pony and zebra files, it kinda looks like the tags to trigger those things are missing from the griffon and buffalo entities.

I have got a new fort started, though. I'm still excavating storage areas and setting up initial workshops. This time I've got a nice cliff they can dig into and defend more easily. I got very lucky and got a pony with a medical cutie mark in my embark crew. Most of the others are kinda useless as far as setting up initially. They're just going to have to do things outside of their special talent until I get migrants with more appropriate cutie marks. I believe the fashion pony has been assigned to farming work, the pegasus explorer will serve as militia commander, and the other pegasus will have to be a miner and mason. The earth pony noble has been given all the administrative duties for now. I did get a carpenter unicorn as well as a pegasus painter (who has been assigned clothesmaking in addition to dying until I get a clothier/seamstress). And everybody currently has plant gathering enabled.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 19, 2013, 07:57:36 am
That... sounds strange, but definitively something I'll have to look into.. I reworked the civs in my huge file cleanup a while back and I know i was working on the progress triggers.. but if you say there's stuff in there from nido's mod that must not be the right files... That would explain the lack of trade and sieges if nothing else! Thanks for the catch!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 19, 2013, 09:21:50 pm
I did a quick test in Arena and the files I uploaded earlier so give the Alicorns Cutie Marks, Coat color, Mane/Tail color, Mane style, and eye color.
It didn't list any personality traits, but I've never used Arena mode before, so I'm not sure if that's a side effect of the Arena.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 20, 2013, 10:23:23 am
Personality iirc is not part of the arena mode, so it looks like your changes work pretty much perfectly. Also noticed you added some new cutie marks for the sun princesseseses.. so I added all of those and merged the desc changes.

Ive also went through and fixed the triggers for buffalo and griffins which seem to be missing. I'll make some changes to the entities and see if I can fix a rudimentary version of the changelings as more of a perma-war type civ.

Im not sure what would be best for the people that actually play this.. I can do several smaller incremental updates or fewer larger updates. With regards to how DF works Im guessing the latter is best, but I thought I'd check what people think.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on March 20, 2013, 11:47:40 am
I'll make some changes to the entities and see if I can fix a rudimentary version of the changelings as more of a perma-war type civ.

Baby snatchers?  A bit of a stretch in some ways, but not so much in others.  I think you can go with the [UTTERANCES] tag to pretty much guarantee unending war, but it might be funky in other ways.

Quote
Im not sure what would be best for the people that actually play this.. I can do several smaller incremental updates or fewer larger updates. With regards to how DF works Im guessing the latter is best, but I thought I'd check what people think.

Seems like a major release cycle with new features followed by a few smaller bugfix releases would work well?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 20, 2013, 11:55:00 am
That's what I was thinking too, the only major issue is with my pick up and peck for a bit style of modding I am doing at the moment whenever I have time and the mood takes me, I'll just have to document all my changes so I know exactly what I've done. Think I've grown too accustomed to the the source control at work, and i forget to write down stuff, so I forget and that leads to stuff like the missing triggers, blah.. I wish I had more time to dedicate to this. Ohwell. I'll do what I can!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: toradrow777 on March 20, 2013, 08:23:06 pm
This has probably been asked like a thousand times before, but what's a good embark site and profile for ponies?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 21, 2013, 01:49:10 am
Depends what you want to do to be honest, personally I prefer the aboveground construction method as it is a bit more pony. You want a warm area with lots of trees, and hopefully a water source that doesn't go dry. As for the wagon,bring lots of seeds and a pair of sheep as they are your source of "leather" through flax. Then you just look at your starting seven and give them some fitting skills based on their cutie mark and personalities.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 24, 2013, 11:39:24 am
As I was reading the forums, someone mentioned that DFHack has a script to remove a dwarf bad thoughts.  Would it be possible to modify the script in such a way that Changlings have an attack that can remove random happy thoughts from their target, to simulate them feeding off their love?

If that's possible, would it also be possible to use that to have Vampires remove happy thoughts instead of blood, with the basic idea being that they are changling infiltrators?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on March 24, 2013, 11:40:49 am
Would it be possible to modify the script in such a way that Changlings have an attack that can remove random happy thoughts from their target, to simulate them feeding off their love?

I've been trying to work on that for a while, but I've had no luck whatsoever.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 24, 2013, 05:15:48 pm
aw, that's a shame, would be perfect for the changelings..
you seem to have a pretty good handle on the capabilities of DfHack putnam, do we have any other options for making the changelings a bit closer to canon?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on March 24, 2013, 05:22:18 pm
I don't watch pony stuff, my brother does. He's not near me right now, so I don't really have a way to tell what you're asking :P

No, I mean having interactions activate context-sensitive scripts, passing on the target and/or location to the script. Can't figure it out. If I could, that would be... incredible. Truly incredible. You don't even know.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 24, 2013, 07:19:57 pm
Yeah, I can imagine... The material syndrome script alone cracked open a swathe of possibilities. Having full script access to the interactions would be amazing. Maybe someday :p

In other news, I got some days off work for easter next weekend, going to make an effort to do a bit of ponymod then. I'm hoping to at least finish those changelings and maybe look at some of those material syndrome possibilities mentioned above.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on March 25, 2013, 02:38:15 pm
I have found some problems with this mod:
Leather:
Even through leather can not be made by ponies they can still need it for mood. I did not play long enough to trade with all civs. Can leather be acquired from Gryphon's?
Fat:
Ponies can not do anything with fat from slaughtered animals but it can still be stored. Can fat be traded to other civs?

Those are all the problems I encountered so far.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on March 25, 2013, 02:44:31 pm
You can use iron wool (is that the name?) as leather I think.  You also might not be able to use fat, but I think you can trade it to griffons (ponies will probably get offended as it should imply an animal kill).
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 25, 2013, 03:43:52 pm
You can use iron wool (is that the name?) as leather I think.
It's fleece. Can be made at magic loom.

As for syndromes, here is what I figured out.
Code: [Select]
[SYNDROME]
           [SYN_NAME:rainbow gas inhalation]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CLASS:PEGASUS]
[SYN_IMMUNE_CLASS:PRINCESS]
           [SYN_INHALED]
           [CE_UNCONSCIOUSNESS:SEV:10000:PROB:100:START:0:END:3600]
           [CE_DIZZINESS:SEV:30:PROB:100:START:1:PEAK:50:END:12000]
[CE_DROWSINESS:SEV:40:PROB:100:START:1:PEAK:50:END:12000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_TYPE:GRASP:ALL:START:1:PEAK:50:END:8400]
[CE_SPEED_CHANGE:SPEED_PERC:50:RESISTABLE:START:1:PEAK:50:END:12000]
I don't even know, why it looks so strange in this code...
Anyway, this is the syndrome itself. Unconsciousness for three days, dizziness, drowsiness and speed cut by half(I still think) for ten days. All counted from the moment of exposure. I am uncertain whether or not staying unconscious near the source of gas prolongs the issue. I suddenly found myself lacking time to do anything in terms of testing. I am sorry, for I said I would test... :'(
I would say impaired grasp for a week, but that doesn't work for some reason... that, or it is not listed on health screen.

Though this will work as intended only if you go to creature_pony_pony_NEW.txt, go here:
Code: [Select]
[BODY:QUADRUPED_PONY:PONY_TAIL:2EYES:2EARS:2WINGS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[CASTE_TILE:'p']
[CASTE_SOLDIER_TILE:'P']
[DESCRIPTION:A pony with beautiful wings.]
[CASTE_NAME:pegasus pony:pegasus ponies:pegasus pony]
[BABYNAME:newborn pegasus foal:newborn pegasus foals]
[CHILDNAME:pegasus foal:pegasus foals]
[FLIER]
[SPEED:777]
[MAXAGE:75:120]
[POP_RATIO:100000]
and add
[CREATURE_CLASS:PEGASUS]
tag somewhere there. This will render all pegasi immune to the syndrome. And because all alicorns are princesses, that's already covered.
Now you have to go to inorganic_rainbow.txt and add the syndrome to every gas color. I was wondering about also adding it to those clouds that are set to boil, but I dunno. Your call.

Feel free to change the numbers and such. If you also know, why grasp is not impaired, please do tell. I would like to know.
Cheers!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on March 25, 2013, 05:13:00 pm
Ok, thanks for the replays. i did not play with whole research system yet.
Another problem, this time regarding "Cocoa".
I embark with 12 "Cocoa seeds". I plant them on farm and get 12 Cocoa beans. Ponies automatically process them in the kitchen and I get 12 bags with cocoa. And here things break. I get no cocoa seeds from processing the beans. Also after cocoa bags are taken from kitchen, kitchen  is not aware anymore of its presence. I only managed to produce 1 bar of chocolate before all cocoa bags were taken to the food stockpile. So, right now I got 1 chocolate bar, 11 cocoa bags and no seeds. I still have empty bags. But kitchen does not see cocoa anymore.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 25, 2013, 05:32:34 pm
I've seen a few times the game won't let you craft something you do have the mats for.  Try having the manager queue the job.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 25, 2013, 06:31:32 pm
I'll look into the missing seeds there, you should get those as a byproduct of the processing, and look into why you can't make more than one  bar of chocolate while I'm at it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on March 25, 2013, 06:42:30 pm
I pinned down the problem a bit. "Cocoa bag" becomes useless once it's put in food container (barrel or pot).
Processing "Cocoa beans" makes "seeds". Not "Cocoa seeds", just "Seeds". And they glitch as well. Ponies does not move this bag of "Seeds" at all and content sometimes disappears.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 25, 2013, 06:44:25 pm
sounds like I've got the reaction to give the wrong seed type then, thanks for the catch I'll get that fixed asap. I'll also see if I can rework the cocoa bags a bit.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on March 25, 2013, 06:57:47 pm
Always happy to help. And forget the glitch/disappear comment, my mistake.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 25, 2013, 07:11:57 pm
Yeah, I did notice you have to more or less put cocoa in its own stockpile and forbid barrels from said stockpile to get the chocolate-making reactions to work.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on March 26, 2013, 11:14:05 am
I found another minor bug:
Rainbow color extrapolator: Extracting "green" color from rainbow does not require water bucket.
Also, all clouds, and they products are not mentioned in stockpile.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on March 26, 2013, 03:57:24 pm
With clouds, I think that's a deliberate decision. (I kinda think they should stay in the weather factory. What would be the point of putting clouds in a stockpile?) But it is kind of annoying that finished goods made of cloud can't be stockpiled.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 26, 2013, 06:17:15 pm
That's fixable tho, I'll add it to the queue.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on March 26, 2013, 07:02:42 pm
The green color not using water is a lack of square brackets in the contains:water part. Which means it still needs a bucket. :P
As for beans... strange, I can't seem to find anything in the raws...
Oh,  by the way, is there a reason, why Archive looks like this?
Code: [Select]
XBB
BXB
XBB
With X being the empty space and B being non-movable space?
I though it should be
Code: [Select]
BBB
BXB
BXB
As it seems to look like this when built.
I mean, during construction and for general use.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on March 27, 2013, 02:22:15 am
I'm running on a previous version, I think 1.4.8 or something like that, will it hurt to update? Not entirely sure how save files work with stuff like that. Failing that anybody got a list of all the bugfixes I could use to check off?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 27, 2013, 02:26:38 am
If you're unsure you could just copy your save game folder and extract the raw folder from the new version Into it. Unfortunately a lot of the problems that were fixed were reaction bugs, which is usually needs a regeneration to fix.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on March 27, 2013, 07:36:31 am
Fixing reagents in reactions will work fine, I think.  Renaming reactions, or adding or removing them will cause problems though.  Oh, and allowing reactions in an entity file requires a regen.  I think that's the biggest problem you're likely to face, since the pony entity file was missing a couple.

The bug with griffons not having trade triggers is supposedly fixable in the raws without a regen at least.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on March 27, 2013, 10:00:32 am
Sorcerer, you said you are open to ideas few pages ago, so I'm dropping this here.

Regarding whole research system, I came with few ideas. Do not wary, I do not expect them to be used. Mainly because I do not know how much can be moded. I'm sharing those ideas to ease my mind, it was hard to fall asleep last night.
My ideas depend on some factors I'm not aware if are possible to mod or not.

1. Idea system:
A pony with high skill in related job would have a chance to come up with an idea of new use to the material he works with. Example: gem cutter of outstanding skill would at some point get an idea of growing gems in to crystals. opening new research project. This would work similarly to "mood" system. Pony with the "idea" would need to claim a library to write down basic explanation, so other ponies can start the research.
2. Expanded studding/research:
Now that we have open research project of gem growing, a research on the process has to be performed. Gem growing research would contain of smaller projects that have to be completed. So now we got: "Small volume gem growth process", respectively "medium" and "large". To perform research on small project, ponies have to use related materials, in this case gems of respectful sizes. To perform those projects ponies would use related skill, in this case gem cutting. Researching projects would yield research notes. Depending on quality of the note it would be useful or not. That way, high skill ponies would have higher chances of succeeding in research. Low quality/useless  notes would  be destroyed.
3. Research director:
This is the pony in charge of all projects. He would need high bookkeeping skill (because its related and can be trained). This pony would gather and combine all useful project notes in to complete projects and eventually complete research and blueprints.   
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 27, 2013, 02:31:24 pm
Thanks for the feedback and ideas ultimoos, unfortunately it's not something that can be implemented in the current crafting system, as skill is not something within our reach..
We can't set a specific skill requirement on a dwarf (or pony) to make a certain item, and we can't require a reaction to require a specific quality level item, and we can't set alternate outputs (like 20% chance of this and 80% chance of that) either of these would open up a ton of options, having all three would be nigh limitless.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on March 27, 2013, 04:01:35 pm
You can make a reaction to produce A with 20% chance and B with 80% chance, but the results will be asymptotic to:
00: 0.16
A0: 0.04
0B: 0.64
AB: 0.16

> yeah, which means you will also have a chance to produce either neither, or both, neither option is desirable
With 32% probability.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on March 27, 2013, 04:02:58 pm
yeah, which means you will also have a chance to produce either neither, or both, neither option is desirable
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on March 27, 2013, 09:11:08 pm
I just decided to start a new fort. Managed to found it on a rather weird crossroad of a joyous shrubland and untamed wilds tropical ocean. Should be fun.
---------------
Only like two months in and everything is going great. The ponies have comfortable bedrooms, a dining room and there's four fields growing various plants though most specifically sunberries. Not entirely sure how this happened since I never had them as an option on the other pony forts but not complaining in the least. Be great to send some excess back to the parent civ at least to show them what bitchin' drinks mine enjoy daily.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on March 30, 2013, 08:22:06 am
Yay, Sorcerer's back!

Bugfix posted, think I've caught everything mentioned in the thread at least.. now to find all the ones I've missed XD
OP is updated :D

I fixed the Rainbow Extrapolator requirements, if that's a big enough thing to include it in the credits.

I've found out how to fix the rainbow extrapolator, it should now require the proper blueprint instead of any item classified as "tool".

In raw\building_pony.txt search for "Rainbow Color Extrapolator". Below, just before the entry for the next building starts, there should be a line:
Code: [Select]
[BUILD_ITEM:1:TOOL:ITEM_TOOL_BLUEPRINT_RAINBOW_WORKSHOP:NONE:NONE]
Change WORKSHOP to EXTRAPOLATOR.

I'm off to try the new version. Does anybody know if worldgen length or any other parameters affects the probability of civs being at war?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on March 31, 2013, 01:46:10 am
Worldgen length should increase the odds of a war breaking out at some point, but they could end just as much as begin during long world gens.  The only other important factors are probably ethics in the entity files, but I'm not sure if there's a sure fire way to get war without the baby snatcher tag.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on March 31, 2013, 07:17:15 am
Baby Snatcher is the only thing that will guarantee war, but having a lot of ethics as acceptable or required for one civ and unacceptable for the other should greatly increase the chance of war.

I think these should be a good combo for getting ponies to go to war with them:
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:REQUIRED]
[ETHIC:TORTURE_FOR_INFORMATION:REQUIRED]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

I'll have to test to see if these are vary likely to end up at war, but it so, they could work for the Changelings as a way to have them at war without the Baby Snatcher token.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on April 02, 2013, 01:09:33 am
Did some work on the mod over the weekend, but nothing worth posting yet. Fixed some outstanding reaction bugs and added the changeling civ. Giving those ethics a quick whirl made war pretty likely at least. I still want to at least t give the changelings some interactions before calling this a release. The rest of the reactions should be hotfixable tho so I might release them on their own.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on April 02, 2013, 05:52:51 pm
I noticed that DFHack has an ability to remove bad thoughts from Dwarves.  Would it be possible to modify that to make an interaction for Changelings eat ponies happy thoughts?

I don't really know much about DFHack, so this could be a completely impossible idea, though.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on April 02, 2013, 05:58:13 pm
The issue is the interactions, really.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on April 21, 2013, 07:36:04 am
Apparently, my expedition leader needs alcohol to get through the working day. A dwarf in pony disguise?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on April 21, 2013, 12:08:01 pm
I've seen that in Nidokoenig's mod too, so I'm guessing it's just a randomly generated personality trait that can apply to anything non dwarven on occasion.  I don't think it actually means anything, unfortunately.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on April 22, 2013, 10:10:24 am
Huh, I thought it's tied to the ALCOHOL_DEPENDENT creature token.

I tried to gen a world with high amount of civs and low max site count to encourage wars. Legends mode showed some conflicts, mostly griffons vs somebody else, but none of them lasted until the worldgen end.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Zioko345 on May 05, 2013, 03:09:06 pm
Would be glad to help code, I'm going to work on some things, but if you need anything in particular done, just ask.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: slothen on May 09, 2013, 04:12:35 pm
I never played the original pony mod, but did read part of Glitterglen.  I seem to recall Diomedians being butchered and eaten happily in that fortress.  Is that allowable in this mod by default, can it be enabled simply with an ethics change, or does it require significant editing of the entity raw?

I'm so happy to find that there is a current version of a 'normal' pony mod, instead of only fallout-inspired ones.  I personally want happy, cheerful violence.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on May 09, 2013, 04:24:07 pm
It was a change KingStrongbeard made.  The default pony mod doesn't allow butchering sapients.  :)  It only requires one change in the ethics section to permit it, but I don't recall what the ethic name was exactly.  Should be fairly easy to figure out though.

I hope Sorcerer has time to work on this mod some more eventually.  With the next version of DF coming out in a month or two, we're going to need a regular pony mod that works in it!  I'll probably end up modifying the old pony mod of Nidokoenig's in order to get it working in the new version at first, since it's far simpler.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on May 09, 2013, 04:26:26 pm
With the next version of DF coming out in a month or two, we're going to need a regular pony mod that works in it!

Who says that we'll all play the new version when it comes out, personally I'm just going to finish my community fort and wait for bugfixes etc. before stepping foot into it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on May 09, 2013, 05:05:46 pm
I probably won't start immediately either, but some of the changes I'm really looking forward to (real trees!).  Plus, it does take time to get the mods working in the new version.  So, by the time that's done the bugs will probably mostly be sorted out.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Rydel on May 09, 2013, 05:12:32 pm
I'm just waiting with baited breath for changelings.  Right now, in order to have anyone to fight, I'm running it with Fortress Defense.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Wormsign on May 09, 2013, 06:21:22 pm
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...

Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on May 09, 2013, 06:31:44 pm
Ehhh, don't worry about it too much. Just don't say that to Militant Bronies and you should be good.

BLOOD FOR THE BLOOG GOD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Grimlocke on May 10, 2013, 12:48:40 pm
I just don't understand...

Then theres only one thing to do, watch the show! It definitely wont brainwash you!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on May 10, 2013, 01:31:13 pm
I just don't understand...

Then theres only one thing to do, watch the show! It definitely wont brainwash you!

Don't say that, if he doesn't want to watch it and just contemplate why people like it, let it be, I personally accept the fact that we like different things.

Now BLOOD FOR THE BLOOD GOD!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Valikdu on May 20, 2013, 01:19:57 am
I just don't understand...

Then theres only one thing to do, watch the show! It definitely wont brainwash you!

Don't say that, if he doesn't want to watch it and just contemplate why people like it, let it be, I personally accept the fact that we like different things.

Now BLOOD FOR THE BLOOD GOD!

RAINBOWS FOR THE RAINBOW GODDESS! CUPCAKES FOR THE CUPCAKE THRONE! LET! THE GALAXY! BUUUURN!!!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on May 21, 2013, 04:09:08 pm
There are dumber subjects to ponder the philosophical side of than MLP. :x
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: mross on May 22, 2013, 07:55:06 pm
Yeah I don't get it either. How do people watch entertaining shows? It doesn't seem possible.

In other news, this thread totally gave me an idea for a comic. I'll post it this weekend.

Also: bumping back to the first page. Because I can.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: mross on May 24, 2013, 07:49:34 pm
Also apples appear as black squares, I guess they don't have a tile association?

Hope this thread isn't dead.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: toradrow777 on May 26, 2013, 01:18:37 pm
Been a while since I last played this mod, or Dwarf Fortress in general.  What's a good world gen, embark profile and embark location for a noob, and how's the best way to get started?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: mross on May 26, 2013, 01:43:06 pm
I just use the standard gen. I usually pick heavily forested warm areas with sourced water and no aquifer, but at least untamed wilds so I have something to keep the game interesting.

Loadout is pretty much preference. I take two shovels, two axes, an anvil, and no skills. Of course if you embark anywhere even mildly challenging you need more stuff.

Only advice I can give at this point is don't try to support yourself with applebucking early on - it's too slow to feed your ponies, and requires too much labor when there's so many things to do. Gather a bunch of plants and set up farms. Later on, once you've got more labor and a comfortable food buffer, you can start dedicating your dozens of idlers to apple trees.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Zavvnao on May 31, 2013, 12:41:15 am
there si no equine language file. or I am just being dense ><
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: mross on June 01, 2013, 03:39:14 pm
there si no equine language file. or I am just being dense ><

Pretty sure they just repurposed the elven language with some modifications.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 04, 2013, 11:33:03 am
I just got this mod a few days ago and I’ve had a few issues with some bugs.
In Fortress Mode sometimes immigrants will just stand at the edge of the map forever and never become part of the fort.  In a group of five immigrants one or two will just stay at the edge of the map and never move.  Their icons aren’t the normal for the pony casts, they are the ones used for pony merchants.
The other bug, if it is a bug, is that is that I can’t get any food in adventure mode.
Pretty much the only food I get is the five fish I start with and once that’s out I can’t get anymore.  Not sure if it’s a general dwarf fortress bug or just one for this mod but I can’t pick edible plants when I’m in the woods.  Also I managed to find a barrel full goldenrod which I assume is an edible plant for ponies, but when I tried to eat it my adventurer would only lick it.
So I also started an adventure as a human outsider (added in humans personally for this) because humans can eat meat and meat is easy to get by killing random animals.  So I killed a dingo and butchered it for food, it gave me no meat, and parts of edible organs it did give me that in normal Dwarf Fortress a human adventurer would have no problem eating, he would only lick.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on June 04, 2013, 12:04:57 pm
Those are general DF bugs.  The problem with migrants hanging around on the map edge and behaving as merchants is well known and unfortunately still not fixed.  It will probably be fixed in one of the maintenance releases in a few months.  In the mean time, there's nothing the mod can do to get around it.

Food in adventure mode I'm less sure about since I don't play adventure mode really at all, but gathering plants doesn't work yet in adventure mode as far as I know, and is something that the mod can't really get around in a simple way.  I don't know about butchering the dingo.  Is it possible it was too small to give back butchering products?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 04, 2013, 12:13:13 pm
I don't know about butchering the dingo.  Is it possible it was too small to give back butchering products?

I did tests in non-moded DF and I can get and eat meat.
Only in My Little Fortress do I run into the problem of butchering an animal and not getting edible meat from any animal.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on June 04, 2013, 12:18:29 pm
It's possible that the entity ethics actually apply there, but if you added humans back in to the game I don't know why that would happen.  Did you copy the human entity file from a regular install into the mod, or did you try to piece a new one together from the pony's entity?  Or did you just add a human caste to the pony civ?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 04, 2013, 12:29:47 pm
I copied the human civ and species from the RAR files of normal Dwarf Fortress

I only altered one thing in the civ is setting their max civ number to zero, because I wanted to play as a human outsider with no civ.

Though now I have a theory that I’ll test when I get home.
I think being an Outsider gives me the ethics of whatever civ I happen to start in.  And since the only place I can start in is pony villages my human gets their ethics.  If my theory is correct if I make a human civ show up on the map and start a hero in it then I should be able to get meat.  This is only a theory though so I’ll test it.  If it doesn’t work then there is a problem with the mod, if it does work then well that’s annoying cuz I didn’t want a human civ mucking up my world but still wanted to play as human adventures.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 04, 2013, 07:56:46 pm
Ok I ran the test and it failed
Even when playing as a non outside adventurer from a civ that allows eating meat I cannot get edible meat from a butchered animal.

Something is wrong with the mod or something causing butchering to not produce edible meat.
Though more testing may be required
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on June 04, 2013, 09:26:33 pm
I'm not sure that's even possible, actually.  Butchering products are hard coded I think, unless the mod changed something very strange with animal tissues.  That seems unlikely though, since that would affect all species as you're seeing and things like griffons should be able to eat meat.

I'm not sure what else the problem could be though.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 06, 2013, 11:58:00 am
Ran another test
Made griffins playable in fortress mode to see if they could produce meat
Short version is no.
Griffins in fortress mode when they butcher animals don’t get meat or tanable regrents for makeing leather.
I still got fat and all the other bits but I got no meat that can be eaten.
I’m not an expert on this so I have no idea what’s causing this since it can’t be entity ethics since I was playing as griffins.  It has to be something within the mod itself causing this bug.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on June 07, 2013, 04:16:41 pm
I made you a plant table using my script (http://www.bay12forums.com/smf/index.php?topic=126953). I got a lot of undefined values somewhere, so I guess I should look into it. This is most likely due to lack of underground crops.



Read 101 plants.

Dfhack # getplants commands for easy designating tree cutting and plant gathering:

Aboveground bushes: (only edible, cookable or brewable)
# getplants ROOT_CARROT RADISH TURNIPS DANDELION GOLDENROD_FLOWERS SUNFLOWER POTATO CELERY SUGAR_CANE SUGAR_BEETS WINTER LETTUCE SILK_ROSE FLAX STRAWBERRY COCOA_BEAN COCOA PONY_GRASS_WHEAT SLIVER_BARB BERRY_SUN

Aboveground trees:
# getplants MANGROVE SAGUARO PINE CEDAR OAK MAHOGANY ACACIA KAPOK MAPLE WILLOW GLUMPRONG FEATHER HIGHWOOD LARCH CHESTNUT ALDER BIRCH ASH CANDLENUT MANGO RUBBER CACAO PALM

Underground trees:
# getplants TOWER_CAP BLACK_CAP NETHER_CAP GOBLIN_CAP FUNGIWOOD TUNNEL_TUBE SPORE_TREE BLOOD_THORN



Aboveground crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
carrots
 ROOT_CARROT
342Spring Summer Autumn YesYescarrot juice (2) (Y)N/A--
radish
 RADISH
216Spring Summer Autumn YesYesradish juice (1) (Y)DYE: radish dye (4)
 
Cook
turnip
 TURNIPS
216Summer Autumn YesYesradish juice (1) (Y)N/ACook
dandelion
 DANDELION
18Spring Summer YesNodandelion tea (1) (Y)N/A--
goldenrod
 GOLDENROD_FLOWERS
433Spring Summer NoYesN/ADYE: goldenrod dye (8)
 
Cook
sunflower
 SUNFLOWER
541Spring Summer Autumn NoPr.N/ALEAF: sunflower leaves (5)
 OIL: sunflower seed oil (10)
 SOAP: sunflower soap (20)
 PRESSED: sunflower seed cake (1)
 
Leaves
potato
 POTATO
325All yearNoYesN/AFLOUR: potato flour (6)
 
--
celery
 CELERY
216Spring Summer Autumn YesYescelery juice (1) (Y)N/ACook
sugar cane
 SUGAR_CANE
541Summer Autumn YesPr.N/ASUGAR: cane sugar (10)
 
--
sugar beet
 SUGAR_BEETS
250Summer Autumn YesPr.N/ASUGAR: beet sugar (8)
 
--
winter lettuce
 WINTER LETTUCE
541Winter YesYeslettuc juice (3) (Y)N/A--
silk rose
 SILK_ROSE
433All yearNoNosilk rose tea (2) (Y)N/A--
flax
 FLAX
216All yearNoPr.N/ATHREAD: flax thread (2)
 FLOUR: flaxseed meal (4)
 OIL: flaxseed oil (4)
 SOAP: flaxseed soap (8)
 PRESSED: flaxseed cake (1)
 
Thread
cotton
 COTTON
225All yearNoNoN/ATHREAD: cotton thread (2)
 
Thread
jute
 JUTE
225All yearNoNoN/ATHREAD: jute thread (2)
 
Thread
strawberry
 STRAWBERRY
541Summer Autumn YesYesstrawberry juice (3) (Y)DYE: strawberry dye (10)
 
--
cocoa beans
 COCOA_BEAN
241Spring Summer NoYesN/AN/ACook
cocoa
 COCOA
225N/A? NoneNoYesN/AN/ACook
wheat
 PONY_GRASS_WHEAT
241Spring Summer Autumn NoPr.N/AFLOUR: wheat flour (20)
 
Mill
sliver barb
 SLIVER_BARB
125All yearNoNogutter cruor (1) (Y)DYE: sliver dye (20)
 
--
sun berry
 BERRY_SUN
325All yearYesYessunshine (5) (Y)N/ABrew


Subterranean crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints


Fake plant table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
water
 WATER
00N/A? NoneNoNowater (0)N/A--
apple
 PONY_APPLE
20N/A? NoneNoNoN/AN/A--
quality apple
 PONY_APPLE_QUALITY
20N/A? NoneNoNoN/AN/A--
basket of apples
 PONY_APPLE_BASKET
20N/A? NoneYesYesN/AN/ACook
chocolate bar
 CHOCOLATE
100N/A? NoneYesYeshot cocoa (10) (Y)N/ABrew
sweet chocolate bar
 SWEET_CHOCOLATE
300N/A? NoneYesYeschocolate milk (15) (Y)N/A--
processed wheat
 PONY_PROCESSED_WHEAT
20N/A? NoneNoPr.N/AFLOUR: wheat flour (20)
 
Mill


Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Khaos on June 12, 2013, 09:17:31 am
Well, I know I'm going to enjoy getting back into DF with this mod...if I can get it running right.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on June 12, 2013, 12:55:14 pm
Well, I know I'm going to enjoy getting back into DF with this mod...if I can get it running right.

SHouldn't be too hard, its prepackaged and DF should start up like normal
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Gargomaxthalus on June 12, 2013, 08:54:19 pm
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...

Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!

I'm a 29 year old male and I love Friendship is magic. Go read Fallout Equestria, shortly after Littlepip leaves Stable 2 you'll never think of either franchise the same way again.(HIGHLY GRAPHIC: RATED: Adults Only) When it comes to Friendship is Magic itself, it's own potential for utter darkness and despair becomes apparent in the first few episodes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on June 12, 2013, 10:00:14 pm
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...

Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!

I'm a 29 year old male and I love Friendship is magic. Go read Fallout Equestria, shortly after Littlepip leaves Stable 2 you'll never think of either franchise the same way again.(HIGHLY GRAPHIC: RATED: Adults Only) When it comes to Friendship is Magic itself, it's own potential for utter darkness and despair becomes apparent in the first few episodes.

Note: if you don't like ponies, don't do this. It'll make it far worse. If you already think of bronies as creepy, FO:E will make you think of them as psychotic.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Indigo_Surprise on June 16, 2013, 02:34:18 am
What the hell is this My Little Pony craze sweeping the nation? The last time I checked it was a little girls cartoon. Now even grown men are into it? I don't think Armok is the God of Bronies! I'm not trying to criticize you if you're into it. Nor am I trying to criticize this or other like minded mods. I can appreciate the time and effort spent on such endeavours. I just don't understand...

Nonetheless I will be sacrificing unwitting ponies that cross my boarders, on the sacrificial altar to Armok!

I'm a 29 year old male and I love Friendship is magic. Go read Fallout Equestria, shortly after Littlepip leaves Stable 2 you'll never think of either franchise the same way again.(HIGHLY GRAPHIC: RATED: Adults Only) When it comes to Friendship is Magic itself, it's own potential for utter darkness and despair becomes apparent in the first few episodes.

Note: if you don't like ponies, don't do this. It'll make it far worse. If you already think of bronies as creepy, FO:E will make you think of them as psychotic.

Nah, that's Cupcakes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 16, 2013, 08:50:02 am
Well, after some time I finally figured out how to give myself alicorns at embark and I couldn't help but notice that the cutie mark/color descriptions are missing one alicorn.
Currently we have alicorns of:
1.Sun
2.Moon/Stars
3.Magic
4.Love(judging by heart CM)
5.Absolute Blank-Flank-And-Color-Less-Ness.

It seems that the last was simply overlooked during the color description writing. All that is to be done is find some matching cutie marks and add colors.
Any ideas as to what this one alicorn should represent?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 16, 2013, 11:36:51 am
Any ideas as to what this one alicorn should represent?

Have a list: War, Life/Death, Nature/Earth, Harmony, Creation
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on June 16, 2013, 12:19:55 pm
The current alicorn cutie mark list isn't complete yet. What's there was actually just something thrown in to fix the problem of them having no description at all.
If you want to play this mod, I suggest you read the last few pages of the thread. There are some fixes that have been worked out since the last release. (Especially since some of the civs are lacking trade and siege triggers. As a temporary fix, I just copied the info from the zebra file. And the zebra file has a bunch of obsolete reactions from the old pony mod that need removing.) I'd offer to share my raws again, but I've been tinkering with them beyond fixing bugs.
(I may have tossed in the idea for assistant medic positions that was raised in the general modding forum, the therapist position that was posted in the Fallout Equestria thread... and I'm thinking of tossing in that blockcraft workshop somebody worked out a few months back. Sorry I can't credit specifically, I haven't really been all that active with DF lately... that was all stuff I was doing before I got sidetracked with other things.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 16, 2013, 01:04:01 pm
Does your bug fixes fix the whole not being able to get meat or tanable regrents for makeing leather when playing as a race that should be able too?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 16, 2013, 03:49:49 pm
The butchering is weird right now, if you ask me.
My dogs got attacked by a badger. They dealt with it alright, I had the corpse dragged to the pile and then, for the lulz, ordered the butchery to be build. My dear Princess Luna got to it and then took the badger and the result is:
 six badger bones, skull, one-leftover-from-the-fight right paw, seven globes of fat and I could swear I got some hide from it, but I can't find it... it either rotted away or I am wrong and it wasn't there in the first place.
Not even talking about meat as there was none of it.

If you want to play this mod, I suggest you read the last few pages of the thread. There are some fixes that have been worked out since the last release.
Yeah, I got around raws and applied most of those fixes, added some fixes to general DF from the wiki, added dragon babies(breeding dragons, YAY!)and some other thing I found(can't remember what, though) but I never got to the civilizations. For some reason I didn't feel like meddling with something I have no idea about and it's been weeks, if not months, since I played this...
Though I might try tinkering around those civs to at least try and make them trade with me... does it need a regen? Sounds like it but I'm unsure...
Still, it's a nice fort I have, what with four alicorns and eleven other ponies at the end of the year... I hope I don't get that much more immigrants. I set the pop cap at ten and I wonder how will it go... though I apparently need to wait for liason... might even appoint him some escort... of alicorns... :P
Though I wonder what's the point of having alicorns if all skills can now get rusty. At least that's what I understood from the wiki.
Kinda misses the point to have unaging beings that can't have all the skills maxed. Unless I misunderstood something.
Meh, alicorns for teh win! :P

As a side thought, it is rather annoying that I seem to be forced to manually make sure that chicken eggs are not taken away the moment they are laid... though I am probably missing some obvious solution here. Boy, am I rusty at DF...

And I will look into this whole butchering thingy. Just don't hold your breath, it's gonna take a while.

Edit:
You know, it's so hilarious when your pony liason enters your town and asks for meat! And he is desperate enough to offer 196% in exchange!

Edit 2:
Just got around to butchering a coati and I did get skin and liver and stomach and the like. They are putting it in the refuse stockpile. Looks like last time they rotted away... I dunno what's going on, really...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 16, 2013, 09:59:53 pm
When I butchered things, I got skin and other bits (No edible meat), but I couldn't tan the skin even when playing as a civ that should be able to.
I know it has something to do with the mod since I don't run into this problem in normal DF.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on June 16, 2013, 10:59:28 pm
I didn't even know there was a problem with butchering because I strictly play ponies. I mean, yeah I do order some animals slaughtered for population control and to keep bones on hand for moods, but I never really paid attention to anything else. I focus on getting crops going and foraging the local area for additional plants. I'm now starting to want to get a new fort going...


Oh, and here's a quote on the issues with the plants and a note about a couple of reactions that need to be added to the pony entity file... I just dropped some parts that aren't relevant.
Potatoes are still missing the tag for milling, and turnip seeds are still labeled radish seeds. (And lettuce juice is still misspelled. I know it's petty but spelling errors irk me.) Also, golden silk reaction is missing from the pony entity as are the cloth backpack and cloth quiver reactions.

Okay, this quote is how to fix a small bug in one of the material templates.
For some reason, in inorganic_rainbow.txt, there is no [USE_MATERIAL_TEMPLATE:CLOUD_TEMPLATE] tag in the [INORGANIC:GREEN_SOLID]  and [INORGANIC:GREEN_GAS] parts. You should add that. Dunno what their lack might cause, though.

I think those quotes cover the known issues that aren't fixed in the current release. I think I saw a mention there might be an issue with the process cocoa beans interaction causing it to spit out the wrong seeds, (and that might just solve the mystery of where those bags of "seeds" came from in my last fort). I ended up spending the last hour or so trawling back through the thread looking for stuff that popped up after the last release, but feel free to chime in with anything I may have missed or no one's posted yet.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 17, 2013, 02:42:23 pm
Dear Luna, those ponies are sick!
I mean, I got myself a Dig Dog thief. So I decided to kill the thieving varmint!
I send Twilight and Celestia to deal with him... Twi was unarmed and Celly had an axe...
I don't think I should send anypony into unarmed combat anymore:

I mean, Twi got him first and after getting bruised by a dagger, some bucking and charging she slammed into him and he toppled over. So she grabbed his hand with TK only to immediately change her mind, let go of hand and grab his head. After that she'd bitten into his leg and torn it away, completely smashing anything there.
After that, she started tearing his face apart bit by bit, layer by layer, throwing in a bite to the thumb for good measure. During that time Celestia only grabbed his other foot with her wing and a moment later joint-locked it, and bent it till it shattered, and then let go.
The face-ripping went on till the dog gave to the pain after which Twi stabbed him with her horn, impaling his brain and killing him on the spot...

Next time, I'm having them all go armed, at least it will be more dignified and probably less painful death...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on June 17, 2013, 04:26:41 pm
Regarding the bugs, unless someone else already fixed it, I believe there was a bug with the cloth quiver and backpack reactions.  They would take a bolt of cloth and produce a quiver, but it wouldn't have a proper material.  So you'd end up with a +quiver+ instead of a +flax fiber quiver+ for example.  I fixed that reaction's material token as well as the fact that if you fixed that it would produce 10,000 quivers because of the cloth material size.  Fixed reactions below:

Code: [Select]
[REACTION:MAKE_CLOTH_QUIVER]
[NAME:make cloth quiver]
[BUILDING:CRAFTSMAN:CUSTOM_Q]
[SKILL:CLOTHESMAKING]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10000]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]

[REACTION:MAKE_CLOTH_BACKPACK]
[NAME:make cloth saddlebag]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_Q]
[SKILL:CLOTHESMAKING]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10000]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 17, 2013, 05:42:00 pm
When going though and comparing the RAWs from both My Little Fortress and Dwarf Fortress I noticed some alterations that might be causing bugs but I am unsure.

Changes in the Reaction_Other file
Normal Dwarf Fortress
Code: [Select]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]

My Little Fortress
Code: [Select]
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
      [REACTION_CLASS:TANNABLE]
   [PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:LEATHER]
   [SKILL:TANNER]
   [AUTOMATIC]

I've also located some alterations to the tissue_template_default file
alterations on the VASCULAR values on many entries, giving pain receptor values to things that normally don’t have them, and changing healing rates (not bug causing but still curious as to why).
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on June 17, 2013, 05:49:37 pm
That's fully intentional and is for FPS increase. The VASCULAR stuff is for balance changes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 19, 2013, 12:05:44 pm
For some reason my military won't put on horseshoes.
I had a nice set of adamantine horseshoes which I assigned to be worn by my captain of the guard and he wouldn't put them on.

Also, not sure if this is a bug, but crystal "horseshoes" when forged turn out to be greaves. At first I thought this was just a naming error but I looked at the raws and the values and tags for this item are diffrent then the standard horseshoes.  Is this intended?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on June 19, 2013, 01:16:37 pm
I just checked the armor_pony file, and the name is wrong there, apparently Sorcerer called the boots "greaves" for some reason. It wouldn't be hard to change it. The reaction is fine, though.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 19, 2013, 01:35:21 pm
I know the reaction is fine cuz it works

But what about the diffrences between crystal and normal horseshoes tags and value wise?

Also I would still like to know why my militiary isn't putting on horseshoes I assign to them.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 21, 2013, 04:28:51 pm
Okay, here is the cocoa bean seeds quick fix:
Go to the reaction_chocolate.txt file and in the [REACTION:PONY_COCOA] section switch those two lines:
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEEDS]
[PRODUCT:20:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEEDS]
into
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:COCOA_BEAN:SEED]
[PRODUCT:20:1:SEEDS:NONE:PLANT_MAT:COCOA_BEAN:SEED]
And there you go!
I have no idea why the original lines were not working... processing wheat has almost exactly the same lines(they only differ because the reagents are called differently) and that one works properly...
So I used a direct approach and brutally forced the game to make specific seeds.
Now, about those unusable seeds you get from that wrong reaction. If you have them, then locate them and highlight them in the 'k' menu(or 't' menu, if they are in the building). Now switch to DFHack console and type in:
Code: [Select]
changeitem force material PLANT:COCOA_BEAN:SEEDThis will switch those 'seeds' into cocoa seeds.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 22, 2013, 02:58:15 pm
Sooooo, I guess I'm not dead... whoo?

Work has been busy as usual and I've not really felt like more scripting when I got home so I haven't really been modding or playing DF in a couple of months.. Ran into an issue with the changelings which I'm not really sure how to solve, they just.. don't spawn in worldgen... tried copying the pony entity and placing the changelings in place of ponies and no go, I think it has something to do with their current breeding setup (only queens lay eggs, and she lays a lot) So I guess I need to work on that for a bit.

Got some downtime this weekend, and I'm going to try to work out some of these kinks and stuff, maybe I'll even get that version I've been promising for half a year out XD

When the next version of DF comes out I might strip this mod down a bit and release it as a barebones pony mod, probably without stuff like research and the like.

I've seen there are some comments on certain design decisions I've made, stuff like butchering being disabled is intentional, this mod's scope does not extend beyond the pony civ.
As there's no way to get ponies to NOT eat meat, so I decided to just disable it together. In the show all hooved animals are sentient and can talk.. don't eat them :P

Updated my files with some reaction fixes by Asha and Telgin, going to look into that missing cutie mark for alicorns now.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 22, 2013, 03:50:26 pm
Yay for you being back!
They actually do butcher animals. It works just fine! They simply take all animal parts into refuse stockpile. About the only thing they don't throw out is fat.
Skins? Refuse! Liver? Refuse! Bones? Refuse(that's actually normal ;P) Everything else that is not a fat? OUT!
The butchering simply does not create any prepared body parts(they are normal livers, lings, hearts and all that) and meat is also thrown out(if it's even created at all... didn't play normal DF in a long time, don't know what to look for).
Skin, while intact is simply not tannable. Looks like they can't tan any skin. So it would make sense to take the tannery out of raws. Unless I'm missing something.
They slaughter and butcher just fine, though. It's the aftermath that matters.

Strange... it seems I have completely lost all wheat seeds... there are none in the entire town... could be vermin getting to a bag that somepony left carelessly in the open... will try get more and understand what happened... I have over 100 prepared wheat but no seeds... very strange...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 22, 2013, 05:32:29 pm
As far as i remember most of the seeds are [vermin_edible] so your vermin theory might be correct.
been battling with the changeling spawning in worldgen for a few hours with no real results, going to try to just make them breed like normal instead and see if that lets them spawn.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 22, 2013, 05:55:56 pm
Well, it does seem difficult. Even basing off of antmen it looks tricky as they don't seem to reproduce... which is weird. Or I am misreading tags.
I might try making some changes myself. Will report if I get anything.

Edit:
Yeah, misreading everything, apparently. It's a bit too late it seems. Gotta sleep... if you got some rough version of Changelings I might try making it work. Creating them from scratch is gonna take a while, so it won't be helpful for quite some time.
Night, Y'all!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on June 23, 2013, 04:00:26 pm
Sooooo, I guess I'm not dead... whoo?

Work has been busy as usual and I've not really felt like more scripting when I got home so I haven't really been modding or playing DF in a couple of months.. Ran into an issue with the changelings which I'm not really sure how to solve, they just.. don't spawn in worldgen... tried copying the pony entity and placing the changelings in place of ponies and no go, I think it has something to do with their current breeding setup (only queens lay eggs, and she lays a lot) So I guess I need to work on that for a bit.

Got some downtime this weekend, and I'm going to try to work out some of these kinks and stuff, maybe I'll even get that version I've been promising for half a year out XD

When the next version of DF comes out I might strip this mod down a bit and release it as a barebones pony mod, probably without stuff like research and the like.

I've seen there are some comments on certain design decisions I've made, stuff like butchering being disabled is intentional, this mod's scope does not extend beyond the pony civ.
As there's no way to get ponies to NOT eat meat, so I decided to just disable it together. In the show all hooved animals are sentient and can talk.. don't eat them :P

Updated my files with some reaction fixes by Asha and Telgin, going to look into that missing cutie mark for alicorns now.

Well if you ever need someone to playtest and don't feel like doing it yourself, I'm all for it.

Also, is having a bagillion unicorn pony, pegasus and earth pony castes in the pony civ a glitch on my side or is it intentional?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 23, 2013, 05:22:08 pm
Quite intentional, the DF genetic system is not exactly made for multichromatic miniature equines and tends to make all members of the same caste look very similar, for dwarves this isn't much of a problem, but when you get your twentieth purple pony with a blue mane and yellow eyes that gets old quick.. The solution is to make several different copies to decrease the odds of two ponies looking alike. Later we added different pony classes with different skill modifiers which led to even more castes. I think there's currently something like 200 castes for ponies.

I could definitely use some playtesting done, as soon as I've got that changeling issue sorted I'll throw you a PM or something. It's mostly bugfixes this time around but I have a history of letting pretty nasty bugs through XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 23, 2013, 09:32:47 pm
About your changeling problem... The creature files (the version I have) are in capable of makeING more changeling do to no MALE cast.  The queen can't produce offspring without a male to fertilize her do to Dwarf Fortress' lack of asexual reproduction method.  The queen being the only actual defined gender, drones and soldiers being genderless, makes them incapable of producing any more changelings.

On that note, I have a question...
Since there are a lot of different versions of changelings in fanon, and the canon versions aren't that well defined, what version are you trying to make exactly?  As of right now it looks like the standard “queen is mother to the hive, all others don’t have a personality and are genderless” type, which of makes the massive hole in how does the queen get pregnant without a male.  In DF one could fix this by added the spouse converter tag and such, but I think that won’t work with a civ (Someone should test that).  The other way is to use a different style of changeling from the fanon (since the canon version is poorly described at best), or just add a male cast to the race.

Also I'd also like to put up my service as a play tester if need be.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 24, 2013, 01:42:59 am
You know it's right up my alley to spend several hours trying out various things and having overlooked a male tag XD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 24, 2013, 08:56:49 am
Well, it does seem difficult. Even basing off of antmen it looks tricky as they don't seem to reproduce... which is weird. Or I am misreading tags.
I might try making some changes myself. Will report if I get anything.

Edit:
Yeah, misreading everything, apparently. It's a bit too late it seems. Gotta sleep... if you got some rough version of Changelings I might try making it work. Creating them from scratch is gonna take a while, so it won't be helpful for quite some time.
Night, Y'all!
Am I the only one for whom this seems somewhat rude? I don't even know how do I manage to sound like that when I genuinely wish to help... My apologies... :(
Anyhow, if you need some testers, I might try! I'm not that great but I suppose every willing mind matters here.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on June 24, 2013, 09:59:44 am
Please, do not get rid of tanning. Moods still require skins, and when there is no way to obtain it, any pony that requires skin for mood is doomed. I understand the "no meat policy" but let the ponies tan hides.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 24, 2013, 10:43:06 am
Haha, I've found that the offer to help supercedes any blundering insults or the like, that comment was pretty innocent compared to some offers of help I've gotten at work. I'll see about fixing the changelings tonight and I'll email all yall testers when it's ready. I don't really require much other than reporting any bugs you come across.  As for tanning the fleece made from wool is considered a tanned leather in game mechanics so your moods are safe
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on June 24, 2013, 11:12:30 am
I could definitely use some playtesting done, as soon as I've got that changeling issue sorted I'll throw you a PM or something. It's mostly bugfixes this time around but I have a history of letting pretty nasty bugs through XD

Alright, I will await that and maybe a little outline of some things you want me to test would be nice.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 24, 2013, 11:33:44 am
I feel that getting rid of the ability to produce meat and tan hides is a pore choice.
No meat is bad in adventure mode when playing as a race that should be able to butcher an animal and optain meat.
No tanning is upsetting as I decided to make griffs playable and couldn't produce leather... or meat.

(Also my offer still stands for play testing)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 24, 2013, 11:39:23 am
I've done specific design desicions that made sense for the mod I tried to make, It does not support adventure mode as there are 200 castes to choose between, and it does not support griffins as playable. You are ofcourse free to change either of these for your own install but I won't compromise on the goals of the mod to support something I am not including myself
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 24, 2013, 11:51:45 am
I've done specific design desicions that made sense for the mod I tried to make, It does not support adventure mode as there are 200 castes to choose between, and it does not support griffins as playable. You are ofcourse free to change either of these for your own install but I won't compromise on the goals of the mod to support something I am not including myself

I can respect that, and I will change what I need to... if you can tell me exactly how to removed the abilty to get tanable leathers and edible meat cuz I am at a loss for that.  Also why did you need to removed tanable leather and meat in the first place, couldn't you have just removed the tanner job from the pony civ, and I'm sure that if you give the pony race the herbavore tag they wouldn't eat meat anyway...
Sorry these are just my own thoughts on the matter.

Also as for adventure mode, it works perfectly (except for the no get meat thingy) when playing as any race. ...well as perfectly as the current version of DF can be in adventure mode.

(Sorry for any spelling errors but I just woke up)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 24, 2013, 11:58:24 am
Mostly due to hardcoded limitations, the change i did can actually be seen a few pages back, I just remove a tag from the tissue that gives the hides.
The herbivore tag doesn't actually work on civ members, only grazing animals, tho such a feature has been requested for a while.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 24, 2013, 12:05:31 pm
So just to get this stright...
The only thing I have to do to fix the no meat nor lether thingy is just replaceing the tissue layer files with the ones from normal DF?

That... and removing the tanner job from ponies to prevent them from using the lether, but allowing other races to.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on June 24, 2013, 12:14:47 pm
Ah, it's good I manged to look somewhat decent. Though it's the last time I allow myself to write this late about this kind of things... my stream of thoughts tends to take over and I start ranting... dagnabbit, I can do better than that!
Just went to my profile and realized that I did not allow others to email me... rectified! You may send me that hunk of Changelingness if you wish! Let's have some tests! For Science! You monster...

Oh, and
Quote
I just remove a tag from the tissue that gives the hides
Strange, I do remember my ponies butchering a honey badger and getting its skin... true, they couldn't tan it but it was there... unless it's a different thing and I am showing my terrible lack of basic modding knowledge.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 24, 2013, 03:40:04 pm
the problem is mostly that as long as leather exists, it'll be used by the game. The civ doesn't understand that it needs a tanner to make leather as it is considered a byproduct of the animal industry, which is needed for milk, eggs and wool, so you either have [USES_ANIMAL_PRODUCTS] and get leather in addition to milk eggs and wool, or you remove it and lose the non-murderous byproducts. Which is why I ended up removing the leather completely instead. Replacing the tissue file won't work perfectly as I've done some changes to the bleeding and healing factors for balancing and bug fixing purpose.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 24, 2013, 04:46:05 pm
Damn...
Well so much for be able to play as a meat eating civ...  or getting meat in adventure mode.
Welp I can live with that I guess, for now.


Also on changelings.
I was thinking since in the civ there will be multaple "queens" but only one appointed ruler...  should the ruler be called something other then queen or just give a diffrent name for the female cast other than queen...  like queenling or brood mother or something.  Cuz having more then one creature refered to as a queen in the civ and also haveing a noble possition called queen seems strange.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 24, 2013, 06:01:32 pm
Ive found through tests that with the current rating of 1 per 1000 (same as alicorns) means you usually only get 1 or 2 max per civ. It seems to be a first come first serve thing in civ generation when it comes to noble positions, and the first queen will automatically be appointed ruler. Im not sure if the game actually spawns someone in to fill a requirement but I've never seen a civ spawn without a queen.

I like the idea of broodmother tho, definitely changing the changeling civ leader position to that.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on June 24, 2013, 07:18:13 pm
broodmother

:D... wait this isn't starcraft related... Either way this will make the changelings much cooler considering we are separating the queens from the QUEENS.

Also a possible tip for Changleings: Add reactions that they can access which transform them into a certain thing. I think Masterwork did this, however I think fear the night was the sub-mod that actually had it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 25, 2013, 02:58:03 am
I think the idea at the moment is to make interactions that lets them copy a pony, confusing anypony nearby for a time, reducing their stats slightly or something, still need to work on that.
Broodmother is not exactly invented by starcraft, it's an insectile thing.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 25, 2013, 10:55:44 am
I like the idea of broodmother tho, definitely changing the changeling civ leader position to that.

I would think that brood mother would just be the name of the female changing… like Changeling brood mother.  And the leader of the civ would still be the queen.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on June 25, 2013, 12:37:29 pm
I think the idea at the moment is to make interactions that lets them copy a pony, confusing anypony nearby for a time, reducing their stats slightly or something, still need to work on that.
Broodmother is not exactly invented by starcraft, it's an insectile thing.

...This is why I never knew that. I hate insects.

Alright no changey interactions like that, However I don't think there is a way to do that in current DF
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 25, 2013, 12:45:34 pm
Though the use of custom interactions and syndromes one could make the changelings quite “fun”
I would give them the ability to hide in plain sight for a time.  (I remember reading that you can make an interaction that does that, I'll look up the interaction tags and stuff and see if I can cobble it together)
I would also give the brood mother type changeling a special syndrome that she can sue to mess with the heads of a target, make them rage/depressed/something.  Mabey give other changelings a lesser version of it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on June 26, 2013, 01:25:37 pm
I made an interaction that might work for changelings if your interested.
Would need to go into an OBJECT_INTERACTION file
Code: [Select]
[INTERACTION:STEALTH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:HIDE]
[IE_TARGET:A]
[IE_IMMEDIATE]

Would need to go into the changling creature file
Code: [Select]
[CAN_DO_INTERACTION:STEALTH]
[CDI:ADV_NAME:Hide]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_TYPE:HORN]
[CDI:VERB:fade into the shadows:fades into the shadows:NA]
[CDI:WAIT_PERIOD:100]
[CDI:FREE_ACTION]

This interaction should be able to make them go invisable(hide even if seen) when they need to run away.
I haven't tested it yet but I do beleave it will work. (I hope)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: the1337doofus on June 29, 2013, 10:33:17 am
Edit; I'm retarded, disregard me.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Krevsin on June 30, 2013, 04:03:09 am
So, I installed this and I must say, I am quite impressed with what you've done. This mod is a joy to play with and I'm glad many new things have been added since I last played around with ye olde Pony Mod.

Yes, this is just a poorly disguised PTW.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 30, 2013, 04:52:30 am
Alrighty! Had some time to clean up the mod, Changelings breed now and spawn in worldgen, but they may require some balancing for sieges and such, I have hardly tested them at all outside some fights in arenamode. No interactions yet, hopefully I'll have some time to work on them in the upcoming weeks.

Will send some PM's to the ones that have announced their interest in testing this before i do a full release.
If anyone else wants to get hold of this a week or two before the official release, just let me know, but know that I have somewhat of a history of letting pretty gamebreking bugs slip by, hence why I am doing a "closed" beta this time around XD

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 01, 2013, 08:05:18 pm
Well, I'm back from my extended hiatus, and I am quite interested in bug testing again. I hate it when I have to drop off the face of the earth for excessive periods of time.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Dignity on July 03, 2013, 10:28:35 am
So, uh. I'm having a bit of the problem with the Crystal Forge: I can't make crystal shards. Apparently I need a low/high/medium/whatever value gem, plus some fuel. I'm practically drowning in coke, though, so clearly the fuel isn't the problem. Is there anything I might be doing wrong, like maybe I should be using cut gems or a different type of gem or something?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 03, 2013, 10:31:18 am
I think you'll need uncut gems for this actually, I'll have to double check this once I have access to my files tho. If that is the case I'll see about adding a reaction to crystalize a cut gem as well
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Dignity on July 03, 2013, 08:14:20 pm
I think you'll need uncut gems for this actually, I'll have to double check this once I have access to my files tho. If that is the case I'll see about adding a reaction to crystalize a cut gem as well

The problem is, though: I have uncut gems. But it's still not letting me perform the reaction!

If it helps: here's a list of what I have:
rough schorls
rough smoky quartzes
rough citrines
rough tiger irons
rough indigo tourmalines
rough red zircons
rough red tourmalines
rough rhodolites
rough pink garnets
rough yellow spessartines
raw green glass
raw crystal glass

Apparently none of these are GEM_whatever_VALUE items...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 03, 2013, 11:24:48 pm
You need somepony with the Gemcutter profession enabled to use it...
Also I don't think coke is a fuel... You need Coal or charcoal for fuel.  Coke is used in smelting I think.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on July 04, 2013, 01:24:02 am
Coke and charcoal are the two fuels in the game and work for anything.  Coke is just the name that comes from processing bituminous coal and I think lignite.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 04, 2013, 11:14:02 am
Do you have a burrow set up? If the crystal forge is in the burrow, but the gems aren't... that'll cause it to bug out. So will the gems being in the burrow area and the crystal forge being outside it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 04, 2013, 04:04:15 pm
hmmmmm.. lets seee

Code: [Select]
[REACTION:CRYSTALIZE_GEM_LOW]
   [NAME:Crystalize A Low Value Gem]
   [BUILDING:PONY_CRYSTAL_FORGE:L]
   [REAGENT:Low Value Gem:1:NONE:NONE:NONE:NONE]
      [REACTION_CLASS:GEM_LOW_VALUE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_CRYSTAL_SHARD:NONE:NONE:NONE]
   [FUEL]
   [SKILL:CUTGEM]

This is the reaction for the gem crystalization. The problem may lie in the REACTION_CLASS tag

I added a reaction class to the base gems in the game, based on toady's preset values.. i simply added either low, medium or high value to the various gems, like this

Code: [Select]
[INORGANIC:ONYX]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[b][REACTION_CLASS:GEM_LOW_VALUE][/b]
[MATERIAL_VALUE:2][DISPLAY_COLOR:0:7:1][TILE:169][IS_GEM:onyx:onyxes:OVERWRITE_SOLID]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:2650]  Common to quartz gems
[STATE_COLOR:ALL_SOLID:BLACK]

You may want to check your INORGANIC_STONE_GEM.txt file, see if the reaction class is there.. otherwise you may have to change the reaction to accept any gem, or replace the gem raws and regen the world.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 05, 2013, 04:52:34 pm
So, uh. I'm having a bit of the problem with the Crystal Forge: I can't make crystal shards. Apparently I need a low/high/medium/whatever value gem, plus some fuel. I'm practically drowning in coke, though, so clearly the fuel isn't the problem. Is there anything I might be doing wrong, like maybe I should be using cut gems or a different type of gem or something?

I haven't been having any problems with the crystal forge, did you set it up so it takes gems from a specific stockpile? If you did it will only accept items from that stockpile, so if there's no coke in it it'll say it's missing items. You'll need to make sure it also accepts the coke from whatever stockpile you that it in.

I have, however, been having a few problems with getting my military to reliably wear their crystal greaves. They'll never put them on at all unless I tell them to replace civilian clothing, and once I do they put on one or two. I have to physically go into their equipment and select specific pieces of greaves to get them to wear it, and even then it works roughly 70% of the time. It's a tad frustrating watching my military getting cut down by the ankles.

I've also been getting hit by a ton of Achangeling axemen, just a small typo in creature_pony_changeling
Code: [Select]
[PROFESSION_NAME:AXEMAN:achangeling axeman:changeling axemen]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 05, 2013, 04:55:10 pm
ohdear, at least they're not ARCHangelings O_O

hmm.. I'll have to look into the greaves.. It could be due to the fact that they're already wearing a [SHAPED] item on their feet.. and you need to replace the regular horseshoes with the greaves, or i guess it could be that the greaves cover too much, and conflicts with another [SHAPED] piece of armor
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 05, 2013, 05:08:31 pm
The footwear in general is seeming to be picky, I've got one pony actually wearing all 4 greaves, but only 3 socks. Another is wearing 2 socks and nothing else. I've got dozens of socks and greaves sitting in my stockpiles, so I really can't tell what is going wrong here. Only information I get is a rare message saying 'Whoever' cancels pickup equipment: Equipment mismatch

Body armor seems to be working fine, they're all wearing flax fiber padding, iron mail barding, then the crystal carapace and helm.

*Edit*
While looking through creature_pony_pony_NEW I noticed that one of the mannerism tags wasn't closed out
Code: [Select]
[MANNERISM_LEG:legDoubt that this effects anything, but there it is.

There is also most definitely a problem regarding socks. My ponies refuse to put one on their back left leg. My entire military is wearing exactly 3 socks, and the missing one is always the back left. I have over 30 socks sitting in bins so it's not due to a shortage, and I can't think of anything that would prevent them from putting one on that specific leg. The rest of their armor consists of Iron mail barding, Iron breastplate, Iron horseshoes of which all 4 are worn, Iron plumed helms, and an ironwool cloak overtop it all.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 06, 2013, 03:24:08 am
hah, that's.. a pretty interesting bug actually.. lemme look into that, It sounds like they don't know how to put their back left in.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 06, 2013, 01:53:58 pm
Vanilla DF has issues with socks/clothing. In the wiki, after the part about sizes and the amount of armor on a dwarf there is this sentence:
Quote
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.
Also there is a bug in adventure mode that forces you to put on socks and books in that order: sock, boot, sock, boot.
So it's quite possible that it is a general DF bug, having nothing to do with the mod.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 06, 2013, 02:11:07 pm
yeah, I'd seen that before, but the question remains, Why only the back left?

Also armor is really good at protecting everything except cheeks, and Changelings seem to refuse to make a kill shot against an unconscious pony. One of my militia lost both his hindlegs and then spent the next few months just getting his cheeks slashed open repeatedly by 4 Changelings. He was finally rescued and this was the result.

Spoiler (click to show/hide)

I've got another whose list is 4x as long as this one, it's just too big screencap it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 06, 2013, 09:46:18 pm
NAME:changeling:changelings:changelings
The highlighted 's' needs to be removed from that line of code... it's a typo

I haven't ran into changelings yet in fortress mode... yet.

Also I noticed the soldier cast does not have a gender.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 07, 2013, 04:44:20 am
yikes, tortured for hours by changelings... unfortunately helmets are always open faced in DF so facial features are not protected by helmets. I think cheeks are actually the only external part, as ponies have muzzles and i deleted the seperate "nose".

I think the cheek issue comes from a bit of a hardcoded issue where the enemy tries to attack the head to finish off the pony, but the head is also a grasper, so they focus on disabling the grasper, which results in them attacking the mouth over and over instead of braining the pony. May need to look into placements or layers or something.. I'm open for suggestions here.

Tried some experiments with socks, no go, think it might be due to the way they dress themselves.. not sure yet, will have to look into this. 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on July 07, 2013, 04:46:56 am
yikes, tortured for hours by changelings... unfortunately helmets are always open faced in DF so facial features are not protected by helmets. I think cheeks are actually the only external part, as ponies have muzzles and i deleted the seperate "nose".

Nah, it's more like facial features are part of the body instead of the head despite being connected to it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 07, 2013, 04:47:52 am
hmm, I see... any way to protect the face that you know of?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on July 07, 2013, 04:48:43 am
Upperbody armor with an UBSTEP of MAX.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 07, 2013, 07:58:43 am
Just created my first Changeling Queen adventurer(my first and only adventurer in this mod as a whole, the adventure type I am not) and it's funny that she started in a village full of ponies and they were friendly as hay! Though I couldn't find any shopkeepers. Pity.
Looks like next time I should bump the time frame from "very short" up, for it seems there was not enough time for any animosities.
Who am I kidding? I loved that! Though I couldn't buy any food. Oh, well, they were kind enough to not notice me going into one of the empty houses and taking several bags of carrots, strawberries and all that food, with me. A shame we can't fish in the adventure mode...
Though after heroically defeating a coyote and later a wolf that were the enemies of the ponies, after smashing through a rouge wolf pack, how did my poor Chryssie die? Yep, you guessed right, Bogeymen ambush while sleeping out in the wilds... rats...
Oh, well... time for a world regen! :D
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 09, 2013, 08:39:57 am
noticed a typo in plant_pony_NEW, one of my ponies really enjoys consuming lettuc juice
Code: [Select]
[STATE_NAME_ADJ:LIQUID:lettuc juice]
While I was in there I also saw that the turnips still create radish seeds and radish juice, though I think someone else pointed that out earlier.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 09, 2013, 09:00:43 am
Hm was sure I fixed that, it's just a name duplicate, the actually work as separate seeds
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Dignity on July 10, 2013, 02:11:52 am
You may want to check your INORGANIC_STONE_GEM.txt file, see if the reaction class is there.. otherwise you may have to change the reaction to accept any gem, or replace the gem raws and regen the world.

Yeah, looks like that was the problem. Thanks, now I can finally use the damn thing. @_@
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on July 10, 2013, 06:38:21 am
I propose "Laurel wreath" as the fifth Alicorn CM. "A shield" would also work. So would a book, scroll or wheat, I guess. You might even go as far as to make a healer Alicorn with a caduceus CM and an interaction to boost recuperation and disease resistance that she can spam and an interaction for a complete heal by a short bodily transformation that she can sometimes use on a wounded pony. FoE mod has quite a good and extensive CM system, so take a look.

I barely have the time now, but since FoE development is on hold, I might try this mod instead, when a new version with fixes comes out.

Sadly, Equestria gaming fails to register my attempts to tell then about DF pony mods other than the old Nikodeng's one.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 10, 2013, 06:45:34 am
I really wish I had more time to mess around with interactions and reactions and putnams mods. The systems I've put in place support it, and it's already easy to make certain powers available to only a select few classes. It's just a matter of actually having time to sit down and write the interactions.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on July 10, 2013, 05:51:55 pm
Well I have time to break the game test and I already have a fort set up. Testing will begin today.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 10, 2013, 08:48:12 pm
Ran into my first changeling snatchers.  Mostly they just got spotted and ran away, except one which ran right into the zebra caravan and got its ass killed.

…Much later…

Griffin Caravan arrives and gets ambushed by changelings. Ambush team consisted of six changeling drones of various weapon types.  The griffin caravan’s only guard kills one changeling is then is took down when the rest swarm him.  From this and some tests I’ve done in arena I can see that drones tend to be squashy by themselves or in small groups (2-3) but god help you if they swarm.

The five remaining drones started heading towards my town so I hastily made a squad of military (Didn’t plan ahead on this one) with one wrestler and six war dogs and they proceeded to be murder by the drone swarm.  Then the swarm decided to split up, some started chacing some ponies around the country side while two others went into the unprotected town and got killed by one unarmed pony defending itself (Which again reflects my “drones are bad at combat unless in large groups” reasoning)


On the note of drones vs. soldiers (which I’ve seen none) I believe there is a way to specify that specific classes of a race can be a certain job.  Example) Only Soldier changelings can become spearlings/axlings/swordlings. And only drones can be labor type jobs.  I’m not sure by I think I read about it somewhere, though I may be mistaken. Unless you don't want to fix this that is...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 11, 2013, 03:53:57 am
Good to hear the changelings aren't useless. Are they wearing armor and such? They are as you say individually weaker than ponies but if they work well in groups that is awesome. I'll also see about maybe adding some more soldiers to attacks as well, should be possible with the position system as you mentioned.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on July 11, 2013, 08:49:57 am
Pitting an ambush of Changelings against a few noobs with no equipment is no indication of their combat strength. The difference between a veteran with legendary skills and exceptional equipment, including several shields, and a recruit wearing clothes and no weapons is colossal. In FoE I've had a few ponies crumb-stomp whole squads of enemies who could tear through my earlier defences almost effortlessly.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 11, 2013, 04:24:14 pm
It mostly comes from my observation.
I tested in Arena Mode and a single unarmored changeling drone with no weapon vs. one pony, with no armor and no weapon, will most likely be killed in single combat.  (I should do more tests with soldiers and queens to make a comparison)
And in fortress mode the ambushing group of changelings (with weapons but no armor) ganged up and killed an unarmed/armored earth pony and six war dogs.  And when two wandered into town they were killed by unarmed civilians in single combat.  So I’m theorizing that drones are only effective in combat when they gang up on a single target or a group smaller than them.  It requires testing to fully see if it’s true.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on July 12, 2013, 06:06:05 am
Well, In FoE I've run into a "power curve". Ambushes that can butcher a small caravan and seriously threaten a militia of 5 with skills around 5, don't even make for a good live combat training later on. Whole squads of enemies who can quickly kill any caravan, can be killed with 2 expert military. The problem is staying on top of this power curve and having enough well-trained and equipped soldiers to stand up to the threats that show up. I screwed this up several times and needed a few years of lock-down to train new soldiers. This is why I think you need to throw about 10 soldiers with skills of 10+ and good steel equipment against sieges of Changelings and do it several times to draw conclusions as to how good they really are at fighting. But then, I'm not that good at DF military.

I want to share an anecdote about CMs. In FoE I got a pony wit a dagger CM, so I drafted him. He got full security armour, a dagger and 4 shields (Unicorns in FoE have 5 graspers and a dagger only takes up one). Steel Ranger ambush arrived, so I ordered everypony inside and went on a lockdown. The daggerpony stayed outside, so I thought I lost him. But then, amazingly, he stood up to their leader, while the rest of the Rangers butchered a caravan. None of the duelists was able to overpower the other's shield wall and my pony got to legendary shield used and knife user, until the rest of the Rangers came back after they were done with the caravan and helped their boss. I was even tempted to open the gates and throw the rest of my military at them, to see what will happen.
This is an anecdote about CMs, because the daggerpony had about 250% learning rate for knife user, which is why he was able to rise to Legendary so fast (and with very little attribute gains, according to DT 20.0). His shields were so good, because they were of decent quality and they stack, that is if the attacker bypasses one shield, he still has to bypass the other three to hit the target.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 12, 2013, 07:36:19 am
This is mostly an issue with df's skill system and live combat in general, it's why danger rooms are so efficient. Very few of the current cm classes have very high combat skill proficiency for this reason, and mostly focuses on secondary skills.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 12, 2013, 09:43:06 pm
Arena Changeling Combat Tests
No Skills / No Equipment / Ten Combats


Drone Vs. Earth Pony
Drone--0/10 Victory (0%)
Earth--10/10 Victory (100%)

Drone Vs. Unicorn
   Drone--1/10 Victory (10%) (NOTE: May have been a lucky shot)
Unicorn--9/10 Victory (90%) (NOTE: Took longer to kill a changeling then earth ponies)

Drone Vs. Pagasus
  Drone--0/10 Victory (0%)
Pagasus--10/10 Victory (100%) (NOTE: Took longer to kill a changeling then earth ponies)

Drone Vs. Alicorn
  Drone--1/10 Victory (10%)
Alicorn--9/10 Victory (90%)

Soldier Vs. Earth Pony
Drone--8/10 Victory (80%)
Earth--2/10 Victory (20%)

Soldier Vs. Unicorn
Soldier--3/10 Victory (30%)
Unicorn--7/10 Victory (70%) (NOTE: Didn't see this comeing)

Soldier Vs. Pagasus
Soldier--7/10 Victory (70%)
Pagasus--3/10 Victory (30%)

Soldier Vs. Alicorn
Soldier--0/10 Victory (0%)
Alicorn--10/10 Victory (100%)

Queen Vs. Earth
Queen--10/10 Victory (100%)
  Earth--0/10 Victory (0%)

Queen Vs. Unicorn
  Queen--6/10 Victory (60%)
Unicorn--4/10 Victory (40%)

Queen Vs. Pagasus
   Queen--10/10 Victory (100%)
Pagasus--0/10 Victory (0%)

Queen Vs. Alicorn
 Queen--5/10 Victory (50%)
Alicorn--5/10 Victory (50%)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 13, 2013, 06:08:34 am
hah, pretty interesting numbers there.. I wonder why unicorns do better against the changelings in general.. might be due to their stabby horns i guess.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 13, 2013, 10:28:06 am
I love how alicorns almost effortlessly crush Drones and Soldiers but are equally strong as Queens. It's quite reasonable.

On another note:
Darn, with this version dfusion has changed and I can't modify the start embark... no alicorns on embark? :'(
Welp, gotta look and try to force it to work... somehow...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 13, 2013, 01:09:57 pm
Okay, can't seem to make it so I can have those alicorns at embark. Will learn more!

In the meantime, I decided to completely ignore the fact that I am not even remotely good at DF and simply embark here:
Spoiler (click to show/hide)
Yes, I disabled the tile-set. I just decided that I like it this way.
I have also applied any and all binary patches found on DF's bug tracker. At least I can make a normal hospital.:P

Two earth ponies and five unicorns... haunted forest... no soap... and I don't really know what I'm doing... yup! This will end so well!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 13, 2013, 01:42:29 pm
and an aquifer to top it all off. Good luck with that one.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 13, 2013, 03:33:02 pm
Aquifer is easy, just time-consuming. Though I should have it done by the end of the year. We'll see.
It seems I'm lucky so far. No undead mobs or anything, just some carp, an alligator or two, some eagles.
Oh, and it's raining pony blood... looks like we're moving underground at least until I can secure some walkways and buildings on the surface.
Also, I'm forced to clean the map with DFHack after every rain. Why? Because the northern river is, for some reason, clogged with blood at the very place where my ponies take water from... well, they use it just fine, it simply looks stupid... I think it's the waterfall(though it's more of an incline) that's causing troubles. The clog happens exactly there... general DF bug, nuts... I mean just look at it...
Spoiler (click to show/hide)

In other news, I again ask about the archive, this time with screenshot:
Spoiler (click to show/hide)
On the left is the actual building; on the right its designation. The code for this is:
Code: [Select]
[BLOCK:1:0:1:1]
[BLOCK:2:1:0:1]
[BLOCK:3:0:1:1]
Is this supposed to be like that? As in, the entryway is through the shelves?
Wouldn't it make more sense to do it like this?
Code: [Select]
[BLOCK:1:1:1:1]
[BLOCK:2:1:0:1]
[BLOCK:3:1:0:1]
So that there is only one way to enter, from the south?


Just got a migration wave... two peasants, presser, dyer, miller and beekeeper... Well, the last one is useful, at least. Bees seem like an interesting business.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 13, 2013, 03:36:44 pm
hmmm.. that seems wrong actually.. must have been a bug with my building drawing program or something, I'll be sure to fix that.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 13, 2013, 03:58:49 pm
Gah! I accidentally killed the game and lost half a year of progress... and I was doing so well, too... was almost done with aquifer...
I need a break right about now...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 14, 2013, 11:43:14 am
Yay, back in action! Aquifer breeeaaached in under the first year! Take that, water!
Two migration waves and we have 20 heads around, mostly useless right now... no, wait, actually quite useful as I have some stone and gems and metals. Oh, hey, I just breached the cave and can already see some cave spider webs, good! Those will be useful in WHOA, WHOA, WHOA!
Spoiler (click to show/hide)

That aside, for some reason the jute seeds bag refuses to be put in a stockpile. Not listed in food stockpile nor in my general everything stockpile(all piles sans food, corpses, refuse, stone and wood).
I also noticed that apparently I can make soap out of flax seeds! Yay! Though it's not really necessary since during embark I somehow overlooked the fact that my civ has sunflowers... so grabbing some seeds from caravan is a non-issue. Welp, soap soon! Well, the Blizzard-kind of soon. Assuming it works, didn't test it yet, though I'm almost there.

In other news, my two spear ponies are pretty much legendary! As soon as I get another migration wave I am making some serious squads! Now that I have gems, the crystal armor set is a formality!
Though I don't really know whatever for. After the winter the amount of wild animals dropped to five(all those carp in water got encased in ice). And it's mostly some eagles/ravens, maybe a coyote here or there.
Well, I did see a pack of timberwolves but they left quite fast and were on the other side of the river. Aside from this pony blood raining around this would be a quiet, little village.
Oh, wait. Changelings. Yeah, that's gonna need serious defences. More so, since it's above ground. That reminds me, I need to channel and floor over my dining room. They are sitting there in the dark and are starting to adapt...
Oh, and for some reason I decided to add civ_controllable tag for Changelings. Dunno why. But it allowed me to discover that I have one pony civ on my world and two Changeling hives... makes me more eager to make an enormous and powerful settlement.

Ponies so desperate for tanned hides that they almost pay double for them are still hilarious!
It's also funny that my manager, who had "a lousy intellect", after a session of "validate one job of collecting webs times several dozen", plus some minor jobs in between, now has "awesome intellectual powers"! She's talented, that's for sure!
You know, if you don't want me to post these silly updates, just let me know!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 15, 2013, 12:03:09 am
hah, pretty interesting numbers there.. I wonder why unicorns do better against the changelings in general.. might be due to their stabby horns i guess.

I looked though some of the logs for the fights and didn't see that much stabbing... lots of grapling using magic though... from both sides of the battle.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 15, 2013, 10:09:55 am
I drew two of my guardsponies.   
High resolution alert
Spoiler (click to show/hide)

On the left is Bastion, she ended up in a couple of pieces, and on the right is Palisade, who the last anyone saw of him was staring down a changeling siege from the wrong side of the gate.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 17, 2013, 08:35:22 am
Yay, my first changeling ambush! A pity it was discovered by my mayor when he was walking to deconstruct a piece of floor I built to get rid of a boulder... and right when the liaison was around... so when they killed the mayor the liaison left unhappy...
On the bright side, I learned how to issue civilian alert and four changeling swordmen with one spearman are no match for my one spearmaster with one spearpony. And the new mayor likes bucklers, so she's gonna only mandate those. Easy.
Though the former mayor liked large serrated discs so that could've been more useful...
Then I got a snatcher, though he was chased away. Darn, I need pegasi quick-response squad... those changelings and diamond dogs are fast!
And I hate those issues with armor/clothes. I tell my soldiers to wear greaves and they go and put on horseshoes... only one actually did what I told him to...

Deathseer, that pic is awesome! You have some serious talent here.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 17, 2013, 10:53:28 am
The equipment system isn't perfectly made to fit equines, there is no leg armor, barding covers the legs, plating covers the torso forelegs and flank in shaped armor and heavy horseshoes and crystal greaves cover hooves to ankle, or the lower leg. This DOES leave the hocks only covered by chain mail and is a slight weak point, but the alternative is no shaped footwear as the chest would overlap lower forelegs and clash with horseshoes
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on July 17, 2013, 11:46:29 am
I find that the ironwool cloak is a good choice for taking care of weak points. It covers just about the entire body, I've had attacks to the eyelids get turned back by it.

Assassin Asha, Thanks, I'm glad you like it. I just wish I'd found out I had this talent sooner, I've only been drawing for 3 months now. Probably would have gone an entirely different career route.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 17, 2013, 12:53:58 pm
Strange... for some reason my magicloom does not allow me to queue some of the jobs... though if I do it through the manager window, it works...
Darn bugs!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 17, 2013, 03:29:36 pm
what jobs specifically?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 18, 2013, 08:52:19 am
Huh, now that I checked, it seems that I can make and use golden fleece without researching it. Golden silk as a material does not exist at all even if it is in the research.
And I think it would make sense to have to research ironwool as well.

Back to the bug. It seems I can't add to the queue the jobs that make new materials. Fleece, golden fleece, ironwool and cloud cloth.
Though suddenly, when my pony made the cloud cloth and it stayed in the loom I got the option to make fleece back again... and as I said, using manager to order them made works without issues.
I don't think you should be concerned by those reactions not working. It looks like it is a DF bug. Actually, I recall reading on the wiki that for screw press, the option to press honeycomb might also be not active and it can be done by work manager. And it's listed as a bug.

Also, fun fact! If you make, say, crystal forge take material from a stockpile, then you will not be able to issue any job that requires blueprint, even if that blueprint is present in the forge. As long as it's not in the stockpile that is giving, it will not work. And since you can't put blueprints in stockpiles... yeah, not working. :( And I don't think it is possible to work around it. Even if you hooked the blueprints to a stockpile, it would be tedious to wait for the print to be moved back from workshop to pile and then back again. It's easier to simply forgo any giving from stockpiles to workshops.

Oh, hey, I got so "lucky"! For some reason when I ordered to shear my animals one wool from the sheep got bugged... they are neither moving it nor using nor dumping... and my moody pony demands exactly one more yarn cloth... I decided that a bug is a valid excuse and changed one of my flax cloth into sheep wool cloth. And now I have an artifact dog bone buckler and a sane high master bonecarver. Cheats, yes. But it was a bug!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 18, 2013, 11:13:30 am
Yes, double post, not the first one at that, but just look at this beauty! That's how we deal with snatchers!
(http://i.imgur.com/5ioCH4n.png)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on July 18, 2013, 11:14:42 am
/me apologizes profusely for not getting testing done
/me has begun a mysterious construction
/me mutters 'Ponies. Ponies everywhere'

Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)

Yes, double post, not the first one at that, but just look at this beauty! That's how we deal with snatchers!
(http://i.imgur.com/5ioCH4n.png)

Heh.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Amorack on July 18, 2013, 03:35:33 pm
Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)

Only 10 minutes looking at TVTropes? You got off easy :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on July 18, 2013, 06:41:58 pm
Incase you couldn't figure it out, I am saying 'Fuck it' to my little modding Project and putting it on hiatus so I can actually test... and maybe get over my short term sadness after I turned my computer off, completely forgetting I had DF up(I can spend 10 minutes at a time looking at TVtroped while playing DF)

Only 10 minutes looking at TVTropes? You got off easy :P

I have my ways... and it doesn't include a goat I sacraficed to satan nope, not at all...

Jim get the trainquilizers!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on July 19, 2013, 11:53:01 am
> And since you can't put blueprints in stockpiles... yeah, not working.

FoE mod has blueprints and similar items as tools and toys, made of a specific material. That way we can have stockpiles for these things. When reactions require those specific materials, it als works around the issue of setting toys and crafts on repeat and getting lots of special items.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 21, 2013, 06:12:41 pm
Hmm, makes sense, I wonder tho if blueprints are going to be a bit iffy for repeated jobs if they're not stored in the buildings themselves. They'll have to be carried back and forth right?
If having buildings take items from specific stockpiles is a dearly wanted feature this is definitively something I can change.

Changelings may well prove an easy match for a well suited and trained pony militia, I may have to boost their combat capabilities a bit..
currently their vitals are protected by a layer of carapace, which is stronger than iron and non vascular, but I am honestly not entirely sure how well that actually works.

They might be slightly reliant on their interactions to boost them.. perhaps add a swarm ability that makes them more efficient when more are together?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on July 22, 2013, 05:04:48 am
As far as I remember, the usual stockpile / improved hauling problems (such as something needed for the reaction being inside a hauled bin) caused a lot of cancellation spam, and the solution was to set up stockpile for Tools or Toys (forgot which), made out of "Schematics material" and with 0 bins. It was a bit tricky, but pretty much solved the problem. Or just have no stockpiles that accept blueprints at all and they will get carried to the right workshops and left there.

Many reactions in FoE also required toolboxes and while those were hauled back and forth at first, I suggested for them to be merged into the list of items needed for workshops and it was done. That way we need 2-5 toolboxes up front, but have a way of making them from scrap and they become a non-issue.

> carapace, which is stronger than iron
Realistically, it shouldn't be stronger than chitin or bone.

Interactions are a good idea. They have offensive spells after all. You might want to take a look at FoE BIND and destruction spells.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on July 22, 2013, 01:52:36 pm
Don't think it has been mentioned, but I will say it anyway!

There are two Radish Seeds items on the 'n'ew item screen on Embark. Pic may be put up if you request it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 22, 2013, 01:55:42 pm
damn those radishes!

the chitin strength is for balance purposes, the changelings don't have armor atm
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Asssasin Asha on July 25, 2013, 11:56:46 am
Or just have no stockpiles that accept blueprints at all and they will get carried to the right workshops and left there.
Only then you cannot designate a stockpile to give to those workshops, else you won't be able to give it a job, as it refuses to see the blueprint in the workshop itself. Granted, you can set it via job manager and I suppose when you use those give/take orders you are making it automatic because you now use the manager, but still...
Oh well, the give/take system is wonky at best. While I can designate the default blocks stockpile to give to a dedicated cloud blocks stockpile, I can't make it so that dedicated stockpile gives to another dedicated stockpile. Or, at the very least couldn't do it for a long time. I just checked and apparently the second one is now also filled... after at least a year of being around, when it was supposed to be the first one to be filled... yeah, wonky at best...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on August 09, 2013, 11:41:08 am
I've completed my weapons table script and it appears that no civilisation has access to many of them in this mod. Have a look.




Read 23 melee weapons, 3 ranged weapons, 3 ammunition types and 5 trap components.

Table of melee weapons: (count: 23)
 
Name
 ID
SkillSize
 Mat.
2H
 1H
Stone
 Train
CivsAttacks
axe
 ITEM_WEAPON_AXE_PONY
AXE400
 2
42500
 47500
Yes
 --
BUFFALO GRIFFON PONY ZEBRAhack: edge C:2 P:100 V:1.25
 flat slap: blunt C:100 P:1000 V:1.25
battle axe
 ITEM_WEAPON_AXE_BATTLE
AXE800
 4
42500
 47500
--
 --
--hack: edge C:40000 P:6000 V:1.25
 flat slap: blunt C:40000 P:6000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
great axe
 ITEM_WEAPON_AXE_GREAT
AXE1300
 5
62500
 77500
--
 --
--hack: edge C:60000 P:8000 V:1.25
 flat slap: blunt C:60000 P:8000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
halberd
 ITEM_WEAPON_HALBERD
AXE1200
 5
62500
 77500
--
 --
--slash: edge C:20000 P:8000 V:1.25
 stab: edge C:50 P:2000 V:1
 shaft bash: blunt C:20000 P:6000 V:1.25
training axe
 ITEM_WEAPON_AXE_TRAINING
AXE800
 4
42500
 47500
--
 Yes
--hack: blunt C:30000 P:6000 V:1.25
 flat slap: blunt C:30000 P:6000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
large dagger
 ITEM_WEAPON_DAGGER_LARGE
DAGGER200
 1
5000
 27500
--
 --
DIAMOND_DOGSslash: edge C:1000 P:800 V:1.25
 stab: edge C:5 P:1000 V:1
 pommel strike: blunt C:20 P:600 V:1
maul
 ITEM_WEAPON_MAUL
HAMMER1300
 5
62500
 77500
--
 --
--bash: blunt C:100 P:6000 V:2
war hammer
 ITEM_WEAPON_HAMMER_WAR
HAMMER400
 3
32500
 37500
--
 --
--bash: blunt C:10 P:200 V:2
flail
 ITEM_WEAPON_FLAIL
MACE500
 4
42500
 47500
--
 --
--bash: blunt C:200 P:4000 V:2.5
mace
 ITEM_WEAPON_MACE
MACE800
 3
32500
 37500
--
 --
R: PONYbash: blunt C:20 P:200 V:2
morningstar
 ITEM_WEAPON_MORNINGSTAR
MACE500
 3
32500
 37500
--
 --
--bash: edge C:10 P:500 V:2
 pommel strike: blunt C:50 P:1000 V:1
pick
 ITEM_WEAPON_PICK
MINING500
 4
42500
 47500
--
 --
--strike: edge C:100 P:4000 V:2
shovel
 ITEM_WEAPON_PICK_PONY
MINING250
 2
42500
 47500
--
 --
BUFFALO GRIFFON PONY ZEBRAstrike: edge C:50 P:1000 V:2
pike
 ITEM_WEAPON_PIKE
PIKE800
 4
62500
 77500
--
 --
--stab: edge C:20 P:12000 V:1
 shaft bash: blunt C:10000 P:6000 V:1.25
spear
 ITEM_WEAPON_SPEAR
SPEAR400
 3
5000
 47500
--
 --
DIAMOND_DOGS SUBTERRANEAN_DIAMOND_DOGS GRIFFON PONY ZEBRAstab: edge C:20 P:10000 V:1
 shaft bash: blunt C:10000 P:6000 V:1.25
training spear
 ITEM_WEAPON_SPEAR_TRAINING
SPEAR400
 3
42500
 47500
--
 Yes
--stab: blunt C:200 P:10000 V:1
 shaft bash: blunt C:10000 P:6000 V:1.25
long sword
 ITEM_WEAPON_SWORD_LONG
SWORD700
 4
52500
 57500
--
 --
--slash: edge C:60000 P:6000 V:1.25
 stab: edge C:50 P:3000 V:1
 flat slap: blunt C:60000 P:6000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
scimitar
 ITEM_WEAPON_SCIMITAR
SWORD300
 3
32500
 37500
--
 --
--slash: edge C:20000 P:4000 V:1.25
 stab: edge C:50 P:2000 V:1
 flat slap: blunt C:20000 P:4000 V:1.25
 pommel strike: blunt C:50 P:1000 V:1
short sword
 ITEM_WEAPON_SWORD_SHORT
SWORD300
 3
32500
 37500
Yes
 --
DIAMOND_DOGS GRIFFON PONYslash: edge C:20000 P:4000 V:1.25
 stab: edge C:50 P:2000 V:1
 flat slap: blunt C:20000 P:4000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
training sword
 ITEM_WEAPON_SWORD_SHORT_TRAINING
SWORD300
 3
32500
 37500
--
 Yes
--slash: blunt C:20000 P:4000 V:1.25
 stab: blunt C:50 P:2000 V:1
 flat slap: blunt C:20000 P:4000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
two-handed sword
 ITEM_WEAPON_SWORD_2H
SWORD900
 5
62500
 77500
--
 --
--slash: edge C:100000 P:8000 V:1.25
 stab: edge C:50 P:4000 V:1
 flat slap: blunt C:100000 P:8000 V:1.25
 pommel strike: blunt C:100 P:1000 V:1
scourge
 ITEM_WEAPON_SCOURGE
WHIP300
 2
22500
 27500
--
 --
--lash: edge C:10 P:50 V:2
whip
 ITEM_WEAPON_WHIP
WHIP100
 1
22500
 27500
--
 --
--lash: blunt C:1 P:10 V:5



Table of ranged weapons: (count: 3)
 
Name
 ID
Ranged
 Skill
Force
 Max Vel.
AmmoSize
 Mat.
2H
 1H
CivsAttacks
bow
 ITEM_WEAPON_BOW
BOW
 SWORD
20
 250
ARROW300
 3
15000
 0
DIAMOND_DOGS PONYbash: blunt C:10000 P:4000 V:1.25
blowgun
 ITEM_WEAPON_BLOWGUN
BLOWGUN
 SWORD
10
 150
BLOWDART150
 2
5000
 0
SUBTERRANEAN_DIAMOND_DOGSbash: blunt C:10000 P:4000 V:1.25
crossbow
 ITEM_WEAPON_CROSSBOW
CROSSBOW
 HAMMER
20
 250
BOLT400
 3
15000
 0
PONYbash: blunt C:10000 P:4000 V:1.25


NOTES:
Size is in cubic centimeters. At average body density this roughly translates to grams, so size 1000 would be around 1 kg. Items made out of metal will weight (about 8 times) more, of course. Larger size means more mass for blunt attacks.

2H / 1H values are responsible for who can use that weapon. 2H is MINIMUM_SIZE, the minimum creature size to wield that weapon at all. 1H is TWO_HANDED, the minimum creature size to use that weapon with one hand (or other grasper). It stands to reason that 1H >= 2H, so 1H is coloured red when that isn't the case. Creature size depends on species and has some variation. See http://dwarffortresswiki.org/index.php/DF2012:Weapon under "Size" for more details on this.

Mat. is MATERIAL_SIZE. It is responsible for how many bars get used to make that item and how many get produced when smelting it. An item will typically rexuire max{1, floor(MATERIAL_SIZE/3)} bars to make (so 1 for 1-5, 2 for 6-8, 3 for 9-11 and so on) and yield MATERIAL_SIZE*0.3 bars when melted. Note, however, that this is just the usual ammount, there ARE anomallies in Vanilla and mods can introduce custom reactions to make items that use different (amounts of) materials than what you might expect from this value.

Stone Allows the weapon to be made at a craftsdwarf's workshop from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. obsidian) plus a wooden log.

Train menas this is a training weapon, can only be made of wood and therefore will be ineffective in combat.

Shoot force is the amount of force used when firing projectiles - actual velocity and kinetic energy are determined by the projectile's mass.

Max velocity is the cap on projectile velocity when fired from this weapon. For small or otherwise light projectiles, this is the value that matters. There are also some irregularities from rounding. See http://www.bay12forums.com/smf/index.php?topic=116151.msg3716892#msg3716892

Civs are the civilisations that have this item on embark and craftable, usually at the forge. Civilisations playable in Fortress Mode are highlighted green. Civilisations playable in adventure mode are in bold font. Everything listed after R is made in a custom reaction. This only takes into account the possibility, so if you have a reaction "open crate" that produces a no-quality revolver 4% of the time, it still counts as craftable. (A) means the item can be crafted in adventure mode. If this is empty, no one has access to this item. Unless I missed something, in which case let me know.

Attack lists all the attacks that can be made with this weapon. The attack is always chosen at random, with edged attacks being 100 times more likely. The format is name, type (edged or blunt), contact area, penetration, velocity multiplier. It can be shortened with --shortattack option.
  Blunt attacks are better at penetrating armour and breaking bones, while edged attacks can cause bleeding, pierce internal organs or even sever entire limbs. Edged attacks become piercing attacks when their contact area is less than 25% of the targeted body part or cutting attacks otherwise. So edged attacks with large contact area are primarily cutting, while those with 10 or 20 contact area are primarily piercing. Piercing attacks are better at penetrating armour and damaging internal organs (such as brain), but Cutting attacks can cut off entire limbs. The problem with cutting attacks is that there needs to be enough force behind them and enemy armour can convert them to blunt attacks, which tend to be much less effective.
  The higher the penetration is, the better, especially against bigger enemies. My best guess is that 10000 penetration is 1m.  Velocity multipler greatly increases effectiveness of an attack, multiplying the force behind it.
  If an attack is listed as FIXME, it means it doesn't conform to standard attack RAWs and the modder should fix it. It may still work, though.
  Rating and comparing attacks isn't trivial to do and is on the "nice to have features" list.


Table of ammo: (count: 3)
 
Name
 ID
SizeClassCivsAttack
arrow
 ITEM_AMMO_ARROWS
150ARROWDIAMOND_DOGS PONYstab: edge C:2 P:2000 V:1
blowdart
 ITEM_AMMO_BLOWDARTS
20BLOWDARTSUBTERRANEAN_DIAMOND_DOGSstick: edge C:1 P:50 V:1
bolt
 ITEM_AMMO_BOLTS
150BOLTPONYstab: edge C:2 P:2000 V:1


NOTES:
Size is in cubic centimeters. Together with material density and weapon's shoot force this determines kinetic energy of the projectile, which is also capped by weapon's max velocity.

Class is the type of ammo listed in ranged weapons table.

Attack See notes under weapons. Of course when a projectile hits, an attack from the projectile and not the weapon is applied to the target. The weapon can influence it's power through shoot force and max velocity, though.


Table of trap components: (count: 5)
 
Name
 ID
Size
 Mat.
Screw
 Spike
Metal
 Wood
HitsCivsAttack
enormous corkscrew
 ITEM_TRAPCOMP_ENORMOUSCORKSCREW
1600
 5
Yes
 --
Metal
 Wood
1PONY ZEBRAdrill: edge C:100 P:10000 V:1
giant axe blade
 ITEM_TRAPCOMP_GIANTAXEBLADE
1600
 5
--
 --
Metal
 --
1PONY ZEBRAslash: edge C:100000 P:10000 V:1
large, serrated disc
 ITEM_TRAPCOMP_LARGESERRATEDDISC
1000
 4
--
 --
Metal
 --
3PONY ZEBRAsaw: edge C:100000 P:10000 V:1
menacing spike
 ITEM_TRAPCOMP_MENACINGSPIKE
1600
 5
--
 Yes
Metal
 Wood
1PONY ZEBRAstab: edge C:10 P:6000 V:1
spiked ball
 ITEM_TRAPCOMP_SPIKEDBALL
1000
 4
--
 --
Metal
 Wood
3PONY ZEBRAstrike: edge C:10 P:200 V:1


NOTES:
Normal weapons (such as those brought in by invaders) can also be used in weapon traps, but specialised components are generally more effective.
Chance to hit by a weapon trap is affected by the quality of mechanism and possibly the quality of the weapon. In a retracting spike trap, probably just the weapon quality counts.

Size, Material size, Attack: see notes under weapons.

Screw means it may be installed in a screw pump.

Spike means it may be installed in a spike trap.

Metal, Wood mean that the trap component may be made out of metal or wood, respectively. If none of them apply, it is probably a product of some custom reaction.

Hits is the number of attacks by this weapon when a trap is triggered. There can be up to 10 weapons in a trap, so this can add up to quite a lot of overkill. Hits also multiply the value of the trap component, which is why serrated discs and spiked balls are so expensive.



NOTES:
Printing tables of toys and tools was considered, but toys, instruments and so on, aren't that interesting. They have ID, name and value. Tools can have attacks and uses, but can't be equipped by soldiers. Listing the names of backpacks, mining carts, etc. is not that interesting.
Known bugs:
* Item craftability by civilisations does not take into account availiable materials or if the produced item gains quality.
* Syndromes from weapon and ammo from special materials are out of scope for this script.
* There is an unspoken assumption that entities, items and reactions are in separate files. If they aren't, some may be skipped by this script.
* You can give feedback or request features here: http://www.bay12forums.com/smf/index.php?topic=126953.0
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on August 25, 2013, 11:45:30 am
Does the version 1.4.9.7 contain fixes for recently reported bugs? Also, are changelings present now?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on August 25, 2013, 01:09:19 pm
It's just version 1.4.9 in a 7z archive... and I don't know why is everyone talking about changelings either.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on August 25, 2013, 05:36:22 pm
Ohhai, sorry, I got cought up in work and such as usual, and what little freetime I've had has been spent on other projects. I've not been giving the ponies the love and caring they deserve.

It SEEMS like the beta has been a success, very few bugs have been reported and those have been squashed.
for now, you can get the 1.5 beta version here, and I promise I'll get around to writing up a proper posting of this soon.

My Little Fortress - Losing is !!Magic!! beta 1.5 (https://dl.dropboxusercontent.com/u/3677116/DF/MLP/My%20Little%20Fortress%20-%20Losing%20is%20%21%21MAGIC%21%21%201.5.0%20BETA.7z)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on August 25, 2013, 06:26:15 pm
Thank you for your hard work  :) I'll try not to bug you too much anymore, at last until Toady updates :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on August 27, 2013, 12:46:03 pm
I got an interesting world.

First, the pony civ The Amethyst of Oracles is at war with griffons. Its history begins this way:

"In 1, the pegasus pony necromancer Dan Scholaradored became the general of the Amethyst of Oracles.

In 1, the consort of the shadow troll Tudo Cherishimage became the princess of the Amethyst of Oracles."

Tudo Cherishimage becomes the civ's enemy in year 13. Three years later an alicorn ascends to the throne, but in 25 another consort of the shadow troll becomes the princess and rules for 16 years before turning hostile to the civ. Who gets the crown? Another shadow troll's consort. After next 20 years the princesshood passes to alicorn Saquar Meadowspire, who apparently starts a series of incursions against changelings. This continues until year 80, in which griffons attack. The hamlet of Testglittered, the first site founded by the Amethyst of Oracles, is their first target.

I checked it's history too. It's not a battle, it's a long litany of ripped of limbs, and ponies murdered and devoured en masse by griffons. Testglittered, Judgelutes, Narrowdear and Stylebearded fall within the next five years, taken over by the enemy. The princess was imprisoned in Wasptorch.

Nothing else happens until 230. The princess escapes after 150 years of imprisonment, becomes the general, tames some polar bears (killing five) and launches an expedition to reclaim Threeknitted ten years later. It seems to have achieved its goal, but after one month griffons attack the site and pillage it. Saquar is killed and eaten.

This is going to be fun.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on August 28, 2013, 06:34:40 pm
And now I want this story told like in the intro of first episode of MLP.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on August 29, 2013, 10:02:01 am
I'd write something up, but I'm a bit short on time.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Ultimoos on September 12, 2013, 11:29:42 am
I have something to report.
Dwarf therapist shows that every single pony has a size of 150000cm3. Is that therapist bug or are the ponies as large as horses?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on September 12, 2013, 12:22:04 pm
> Dwarf therapist shows that every single pony has a size of 150000 cm^3.
Well, in FoE mod it shows that all ponies have size 70 litres and Lycaeon said they should varry, so I don't know. It may be a thing with multiple caste mods.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on September 12, 2013, 02:01:20 pm
If Sorcerer took the initial raws from Nidokoenig's mod then yeah, they'll be as big as real horses.  It interestingly doesn't seem to have significant balance impact, since I changed them to be human sized in my personal mod and haven't really noticed much difference even when fighting megabeasts.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Valikdu on September 12, 2013, 03:57:59 pm
Nido's mod had ponies half as big as horses (250K). Here, it's 150K with progression (several growth stages towards age 18).
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: nomoetoe on September 26, 2013, 11:36:45 pm
I do quite love this mod! One of my ponies made an artifact its a ring...with an image of a potato on it xD
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on September 27, 2013, 12:19:38 pm
That calls for that pony being renamed to have "Potato" in his/her name.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 16, 2013, 11:19:29 am
Fun mod. I got it installed, and working great on Linux. Everything seems to work fine, but I have one last issue with stone sense. All the ponies just use the generic Male model in different colours. None of them show manes, tails, wings, or horns. Which file needs to be fixed?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 17, 2013, 04:34:36 pm
Fun mod. I got it installed, and working great on Linux. Everything seems to work fine, but I have one last issue with stone sense. All the ponies just use the generic Male model in different colours. None of them show manes, tails, wings, or horns. Which file needs to be fixed?

Heh, I got Pony sprites (not made by me) to mostly work in Stonesense in Nikodeng's old Pony Mod, but it costed me a lot of frustration and some things still didn't work, so you'll have to do a lot of trial and error. Basically search the sprites directories for a file with lots of gray ponies, remember it's name, then search the entire stonesense directory for files containing that name. This will tell you where to look for how the file is used.

Stonesense allows for some pretty awesome stuff. Basically you have to load a spritesheet with the correct resolution (32x32 per sprite IIRC), index the sprites by their row*20 + column and add rules for different ages and genders. Stonesense can blit several sprites onto one, substituting a chosen colour for the gray, so you have to first do the body, then the mane and tail and finally the eyes.

This is what I remember, but you'll have to look up the stonsese manual elsewhere.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 17, 2013, 09:32:34 pm
Yeah, I've got that far. What I found is that the XML files are completely borked by the cutiemark system.

If no one has a proper xml file, I'm just going to modify the existing Spritesheet and write my own XML for it.
It's going to be a bit of work because of the resulting ~1000 castes, but a lot of that can be cut down due to the fact that for the most part they can be boiled down to 6.

Are there Alicorn castes or other things I should be on the lookout for?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Etherdrinker on October 18, 2013, 05:37:45 am
Hello, I ve seeing like 3 threads about MLP mods, but, they the same one? a teamwork modding? or wich one is better? or the differences?

Thanks for any response.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 18, 2013, 12:23:40 pm
> MLP Sprites
This is what I dug up from my work on Stonesense for Dawnpick (pony community fort). It almost works. Use at your own risk. IIRC the mod this was for (Nikodeng's for 31.25) had no cutie mark system. This may or may not be useful to you:
https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_Sprites.rar

> Hello, I ve seeing like 3 threads about MLP mods, but, they the same one? a teamwork modding? or wich one is better? or the differences?
The first pony mod was made by Nikodeng for 31.25 and there were even two community forts with it, Glittergen and Dawnpick. That version is now outdated, but still perfectly playable. http://www.bay12forums.com/smf/index.php?topic=80240.0

This mod is the spiritual successor to the old pony mod and is the closest to the show.

There is also a Fallout Equestria mod. It is quite awesome and stable, but it's maintainer quit. http://www.bay12forums.com/smf/index.php?topic=118893.0

Finally there is a mod by Vadiku's, which is the darkest of pony mods. http://www.bay12forums.com/smf/index.php?topic=121116.0

Take your pick. For anything more detailed, look at first posts in each of these threads. They have feature descriptions and manuals.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 18, 2013, 01:40:34 pm
The resources in that folder are a subset of what I've already found when it comes to Ponies.
The Griffins and other stuff are new though.

Like I said, the Cutiemark system broke a lot of the existing stonsense stuff, so I'm going through and fixing it all at the moment.
I'm currently in the process of redoing and expanding the Pony Stonsense graphics library. I'm going to try to take full advantage of the cutiemark system to generate unique and easily Identifiable sprites. I'm adding a lot of new sprites, and I'll post some screen-shots shortly. And then a download when It's done.

These ponies are going to be so identifiable, you'll feel bad every time you let one die. (Or at least I will.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 18, 2013, 03:49:15 pm
I already feel bad when a pony dies, and that's when they're just a little 'p' wandering around on the screen.  :)

Good luck to you though, adding and updating that many sprites is going to be a lot of work.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Etherdrinker on October 18, 2013, 04:17:08 pm
Ty for the info zarlak.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 18, 2013, 06:14:01 pm
I'm looking forward to seeing your sprites and getting a download, then. Especially if your work is going to be easily portable to other Pony mods (I'm a fan of FoE mod). As far as I remember, someone posted the griffin, zebra and other sprites in the old pony mod thread about 2 years ago, but I might have missed something. Or maybe I just asked someone in that thread to send me his work in progress / private copy of griffin, zebra and other pony-related sprites and that's why I have them and you didn't.

Anyway, this is not much of an issue if you can make your own sprites. I tried, but my GIMP skills weren't up to it.

> I'm currently in the process of redoing and expanding the Pony Stonsense graphics library.
Huh? Do you mean you're making your own sprites or did you actually fork stonesense source code?

> I already feel bad when a pony dies, and that's when they're just a little 'p' wandering around on the screen.
I kinda got used to it. It's like having pets. You get attached to them, they die before you do and the life goes on. I had so many cats and dogs that I kinda got used to it.

> they're just a little 'p' wandering around on the screen.
In FoE mod there are some custom sprites for items and monsters, but ponies are represented by "u" or "p" as well. It turns out, items need one sprite, creatures maybe 1-4 and playable races use a sprite-sheet just for themselves, with all the professions, castes, gender and age, so it can come to well over a hundred sprites. I'm talking about things like Phobeus here, not stonesense.

> Ty for the info zarlak.
Lol, "zarlak" or rather "żarłok" means glutton in Polish.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 18, 2013, 07:24:52 pm
Not forking Stonesense, just doing most everything from scratch, but I don't want to call it my own work, as I've copied and pasted a lot of what the last guy left behind.

The sprites should be portable, but the XML file will need to be adapted to fit whatever Caste System the Mod is using. I haven't checked, but I think it's different.
The good news is that it's all done with scripts, and It will probably be really easy for me to generate a Fallout: Equastria xml after I finish this one.

I'm pretty handy with gimp, so It's no big deal when I have to draw a thing or two. I'm not an a amazing artist, but it's just pixel art so it's not hard to make it look great if you have a base to start with. I should have my first Screen shots late tonight.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 19, 2013, 01:56:45 am
Finally got some results.
(http://i.imgur.com/JOD2XFM.png)

Yes the Red Pegasus doesn't have any eyes.
As a matter of fact the Mare is supposed to be a Pegasus too. (and the offset on her hair is bad)
But It's a good first result.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Etherdrinker on October 19, 2013, 04:23:59 am
o.o Nice work man. good Job!
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 19, 2013, 06:04:58 am
> The good news is that it's all done with scripts, and It will probably be really easy for me to generate a Fallout: Equastria xml after I finish this one.
Great. It your scripts aren't too embarrassingly messy, please share them after you're done, along with the sprites.

> I'm pretty handy with gimp, so It's no big deal when I have to draw a thing or two.
The thing I tried was to set maximum zoom and try to calculate all the offsets in my head, while using a 1x1 brush of solid colour, but it got frustrating pretty fast. Plus I can't draw. I saw some program specifically for drawing spritesheets, but I forgot the name.

> Yes the Red Pegasus doesn't have any eyes.
> As a matter of fact the Mare is supposed to be a Pegasus too. (and the offset on her hair is bad)
Yeah, I've hit a problem similar to this pretty fast. The thing is, stonesense rules for sprites may overlap and when they do, the first matching rule is used to generate character sprite. So you may need to re-order the rules and make them stricter, but when I tried that, I broke something and it was worse than before.

Anyway, these are my best results from Dawnpick (with Nikodeng's mod) (I don't put images here directly because they are big):
https://dl.dropboxusercontent.com/u/71287918/screenshot1.png
https://dl.dropboxusercontent.com/u/71287918/screenshot6.png
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 20, 2013, 01:05:15 am
I have fixed most of the glitches and will post some stuff when my internet comes back up. One thing that has popped up is that when mothers carry infants, the zoom modifier breaks and the baby becomes large and glitchy...

Foals however work, and grow up convincingly.
Colour definitions could use work but that is largely seperate.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 20, 2013, 04:55:43 am
IIRC, I had to use the same sprites for babies and foals because of some issue.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 20, 2013, 09:53:57 pm
alright v1.0 of my stonesense graphics set

(http://i.imgur.com/4IJGVQz.png)
Ponies Bucking Apples

(http://i.imgur.com/N1XiVvW.png)(http://i.imgur.com/gEBMjN9.png)
The White Pinkie Pie grows up. (ignore glitched pegasi in first pic, that has been fixed)

(http://i.imgur.com/vfb7OsG.png)
Here's one with a Male Foal for completeness sake.


get it here: http://s000.tinyupload.com/index.php?file_id=78478569403711922703

These files  go in (your dwarf fortress install location)/stonesense/creatures/

for those of you interested in building your own xmls

http://pastebin.com/XKmNtdQP

It's written for Bash, so it should work on any Linux / Intel Mac computer.
I takes a folder named CASTE_DATA in the working directory containing Female_Earth, Male_Earth, Female_Pegasi, Male_Pegasi, Female_Unicorns, Male_Unicorns, each of which are plain text with all the castes which should appear as that sort of pony. (one per line)


To do:
Babies (still a little glitchy/ invisible)
Accessories
More Male Variants (Currently only 1 eye style and 5 hair styles. )
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 21, 2013, 10:03:33 am
Wow, these look awesome.

I don't know why you would use a 128x128 sprites with 3x3 pixels and then resize that. They look more detailed than the background, but still a bit pixelated. Is this about fudging their lines a bit and merging them with surrounding colours? Why not just stick to 32x32 or 64x64 pixels and save up some VRAM?

I was wondering why some of the sprites are different shades of gray, but it looks like stonesense is combining that with the body part colour, so you get shaded ponies. Wow.

I was wondering what 3, 5, 7, 9, 23, 25, 27 and 29 are, but you first add an aye, then colour just the iris. Great.

Ah, castes have different combinations of eye and hair styles, that should make for some variety. There are 12 hair styles, but only 4 eye colours, while eyeindex assumes 7, but uses only the first 3. So I assume this isn't the final version. Anyway, with modulo increments on eye and mane styles, it is best if their numbers have no common divisors for maximum variety. So 3 or 4 and 12 don't work that well. They would with 11 or 13, though :)

I like it how adults have foal counterparts, down to eye and hair styles. Wait, looking at the spritesheet, I think eye 26 and 27 is missing.

Cutie Marks might be doable if they are caste-specific. They would have to be in-order inside the spritesheet, their index incremented for every caste and blitted before the wings (if any). This would be a lot of work, break whenever a new caste was added and might glitch with coat colours.

The xml weights 727 kB. So yeah, using a script to generate it was a good idea.

Children go before the adults of their caste, so the rules work correctly and eye and mane styles match. Good :)

For FoE, the castes were generated by a script and their IDs are already coded in a way that would be easy to discern with a regexp. For example EARTH_M1, EARTH_FMA and so on. Basically (EARTH|UNICORN)_(M|F).* It wouldn't be that hard to take RAW reading from my scripts, translate your caste generation to perl and have it execute without the need to have intermediate files with castes. Actually, looks like this would work for this mod too, but with a different regexp instead, a (E|U|P)_[^_]+_(F|M).* If you prefer shell scripts to perl, you can probably extract a list of [CASTE:whatever] with grep, then process that with another grep. Either way, I think regexps would work and be a more elegant and compact solution than what you have now.

The hooves look a little sloped. I think stonesense cuts the tips off.

> Accessories
You mean like those Dwarves in stonesense where you see their clothes? Even seeing just armours and weapons would be pretty awesome.

> More Male Variants (Currently only 1 eye style and 5 hair styles. )
Ah, so that's why handling eye and hair indexes looked weird in the code. Males and females use them differently.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 21, 2013, 11:14:44 am
The 128x128 thing was an accident, It was already partially done like that in the download, and I was just figuring it out as I went along. I will probably do a lower rez sheet in the future... right now the main reason I haven't fixed it is that the foals are using different sized pixels than the adults.

The seven eye types was done to increase variation as you mentioned. Just the eyes are chosen as 3 a, 2 b, 2c. I'm still going to add to it yet, so nothing is final.

Almond eyes didn't look right on foals, so they just use normal eyes until they grow up until I make something better. Hence no 26 or 27 at the moment.

Yeah, armour was what I was thinking... but I'm still figuring out how that would work.

Yeah, my script is really inefficient at the moment, but it works. I'll probably clean it up in the future.

I have no experience with perl, so...

In any case, this is more of a rough draft. It's good enough to show off and get some feed back, and better than what there was before, but there are still a lot of little things I'm unsatisfied with.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on October 21, 2013, 04:10:07 pm
What you're doing is looking really good so far. Thank you for doing this, it'll be a must install once I get around to playing again. (Currently I'm playing other games, which is why I've not posted much lately.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 21, 2013, 04:37:55 pm
I asked on Polish pony forum for more sprites. Link. (http://mlppolska.pl/watek/7862-przydałyby-się-dodatkowe-sprity-do-stonesense/#entry391637) I don't think it will work, though, so assume you're on your own. Either way, I made this graphical explanation of how stonesense blits sprites:

(http://www.img.ie/f1is6.png)

> Yeah, armour was what I was thinking... but I'm still figuring out how that would work.
I know stonsesne can use castes, and professions as rules and display worn items. Hopefully this is done in a sane manner, without a combinatorial explosion of rules. Maybe it's best to ask in stonesense thread.

> Yeah, my script is really inefficient at the moment, but it works. I'll probably clean it up in the future.
Optimising programmer time works better for projects like this :)

> I have no experience with perl, so.
Same here with bash. In the end it's whatever language gets the job done and they both are suitable. It is just that I already have (http://www.bay12forums.com/smf/index.php?topic=126953.0) some easily modifiable functions to read parts of DF RAWs that I used for other things, so if I were to port your work to FoE, I'd use Perl.

> In any case, this is more of a rough draft. It's good enough to show off and get some feed back, and better than what there was before, but there are still a lot of little things I'm unsatisfied with.
Yeah, I know how that works, but these results are already impressive. Hopefully the feedback was good enough to keep you motivated. :)

Oh and seriously, your number of eye / mane variants (or any other variants you use in the future, like wings or body types) should have no common divisors. With 3 eyes and 12 haircuts, you only get 12 variants. Never mind, my bad.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 21, 2013, 05:09:41 pm
>Oh and seriously, your number of eye / mane variants (or any other variants you use in the future, like wings or body types) should have no common divisors. With 3 eyes and 12 haircuts, you only get 12 variants.

I only have 3 eye types drawn though,
So what I did is make 7 eye types
1:Eye Type 1
2:Eye Type 1
3:Eye Type 1
4:Eye Type 2
5:Eye Type 2
6 Eye Type 3
7:Eye Type 3

7 and 12 are relatively prime so I get high variance.

It's not the most elegant solution, but I have considered how frequently the cycle repeats.

I tried to explain that earlier, but I guess I wasn't very clear.
I'm going to do a 64x64 Sprite sheet now. It will make the tile set a lot lighter, and easier to work with in the future I think. Also I'll clean up the clipping at the bottom corners, and (Hopefully) finally fix babies.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 22, 2013, 06:40:41 am
My bad about not figuring out why you iterate over 7 variants of eyes while having 3.

Perhaps desktop ponies would help with your work? They look like with some work, they might make nice templates for eyes, manes and bodies.
http://desktop-pony-team.deviantart.com/gallery/
http://desktopponies.bugs3.com/viewtopic.php?f=4&t=10

Oh and I found this parasprite, although it needs to be resized and coloured. Or maybe even made into several sprites that read it's colour from stonesense. That would look rather cute. Ah, nevermind. There seem to be no parasprites in MLF.
(http://www.img.ie/tfz1v.png)

Hm, I took a look at creatures in stonsense in dfhack r3 (especially dwarf.xml, clothed_Dwarves.xml and color_Dwarves.xml) and it seems like all the rules for making a creature sprite must be inside a single variant. There is no hierarchy of variants or a way to make some rules common to several variants. Therefore we can have equipment, but this means that every variant for every caste would have to include rules for every item, like these:
Code: [Select]
<subsprite sheetIndex="107" zoom="2" equipment_class="ARMOR" equipment_name="ITEM_ARMOR_BREASTPLATE" color="equipment"/>
<subsprite sheetIndex="72" zoom="2" equipment_class="GLOVES" equipment_name="ITEM_GLOVES_GAUNTLETS" color="equipment" pattern_index="0"/>
<subsprite sheetIndex="75" zoom="2" equipment_class="GLOVES" equipment_name="ITEM_GLOVES_GAUNTLETS" color="equipment" pattern_index="1"/>

This severely limits the number of potential accessories.

EDIT: I ripped some code from my other scripts and wrote a perl script that can read pony castes from both FoE and MLF. I haven't yet translated your bash code into perl and what I have isn't yet cleaned up for publication. Here is a list of castes from FoE, if you want it.
Spoiler (click to show/hide)

Oh, and I'm fairly certain you don't need this list, but here are the castes from this mod. I think, you've missed 5 Princess Castes:
Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 22, 2013, 11:47:32 pm
Okay. Downsized the sprites to 64x64 and cleaned up a lot of stuff. Still lots to do but I'll show off how nice the new sprites look so far.

NewOld
(http://i.imgur.com/RWN15nB.png)(http://i.imgur.com/Jsu7PLB.png)
(http://i.imgur.com/4BR3FhY.png)(http://i.imgur.com/HmTAwT5.png)
(http://i.imgur.com/m5paO2v.png)(http://i.imgur.com/cCiwF8b.png)
(http://i.imgur.com/FHZCYtx.png)(http://i.imgur.com/3fsjWrm.png)
(http://i.imgur.com/RFaapHu.png)(http://i.imgur.com/hi5UAOS.png)
(http://i.imgur.com/EAQ0DhO.png)(http://i.imgur.com/Dz6yQX8.png)
(http://i.imgur.com/KfuFkGk.png)(http://i.imgur.com/4s7NcXy.png)
(http://i.imgur.com/szwo37Q.png)(http://i.imgur.com/cr9YfQ8.png)

Now ponies are even more detailed despite being a quarter the size. Go figure.
Note that the Male Ponies have a new mane, and that the mane they had before is still available to males, the generation was just changed due to me adding in some new manes and eye styles for males.
I'm noticing some tail clipping, that's next up on my list of things to do I guess.

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Caldfir on October 23, 2013, 12:31:01 am
Hi guys, I have a question. Eltrion is configuring stonesense for a pony mod (http://www.bay12forums.com/smf/index.php?topic=117374.msg4703536#msg4703536). It more or less already works, but how do you add clothes to the xml file? Let's assume there are armour and helmet sprites for now. Currently there is a script that generates a 700 kB xml for hundreds of castes. Would adding worn equipment cause a combinatorial explosion of rules? Is there a manual for writing variants? It may be better if you answer in the linked thread.

(http://i.imgur.com/4IJGVQz.png)

Hi folks.  I suppose there's a bit of confusion because the MLP mod has a lot of castes.  Internally to DF, castes are treated a lot more like seperate creature types than different expressions of the same creature, and stonesense follows suit, meaning that you need a seperate xml entry for each caste (I'm assuming that's what you've got now causing the large-ish file size).  Worn equipment would need to be applied to each of the sprites individually, yes, but thankfully it doesn't cause a combinatorial explosion (just a multiplicative one, which should be manageable).  There isn't really a guide specifically for adding clothing, but I can point you at this file (https://github.com/Caldfir/stonesense/blob/master/resources/creatures/large_128/dwarf.xml) as the most definitive example of what can be done. 

For example:
Code: [Select]
<subsprite sheetIndex="80" zoom="2" equipment_class="PANTS" equipment_name="ITEM_PANTS" color="equipment"/>
With regards to helmets specifically:
Code: [Select]
equipment_class="HELM" equipment_name="NONE"should be added to all the head-hair to keep it from displaying when there is equipment worn on the head (there are examples of this in the file I linked)

I hope that helps.  If there are specific questions, come by the stonesense thread and ask.  I'll try to help whenever I can. 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 23, 2013, 05:25:41 am
Eltrion, these do look even better. Also, you might want to re-read my last post. I edited some stuff in there.

As for equipment, we have the armours left from previous attempts. Here is a compilation, unfortunately in 32x32, so you'll probably have to upscale them.:
(http://www.img.ie/y61s0.png)

Thanks Caldifr, but after I asked in the stonesense forum, I've already figured most of that already. Assuming just the armours will be used, the rules for adult ponies would have to change from "body, eye, iris, wings?, horn?, mane and tail" to "body, armour?, horseshoes?, eye, iris, wings? horn?, tail, mane?, helmet?, helmet's mohawk? (colour from mane and tail)", which would bloat the xml to maybe double the size.

> With regards to helmets specifically [...] should be added to all the head-hair to keep it from displaying when there is equipment worn on the head.
Bummer, this means separating manes and tails into separate sprites and using the mohawks when a helmet is worn. Just blitting the helmet with a mohawk over the mane may look weird.

On another note, I think, I have an OK method of generating variants, based on your work. Assuming all the sprites for a body part start at an offset and are continuous from there, it is enough to take primes close to the highest number of variants (manes), increase the indexes by 1 modulo those primes and add them modulo the number of variants to the offsets. For example with 3 eyes and 5 as the prime, they would cycle like this 01201(5 % 5 = 0)01201 which is similar to what you do. Some variants may be more frequent than others, but it will still provide a lot of variety.
Furthermore, I wouldn't separate code to generate ponies by race, but use if's for wings and horns, so it's all more compact. Well, maybe just the Princesses should use different sprites altogether.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 23, 2013, 09:31:46 am
Your overthinking it man.

All you need to do is make sure the numbers are relatively prime.

Break them down to their prime factors then make sure they have none in common.

ie. 12 (2x2x3) and 7 are relatively prime and thus distribution all possible varients evenly. Primes are nice because they work with all other primes, but don't bend over backwards to get them.

Edit: Oh good! You found the alicorns. I was looking for those.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 23, 2013, 11:02:46 am
> Your overthinking it man.
Yeah, you're right. I was looking for a solution that would make the distribution of all possible variants almost uniform, with maximum possible variety, no matter the number of castes, but it isn't even that important.

> Edit: Oh good! You found the alicorns. I was looking for those.
Of course. The whole point of expanding your work is to generate an xml straight from the RAW file with a single command. Finding and categorising all the castes is just an intermediate step.

BTW, could anyone give me a save from 1.4.9 with lots of ponies for testing?

EDIT: OK, I can now read castes from RAWs and print xml (based on what your bash script produces) in one go. I still need to test it in stonsese. Here is the script: https://dl.dropboxusercontent.com/u/71287918/Scripts/stns_castes.pl

Hm, I kinda sorta got stonesense to work in an older version of FoE mod. The newest version has dfhack removed and I was unsuccessful in putting it back. Anyway, ponies were displayed and had colours, but they most of them were clones, at least one male showed as a female and Unicorns had no horns.

If you want to check my xml version for this mod, it is here: https://dl.dropboxusercontent.com/u/71287918/Mlp/pony_caste.xml

Once the ponies are satisfactory, these creatures should get their sprites too. Fortunately some of them already have sprites from the old pony mod. 
[CREATURE:PONY_BUFFALO]
[CREATURE:CHANGELING]
[CREATURE:MANTICORE]
[CREATURE:TIMBER_WOLF]
[CREATURE:COCKATRICE_GREATER]
[CREATURE:DIAMOND_DOG]
[CREATURE:PONY_GRIFFON]
[CREATURE:ZEBRA_LITTLE]

A similar list for FoE is much longer.

I'm reading stonesense sprite guide (a txt file in the stonesense directory) and there are some interesting things there.
* I think that sheetIndex, sprite and index are synonyms, so index can be used as the shortest alias.
* variations - "This is used for giving random variation to sprites. If this number is more than 0, a random number between 0 and this number-1 is added to the sheetIndex. eg, if this attribute is 5 and sheetIndex is 21, then tiles will range from 21-25". I wonder if this would work for manes. But then it can't be used for eyes and the foals would change their haircuts when they grow up, so it isn't useful for pony castes.
* bodypart - I don't know how body parts are named. For example would "coat" work for a Zebra or a Timber Wolf?

EDIT: It appears that my attempt at porting this to FoE was a failure. There are glitches all over the place. Ponies with foal bodies and adult hair, horns coloured like mane and not body and just bodies with no manes and eyes. While something is definitely wrong, I had problems with stonesense in the past. It may be that my graphic card is too weak. Please give me a save of the entire MLF directory that works for you in stonesense.

Huh, when I create world with advanced parameters -> Equestria, I get one small continent and a few islands. Then it either crashes when placing civilisations or gives me a warning that it has trouble placing civilisations. Is this normal?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 25, 2013, 10:13:30 am
Normal world generation worked.

The ponies are using seahorse as food, apparently.

The plant table in the manual is incomplete and incorrect, at least if my script was correct and there were no major changes. http://www.bay12forums.com/smf/index.php?topic=117374.msg4303368;topicseen#msg4303368

I think radish and turnip seeds are called the same.

Sugar beet seeds are called beet seeds.

There is a powder called "turnip plant"

No leather? Well, makes sense with no meat.

I embarked, run stonsesense. It is very slow, and has some problems with unknown vegetation, but displays ponies properly. All starting 7 had the correct race and gender.

Hm, Pony Armour is 1 breastplate, 1 barding (or padding if you're cheap), 1 horseshoes, 1 socks, 1 plumed helm, a weapon and at least one wooden buckler.

[ITEM_WEAPON:ITEM_WEAPON_AXE_PONY] has [ATTACK:EDGE:2:100:hack:hacks:NO_SUB:1250] This is a mistake. 2 contact area is a piercing attack.

I think either a short sword or a spear is the best starting weapon.

Migrants look OK in stonesense too. I think, I just have hardware issues with running stonesense for larger forts. Which means I'm not the right person to work on enabling stonesense for a mod.
EDIT: Nevermind, I commented out some sml files for vegetation and it works better. Surprisingly, dogs and cats have heads in some weird colours.

Hm, it looks like Stonesense uses the TLCM_NOUN RAW tokens for naming body parts. Good to know.
FoE has these:  "mane and tail",  "eyes",  "coat", "cutie mark".
MLF has these: "cutie mark",  "coat",  "mane and tail",  "eyes".
Those are the same, which shows that scripts used to generate castes for both mods have a common origin. This is great for generating stonesense config files.

Castes and body parts for some other creatures in MLF:
Zebra: TLCM_NOUN: coat, stripes, eyes ; Castes: FEMALE, MALE
Buffalo: TLCM_NOUN: coat, hair, skin, eyes ; Castes: FEMALE_PLAINS, MALE_PLAINS
Griffin: TLCM_NOUN: coat, plume, feathers, eyes ; Castes: GRIFFON_M, GRIFFON_F
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Etherdrinker on October 26, 2013, 06:17:08 pm
You guys seems using stonesense a lot for examples, but, you can fully controll the game inside stonesense?  or jus your are using it for exposing purposes?

I want a friend try DF but if are ponified... for sure gonna soften the "hit", about how overwhelming is the game.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on October 26, 2013, 09:52:48 pm
They're working on it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 27, 2013, 03:24:38 am
At the moment stonesense is just for displaying information, although it's authors hinted that it would be possible to make it control the game.

I'm working on Zebra sprites now.

I ask again for an old save, preferably with a caravan.

Eltrion, am I helping you at all, or just interfering?

I have an idea for another script to read DF and stonesense directories and look for problems. At first only creatures without sprites.

EDIT: I did the zebras. They should have two genders, different coat, stripes and eye colours and half of the females should have jewellery. In retrospect, I could have easily added more variety to jewellery. Can anyone verify if this works, preferably with a picture of a caravan? https://dl.dropboxusercontent.com/u/71287918/Mlp/Zebras.rar
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: vjmdhzgr on October 28, 2013, 06:24:05 am
I haven't played this mod yet but i downloaded it and looked around in the raws a bit and found that the standard pony civ has torture for fun set as acceptable in the ethics.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on October 28, 2013, 11:32:48 am
I'm pretty sure it was like that in Nidokoenig's mod too.  A little in joke to Cupcakes I believe, as it also had a reference to FOOD_ITEM_DASH or something like that in the prepared meal tokens.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on October 28, 2013, 05:43:31 pm
Sorry I haven't posted anything lately. I had a busy weekend. I'll post the updated sprites and an XML sometime this week. I haven't had much time to work on anything so it won't be much other than what I've already shown.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: vjmdhzgr on October 28, 2013, 10:42:58 pm
I haven't played this mod yet but i downloaded it and looked around in the raws a bit and found that the standard pony civ has torture for fun set as acceptable in the ethics.

I'm not entirely sure what happened but it turns out I got an old download somehow and in general it was weird like it was just a raw folder rather then the whole thing ready to play from download, so it's an old version where it was like this. *edit* I checked and I thought I had deleted it when I first posted but I didn't and it's version 1.71
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on October 29, 2013, 06:59:04 am
I've finished the Griffins, Zebra, Buffalo, Changelings, Diamond Dogs and the monsters. 

Can anyone check them out? I think, we have pretty much everything covered, but the Buffalo are unisex and don't show their hair colour, Changelings are only differentiated by their caste and look the same, while diamond dogs and monsters all look the same. I may have made some mistakes in the xml files, some sprites may be too big, etc.

> I'll post the updated sprites and an XML sometime this week.
I'd also like to take a look at your updated bash script to port the changes to mine. Specifically, I'm interested which mane, tail and eye styles are used for which gender. It would also be easier, if they are grouped together.

> I'm not entirely sure what happened [...]
From your description, I'm not sure either, but if you have the raws for old Nikodeng's mod, you need game version 31.25 to run it.

I ask for a save for testing purposes again.

EDIT: Stonesense has been difficult, as usual. It refuses to load changelings and zebras and wouldn't tell me why.
OK, I've figured it out. I made mistakes in xml closing tags. Here is the fixed (but untested) version. Please send me pictures or a save.
https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_creatures.zip

I took a look at skill rates for castes and it is nothing like FoE. Here the race matters in that races tend to have up to 25% skill rate penalty to some skills, but CMs only boost skill rates by maybe 5-10. In FoE those bonuses were massive and very worthwhile.

After building some walls, I strongly suggest that the maintainer of this mod include improved ui plugins. http://www.bay12forums.com/smf/index.php?topic=119575.0

Lol, wicker (straw) baskets can hold liquids. :trollface:

I can't grow sunflowers. They just don't show up in any season in my farm plots.

I can use flasks for waterskins and wooden bucklers, but no leather means no backpacks, so I suggest adding a reaction to make them out of cloth.

Reactions to dismantle beds and other furniture (at maybe 60% return rate) would be useful, as well as making it out of wood blocks from the sawmill.

Diamond Dog works in Stonesense, but I see some "magical pink" pixels. My best guess is that those are slightly different colour than magnetta and aren't considered background colour. A simple bucket fill should fix it. As a side note, I think 64x64 sprites are a good compromise between quality, memory usage and ease of making.
(http://www.img.ie/qogfb.png)

Diamond Dogs are fixed, but there is still only one sprite for all castes. That was one ballsy Diamond Dog, BTW. He run into a stockpile, hack a pony in a hoof, which was blocked by a horseshoe, then run through the middle of the camp as the militia was chasing him. He mangled a war dog on the way and escaped. The weight of mail barding (~250) is a big issue. It slows down soldiers to a crawl, even with 7 Armour User (which I was lucky to get on a migrant) and decent strength and agility. The problem is that weight of equipment is scaled with creature size, but attributes required to wear armour aren't, so a big creature in armour will always move like an insect in honey. Some bird sprites seem to be missing in stonesense too, so I might have to write a script to check for that after all.
(http://www.img.ie/uw7v6.png)

Hm, I can see reactions MAKE_CLOTH_QUIVER and MAKE_CLOTH_BACKPACK in the RAWs, but the Craftpony's workshop simply does not have them. This means no backpacks for me, but more importantly no quivers and no crossbow pegasai who were so successful in Dawnpick. Bummer.

Colour Zebras work, but don't look so great. Maybe their coats need to be darker, so the eye whites are visible?
(http://www.img.ie/43j9n.png)


Removing mail barding from soldiers pretty much fixed their speed, but they have some exposed parts.
Ponies have 3 graspers (mouth + hooves) and unicorns 2 more, so a buckler wall seems like a good strategy. However, while I normally see shield user rising pretty quickly, in this playthrough, none of the soldiers have it, despite training for a year.

Crystal has exactly the same properties as steel, which I don't like. I think it should be lighter 2600-3500 density, not 7850 like steel, but more brittle. As long as it is better than iron and bronze, I'd still use it, even though the fuel requirement makes it not as desirable. 
Ironwool is lighter than iron (6500 density), but just as strong. Golden Fleece has the same properties as bronze, so it is at least a good use for all the gold ore.
Oh wow, I need one ore to make one fleece / ironwool (which pretends to be leather) and 1-2 of those for anything. This is expensive, but at least doesn't require fuel.   

I guess getting rid of the mail barding means it should be replaced by padding or several dresses and later on perhaps by fleece barding (although this depends on it's weight) plus a few cloaks.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on November 05, 2013, 12:27:39 am
(http://i.imgur.com/X8jLFuj.png)
Pony Set v1.1 64 by 64
http://s000.tinyupload.com/index.php?file_id=38698493098732249260

Ponies are now a quarter the size they were before, and yet more detailed. Alicorns now should work properly, babies are probably at least slightly bugged. (and don't have manes tails) but you won't see them much anyway.

Males now hove two new eye styles, and 1 new hair style.

Let me know if you have any issues.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on November 05, 2013, 06:51:03 am
Great. I took a quick look at the spritesheet and they look good. Well, maybe except for the haircut that looks like Twilight's mom on that white unicorn with almost back eye. Some eye sprites could use more white in them, I think.

More haircuts could probably be ripped from trotters from deviantart, but I think this is enough variety.

You didn't include the new version of your bash script, so updating my perl script will take more time.

I see, you tried including helmets, armour and horseshoes, but didn't. Did you run into the mane vs helmet problem, same as me? I think torso armour and horseshoes can still be included, just not the helmets.

Did you take a look at my take on buffalo, zebra, griffins, diamond dogs, changelings and monsters?

EDIT: Princesses have adult variants above children. Are you sure?
Sprite 84 with six foals looks weird, but I was never able to get them to show up anyway.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on November 05, 2013, 12:40:35 pm
Bash script will follow shortly. It's now even messier... I really should redo it from scratch...

Oh shoot, I messed that up with the alicorns.. I'll fix that.
Don't have any alicorns in my fort so I can't really test it...

Primarily it's been time constraints. I wanted to include more stuff, but I wasn't having any time to work on it, but I made those nice optimizations before, and wanted to share them, and let people know I hadn't vanished.

Also, I'm bad at military stuff in dwarf fortress, so armour is hard to test.
Oops, that's a testing spritesheet. As you can see, I was trying to debug foals.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on November 05, 2013, 03:03:07 pm
Feel free to take a look at my script when updating yours. It is linked here somewhere. For example I have functions to print males and females that take race and list of castes as a parameters, not just a lot of copy-paste.

Another thing to clean up about your xml is that it has prof="CHILD" caste="E_DEFA_F" then princesses then caste="E_DEFA_F". While this is correct, the princesses are kinda in the middle of earth females.

> Don't have any alicorns in my fort so I can't really test it.
Me neither and no one shared a save when I asked for it.

> Also, I'm bad at military stuff in dwarf fortress, so armour is hard to test.
I can try and see if this will work along with checking for plumed helms.
<subsprite sheetIndex="..." zoom="..." color="bodypart" bodypart="mane and tail" equipment_class="HELM" equipment_name="NONE" />
Of course if it works, the adult manes and tails will have to be separate sprites, but that's easy to do and the results may be worth it.

I like it that there are now 13 hair sprites, so no messing with eye indexes anymore. 

Stonesense may have a way to read mane/hair style directly from the game, which would get rid of most of those variants, but I have no idea how to do it.

I'll be updating my script now, but I need to fish for sprite indexes for males and females first.

Hm, most Princesses use eyes 6/7 + 24/25

Some females mix eyes 6/7 with 24/25 while others with 22/23. Which one is better?

I think, I got it:
Female eyes: 2/3 + 22/23; 4/5 + 24/25; 6/7 + 22/23 (24/25 for alicorns). // 3 variants
Femalne manes, alicorns: 40/60, 42/62, 44/64-46/66 // 5 variants
Female manes 40/60 - 51/71 So there is still 12 of them with 3 eye variants. The 13th mane is just for the males.
Male eyes: 8/9; 10/11; 12/13, foals always 28/29 // 3 variants
Male mane and tail: 41/61; 43/63; 49/69-52/72 // 6 variants

EDIT: I updated my script to use the new sprites and... I don't know. It works OK, but the males look mean and the foals no longer look cute with the new sprites, so I guess I preferred the old ones. Some of the eyes don't have enough whites in them. The ponies look a bit off. Now let me see if I can add helmets and armour (from your spritesheet).

EDIT: Equipment didn't work. When I have things like this, ponies don't have manes at all, even when not wearing any headwear.
  <subsprite sheetIndex="40" zoom="1" color="bodypart" bodypart="mane and tail" equipment_class="HELM" equipment_name="NONE" />
  <subsprite sheetIndex="91" zoom="1" equipment_class="HELM" equipment_name="ITEM_HELM_PONY_HELM2" color="equipment" />

I believe, I have achieved a compromise. Manes and tails work normally and there are no helmets (but the one you did based on Dragonshy looks bad anyway). Armour shows up, but only crystal, barding and mail barding, so no fleece or padding. Horseshoes show up, but light horseshoes don't. This actually lead to me finding some problems with "worn over clothing" equipment. Tank is wearing what he's supposed to. Pickaxe is a civilian. The other two have armour, but only light horseshoes.
(http://www.img.ie/lzp05.png)

Creature pack: https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_creatures.zip
Script: https://dl.dropboxusercontent.com/u/71287918/Scripts/stns_castes.pl
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on November 05, 2013, 10:55:32 pm
Yeah, the armour is bad. I actually didn't mean to include it.  :P It's just placeholder stuff. It'll be much nicer once I redraw it at 64x64. I see what you mean about foals, I'll try to make them cuter. They lost some detail when I downsized the sprites... The mean eyes, is a side effect of me being bad at drawing eyes, and being bad at coming up with eye variants for males. Ah well, can't say I'm happy with them, but I don't really know how to make them look any better.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on November 06, 2013, 03:40:06 am
Japa said the helmet vs mane thing will work in a newer version of stonesense. We'll see.

> Yeah, the armour is bad. I actually didn't mean to include it.
The helmets are bad. The barding will look OKish once you thin the borderline. I think you'll want at least two bardings: breastplate / crystal and mail barding / padding / fleece. For horseshoes I'd ignore the light variant. As for other things, capes and dresses might be a good idea. 

> The mean eyes, is a side effect of me being bad at drawing eyes, and being bad at coming up with eye variants for males.
I also tried coming up with a less mean smile for male ponies. I think picture 2 (counting from 0) looks best, but 1 isn't bad either. I removed one pixel from the front, two internal-border pixels from the jaw and changed the jawline. Picture 3 is how ponies look currently.
(http://www.img.ie/dbd4b.png)

The eyes have too big irises and not enough whites in general.

> Ah well, can't say I'm happy with them, but I don't really know how to make them look any better.
Well, you could get inspiration from some deviantart trotters, like these. Some of the manes look great and the eyes offer an OK balance of black, white and colour.
http://angel99percent.deviantart.com/gallery/?offset=168

Looking at it some more, I think the whole male base is off, has too big head and too small neck and single-pixel fixes won't do much. Look at these. Ugh, when I tried to use it, the pony looks like a llama, but this gave me an indication on what's wrong with your male base; the head starts too low. Maybe 2-3 pixels higher and the head wouldn't look so oversized. 
Spoiler (click to show/hide)

I moved the offending eye one pixel up and back, added a black border, shrinked the male head and made the irises whiter. Oh and I changed the adult pegasus wing. I still didn't get it quite right, but I think it is an improvement over what you did.
Spoiler (click to show/hide)

(http://www.img.ie/l553d.png)

I'm done working on these sprites for now, but Pickaxe's haircut should start higher. 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on November 20, 2013, 01:59:00 pm
I wrote a script to see what creatures are still missing and it doesn't look good. I may have commented out too much stuff.

WARNING: Redefinition of creature BIRD_CHICKEN in "stonesense/creatures/caravan_animals.xml" line 3. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 85
WARNING: Redefinition of creature BIRD_DUCK in "stonesense/creatures/caravan_animals.xml" line 54. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 102
WARNING: Redefinition of creature SHEEP in "stonesense/creatures/caravan_animals.xml" line 103. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 43
WARNING: Redefinition of creature GOAT_MOUNTAIN in "stonesense/creatures/wild_animals.xml" line 54. Previously defined in "stonesense/creatures/large_128/wild.xml" line 4
WARNING: Redefinition of creature CAT in "stonesense/creatures/Wildlife.xml" line 4. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 206
WARNING: Redefinition of creature DOG in "stonesense/creatures/Wildlife.xml" line 8. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 5
WARNING: Redefinition of creature CAMEL_1_HUMP in "stonesense/creatures/Wildlife.xml" line 13. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 393
WARNING: Redefinition of creature CAMEL_2_HUMP in "stonesense/creatures/Wildlife.xml" line 14. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 412
WARNING: Redefinition of creature COW in "stonesense/creatures/Wildlife.xml" line 15. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 367
WARNING: Redefinition of creature MULE in "stonesense/creatures/Wildlife.xml" line 29. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 334
WARNING: Redefinition of creature DONKEY in "stonesense/creatures/Wildlife.xml" line 30. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 315
WARNING: Redefinition of creature MUSKOX in "stonesense/creatures/Wildlife.xml" line 31. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 347
WARNING: Redefinition of creature HORSE in "stonesense/creatures/Wildlife.xml" line 32. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 296
WARNING: Redefinition of creature OLM_GIANT in "stonesense/creatures/Wildlife.xml" line 35. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 170
WARNING: Redefinition of creature SPIDER_CAVE_GIANT in "stonesense/creatures/Wildlife.xml" line 40. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 300
WARNING: Redefinition of creature IMP_FIRE in "stonesense/creatures/Wildlife.xml" line 42. Previously defined in "stonesense/creatures/large_128/crundle.xml" line 15

Trees in RAWs, missing in xml (important): ACACIA

Bushes in RAWs, missing in xml: APPLESAUCE BERRY_SUN CELERY CHOCOLATE CHOCOLATEM COCOA COCOA_BEAN COTTON DANDELION FLAX GOLDENROD_FLOWERS JUTE PONY_APPLE PONY_APPLE_BASKET PONY_APPLE_QUALITY PONY_GRASS_WHEAT PONY_PROCESSED_WHEAT PONY_STRAW POTATO RADISH ROOT_CARROT SILK_ROSE SLIVER_BARB STRAWBERRY SUGAR_BEETS SUGAR_CANE SUNFLOWER SWEET_CHOCOLATE TURNIPS WATER WINTER LETTUCE

Grasses in RAWs, missing in xml (unimportant): BABY TOES SUCCULENT BAMBOO, ARROW BAMBOO, GOLDEN BAMBOO, HEDGE BENTGRASS BLUE SEDGE BUBBLE BULBS CARPETGRASS CATTAIL CAVE MOSS CLOUDBERRY COMMON REED COTTONGRASS DALLISGRASS DOG'S TOOTH GRASS DOWNY GRASS DROPSEED GRASS EYEBALL FESCUE GRASS FIELD SEDGE FLOOR FUNGI GRAMA HAIR GRASS KNOTGRASS MARSH THISTLE MEADOW-GRASS MEADOWSWEET MOUNTAIN AVENS NEEDLE GRASS PEBBLE PLANTS PURPLE MOOR GRASS REEDGRASS RUSH RYEGRASS SATINTAIL SAWGRASS VELVET GRASS WHITE MOUNTAIN HEATHER WORMY TENDRILS ZOYSIA

Checking creatures in xml for errors...
These creatures are defined in xml, but not in the RAWs. Unless some ot them are hardcoded, it should be safe to remove them from stonesense: "GOBLIN", "HORSE", "KOBOLD", "SPIRIT_OF_FIRE", "WHALE"
Done checking creatures in xml.

Creatures in RAWs, missing in xml (important) Skipped varieties: Vermin Giants Men : "AARDVARK", "ADDER", "ALLIGATOR SNAPPING TURTLE", "ANACONDA", "ARMADILLO", "ARMADILLO MAN", "ARMADILLO, GIANT", "AYE-AYE", "BADGER", "BADGER MAN", "BADGER, GIANT", "BEAR_SLOTH", "BEAVER", "BIRD_ALBATROSS", "BIRD_BUZZARD", "BIRD_CASSOWARY", "BIRD_EAGLE", "BIRD_EMU", "BIRD_FALCON_PEREGRINE", "BIRD_GUINEAFOWL", "BIRD_HORNBILL", "BIRD_KAKAPO", "BIRD_KEA", "BIRD_KESTREL", "BIRD_KIWI", "BIRD_KIWI_GIANT", "BIRD_LOON", "BIRD_OSPREY", "BIRD_OSTRICH", "BIRD_OSTRICH_GIANT", "BIRD_OWL_BARN", "BIRD_OWL_GREAT_HORNED", "BIRD_OWL_SNOWY", "BIRD_PARROT_GREY", "BIRD_PENGUIN", "BIRD_PENGUIN_EMPEROR", "BIRD_PENGUIN_GIANT", "BIRD_PENGUIN_LITTLE", "BIRD_PUFFIN", "BIRD_RAVEN", "BIRD_ROC", "BIRD_STORK_WHITE", "BIRD_SWAN", "BIRD_VULTURE", "BLACK_MAMBA", "BLENDEC_FOUL", "BLIND_CAVE_BEAR", "BLIND_CAVE_OGRE", "BOBCAT", "BONOBO", "BUGBAT", "BUSHMASTER", "CAPUCHIN", "CAPYBARA", "CAPYBARA MAN", "CAPYBARA, GIANT", "CAVE_BLOB", "CAVE_DRAGON", "CAVE_FLOATER", "CAVY", "CENTAUR", "CHIMERA", "CHIMPANZEE", "CHINCHILLA", "COATI", "COLOSSUS_BRONZE", "COPPERHEAD_SNAKE", "COYOTE", "CRAB", "CREEPING_EYE", "CROCODILE_SALTWATER", "DESERT TORTOISE", "DINGO", "DRALTHA", "DRUNIAN", "ECHIDNA", "ELEMENTMAN_AMETHYST", "ELEMENTMAN_GABBRO", "ELEPHANT_SEAL", "ELK_BIRD", "EQUIPMENT_WAGON", "FISH_BARRACUDA_GREAT", "FISH_BLUEFISH", "FISH_COD", "FISH_COELACANTH", "FISH_GAR_LONGNOSE", "FISH_GROUPER_GIANT", "FISH_HALIBUT", "FISH_LAMPREY_SEA", "FISH_MARLIN", "FISH_MILKFISH", "FISH_OPAH", "FISH_PIKE", "FISH_RAY_MANTA", "FISH_SKATE_COMMON", "FISH_STINGRAY", "FISH_STURGEON", "FISH_SUNFISH_OCEAN", "FISH_SWORDFISH", "FISH_TIGERFISH", "FISH_TUNA_BLUEFIN", "FLESH_BALL", "FLOATING_GUTS", "GIANT PEREGRINE FALCON", "GIANT TORTOISE", "GIANT TORTOISE MAN", "GIBBON_BILOU", "GIBBON_BLACK_CRESTED", "GIBBON_BLACK_HANDED", "GIBBON_GRAY", "GIBBON_PILEATED", "GIBBON_SIAMANG", "GIBBON_SILVERY", "GIBBON_WHITE_BROWED", "GIBBON_WHITE_HANDED", "GIGANTIC SQUID", "GIGANTIC TORTOISE", "GILA_MONSTER", "GIRAFFE", "GNOME_DARK", "GNOME_MOUNTAIN", "GORILLA", "GORLAK", "GREEN_DEVOURER", "GREMLIN", "GRIMELING", "HARE", "HARP_SEAL", "HELMET_SNAKE", "HONEY BADGER", "HORSESHOE_CRAB", "HUNGRY_HEAD", "HYDRA", "HYENA", "IBEX", "IMPALA", "JACKAL", "KANGAROO", "KING_COBRA", "KINGSNAKE", "KIWI MAN", "KOALA", "LEOPARD_SEAL", "LYNX", "MAGMA_CRAB", "MANDRILL", "MANERA", "MERPERSON", "MINK", "MOLEMARIAN", "MONGOOSE", "MONITOR_LIZARD", "MOOSE", "MOOSE MAN", "MOOSE, GIANT", "NARWHAL", "NARWHAL MAN", "NARWHAL, GIANT", "OCELOT", "OCTOPUS", "OPOSSUM", "ORANGUTAN", "ORCA", "OSTRICH MAN", "PANDA", "PANDA MAN", "PANDA, GIGANTIC", "PANGOLIN", "PENGUIN MAN", "PEREGRINE FALCON MAN", "PLATYPUS", "PLATYPUS MAN", "PLATYPUS, GIANT", "POND_GRABBER", "POND_TURTLE", "PORCUPINE", "PYTHON", "RATTLESNAKE", "REACHER", "RED PANDA", "RED PANDA MAN", "RED PANDA, GIANT", "RHINOCEROS", "RIVER OTTER", "RUTHERER", "SASQUATCH", "SATYR", "SCORPION_DESERT_GIANT", "SEA OTTER", "SEA_MONSTER", "SEA_SERPENT", "SHARK_ANGEL", "SHARK_FRILL", "SKUNK", "SLOTH", "SNAPPING TURTLE", "SPERM_WHALE", "SPIDER_MONKEY", "SPONGE", "SQUID MAN", "STOAT", "STRANGLER", "TAPIR", "UNICORN", "VORACIOUS_CAVE_CRAWLER", "WEASEL", "WILD_BOAR", "WOLVERINE", "WOMBAT", "WORM_KNUCKLE", "YETI"
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on November 25, 2013, 05:46:03 pm
Nevermind, we're good. For some reason I was missing phobeus directory in stonesense. It uses 16x16 phobeus, so the creature only look OK from afar, but it's still better than letters. I also finished my script and you can get it here: http://www.bay12forums.com/smf/index.php?topic=133640.msg4789713#msg4789713

Comparing RAWs and stonesense config:

Trees in RAWs, missing in xml (important): ACACIA

Bushes in RAWs, missing in xml: APPLESAUCE BERRY_SUN CELERY CHOCOLATE CHOCOLATEM COCOA COCOA_BEAN COTTON DANDELION FLAX GOLDENROD_FLOWERS JUTE PONY_APPLE PONY_APPLE_BASKET PONY_APPLE_QUALITY PONY_GRASS_WHEAT PONY_PROCESSED_WHEAT PONY_STRAW POTATO RADISH ROOT_CARROT SILK_ROSE SLIVER_BARB STRAWBERRY SUGAR_BEETS SUGAR_CANE SUNFLOWER SWEET_CHOCOLATE TURNIPS WATER WINTER LETTUCE

Grasses in RAWs, missing in xml (unimportant): BABY TOES SUCCULENT BAMBOO, ARROW BAMBOO, GOLDEN BAMBOO, HEDGE BENTGRASS BLUE SEDGE BUBBLE BULBS CARPETGRASS CATTAIL CAVE MOSS CLOUDBERRY COMMON REED COTTONGRASS DALLISGRASS DOG'S TOOTH GRASS DOWNY GRASS DROPSEED GRASS EYEBALL FESCUE GRASS FIELD SEDGE FLOOR FUNGI GRAMA HAIR GRASS KNOTGRASS MARSH THISTLE MEADOW-GRASS MEADOWSWEET MOUNTAIN AVENS NEEDLE GRASS PEBBLE PLANTS PURPLE MOOR GRASS REEDGRASS RUSH RYEGRASS SATINTAIL SAWGRASS VELVET GRASS WHITE MOUNTAIN HEATHER WORMY TENDRILS ZOYSIA

Checking creatures in xml for errors...
These creatures are defined in xml, but not in the RAWs. Unless some ot them are hardcoded, it should be safe to remove them from stonesense: "BIRD_EAGLE_GIANT", "CAVE_LOBSTER", "DEMON", "DWARF", "ELF", "FORGOTTEN_BEAST", "FROG_DEMON", "GOBLIN", "HORSE", "HUMAN", "KIWI_MAN", "KOBOLD", "LEECHMAN", "SLUGMAN", "SNAILMAN", "SPIRIT_OF_FIRE", "TENTACLE_DEMON", "TITAN", "TREANT", "WEREWOLF", "WHALE", "WIZARD"
Done checking creatures in xml.

Creatures in RAWs, missing in xml (important) (Skipped varieties: Vermin Giants Men ): "CHIMERA", "EQUIPMENT_WAGON"

Eltrion, are you still there?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Eltrion on November 27, 2013, 02:11:32 pm
Still here, Exam Season though. Expect me to have some new developments come December, but for now Studying.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deon on November 27, 2013, 03:14:19 pm
Chimera does not exist. Wagons should have their own special tile.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on November 27, 2013, 06:33:32 pm
> Wagons should have their own special tile.
They don't exist in dfhack3 stonesense, but I've seen screenshots with wagons, so it's a bit of a head scratcher for me. I searched for "EQUIPMENT_WAGON" in the files and exmained the png files and couldn't find a wagon. Hopefully there will be a new version of dfhack and stonesense soon and it will be fixed or something.

> Expect me to have some new developments come December, but for now Studying.
Good. You're better at this than me. The sprite pack works as it is, but there's a lot of room for improvement and is still needs to be merged into the mod.

As for porting some of this to FoE mod, my version of caste script can be modified to do it. There are lots of missing creatures, but many of them already have 16x16 sprites in Phobeus style, made by Deon and Lycaeon. Using them beats having letters, I guess.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 05, 2013, 01:08:38 am
Where can I get the sprites Maklak has in his pictures? Also is the version on the front page the newest?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 05, 2013, 06:35:38 am
> Where can I get the sprites Maklak has in his pictures?
They were somewhat scattered over the last two pages of this thread. Here, this should work OK.
https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_creatures.zip

> Also is the version on the front page the newest?
Probably. There has been very little updates or other activity here lately.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 05, 2013, 01:28:33 pm
Only probably? D: Guess I'll look back through the pages that I missed while I was derping with another mod and see if the OP posted any links.
----
Welp I found a link to a beta back on page 40, not sure whether to trust it though considering DF is buggy enough. Anybody have a version with all the bugfixes they could link me?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on December 06, 2013, 08:27:58 am
The beta is the newest version and contains any bugfixes that were created AFAIK. I haven't played it much, but it seems stable (no pun intended) and the issues mentioned in this thread are all most likely resolved. So changelings are in, but golden silk may not be etc.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 06, 2013, 05:23:31 pm
Well I just downloaded the beta and put the sprites in the stonesense folder. Guess I'll try to see how it works after dinner.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 09, 2013, 07:50:17 pm
> Well I just downloaded the beta and put the sprites in the stonesense folder. Guess I'll try to see how it works after dinner.
Pictures, please. Also note that there are several configs for ponies in index.txt in stonesense/creatures/MLP
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 09, 2013, 08:23:48 pm
I'm afraid I don't know what the significance of having multiple configs in one area is?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 10, 2013, 06:18:19 am
> I'm afraid I don't know what the significance of having multiple configs in one area is?
Well, there were the early sprites, resized sprites, my patches to sprites and finally with or without equipment (which has rather poor sprites). Ultimately there should only be one spritesheet and one config for ponies, but for now just tell us what seems to work best.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 11, 2013, 03:35:19 pm
I finally got around to picking a place to embark but when I started Stonesense it's just the default sprites. How do I change them to the pony ones?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 11, 2013, 04:40:22 pm
> I finally got around to picking a place to embark but when I started Stonesense it's just the default sprites. How do I change them to the pony ones?
Stonesense is not a part of this mod, so you have to install the pony sprite pack separately. Basically just download https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_creatures.zip extract it in some directory and put it's index.txt into some index.txt in stonesesne. It's probably easiest to keep MLP stuff in stonesense/creatures/MLP, then add line "MLP/index.txt" to index.txt in stonesense/creatures
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 11, 2013, 06:14:12 pm
Did what you said and got spammed with multiple lines of 'failed loading bodypart coat/mane/eyes of creature pony_little'.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 11, 2013, 06:20:51 pm
I don't really understand what happened. Are you sure, you didn't mess up directories?

I suppose, you could comment out the pony_something.xml in stonesense/creatures/MLP and uncomment another one and see if that config works (another good reason to have a few). Or you could use my script to diagnose problems, but it requires perl. http://www.bay12forums.com/smf/index.php?topic=133640.0  The configs should work for either 1.4.8 or 1.4.9 and I doubt any patches since then messed up pony body parts.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 11, 2013, 06:25:37 pm
I really have no idea what I'm doing which is why I usually don't touch Stonesense because it gives me a headache. Honestly the only kind of sprites I'm interested in are the ones for the actual game that I'd see all the time.
---
Tried the normal ponies.xml and a couple of them show up right but the other five are all blank except their bodies.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on December 11, 2013, 06:44:31 pm
Well, if you're fine with seeing "U"s, "P"s and other letters instead of creature sprites, you don't need the sprite pack. With or without it, stonesense will still display some warnings about rocks, but it should work.

My guess is that some incarnation of a pony sprite pack will eventually be merged into this mod or it's successor, so it's easier on peaple who don't know what they're doing.

Basically stonesense reads the file "index.txt" in stonsesense directory and each line of that file is either a comment (starts with a #), another index file or an xml file with config for sprites. The files are read "depth-first". It is really hard for me to think what could go wrong, especially without error messages or ouptut from my chkstns.pl script.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on December 11, 2013, 06:53:30 pm
Oh, just remembered I downloaded the 1.5 beta. Maybe that's what's wrong.
-----
I guess that was the problem since I tried again with the 1.49 version and it works fine. Kind of disappointing since it seems the be before changelings were added to fight.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Chimerat on January 16, 2014, 06:12:35 pm
Does there happen to be a tileset for this where ponies (and all the other new creatures) actually look like them instead of, say, Dwarves and Elves?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on January 16, 2014, 08:26:40 pm
There are the Stonesense sprites earlier in the thread, but I'm not aware of any tilesets specifically for the pony mod.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Chimerat on January 16, 2014, 11:09:18 pm
There are the Stonesense sprites earlier in the thread, but I'm not aware of any tilesets specifically for the pony mod.
Ah, okay. I've never used Stonesense, but I'd seen what I thought were tiles here and there, so I was just wondering.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on January 18, 2014, 12:36:11 pm
> Are there Pony sprites
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Chimerat on January 19, 2014, 09:43:05 am
Well, I've never used Stonesense before (I only started playing Dwarf Fortress in November or December 2013). Is it difficult to use? Does it just need the second monitor? Because I do have one of those.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on January 19, 2014, 04:02:33 pm
I've never used it either, but I think it just opens in another window.  So, you could just put it beside the regular DF window even on a single monitor.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Chimerat on January 19, 2014, 08:00:20 pm
Okay. So I found the StoneSense folder for this mod. Where do I get the images to put into it? :-\
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Chimerat on January 19, 2014, 08:07:10 pm
Never mind, I think I found it!
> I finally got around to picking a place to embark but when I started Stonesense it's just the default sprites. How do I change them to the pony ones?
Stonesense is not a part of this mod, so you have to install the pony sprite pack separately. Basically just download https://dl.dropboxusercontent.com/u/71287918/Mlp/MLP_creatures.zip extract it in some directory and put it's index.txt into some index.txt in stonesesne. It's probably easiest to keep MLP stuff in stonesense/creatures/MLP, then add line "MLP/index.txt" to index.txt in stonesense/creatures

EDIT: Seems I still can't make heads or tails of what's what with StoneSense working. (I think mainly because it doesn't show the same view as DF.) There also seems to be an issue with the defaults, as they didn't have access to all the items and one even game be only females (which would make population growth difficult, I would think...
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: vjmdhzgr on February 13, 2014, 04:59:56 am
> Are there Pony sprites
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
Well actually you can only assign sprites to jobs and nobles, which is why no tilesets have female dwarves or anything like that in them. So it would either be quite a bit simpler to make a tileset, or impossible depending on your requirements.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Chimerat on February 13, 2014, 07:30:13 am
> Are there Pony sprites
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
Well actually you can only assign sprites to jobs and nobles, which is why no tilesets have female dwarves or anything like that in them. So it would either be quite a bit simpler to make a tileset, or impossible depending on your requirements.
You know... I'd never considered the "no female Dwarves" thing... I'd just thought DF went with the "female Dwarves have beards" trope.

Well... That likely means I'll never be able to make heads or tails of a Pony mod. Darn. *sighs*

Thanks for pointing that out, vjmdhzgr.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on February 13, 2014, 07:02:00 pm
Female dwarves actually don't have beards by default in DF, believe it or not.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: vjmdhzgr on February 17, 2014, 11:50:00 am
Female dwarves actually don't have beards by default in DF, believe it or not.
However in the raws the dwarves have a tutorial for creature modding and you're told to give female dwarves beards.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Tecknojock on February 24, 2014, 06:50:56 pm
> Are there Pony sprites
The problem is that to get pony sprites, you'd need to get a lot of them, by profession and race. Other creatures generally only get one or two sprites each. So no one did the ponies. With stonesense it's different, there are psrites for body, mane and tail, eyes, horns and wings and they get coloured and combined, so it is less work, especially with a script to do it.
Well actually you can only assign sprites to jobs and nobles, which is why no tilesets have female dwarves or anything like that in them. So it would either be quite a bit simpler to make a tileset, or impossible depending on your requirements.

Back on the first thread, I actually did create a set of sprites...well rather I just took a bunch of vectors, shrunk em down and made them a little more clear, though I do seem to remember someone else making a better set, though I don't know if they ever got em out.

http://www.bay12forums.com/smf/index.php?topic=117374.msg4077905#msg4077905
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on February 25, 2014, 08:23:14 pm
You know, I'm worried the author's abandoned us. I don't think he's made a post in this thread since last year.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Putnam on February 25, 2014, 08:36:50 pm
You know, I'm worried the author's abandoned us. I don't think he's made a post in this thread since last year.

Half a year exactly (http://www.bay12forums.com/smf/index.php?topic=117374.msg4535753#msg4535753), last date active was last month.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: the1337doofus on February 25, 2014, 11:20:26 pm
You know, I'm worried the author's abandoned us. I don't think he's made a post in this thread since last year.

Half a year exactly (http://www.bay12forums.com/smf/index.php?topic=117374.msg4535753#msg4535753), last date active was last month.
At least we know we probably haven't suffered author existence failure. (http://tvtropes.org/pmwiki/pmwiki.php/Main/AuthorExistenceFailure) I do hope he'll come back whenever real life isn't getting in the way.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on February 26, 2014, 03:50:17 pm
I half expect renewed interest once the new version of DF comes out (which I honestly believe will be within two months).  If Sorcerer doesn't return and update his mod for the new version someone will likely release a functional version soon after.

I don't use his mod directly, but have incorporated some of its features into an updated version of Nidokoenig's mod that I've been using since 0.31.25.  At the very least I'll be updating my personal version to work in the next DF release, and I'll try to remember to make that public when it's functional.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Valikdu on February 27, 2014, 01:35:43 am
It's all according to my plan. I've sent mutant cyborg alicorn OC assassins to the authors of every other MLP mod, so that mine is the only one left! *thunderclap* Mwahahaha! *thunderclap*x2

Seriously though, I hope Sorcerer comes back.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on March 10, 2014, 05:57:55 pm
I do hope this isn't fully dead and that when the next version of Dwarf Fortress comes out that this gets some updates for all the new awesome stuff coming.

I also hope that the author fixes that design flaw in which other races who aren't ponies can't produce animal products like leather and meat. I know this mod was made with ponies in mind but I still would like to play as a griffin mountain home or Changeling hive at some point... or at least be able to play as them in adventure mode and not starve to death because I can't harvest edible meat.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on April 10, 2014, 02:39:36 pm
Sorcerer did mention something about the "apple trees" being placeholders for the proper ones the new version is going to introduce. We're going to get alfalfa and a bunch of other crops as well. I hope he'll be back then.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Shadow_Hornet on April 15, 2014, 04:20:59 pm
as far as a tile set for this mod goes I would be happy with just something that gives them a picture so that it will be a lot more easy to tell the ponys apart from something else like maybe a forgotten beast in my fortress. I forget if forgotten beasts in this mob have a picture or are also just a letter.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Kingofturves on April 27, 2014, 01:07:37 pm
These two might work?
http://dffd.wimbli.com/file.php?id=5359

http://dffd.wimbli.com/file.php?id=6398
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on April 30, 2014, 05:46:27 pm
I've never really done much modding beyond editing raws here and there but I imagine a lot of authors are trying to avoid putting in a lot of work since they'll probably have to change all sorts of things anyways when the next update for DF itself comes out.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on May 09, 2014, 10:24:35 am
I'm slowly catching up on Season 4 at the moment, and the Tatzlwurm from Three's a Crowd looks like good megabeast material.

Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on May 29, 2014, 09:32:44 am
Just to placate people's fears and worries, while the current version is on er.. completed?/hiatus status, I am fully committed to updating/remaking this mod for the new version as soon as it's released..
I already have some plans, and there are several new features in the new version that will probably improve the pony mod, depending on implementation.

For example, it sounds like stuck units in fortress mode will now try climbing down from things, which may improve Pegasi pathfinding and at least cut down on unwanted death from sudden onset acrophobia. The speed/move split will also be a good thing for pegasi, they can be even faster now, without making them overpowered in combat/crafting.

I have a long text document with planned changes and improvements, I'll see how much of that I can work through.. Work is in a bit of a lull at the moment so I'm not super busy, but with the new version around the corner I don't really have the urge to start any major modding on this version.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Maklak on May 29, 2014, 11:52:09 am
Glad to hear that.

BTW, I'm pretty sure, I've seen a pegasus just hoovering in mid-air and getting thirsty. He managed to land eventually, I think :) And yeah, Derpy flier pathing was a major source of ?fun?, especially with aboveground forts.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on May 29, 2014, 03:39:59 pm
Funny thing, I just started a new fort. (Roseblossom, founded by the Music of Roses.) I've not got very far, just through the first year. I was not happy when I discovered I'd forgotten to bring an axe, so I couldn't do any wood-cutting until the caravan came. One of my ponies has a very unfortunate last name  and her first name wasn't much better. (Just odd instead of borderline perverted.) I nicknamed her Wanderer (because of her compass cutie mark)... still trying to find a way to have it replace her whole name instead of just the first. I also attempted to tap the local stream to try and create an underground well. (It .... didn't work like I thought it would. Fortunately I'd dug a fairly long tunnel so I was able to wall it off before I flooded anything important.) It's been too long since I last played so I clearly have no idea what I'm doing anymore.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: mross on May 30, 2014, 10:51:29 am
I would love an optional simplified version without the massive caste system. I don't care if my dudes all have the same cutie mark and color scheme, I never look at their descriptions anyway.

I suspect there's a way to do this by just modifying the raws without actually having to know how to code. If that's the case, I'd be fine with doing it myself.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on May 30, 2014, 11:12:07 am
The raws should be fairly clean and well structured  and it should just be a matter of deleting all the none basic castes. The original ones should still be in the raw. 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: zlurker on June 01, 2014, 05:23:18 pm
It's good to know the mod is still going even if it's waiting on the next DF update.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Enemy post on June 05, 2014, 03:18:58 pm
Can I use your pony mod to make my own?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 05, 2014, 04:01:19 pm
As I've said in the past, I consider this mod completely open and free to the community. Do what you will with it, just credit if you lift something completely :)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Jimexmore on June 05, 2014, 07:40:56 pm
Does anyone wanna try their hand at porting these pones to masterwork?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Deathseer on June 06, 2014, 02:04:56 pm
I am fully committed to updating/remaking this mod for the new version as soon as it's released.

I look forward to crushing bugs with you once again
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on June 06, 2014, 05:58:14 pm
Hopefully I'll be able to help as well.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Enemy post on June 11, 2014, 05:03:04 pm
I was cutting this mod up so it would be compatible with others, but when I went to try world gen the game crashes with errors like
*** Error(s) finalizing the creature PONY_LITTLE
PONY_LITTLE:E_DEFA_M:neck, layer 1: Tissue HAIR_MANE was not found, using first tissue instead
PONY_LITTLE:E_DEFA_M:head, layer 1: Tissue HAIR_MANE was not found, using first tissue instead
PONY_LITTLE:E_DEFA_M:head, layer 2: Tissue HAIR_MANE was not found, using first tissue instead
and so forth, on and on. Any idea what I broke?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 11, 2014, 05:55:21 pm
My ponies are based on Nidokoenings original pony mod, and I've kept some of the original tissue copies he made. Probably not really necessary to be honest.

You're missing the tissue_template_pony.txt which has all the specific pony body materials.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on June 13, 2014, 11:15:16 am
I know this is still on hiatus until the new release... but I found a problem, looking over the 1.5 beta. One of the alicorn castes got skipped when doing the descriptions. It's A_PRIN_F1 that's still missing descriptions. You can copy and paste for most of it from the other alicorn castes, would just need to pick out cutie marks for that caste. Also, the errors in pony_plants I pointed out before are still there. (Turnip seeds are labeled radish seeds and lettuce juice is misspelled. I fixed that already for my personal copy.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 13, 2014, 11:20:23 am
huh, that's quite odd, I specifically remember changing that.. it must have slipped by the update somehow (either that or it's haunted)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Alestance on June 15, 2014, 04:12:30 pm
Becoming an evil overlord is habitual to me, but where would the fun be in playing the race whom stars this show? When DF2014 starts is released and development starts again, could you make goats playable creatures in adventure mode?
Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on June 16, 2014, 02:30:01 am
As I've had some specific requests for adventure mode in the past as well I'll put it on my list. My main focus is going to be getting the ponies up and running on the new version but as soon as that is done I'll see about making a set of adventure mode creature raws (without a gazillion pony variants)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 09, 2014, 09:22:32 am
I do look forward for the new version of this.

Though I hope you will at least release a version of it that will allow butchering of animals for meat to eat and such (especially in adventure mode).  I know that you removed it for reasons pertaining to making the pony fort work better but it got annoying fast while playing as a griffin in adventure mode or even when I enabled play as griffin forts and couldn't produce meat from the livestock. I know that the mod was originally was made only for playing as ponies but you should think of expanding into the other races. I know I would love to play as a Changeling hive one day.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 09, 2014, 05:11:09 pm
Purely by coincidence the new DF version fell on my week off from work, and as such, I've already converted the current version of Fanon is Magic to the new version of DF.
As the current DF version itself is only recommended for masochists, I'll not be releasing this version just yet unless you REALLLLLY want me to.
I've not really tried it much in fortress mode, but it runs error free in arena mode with all the creatures in the mod having their new speeds and such.

It seems the personalities had a major rewrite tho, so a lot of the stuff I had already won't do for the new version.

I'm now off to do some more testing, I get email notifications on posts if you have any comments or questions and I should be answering pretty quick for another few hours at least :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Iceblaster on July 09, 2014, 05:14:59 pm
Well...

I probably won't be able to efficiently bug report, buuuut, I'm interested in playing with this updated version. Vanilla DF is a bit bland IMO :P
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 09, 2014, 05:31:50 pm
I just came across some worldgen crashes, I'll fix it up and put up a WIP version
good news tho it seems you can update raws more on the fly now
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 09, 2014, 05:42:15 pm
ahahaha best bug ever...

(https://dl.dropboxusercontent.com/u/3677116/df.gif)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 09, 2014, 06:16:11 pm
I've heard that happens when the game tries to create a soil layer without a soil type to use. Or something like that. There was a thread about it a few weeks ago, but I can't locate it now.

Looking through the files, I noticed ponies have the [TRANSLATION:EQUINE] token, but no language file uses it. Is that intended? Maybe that's why the errorlog gets flooded with "Impoverished Word Selector" messages.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 09, 2014, 06:23:31 pm
You are quite correct on both accounts! there were some raw duplication due to the new plants toady added, the bugs are fixed with a super-bandaid (just renamed my duplicate plants) I'll need to merge them tomorrow, but for now, if anyone wants to have a look.

My Little Fortress 2014 - Beta (https://dl.dropboxusercontent.com/u/3677116/DF/MLP/My%20Little%20Fortress%20-%20Losing%20is%20%21%21MAGIC%21%21%202014.zip)



Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 10, 2014, 09:54:29 am
First the woodcutter died trying to climb the waterfall, then the expedition leader got stuck in a tree, and after the first migrant wave the game crashed. All in all, a good start.

Found a typo in the manticore's description. Nothing big, but I thought you'd like to know.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 10, 2014, 12:53:03 pm
I'll take a poke at it and see what happens.
[edit]
Okay, you might already know this but in case you don't here it is...
I just looked though the creature raws and you're missing some of the new flags for things
The one I noticed was some of the new things for attacks such as the [ATTACK_PREPARE_AND_RECOVER:#:#] isn't present in any of the custom creatures I looked at.
Also the [ATTACK_FLAG_BAD_MULTIATTACK] should be added in where applicable also.

...well I'm guessing that most the new tags that were added in aren't implemented in yet such as SMELL_TRIGGER.  If you need some help in adding these things in I could do it.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 10, 2014, 02:00:24 pm
if you can get me some suitable numbers I can mass replace the ones already in, just post whatever in here.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 10, 2014, 02:30:38 pm
Okay, couple of quick notes looking at the raws for this version. The "lettuc juice" spelling error is still there, turnip seeds are still labeled radish seeds, and the alicorn caste A_PRIN_F1 is still missing its descriptions. (In fact, it's not even listed in the descriptions area.) May I suggest for this caste maybe using some of the farming/animal/earth related cutie marks? You just need to copy and paste the rest from the other alicorn castes.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 10, 2014, 02:45:12 pm
if you can get me some suitable numbers I can mass replace the ones already in, just post whatever in here.

I'll go add in the numbers tonight and I can send you them later.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 10, 2014, 02:55:33 pm
it seems most of my generic plants have now been added by toady, so I'm removing those for now, I will however have to add straw to the appropriate plants.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 10, 2014, 05:09:14 pm
Okay, with some quick copy and paste, I did this up for the alicorn caste (A_PRIN_F1) lacking descriptions:
Spoiler (click to show/hide)

I just used the flower cutie marks because they were easy to find. Just add that into the description section after A_PRIN_F and before A_PRIN_F2. (I was wanting an earth goddess type theme, but flowers works too.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 10, 2014, 07:14:00 pm
Cheers, the description has been added, and the mod has shrunk a bit in size, at least until DFHack and such is out i'll just be dumping the raws
This version is for 0.40.2 (https://dl.dropboxusercontent.com/u/3677116/My%20Little%20Raws.zip)
simply dump the raw folder into a fresh DF install and overwrite
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 10, 2014, 07:26:51 pm
I double-checked and somehow it's not there. I think you included the old creature file accidentally. (I'm sorry if it seems like I'm being incredibly picky.) Fortunately, I backed up what I did so I can just paste it into the new one.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 11, 2014, 03:11:55 am
whaaat? no that shouldn't be possible, I just double checked my raw deposit and it's fixed in there.

edit: and it's in the my little raws.zip i linked to last night
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 11, 2014, 03:16:36 am
Huh. I redownloaded and it is there now. Maybe I was half-asleep and overlooked it. I'm sorry.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 11, 2014, 07:27:46 am
Ponies in ASCII! Yesss!

Is it just me, or are there no brewing jobs available in the still?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Telgin on July 11, 2014, 07:29:52 am
That's a bug a number of people have reported.  Something I've read to try is to see if gathering planets will make them show up in the still.  Someone also mentioned using large pots instead of barrels, which seemed to fix it strangely.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 11, 2014, 10:09:50 am
No, I mean ponies don't have BREW_DRINK_FROM_PLANT/PLANT_GROWTH as a permitted reaction in the entity file. The new PRESS_OIL_FRUIT is also missing, though this one is probably useless until the fruit bug is fixed.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 11, 2014, 11:36:06 am
RAWs
>Missing stuff from many custom creatures
-Buffaloes were missing baby information
-Diamond dogs missing a bunch of random things.
-Possibly more things I didn't see in my glance over (I didn't even bother to look though the entire pony creature file as it makes my brain overload when I look at it, though I did find you are missing some flags that were added in the new version of Dwarf Fortress that should be added in such as the new attack stuff and lowlight vision and smell)
>Some very inefficient RAW layouts for a few races (major example: diamond dogs)


WORLDGEN
>Generating worlds produces only Pony Civs (Fixed in current version)
>Diamond Dog civs not appearing. REASON FOUND: typo at the top of the entity file ""OBJECT:ENTITY]"" there needs to be a "[" at the beginning of that.


OTHERSTUFF
(((Not sure if these are intentional or not)))
>Changelings are using CAVE_DETAILED as their site type? Shouldn't this be DARK_FORTRESS?
>Changelings can do and build all the same stuff as Ponies?
>In Diamond Dogs Entity [ETHIC:SLAVERY:UNTHINKABLE] I think this should be set it ACCEPTABLE or PERSONAL_MATTER since it was clearly show in-show that they are willing to enslave things to do work for them. ((Some other Ethis stuff I don't think fits for a few races but I can just change that myself for my own game if I want))


Have not played Adventurer mode of Dwarf mode yet. Will get back to you later on those.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 11, 2014, 01:12:14 pm
Also I just noticed that some creatures that should have been kept from the creature_standard file are missing
Such as Dragons, Minotaurs, Hydras, et cetera

...now I want to go though those and equenify some of those creatures. (Turn those merpeople into Seaponies, Pixies to Flutter Ponies, blizzard man to wendigos, et cetera)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 11, 2014, 01:59:40 pm
Pixies should be ponified as Breezies... since that's what the G4 incarnation made of the Breezies.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 11, 2014, 02:07:05 pm
Yeah, this is very much a work in progress and a lot of things are missing. The Diamond Dogs are not spawning because they are not done, and changelings are spawning in detailed caves because dark fortresses are currently crashing the game
Spoiler (click to show/hide)
If you want to ponify creatures that would be awesome, I'd appreciate the help.
I also think we could do with some more of the mythical creatures from the show, I started out with a couple but they're not made with particular effort (tho the timber wolves are pretty fun)

Plan for today is to finish up the pony creature file with the new tags and probably finish the diamond dogs.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: taliakirana on July 11, 2014, 02:32:09 pm
Well, a lot stuff can be copied from pegasus ponies for the Breezies. You'd just need to make them tiny, change the description of the wings, and remove the cutie marks. Though they are a separate creature, not ponykind.
Let's see, what else did s4 add as possible creatures... Oh, the chimera. (Probably a semi-megabeast since they seem rare and the one that appeared was hostile.)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 11, 2014, 02:36:48 pm
What about a list of creatures that could be added? Keeping it all in one place seems quite convenient to me.

I can think of phoenixes, that wyrm thing I posted a while ago, fruit bats (+ vampire ones), maybe parasprites. Dragons and minotaurs could be slightly reworked to make them match the show more.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 11, 2014, 02:42:17 pm
lets see. there's the tatzlwurm, and those quarrey eels. could be fun semi-megabeasts. A Ahuizotl with cat controlling/summoning powers could be fun :P
going from the wiki we're also missing Cragadiles and Fruit Bats

I guess with the end of S4 we also have Centaurs as a possible baddie entry, but im not sure if they're best suited for megabeasts or a fully fledged civ.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 11, 2014, 07:16:07 pm
okay! I got some fixes in; ponies no longer sweat liquid skin, fixed the bugs Phenoix mentioned (hopefully), added a sense of smell to ponies, and I managed to persuade my friend Cloudy Skies to help out, and he made me some fruitbats and fixed the domestic creature file to include less of the creatures that are mostly considered "sentient" in the show. I may add these later in some sort of conglomerate Civ.

From the looks of a brief adventure mode test diamond dogs are banditing up the place like they should, and i even found and fixed a display bug that has been plaguing me for a while.


The link is the same as before, I'm just replacing the file as I go.  (https://dl.dropboxusercontent.com/u/3677116/My%20Little%20Raws.zip)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 11, 2014, 11:25:57 pm
Here is my current round of tests
Didn't get around to testing fortress mode yet.
Spoiler (click to show/hide)


I've also been pokeing around with the changelings to try to make them work better. Though the version I made is of a diffrent flavor then the one you use, they almost work! (Population grows way to fast)
They even can use Dark Fortresses.
But for some reason (which I think may be because of the Dark Fortress) some demon leads them always, as the queen. I've double checked the entity files and the only reason I can think of is because of the Dark Fortress site. I'll test this soon.

I've also made equenized version of many creatures from the creature_standard file
Also made the dragons a bit closer to the MLP versions.
But I'm going to have to multi-post to show them since it won't let me post them all in one post.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 11, 2014, 11:39:26 pm
Creature files for several altered creatures from creature_standard
Some work may still need to be done to make them perfect but they work right now.
Code: [Select]
creature_standard_pony

[OBJECT:CREATURE]

[CREATURE:DRAGON]
[DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]
[NAME:dragon:dragons:draconic]
[CASTE_NAME:dragon:dragons:draconic]
[CREATURE_TILE:'D'][COLOR:2:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[BIOME:ANY_LAND]
[FREQUENCY:5]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[FIREIMMUNE_SUPER]
[FLIER]
[FANCIFUL]
[MEGABEAST][DIFFICULTY:10]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:FIRE]
[SPHERE:WEALTH]
[CURIOUSBEAST_ITEM]
[NOFEAR][NOEXERT]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:50]
[BONECARN]
[PREFSTRING:terrible majesty]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:1000:0:25000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ALL_ACTIVE]
[MENT_ATT_RANGE:MEMORY:3000:3500:3750:4000:4250:4500:5000]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[LAIR:SIMPLE_BURROW:100]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:6100]
[CLUTCH_SIZE:1:3]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1:RED:1:BLACK:1:BLUE:1:WHITE:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:GREEN:1:RED:1:BLACK:1:BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]

[CREATURE:COLOSSUS_BRONZE]
[DESCRIPTION:A gigantic magic statue made of bronze and bent on mayhem.]
[NAME:bronze colossus:bronze colossuses:bronze colossus]
[CASTE_NAME:bronze colossus:bronze colossuses:bronze colossus]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:METALS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[BODY:QUADRUPED_PONY:2EYES:2EARS:NECK]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE]
[ITEMCORPSE_QUALITY:5]
[DIURNAL]
[LAIR:SHRINE:100]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

[CREATURE:GIANT]
[DESCRIPTION:A gigantic creature resembling a pony, almost unparalleled in size.]
[NAME:giant:giants:giant]
[CREATURE_TILE:'G'][COLOR:3:0:0]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][SLOW_LEARNER][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:height]
[BIOME:ANY_LAND]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[SPHERE:FOOD]
[SPHERE:STRENGTH]
[BODY:QUADRUPED_PONY:PONY_TAIL:2EYES:2EARS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:MANE_HAIR:MANE_HAIR_TEMPLATE]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[USE_TISSUE_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:MAGIC:MAGIC]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:3000000]
[BODY_SIZE:12:0:9000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] [APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:newborn giant foal:newborn giant foals]
[CHILD:12]
[GENERAL_CHILD_NAME:giant foal:giant foals]
[EQUIPS]
[DIURNAL]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE_NAME:giantess:giantesses:giantess]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_NAME:giant:giants:giant]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:MANE_HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:mane and tail:PLURAL]

[CREATURE:CYCLOPS]
[DESCRIPTION:A giant equine monster with a single eye set in its forehead.]
[NAME:cyclops:cyclopes:cyclops]
[CASTE_NAME:cyclops:cyclopes:cyclops]
[CREATURE_TILE:'C'][COLOR:4:0:1]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:single eye]
[BIOME:ANY_LAND]
[SPHERE:LIGHT]
[SPHERE:LIGHTNING]
[SPHERE:LONGEVITY]
[SPHERE:MINERALS]
[SPHERE:STRENGTH]
[SPHERE:THUNDER]
[BODY:QUADRUPED_PONY:PONY_TAIL:1EYES:2EARS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:MANE_HAIR:MANE_HAIR_TEMPLATE]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[USE_TISSUE_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:MAGIC:MAGIC]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:2000000]
[BODY_SIZE:12:0:8000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eye:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] [APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:newborn cyclops foal:newborn cyclops foals]
[CHILD:12]
[GENERAL_CHILD_NAME:cyclops foal:cyclops foals]
[EQUIPS]
[DIURNAL]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:SINGULAR]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:SINGULAR]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:MANE_HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:mane and tail:PLURAL]

[CREATURE:ETTIN]
[DESCRIPTION:A giant equine monster with two heads.]
[NAME:ettin:ettins:ettin]
[CASTE_NAME:ettin:ettins:ettin]
[CREATURE_TILE:'E'][COLOR:6:0:1]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:arguing heads]
[BIOME:ANY_LAND]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[SPHERE:SPEECH]
[SPHERE:STRENGTH]
[BODY:QUADRUPED_PONY_NECK_2HEAD:PONY_TAIL:2EYES:2EARS:2LUNGS:HEART:PONY_GUTS:PONY_ORGANS:PONY_JOINTS:THROAT:NECK:PONY_SPINE:BRAIN:TONGUE:SKULL:PONY_MOUTH:TEETH:RIBCAGE:EYELIDS:CHEEKS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:MANE_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:MANE_HAIR:MANE_HAIR_TEMPLATE]
[BODY_DETAIL_PLAN:TAIL_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[USE_TISSUE_TEMPLATE:MAGIC:MAGIC_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:MAGIC:MAGIC]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[NOSTUN]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:2000000]
[BODY_SIZE:12:0:8000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:newborn ettin foal:newborn ettin foals]
[CHILD:12]
[GENERAL_CHILD_NAME:ettin foal:ettin foals]
[EQUIPS]
[DIURNAL]
[MULTIPART_FULL_VISION]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:mane:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:coat:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:MANE_HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:mane and tail:PLURAL]


MUST BE ADDED TO "body_default_pony.txt" FOR THE ETTIN TO WORK
Code: [Select]
[BODY:QUADRUPED_PONY_NECK_2HEAD]
[BP:UB:torso:torsoes][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1750]
[BP:LF:left flank:left flanks][CON:UB][LIMB][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RF:right flank:right flanks][CON:UB][LIMB][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RNK:right neck:STP][CON:UB][RIGHT][CATEGORY:NECK]
[DEFAULT_RELSIZE:300]
[BP:LNK:left neck:STP][CON:UB][LEFT][CATEGORY:NECK]
[DEFAULT_RELSIZE:300]
[BP:RHD:right head:STP][CON:RNK][RIGHT][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:LHD:left head:STP][CON:LNK][LEFT][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUFL:right upper foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLFL:right lower foreleg:STP][CON:RUFL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:RFF:front right hoof:front right hooves][CON:RLFL][STANCE][RIGHT][GRASP][LIMB][EMBEDDED][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:80]
[BP:LUFL:left upper foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LLFL:left lower foreleg:STP][CON:LUFL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:LFF:front left hoof:front right hooves][CON:LLFL][STANCE][LEFT][GRASP][LIMB][EMBEDDED][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:80]
[BP:RUHL:right upper hindleg:STP][CON:RF][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLHL:right lower hindleg:STP][CON:RUHL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:RFH:rear right hoof:rear right hooves][CON:RLHL][STANCE][RIGHT][LIMB][EMBEDDED][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:80]
[BP:LUHL:left upper hindleg:STP][CON:LF][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LLHL:left lower hindleg:STP][CON:LUHL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:300]
[BP:LFH:rear left hoof:rear left hooves][CON:LLHL][STANCE][LEFT][LIMB][EMBEDDED][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:80]
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 12, 2014, 01:23:05 pm
For those creatures from the show that are shown as being sapient but not having their own civs, we could just add the [CAN_SPEAK] tag to their RAWs.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 12, 2014, 06:30:56 pm
That will make them need to eat and drink, though. I'm not sure how does it interact with grazing.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 12, 2014, 09:04:35 pm
That will make them need to eat and drink, though. I'm not sure how does it interact with grazing.

If might just be easier to just leave them as normal animals for now.



Some more testing reports
Spoiler (click to show/hide)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 13, 2014, 02:40:35 am
They'll eat real food over grazing, also they become social beasts and usually get mayored. I think i had to specify pony only entity positions for this reason previously 
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Hetairos on July 13, 2014, 10:02:03 am
Wooden blocks need to be renamed to planks again.

Are ponies supposed to use meat and leather?
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 13, 2014, 11:50:09 am
I've not done any of those changes quite yet, I'll probably get to it sometime today from the looks of it.
I've added some more creatures and made buffalo less prone to sitting in the tops of trees of their elf-retreats (they fell down A LOT with only one grasp)

Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Phenoix12 on July 13, 2014, 04:23:20 pm
In one of my previous posts I noted that the Griffin Civs don't grow. I thought it was something to do with low population growth but after some testing and looking at some raws I found the problem.

You had the entity's biom info set up incorrectly.  I just copied over from the normal Dwarf entity and now they can live. (But like both Zebras and Buffalo their site number explodes rapidly)

Also poking around with the Changeling variant I'm working on lead me to learn that Dark Fortresses automatically install a demon as the leading of the civ that starts in them so no queens will spawn normally.  So currently I have them set to use normal caves as a starting area. (Now I'm wondering if there is a way we can create a custom site type the changelings can use)
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 13, 2014, 04:35:34 pm
Unfortunately we can't give them their own sites. The normal caves as a starting site may be the best bet and they'll just conquer whatever they need down the line :P
I noticed the griffins too and they should be spawning correctly, as should the diamond dogs. I'm just finishing up this chimera then posting what I have so far.
Title: Re: My Little Fortress: Losing is !!MAGIC!! (Formerly known as Fanon is Magic)
Post by: Sorcerer on July 13, 2014, 05:39:00 pm

Download for DF2014 40.x (https://dl.dropboxusercontent.com/u/3677116/My%20Little%20Raws.zip)

As there haven't been any raw changes between the bugfix releases this should work on any of the DF2014 versions.
Version control is pretty cool you guys, I've been such a slacker with my files up to this point, the way I do things now should change that.
(bonus is that I'll also be able to provide a RAW only version once I get this thing up and running)

note that due to the animalman removal I now have to include all the creature files from standard DF so the filesize inflated a bit

Code: [Select]
Changelog:

13/07/2014 - migrated to 40.03
------------

Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head

12/07/2014 - bugfixing on 40.02
------------

Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.



to do/next up:
Changeling Interactions
Leather/Meat
Wood Blocks -> Wood Planks
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 13, 2014, 06:24:07 pm
Noticed you didn't use the alterations to some of the creature_standard I did.

Also I got to say that I like my variation of changelings I made for this a little better. (but that's just me)



Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 14, 2014, 11:39:21 am
Yeah sorry I ended up just going through the creatures one by one. I'm trying to keep the mod at least mostly based in the mlp lore and there is more precedence for keeping a giant humanoid over turning it into a giant miniature horse.

What changes have you done to your changelings? mine are pretty barebones at the moment and is the next ones up for a proper tuneup.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 14, 2014, 12:00:20 pm
Well changelings are an interesting race since throughout the fandom there are a lot of different interpretations and version.

I went for a less singular hive feel for the creature and entity (mostly because the hive model with a single queen doesn't really work all that well with civ creatures in Dwarf Fortress yet... at least until we get more advanced creature definitions such as being able to have different reproduction types for creatures)

I changed the creatures to only have 3 casts; Queen (always female, larger and live longer), normal males and females. (Clutch size for egg laying was lowered since they now have plenty of males and females for making babies)  Currently I gave made them not require food or drink to live but I'll most likely change that later.

And entity I mostly kept the same, with some tweaks to ethics, values and a few other things.  Also set the Queen position up as normal but set it to generate the other positions procedurally as needed so I didn't need to define them all.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 14, 2014, 03:42:17 pm
The way mine are set up currently is like this:

Queen (big powerful, mean, FEMALE tag)
Drone (fleequick, doesn't like fighting, MALE tag)
Soldier (likes to fight, will add things like adventure seeking and strives for martial perfection, that sort of thing to make them more likely to fight, no gender tag)
Breeder (Female, Immobile, Twice the size of a pony FEMALE tag)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 14, 2014, 06:35:08 pm
The DF hydra more or less matches the show hydra, unless we want to nitpick about the number of heads or something. So that's one creature less to cover, I suppose.

Iron mail barding weighs over 200 kg, looks like the old armour thickness scaling thing is still in.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 15, 2014, 12:13:04 pm
Remember when I mentioned that site populations like to explode for some of the races?
Turns out that might be a bug in Dwarf Fortress and not the mod.


Also if you haven't already started working on the centaur race I might take a crack at it.
They seem like the perfect civilization to make use of Dark Fortresses since we actually don't have one yet.

Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 15, 2014, 02:57:26 pm
The show seemed to treat its one example of a centaur as a unique entity, considering his brother looks nothing like him.

Sorcerer, are you eventually going to offer a tileset version again? (Like you did with the mod for the previous Dwarf Fortress version.) I don't mind the creatures being letters, but the ASCII for everything else kind of gives me a headache.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 15, 2014, 03:14:17 pm
yeah, I'll eventually bundle up everything in an "as intended" pack like the previous version was.
At the moment I'm just providing the raws, but there's nothing stopping you from adding at least a default texture pack (there'll be issues with the ones that add creature tiles unfortunately, but it is possible to work around that)

eventually i'm hoping to resurrect the stonesense sprites as well, as they were pretty neat, but we'll have to see what SS looks like in the new version with the multitile trees and such.
There's also the issue of the 1200 castes that need XML code for both kid and adult, and potentially various clothing pieces.
Japa said there shouldn't be any loading issues even with an XML file of several megs in size, but that's going to take a lot of work. 

Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 15, 2014, 03:15:18 pm
The show seemed to treat its one example of a centaur as a unique entity, considering his brother looks nothing like him.

Well we could set the centaur up as a unique demon type creature.

I've already set up a body template for them.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 16, 2014, 04:37:09 pm
Just got a siege and some of the enemies have no weapons and/or armour. Possibly a vanilla bug, I don't know. UPDATE: May also affect caravans. A caravan guarded solely by spearzebras has just showed up. They only have a wooden spear and one piece of clothing. Changelings appear not to use armour (WAD?).

Foreign soldiers have redundant names, like "Changeling Drone Changeling Crossbowman" or "Zebra Spearzebra".

Certain new buildings look odd in ASCII, like the Magic Loom or Crystal Forge. Libraries, Archives and Sawmills are fine. Also dandelions are blue.

(http://i61.tinypic.com/9aba6u.jpg)

Making a golden fleece hood in the Magic Loom gets you a shirt.

Oh, and are the apple tree buildings still supposed to be in?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 17, 2014, 12:48:21 pm
Foreign soldiers have redundant names, like "Changeling Drone Changeling Crossbowman" or Zebra Spearzebra".

I'm not sure of the Zebras but I fixed the Changeling redundancy in my version so they would be listed as Changeling Crossbowling or Changeling Swordsling.  Much better in my opinion.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Jimexmore on July 17, 2014, 12:53:56 pm
Hello modder, Now i was wondering why you don't take the raws of a more successful or complete mod like Friendship is Magma or fanon is magic(which has cutiemarks)
see why try to do your own when these mods are just begging for a resurrection.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 17, 2014, 12:56:02 pm
Telekinesis can get covered with water.

Foreign soldiers have redundant names, like "Changeling Drone Changeling Crossbowman" or Zebra Spearzebra".

I'm not sure of the Zebras but I fixed the Changeling redundancy in my version so they would be listed as Changeling Crossbowling or Changeling Swordsling.  Much better in my opinion.

Sounds good.

Hello modder, Now i was wondering why you don't take the raws of a more successful or complete mod like Friendship is Magma or fanon is magic(which has cutiemarks)
see why try to do your own when these mods are just begging for a resurrection.

um
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 17, 2014, 01:13:41 pm
Hello modder, Now i was wondering why you don't take the raws of a more successful or complete mod like Friendship is Magma or fanon is magic(which has cutiemarks)
see why try to do your own when these mods are just begging for a resurrection.

....I believe that Fanon is Magic is just the very old version of this mod.  It's name got changed to Losing is Magic after a while.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 17, 2014, 01:28:56 pm
And now it's apparently My Little Fortress.

In the bug news, some fighting created "A pool of Igest Flowerticks's pony n/a".
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 17, 2014, 01:36:06 pm
And now it's apparently My Little Fortress.

Actually the full title is "My Little Fortress: Losing is Magic"
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 17, 2014, 01:57:16 pm
it's actually not directly referred to Losing is Magic at the moment...

<_<

>_>

ANYWAY!

The current plan:

Junk crystalworking
Instead focus on the magic loom and gemcrafting with the current gems to make magic infused materials (using DFHACK items can impart syndromes, which means for instance spellbooks or stat boosting armor.
Possibly reduce amount of gems to more commonly known and referred to gems (Emeralds, Rubies, Diamonds, Sapphires etc.) and perhaps instead have rarer variants that can be used for more powerful magic.
Rework/Improve Research.
 It is too grindy atm. I think i prefer the version in Masterwork, where it's quicker to do the actual research but you instead need specific items with a chance to lose progress on more difficult items, could also do "Research" as is often seen in the show, order stacks of books from "canterlot" to do research on to unlock spells or plans.
Differentiate
Make earth ponies stronger/better at hauling and the only ponies that can gain farming skills. Make unicorns weaker, but able to compensate with magic. I.. honestly have no idea what to do with pegasi outside the weatherpony/alchemy stuff.. Military/training/leadership? fits with lore i guess but pigeonholes them a bit (pun not intended)
Magic More magic interactions, for themselves and allies, and also for combat.

Other Thoughts
Baking - Stat boosting food is also possible, Nido had baking in his version but the reactions he had available were pretty limited due to how DF handled interactions back then which made it clunky.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 17, 2014, 02:06:59 pm
Hetairos, What are the zebras wearing, and who Sieged you earlier? were they using any equipment at all?


Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Jimexmore on July 17, 2014, 04:20:51 pm
so wait. this has dah cutiemark in it
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 17, 2014, 04:27:09 pm
Hetairos, What are the zebras wearing, and who Sieged you earlier? were they using any equipment at all?

First it was changelings with some griffons, but then the game crashed. Then only changelings.

I think the griffons weren't carrying anything, and many showed up as recruits (no weapon skill, I guess). Changelings had weapons, shields and quivers, but nothing more. Maybe it's intended, they have a "carapace" body part. It didn't show up in combat, oddly enough.

Differentiate
Make earth ponies stronger/better at hauling and the only ponies that can gain farming skills. Make unicorns weaker, but able to compensate with magic. I.. honestly have no idea what to do with pegasi outside the weatherpony/alchemy stuff.. Military/training/leadership? fits with lore i guess but pigeonholes them a bit (pun not intended)

I'm not sure about this one. Take Fluttershy - her cutie mark isn't related to anything pegasi are supposed to do, but... It would probably be Animal Training in DF terms, which at the first glance seems more like an earth pony thing. Going by the lore, I'd say cutie marks are more significant than "race", for the lack of a better word. Uh, I'm just saying that so we don't accidentally a caste society and I don't really know where I was going with this any more so feel free to do whatever.

EDIT: Found this in the errorlog:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
*** Error(s) found in the file "data/save/region1/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (LYCOLBG,5) Was Not Used
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on July 17, 2014, 04:43:48 pm
An idea I've toyed with regarding castes is to make it so that earth ponies gain physical attributes faster (maybe just strength, toughness and endurance).  In the past I've tweaked pony mods to give each caste some attribute variations like that, mostly by just giving earth ponies naturally better physical stats to compensate for the lack of a second grasper (for all that it matters).  Pegasi just got a big agility boost, which was utterly broken in .31.25 and .34.11.  I don't know how it would impact .40.x with its new speed system.

I've also toyed around with just setting some skill learn rate mods on the castes, but not by more than about 30% on any given skill.  That way earth ponies learn farming, shearing, milling and so on faster than unicorns and pegasi, while unicorns learn administrative skills faster.  It's also a bit fiddly to get right and ultimately doesn't have a huge impact on the game.  In any case, I certainly wouldn't prevent other castes from learning skills altogether, or even severely penalize them.

In general I agree that the cutiemark matters more than the caste.  It's probably mostly a matter of culture that causes earth ponies to gravitate toward farming and thus earning farming cutiemarks, for example.  In the past when I've done this, I was always working with pony mods that didn't have a cutiemark system, so such a system probably does enough to completely remove the need for caste level skill modifiers.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 17, 2014, 05:05:26 pm
That's actually the way this mod is currently set up. Each of the three pony types have something like.. fourty i think castes of each gender with skill gain improvements and other features, tied to specific cutie marks. What I was thinking was making them even more distinct. note that this does not stop me from adding someone like fluttershy, or a bulk bicep pegasus that is slower but stronger, but as a general rule.

For instance, in the season finale it was more or less confirmed that the earth ponies have awesome farming/earth magic, I could remove the skill gain from non-earthponies so that while everyone CAN farm, only earthponies can do so at any sort of efficiency.

Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 18, 2014, 03:42:27 pm
Had this turn up in the error log:
Spoiler (click to show/hide)

A display case building would be a nice addition to the mod. (Give us something to do with the more useless artifacts and it strikes me as very pony.) I am sad you're scrapping crystal working, I always did like it.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 18, 2014, 04:38:19 pm
yeah, i know of the color bug.

I'm going to redo the hair/coat combos a bit, Nido made a hundred different variations of the striped hairstyles for all the different hues of color in DF, which while very elaborate, is a bit overkill (there are currently over 150 hair color options for ponies)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 18, 2014, 04:58:12 pm
Is that why I have at least 3 ponies with rainbow hair in a fort of ~40?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on July 18, 2014, 06:54:31 pm
Probably. I ended up flat removing the full rainbow manes from Nido's mod after I played with it for a while.  They were entirely disproportionately common from what I saw, heh.  Something like 15% of ponies had a fully rainbow mane and probably close to half had stripes in their manes.  I saw that in three separate world gens.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 18, 2014, 08:03:26 pm
it's because of the sheer amount of them, as well as the weighting, i think they're at :3: instead of :1:
I've set my artsier friend Cloudy on the case of some more descriptive mane colors instead.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 18, 2014, 08:45:09 pm
But we will keep one full rainbow mane, right? (I think a pastel rainbow would be nice too.) They shouldn't be super common, but I'd like for them to still exist.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 19, 2014, 09:34:09 am
ofcourse, there'll be special manes, but not.. you know.. thirty variants of each using obscucre color hues
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 19, 2014, 07:00:45 pm
Are you going to end up removing meat and leather production again, even for non-pony races? Or have you found a way to make it so that it only affects the equine races. Or are you just not going to remove it this time around.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 20, 2014, 04:48:22 am
I'll probably make two sets, so that people can have meat in adventure mode if they so desire (but seriously, there's food EVERYWHERE now) but default will be no meat and leather.
Instead of butchering animals, perhaps we could spay/neuter pets for population control? it's possible to do that with reactions. 
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: BlueMagic on July 20, 2014, 02:34:34 pm
Can there be a guide to this mod? I'd love to play it but I don't know what to do or how to properly start.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: ExOttoyuhr on July 20, 2014, 03:08:00 pm
I'll probably make two sets, so that people can have meat in adventure mode if they so desire (but seriously, there's food EVERYWHERE now) but default will be no meat and leather.
Instead of butchering animals, perhaps we could spay/neuter pets for population control? it's possible to do that with reactions.

In that case, will there be some way of ensuring that strange moods don't desire leather? In 34.11, I lost several ponies to wanting leather for an artifact clothing item, and not having any way to get it to them...

I should also say, though, that this is a really great mod, and I greatly appreciate all the effort that's gone into it... It's certainly the only version of DF I've played where I've been enthusiastic about having royalty arrive. :)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: ExOttoyuhr on July 20, 2014, 03:28:20 pm
Can there be a guide to this mod? I'd love to play it but I don't know what to do or how to properly start.

I haven't gotten that deep into the mod, but from what I've seen, it's not that different from the main game... I hope more experienced players correct me if I'm wrong, but my impression is that the main differences are:

* Cutie marks are present; a pony gets a slight boost to skills using his/her cutie mark. Fortunately, you can sort of ignore them if you must...
* You can't brew alcohol from random herbs, so you need to always ensure you have a source of water.
* Farming is much better than herbalism.
* You can't feed a fort with puppies, although you can still gather eggs.
* Herding is more useful in this version than in vanilla, since ponies have a wider range of uses for milk -- although it's still herding, still fiddly and space-consuming.
* Ponies are much stronger and faster than dwarves. If a given threat is neither from the show nor from deep underground, you have nothing to fear from it.
* You'll be doing a lot of above-ground construction if you want to be in-character.
* The textile industry is even more stupidly powerful.
* Research is now present, and shouldn't be ignored forever. (Above-ground construction is much easier with a sawmill.)
* The tree-climbing bug in 0.40.03 feels like a feature if it's pegasi doing the climbing.


But, in 40.03, I'm seeing a bug where changelings besiege my settlement and leave, but the siege tag doesn't get lifted, which means no immigrants or caravans. (/And/, it means a crippling shortage of magical pony princesses. Unlike the main game, I was looking forward to royalty arriving in this one!) Is anyone else seeing this behavior? I've logged it as bug 7482, http://www.bay12games.com/dwarves/mantisbt/view.php?id=7482 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7482). I suspect that it occurs with dwarves too, but it's hard to win a first-year siege with dwarves.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 20, 2014, 04:18:20 pm
For leather, research the magic loom. That will let you make fleece from wool, which counts as leather. We need a reaction that will produce something that counts as bone, so ponies won't need to slaughter animals at all.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 20, 2014, 05:51:14 pm
Speaking of fleece, I believe it can even be made from plant cloth. Which might not be entirely intended.

I still have the old guide around, although it's quite outdated and incomplete. See here. (https://drive.google.com/file/d/0B8RI0RsIbBX7Um8yTnlNZ1hSNG8/edit?usp=sharing)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 20, 2014, 07:12:30 pm
For leather, research the magic loom. That will let you make fleece from wool, which counts as leather. We need a reaction that will produce something that counts as bone, so ponies won't need to slaughter animals at all.

What about a plant that produces material that can be used as bone?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 21, 2014, 07:10:15 am
Will bonecarving moods still trigger if the relevant reaction is removed from the pony entity?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 21, 2014, 09:03:09 am
I'll probably make two sets, so that people can have meat in adventure mode if they so desire

Also for those crazy people who want to play a griffin fortress.

Will bonecarving moods still trigger if the relevant reaction is removed from the pony entity?
I don't know.  Testing may be required unless someone already has the answer.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 21, 2014, 05:36:05 pm
Far as I know moods are hardcoded to use any skill/item. I looked into removing meat from butchery but it seems to be harder than I expected. I guess some self imposed restrictions will have to do for now.

Bad news is that pegasi have a tendency to pathfind through tree branches and end up dropping their carried item up in the tree. Only solution is to restrict treetops.
I'll probably release a new version tomorrow, tho the current one should work with 40.04
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 22, 2014, 05:04:31 pm
MLF2014 40.04 tested (https://dl.dropboxusercontent.com/u/3677116/DF/MLP/My%20Little%20Raws.zip) RAWs, extract to a fresh DF install.
Note that this does edit most of the creature files and is not compatible with creature graphic tilesets that straight up overwrites these files.

Code: [Select]
CHANGELOG:
16-20/07/2014 - migrated to 40.04

Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.


15/07/2014

Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...

14/07/2014

Tweaked Orientation tag a smidgen to share the love :)

13/07/2014 - migrated to 40.03
------------

Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head


12/07/2014 - bugfixing on 40.02
------------

Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.

to do/next up:
Changeling Interactions
Leather/Meat
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 22, 2014, 06:57:08 pm
Bad news is that pegasi have a tendency to pathfind through tree branches and end up dropping their carried item up in the tree.

My brother made a race of Winged Dragon People who had this same problem so it's a problem with flying path finding in general.

Quote
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.

You'll still be making a version that has the full leather and meat production capabilities still intact correct?
Or do I just need to not copy over some creature files to make it so I have full access to all leather types?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on July 22, 2014, 08:21:19 pm
Yeah, the flying thing is probably the same problem that fliers would have in older versions where they'd leave crap on the tops of walls and get stuck if there was no path down.  I hope Toady does revisit flier pathing for this major version at some point, but I'm not holding my breath too much.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 23, 2014, 12:12:50 am
You might want to add the bits necessary to let hooves heal. I keep a backup of the last .34.11 version, and I was able to copy from that.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 23, 2014, 02:50:37 am
Ohyes, i forgot the tissue rebalance files, thanks for that.
Leather has been reduced to one subtype for FPS reasons, you don't REALLY need Giant Gibbon Ballsack Leather Armor. :P
To revert this you should only need to edit the b_detail file as im just changing the skin tissue, not the induvidual creatures.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 23, 2014, 12:47:45 pm
Are you going to add the silk roses back? They seem to be gone.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 23, 2014, 03:02:52 pm
Something is messed up with the languages. There is language_words.txt and language_words_enhanced.txt, and DF uses them both, resulting in duplications.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 23, 2014, 06:53:10 pm
Two things
1. I had a pony with this is their description: ""His left eye's eye tissue is a hammer"  I think it wanted to say that his cutiemark is a hammer

2. Entity names are messing up
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 23, 2014, 07:13:09 pm
Delete language_words.txt and gen a new world. That won't solve the problem entirely and will turn axeponies into axemen and so on, but there's improvement.

I remember reporting the eye tissue thing. Sounds painful.

Spoiler (click to show/hide)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 23, 2014, 08:44:12 pm
Delete language_words.txt and gen a new world. That won't solve the problem entirely and will turn axeponies into axemen and so on, but there's improvement.

Well that doesn't make sense...  Job names are handled in the creature file not the language files.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 24, 2014, 06:03:00 am
Nevermind, I just looked at the embark screen. Job names are right.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 24, 2014, 01:32:56 pm
Pheonix, do you still have that save? Any chance you can check what caste he is using Therapist?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 24, 2014, 01:39:39 pm
Pheonix, do you still have that save? Any chance you can check what caste he is using Therapist?

Sadly no I don't still have save but if it pops up again I'll let you know.

Also that problem I mentioned with the entity names messing up was fixed by deleting language_words.txt
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 24, 2014, 03:22:56 pm
ohyeah, i know what's doing that.. I tested the improved language files that was posted on modding and somehow it seems to have slipped into my raw source. I've removed it from the zip file, tho i may end up using it later.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 24, 2014, 07:17:32 pm
Were silk roses removed intentionally? If so, does anybody have an idea of how to mod them back in? (It's nice to have a guaranteed source of silk.)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 24, 2014, 07:24:55 pm
Most modded plants were removed a while ago because of Toady's general plant changes.

A non-spider source of silk will eventually be needed for golden silk to be viable.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 25, 2014, 01:04:12 am
I'm thinking silkworms maybe?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 26, 2014, 10:52:51 am
I'm thinking silkworms maybe?

Silkworms could work very well.  I'm thinking they would work like bees maybe. (i.e. requiring a sort of 'hive' and a silk work to start production of the silk)


Also what's the actual size of our 'little' ponies anyway. (and for that matter the rest of the races)  I was goofing around and added in humans to be played only as outsiders in adventure mode for fun and discovered that pony clothing and armor is considered to be 'large' in respects to a human. (also Diamond Dogs, haven't checked wearable crafts from other races yet but I assume they are the same)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 26, 2014, 11:06:14 am
Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..

in the current version
Code: [Select]
Ponies and zebra 100000
griffons 125000,
diamond dogs between 65000 (digdog) and 150000 (bigdog)
changelings 75000 (drones) 125000 (soldiers) 150000 (breeder) 175000 queen
buffalo 400000
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Valikdu on July 26, 2014, 03:27:31 pm
I'm thinking silkworms maybe?
Silkworms could work very well.  I'm thinking they would work like bees maybe. (i.e. requiring a sort of 'hive' and a silk work to start production of the silk)

For example, there's this useable code: http://dffd.wimbli.com/file.php?id=6023 (http://dffd.wimbli.com/file.php?id=6023)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 26, 2014, 07:06:57 pm
Started the rework of the gem system, instead of "crystalizing" gems which is in the current version, I'll be using magic gems as part of items. I've also  cut down the amount of gem types dramatically.
Currently there are five gems, Sapphires, Rubies, Emeralds, Amethysts and Diamonds, and they come in five different quality ranges, Faded, Dull, Normal, Shining and Illustrious.

Each gem type will grant different bonuses at different strengths, depending on item and gems used.

For instance, a silk cloak inlaid with two shining rubies and an illustrious diamond could grant [FIREIMMUNE]... tho this will require DFhack and the material syndrome plugin to work.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 26, 2014, 07:18:55 pm
Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..

in the current version
Code: [Select]
Ponies and zebra 100000
griffons 125000,
diamond dogs between 65000 (digdog) and 150000 (bigdog)
changelings 75000 (drones) 125000 (soldiers) 150000 (breeder) 175000 queen
buffalo 400000

...I think we should make the equine races smaller because they're current size is kinda large.

Humans = 70000
Ponies =  100000
Alicorns = 250000

I tend to use this picture as a reference for size https://derpibooru.org/387884

Though if we were to make them that tiny they'd be super easy for all the beasts of the world to murder and in fortress mode you'd need to make have a well trained and well armed soldiers to defend ready at all times.
So maybe make them the size of dwarves?

Started the rework of the gem system, instead of "crystalizing" gems which is in the current version, I'll be using magic gems as part of items. I've also  cut down the amount of gem types dramatically.
Currently there are five gems, Sapphires, Rubies, Emeralds, Amethysts and Diamonds, and they come in five different quality ranges, Faded, Dull, Normal, Shining and Illustrious.

Each gem type will grant different bonuses at different strengths, depending on item and gems used.

For instance, a silk cloak inlaid with two shining rubies and an illustrious diamond could grant [FIREIMMUNE]... tho this will require DFhack and the material syndrome plugin to work.

Much like your idea of removing the different leather types I also don't like the idea of removing all the different gem types.  I do like the idea of certain gems that have magic properties but I don't think that you should remove all the other gem types.

Also did you ever think of move the "crystalizing" ability to another race... such as crystal ponies?  (Actually crystal ponies would be excellent fit for that ability, along with one that allows them to make crystal blocks so that we can build cities out of crystals!)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 27, 2014, 02:27:58 am
Again, material reduction is a memory / fps saving trick, and when it comes to the gems it is also for convenience. If only some gems are useful in crafting, all other gems will just reduce the odds of you getting something you can use. Most of the gemstones in the df raws are more akin to "shiny rocks" than the pre-cut gems the ponies dig up in the show. :p

As for size I'm still looking at the balance. Making them smaller and more reliant on magic and teamwork would be fun, but will probably require dfhack to fully utillize
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: ExOttoyuhr on July 27, 2014, 06:40:17 pm
Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..

But I liked having the normal creatures be pushovers! It's what would happen, I think, and it makes an interesting point about the original game, that the dwarves are so small that they have to rely on training and engineering, while ponies, for example, can just trust to raw strength and applebucking. I wouldn't want to be the goblin warlord who led his army to invade Equestria. (Nor Griffonstan. It's the common consensus of all fantasy that griffins are not to be messed with -- but in FIM, they're a peripheral minor power...)

Scaled-down ponies will also make it even harder to figure out what's going on with that phantom-sieges situation. :) Perhaps I can try debugging that by scaling up dwarves...

As for sizes, though, that image ref is pretty compelling. I'd had the impression that the ponies were about the size of real-world ones...


Also, taliakirana, thanks a lot for the tip on magic looms! They weren't in the 34.11 mod (edit: or rather, in Fanon is Magic for 34.11 -- I think it's a relative of this mod), but this will be good to know for the current one.

My understanding is that bone's advantage is the same as ivory's, that it's durable, relatively lightweight, and easy to work. I wonder what pony product (preferably one with Classical mythological overtones, like magic fleece) could serve in that role...
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 27, 2014, 07:08:38 pm
As for size I'm still looking at the balance. Making them smaller and more reliant on magic and teamwork would be fun, but will probably require dfhack to fully utillize

I don't know why it would require DF hack...  well the 'magic' part might but the teamwork doesn't.
And what about this for a size scale

Equinoid races (i.e. Ponies, Zebra, Changelings): 60000 or 70000 (Alicorns and changeling queens would be larger or just have modifiers for tallness)
Griffin: apx 75000
Buffalo: 80000

Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..
As for sizes, though, that image ref is pretty compelling. I'd had the impression that the ponies were about the size of real-world ones...
There is a reason they are called 'little' ponies
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on July 27, 2014, 11:45:14 pm
On the issue of scale... I fiddled around with the horse volume and then rescaled that to the G4 MLP characters based off of the size charts floating around. I got roughly 62500 Urists(I think cubic cm) out of it. slightly larger than a Dwarf, by volume(scaling and the square-cube law are annoying... grumble, grumble).

I haven't figured out good relsize numbers for Pony Body parts yet-- still trying though.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 28, 2014, 01:55:01 pm
On the issue of scale... I fiddled around with the horse volume and then rescaled that to the G4 MLP characters based off of the size charts floating around. I got roughly 62500 Urists(I think cubic cm) out of it. slightly larger than a Dwarf, by volume(scaling and the square-cube law are annoying... grumble, grumble).

I haven't figured out good relsize numbers for Pony Body parts yet-- still trying though.

relsize is just the body parts size in relation to the other parts. So I think it's good... or not I'm not that sure how relsize works.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on July 28, 2014, 03:26:24 pm
Ponies are about the size of a german shepard, except for the oversized head. I'd say 30-50kg for an average pony tops. Then 50-80 kg for Big Mac or Luna and 100-150 kg for Celestia (she is very slim for her size).

If ponies are pushovers... well, it is bad from gameplay perspective, but in the show the guard never seems to be able to accomplish anything anyway.

Well, on the plus side, equipment weight scales with creature size, but encumberance does not, so smaller creatures are less encumbered by armour.

As for gems, Fallout Equestria mod has a rather interesting system. Gems were renamed like this [IS_GEM:rose quartz (D1):rose quartzes (D1):OVERWRITE_SOLID] and assigned to a reaction class: [REACTION_CLASS:DESTRUCTION_LOW] Then they could be made into items, most notably spell hologems which could be used to teach magic to Unicorns. Unicorns were sorted by CMs, most able to learn just low-level spells in one single school of magic, but others could get some pretty powerful stuff. It wasn't that overpowered for the amount of effort and book-keeping it took, but it was still rewarding to have a magic CM pony in the military throwing down spells. Too bad they only worked against the weaker enemies.

I think these images are a bit on the big side as far as ponies go. There was an older chart I can't find that put pony head height at 1.2m maybe. Or was it 1m?
Spoiler (click to show/hide)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 28, 2014, 05:33:58 pm
Relsize is relative size, yes, and determines hit chance and tissue thickness as far as I've understood.
Testing in arena has shown that the current barding may be a smidgen overpowered.. two ponies using iron barding and iron swords are utterly incapable of defeating eachother and will fight until they both pass out of exhaustion :P unfortunately I think it's the only way to really do armor atm.

Tested in the new version with the improved tree climbing costs and reduced flier jumpyness.. pegasi still try to make nests in trees with hauled items..
may need to get a forbid trees DFHack plugin :/
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on July 28, 2014, 05:41:13 pm
I can see something like that being produced quickly once DFHack works in the new version, if for no reason other than to keep dwarves from falling out of trees in vanilla.

Also, I had similar experiences with armor and weapons in older mods.  Bladed stuff seems to do poorly against its own material in general, so I don't think there's a whole lot you can do other than make the armor just not cover entirely.  That feels a bit heavy handed though...

Also, for relative body part sizing: don't forget to make heads and eyes extra big and easy to hit.  :)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on July 28, 2014, 06:53:02 pm
Ah, the relsize issue was that by show and toy standards the ponies would have relatively over-sized heads and eyes, thick but short legs, coupled with small bodies. I could gloss over that as a 'translation convention' with the style or attempt to represent it in game... Those images Maklak used are generally in line with the apple, candy cane and EQG based comparative size charts. I used those to calculate the 62500 Urist(cm3) volume. Which also seems reasonable when I look at the (IRL)humans used in the size charts. Human body volume verse pony body volume doesn't look to divergent from one another(distribution of volume is however). G1's would be closer to 125000 Urists in volume(a little under I think?); more like some breeds of IRL pony. The G4's are closer to IRL miniature horses(which are smaller than IRL ponies). Ball-parking the volumes is a lot easier than getting a good relsize balance for the BPs(if show accurate relative part sizes are desired)... Especially if you want to avoid giant(or micro) teeth and ribs in relation to everything else.  Anyway nice comparative size post Maklak(the versions that made them notably smaller were recalculated later on. taking into account stance and 'camera shot' angle; so 48 inches to the top of the head was the most common result afterward. Across the charts)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on July 28, 2014, 07:00:28 pm
Ponies and zebras seem to have quite resilient heads. Even a GCS can't penetrate a pony skull. I wonder if that's a mod thing or a result of Toady's changes. Either way, this grants everyone involved a lot of survivability in combat due to brain injuries being the chief source of instant death in DF. Changelings and griffons are affected as well, but seemingly to a lesser degree (they take less time to bleed out - I admit I haven't done a whole lot of testing on that, though). Unicorns and buffaloes make combat a lot more lethal thanks to their sharp horns.

When it comes to the size, I always assumed that Celestia is about as tall as an average horse (so about 200 kg, give or take a few, keeping in mind obvious morphological differences) and went from there. The end result was fairly similar to the more sophisticated estimates. Giving the different body parts somewhat more balanced dimensions is probably a sound decision. I wonder if the square/cube law gets involved at some point.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on July 28, 2014, 07:23:20 pm
If the question about the square-cube law involves its current representation in game(and thus survivability). Then Urist Da Vinci's bit on DF combat mechanics(in his modding material properties thread) shows that the area calculated for striking a BP(and thus it's tissue layers) verses the volume follow the square-cube law. At least in the last version armor and clothing didn't though(hence giant clothing was super-protective even if made of weak materials, bad volume numbers). I know that armor made for a larger body size is more protective on smaller creatures(if wearable). Because the armor maintains it's volume relative to the creature's base size it was made for; while recalculating area to match it's current wearer.

P.S. The higher survivability verse head-shots is the norm in 40.X(the average [SKULL] is larger now, and therefore tougher). Its been noted in vanilla DF(the new neck part though.. that's the new soft spot in vanilla. Neck stabbing/slitting has become adventure modes go-to move).
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 29, 2014, 04:30:12 pm
Yeah, this seems to be the case, and increasing the skull sizes even more would make them even thicker... I'll look into a b_detail plan maybe if this is a huge issue.

I've noticed that a slashed jugular will usually lead to death no matter how badass you are, it only changes how many turns you last before you bleed out.

Today I mostly worked on reactions but i did have an idea for spells.

It should be possible with the DFPlugin interactions to do minor changes to the ponies, perhaps it may be possible to add the ponies spell knowledge to the description file using our old friend the color descriptor.

"Her (horn skin) Knowledge of Defensive Spells is (the color) Excellent"
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on July 29, 2014, 06:34:56 pm
Look (http://www.bay12forums.com/smf/index.php?topic=141440.0) at this... might want to ask if you can borrow from this. It adds some reactions to make it possible to get fruit from the vines and stuff in fort mode. I know you won't want the alcohol stuff, but I think some of the other fixes would be useful.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on July 30, 2014, 10:59:13 am
Besides the jugular be a weak point, the new neck part(basically the spinal column in the real neck) is a key weak point. severely damaging it(especially to the point of destroying it) can make a creature a paraplegic, makes the other 'neck' parts vulnerable to pulping and severing(decapitation) etc. This part in vanilla DF is vulnerable to punching (obviously using a weapon is better though); and accounts for a number of unarmed kills... Well, this is just something to think about if combat seems a little anomalous at times.
Ooh, and plate armor (specifically steel and adamantine) is more resistant to ranged attacks(very, very resistant) in vanilla. This is due to fixing bow/crossbow max velocity and fixing a internal rounding error for arrow/bolt wt. calculations(for attack purposes) etc.

Eh, pardon the info-dump. Good luck on the reactions!
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 30, 2014, 11:39:11 am
Infodumps are great, I can't have perfect clarity of everything going on in DF, and getting a heads up of "issues" like this is great for making design decisions :P
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 30, 2014, 05:26:31 pm
Today I cleaned up the color mods for the ponies. Removed some silly colors (chartreuse? Really?) and the Mass copied stripe patterns. No replacement patterns for now, but I'm working on it. I also fixed most of the error log, but there's still one caste out of 1077 with a bugged color mod. No idea how to find it o_O
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on July 30, 2014, 05:38:44 pm
bugged in the sense that you can find it in the error log or just wonky and not in the log?(to clarify is it: missing, mismatched in the sense that it won't be interpreted by the RAW parser, or mismatched in the sense that it's parsed and accepted but unwanted. The first two will show in the errorlog.txt)

If you just want to find it in one of the RAWs a cntrl+F search in notepad should find it(I have the feeling you already know notepad search, but just in case).
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on July 31, 2014, 07:57:04 am
I have 1077 castes that all have the same or similar hair and tail color (putting this in the caste:all makes everyone identical) and i get ONE error log that says "the color descriptor ending with (1,) was not used"
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on July 31, 2014, 12:01:03 pm
Well off the top of my head in descriptor_color_pony.txt you have:
 
Code: [Select]
[COLOR:1]
[NAME:mysterious]
[WORD:BLACK]
[RGB:0:0:0]
are any of the castes calling that color descriptor?

because even with cntrl+F search I so far can't find a instance of 1: as a color in creature_pony_pony.txt, so far...
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 31, 2014, 02:27:06 pm
Not sure if I did something wrong in moving over or what
But I put the mod into the newest version 40.05 and I get the strangest error.
I end up with a random Forgotten Beast Civ mixed in with the rest.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on July 31, 2014, 02:39:11 pm
Good old duped raws.  Do you see anything useful in your error log?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on July 31, 2014, 03:16:17 pm
Good old duped raws.  Do you see anything useful in your error log?

Actually... no

Besides a few errs concerning pony colors not being used among a few other random things
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 01, 2014, 02:55:32 am
ooh, i never noticed that mysterious black was called 1, that HAS to be some sort of bugfix on nido's part, i considered doing the same at some point XD

I've actually not have had much time testing the dwarf mode itself, I'll give that a go later today and see if I can duplicate your duped raws issue.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on August 01, 2014, 04:00:30 pm
I fixed my issue already.
Turns out when I moved all the required files over to the new version of DF I forgot to get rid of the creature_fanciful file which seemed to have caused the problem.

I also did a few changes with the raws in my personal version.  Such as removed some of the animal men you missed and changed the size of many of the mod's races to see how it would work.

I played a game of Fortress Mode with ponies.
Only lasted little over a year before a tantrum spiral took down the town. (Brought on by one random crazed animal murdering several ponies before they took it down)
It was brutal, my woodworker literally went ax crazy on everypony else.
Only survivors were the ones who could outrun him and the pegasai.
All in all a normal game.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 01, 2014, 04:50:12 pm
I did leave some animal men in on purpose, things that were not horribly out of place, the game has a tendency to freak out a bit if it can't find creatures to fill available biomes.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 02, 2014, 02:42:32 am
I've heard that fliers explode in contact with trees. Is this a problem with Pegasai?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 02, 2014, 03:53:39 am
Even before the jump changes, this was not an issue as far as I can tell, they still have a tendency to drop carried items in the tops of trees but I've yet to see one take damage from falling out of a tree
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 02, 2014, 11:09:15 am
I deleted all the RAWs, from Starter Pack, then put the RAWs from 40.x Pony Mod in, but it complains it can't find a file. It would appear your RAW pack is incomplete. If I was supposed to overwrite and not replace the RAWs with it, then that was counter-intuitive.

EDIT: It does work when I just copy the pony raws over raws from Starter Pack. I'll generate a world and see if anything ?funny? happens.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 02, 2014, 12:00:47 pm
you shouldn't need to delete anything, the zip includes all changed files, the rest are left as default.
Unfortunately, due to how most of  the creature tilesets are set up, you won't be able to use the mod with a full tileset, the tiles are specified within the raws of the creatures themselves, which i replace.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 02, 2014, 01:40:59 pm
Alright. I genned a world and embarked. DF v40 works so much slower. I can take horses, lol. The trees are weird, but kinda pretty. So are the bushes. After playing FoE I'm disappointed in how little difference the CMs make, with ponies barely getting any learning rate boost and races mostly just having penalties to some skills. On the other hoof, this makes it OK to ignore CMs and just go with racial specialisations.

> Unfortunately, due to how most of  the creature tilesets are set up, you won't be able to use the mod with a full tileset,
> the tiles are specified within the raws of the creatures themselves, which i replace.
That's fine. The ponies are "p" and "e" and everything else is graphics.

Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 02, 2014, 02:08:45 pm
I'm not going to lie, it would be nice if the CMs played more of a role in the game.

Pegasi don't explode, at least not often enough for me to notice. I had a random pony jump into a murky pool for no discernible reason and break his/her spine, though.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: BlueMagic on August 02, 2014, 04:46:19 pm
So when I go to open the game and worldgen it says that it's missing Raw: Book or something like that.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on August 02, 2014, 06:50:06 pm
I'm not going to lie, it would be nice if the CMs played more of a role in the game.

Pegasi don't explode, at least not often enough for me to notice. I had a random pony jump into a murky pool for no discernible reason and break his/her spine, though.

Fell out of a tree possibly?  I've yet to see it happen myself but have read reports from others of similar things happening.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 03, 2014, 05:46:59 am
Cutiemarks do make quite a difference already both in terms of skills (for most CM castes), stats and personality (for a select few)
In general they improve the skill between 10% for a non favored skill and 25% for a class favored skill, depending on amount of skills improved.

Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 03, 2014, 08:52:28 am
Cutiemarks do make quite a difference already both in terms of skills (for most CM castes), stats and personality (for a select few)
In general they improve the skill between 10% for a non favored skill and 25% for a class favored skill, depending on amount of skills improved.
I'm coming from this: http://www.bay12forums.com/smf/index.php?topic=118893.msg3953300#msg3953300 where CMs can more than double a learning rate, but that's probably a bit much. 10-25% is not that impressive and even insufficient to override racial penalties. I remember when Pony mod had up to 130 learning rates from just the race, so I wonder why you toned it down so much that it is hardly worth it to even keep track of CMs. In FoE getting a military class or an "extra-magical" unicorn was something that I looked forward to with each migrant wave. It was balanced by having multiple "social" CMs that weren't much good for anything.

Masterwork actually had some castes have maximal learning rates for a skill or two, but made them slow learners at anything else.

In any case, there should be a race and CM guide for this mod. 
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 03, 2014, 09:22:13 am
I see your point, I've been thinking about reworking the skill rates and CM's a bit, and i guess now's a good a time as any.. I'll be back in a bit with my proposal :P
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 03, 2014, 02:47:13 pm
Okay, I've redone the Baseline skills, next up is going through all the castes.
The way I've set it up, there are four standard levels of skill training rates. Skill rust is a bit higher and skill gains are a bit lower than dwarves, but most cutie marks will have their primary skill or skills at an innate level with possible extra skills improved over the baseline. Some castes also come with physical and mental attribute changes (all nurse ponies have a high altruism for instance) and some will have natural skill levels

Here are the skill levels so far,
Earth ponies are primarily focused on food production and course working with natural materials.
Pegasi are not particularly crafty or particularly skilled at making food, but they are fast and disciplined, and on average make the best fighters.
Unicorns are very polar. They excel at most types of crafting and research, but are slow at picking up most manual labor. They are poor fighters and prefer to fight at range with bows or magic.

Code: [Select]
INNATE
110:NONE:NONE:NONE

FAVORED
90:16:32:32

GENERIC
50:8:16:16

UNFAVORED
25:8:12:12

DISABLED
0:1:1:1

Disabled is used for things that should not be skillable, like alchemy for non-pegasi, and butchering.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on August 03, 2014, 03:24:32 pm
I think I have something that may help with the flying Pegasi leaving carried items in a tree issue... Many flying creatures in DF 40.X seem to collide with trees/walls(in reality they are forced to do a climb check and fail it). Since Pegasi have free(or easily freed)Grasp parts in flight they pass the check(generally). But drop the items carried... Giving them the [STANCE_CLIMBER] tag should fix this behavior by making the checks using their Stance parts(also mouth/TK climbing seems conceptually weird and unnecessary).
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 03, 2014, 04:09:45 pm
> Giving them the [STANCE_CLIMBER] tag should fix this behavior by making the checks using their
> Stance parts(also mouth/TK climbing seems conceptually weird and unnecessary).
Giving them NATURAL_SKILL at climbing might also help.

> Okay, I've redone the Baseline skills, next up is going through all the castes.
Those are pretty harsh penalties. Although no rust for INNATE looks somewhat tempting.

> Disabled is used for things that should not be skillable, like alchemy for non-pegasi, and butchering.
Ah, right, you used Alchemy for cloud factories. I got confused for a moment, because FoE used Alchemy for Unicorn reactions to make magic items and learn spells.

While you're at editing pony castes, you might want to consider adding a few classes to some Unicorn castes like these: [CREATURE_CLASS:CLERIC_APPRENTICE] [CREATURE_CLASS:ANTIMAGIC_APPRENTICE] then you can add spells that can only be learned by certain castes, or get stronger when used by more magically-inclined Unicorns. I don't care much about Pegasai and their clouds, but it was gratifying when after years of preparing spell gems and fiddling with workshop profiles and off-duty military, some spells actually got used in combat in FoE.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 03, 2014, 04:32:01 pm
stance climber i guess is a bit more natural (earth ponies couldn't climb much with their single grasp) but alas, it did not change much.
Trying out with 40.06 now and the perching pegasus issue seems to be compounded in this version. It took around four trips back and forth before all my pegasi stranded themselves in the treetops.

Spells are already planned, Tho they'll probably be imparted via syndromes rather than castes, because castes has a nasty tendency to scramble the pony descriptions
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 03, 2014, 04:39:54 pm
I should perhaps also point out, Ponies will have items available that can counteract the lower than normal skill gains, through magic items, food, and through The Elements of Harmony! :D (more on that later)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on August 03, 2014, 07:22:05 pm
...Hay just a thought since your planning on removing uncut gemstones for flavor reason...
I was just wondering what are we supposed to do when a pony goes into a fay mood and wants rough uncut gemstones?

I think a lot of the stuff for flavor your adding and changing is cool but there is a line where the core gameplay mechanics will prevent you from doing some things. Though this is fine because I rather have the gameplay rather then some flavor changes that take away from the game as a hole because there is a line where flavor will actually start to be detrimental to the core game.  The flavor of the pony world is awesome but you don't have to follow it to the dot on everything. These are just my personal thoughts.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 04, 2014, 03:24:45 am
Uh.. i never said i was removing the uncut gemstones, I said i was reducing the amount of gems to six types with five quality ranges, they'll still be usable as gems, the lowest quality ones will barely have any magical effect at all and will mostly be used for decoration.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 04, 2014, 06:59:32 am
Code: [Select]
INNATE
110:NONE:NONE:NONE

FAVORED
90:16:32:32

GENERIC
50:8:16:16

UNFAVORED
25:8:12:12

DISABLED
0:1:1:1

Disabled is used for things that should not be skillable, like alchemy for non-pegasi, and butchering.

Could you explain what do these numbers mean for us who don't speak raw?

What about hunting? Ponies don't really need it, and back in 34.11 I had to screen every migrant wave for hunters lest somepony would run away and open fire at local wildlife.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 04, 2014, 08:42:07 am
The first is xp gained for each action. Dwarves are at 100 so consider it a percentage of "default".
The next three numbers represent rate of skill rust and threshold for demoting a skill. Higher numbers mean less rust. 1:0:0 basically means you won't be able to gain any skill. Hunting is a bit of a hassle. I don't think I can remove it altogether but I'll see about making sure there's no migrants coming in with hunting active
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on August 04, 2014, 10:25:10 am
DF 40.06 is out. (I wonder how many more until its 'stable')



I had another fun game of Fortress mode!
Ended even more *fun* then the last one.  This time from a fay mood gone bad. (gold everywhere but not a single gemstone)



Also another question of the gemstone variety.
Is the main reason you’re removing most the gem types for flavor reasons or what?

I can't be for flavor reasons because there is nothing in the show that says that all the gem types that exist in the world don't exist in Equestria.

Maybe instead of removing all the gem types you could just add in the magic ones (since I don’t think EVERY gemstone in Equestria would just have powerful magic in it) ((but I guess that would make them more rare then you wanted but that would make them more valuable and worth wild for players to get which adds in a layer of *fun* to the mod)) or just add a researchable building/reaction to be able to convert specific types of gemstones into magic ones.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 04, 2014, 12:30:06 pm
So "generic" means skill gain rate is halved in comparison to a dwarf. Sounds good.

Reporting another bug - there is no tile symbol (or whatever are these called) for cocoa beans. They are displayed as a black space. I'd suggest taking a look at all the plants added in the 34.11 version; dandelions, for example, have a similar problem. I'm going to test the chocolate production chain and see what happens.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 04, 2014, 12:38:17 pm
The thing is, most of the gemstones in vanilla dwarf fortress are variations of the same minerals, where the difference is mostly in coloring and the real world area they are found.
What follows is an account of my reasoning for the change, tho i may make a larger layer type of "gem filled soil or rock" where you can find large quantities.

In MLP gems are an abundant resource, Spike was served a sapphire cake, and most of Rarity's outfits use literal BUCKETS of gemstones.
If you look at for instance "A dog and pony show" or "Dragon Quest" You'll see that for the most part, gems come in piles of similarly shaped and colored gemstones.
The most common gems in the show are Red, Blue, Green, Orange, Purple, and White, with some pink and light blues thrown in here and there,
You see the same types of gems in most scenes, and many of them have been named individually in the show

The blue ones are always referred to as sapphires, which are blueish in real life
green ones are emeralds, likewise green in real life
red ones are rubies, often referred to, with some special ones mentioned, like the fire ruby.
white, pink and light blue ones are usually shaped in a more traditional diamond cut, and diamonds come in both pink, white and blue variants

This leaves two of the "common" gems unaccounted for, the purple and orange
while not named specifically, I've gone with Amethyst for the Purples and Citrine for the orange, both fairly common, well known gems.


Tho you have alerted me to one thing, it may be that there are fewer gems in the game than should be. I'll look into that later today and possibly push an update.



Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on August 04, 2014, 12:56:27 pm

Well you could cut down on the diffrent color versions of gems and such
Though you still are missing some major gem types from that short list of yours.

Found this helpful pic that shows all the major families of gemstones
http://2.bp.blogspot.com/-YvMqmrV10WY/UN3aEdVesMI/AAAAAAAAAAY/ZnrM7eyrr5g/s1600/precious-gemstone-names.gif

Also turquoise is a gemstone type I remember being in the show.  In Over a Barrel Little Strongheart was giveing them to spike.
http://img3.wikia.nocookie.net/__cb20121225003945/mlp/images/6/62/Little_Strongheart_%22you_like_gemstones%2C_yes%3F%22_S01E21.png
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 04, 2014, 01:39:13 pm
Found this helpful pic that shows all the major families of gemstones
http://2.bp.blogspot.com/-YvMqmrV10WY/UN3aEdVesMI/AAAAAAAAAAY/ZnrM7eyrr5g/s1600/precious-gemstone-names.gif

+1 for this. Nice find.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 04, 2014, 02:45:03 pm
You don't need to cut down the number of gems and can instead use them for reactions with reaction classes, like FoE did. For example:

[INORGANIC:CITRINE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MATERIAL_VALUE:2][DISPLAY_COLOR:6:7:1][TILE:169][IS_GEM:citrine(R1):citrines(R1):OVERWRITE_SOLID]
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]
[REACTION_CLASS:RESTORATION_LOW]
[SOLID_DENSITY:2650]  Common to quartz gems
[STATE_COLOR:ALL_SOLID:CREAM]

I think this is a strong alternative to reducing variety of gems.

> Spells are already planned, Tho they'll probably be imparted via syndromes rather than castes,
> because castes has a nasty tendency to scramble the pony descriptions
Of course you need syndromes for spells. Namely syndomes from evaporating rocks from workshop reactions which give the pony a CE_CAN_DO_INTERACTION. But you could make some spells stronger or exclusive to unicorns with magical cutie marks. In FoE there were 5 or so schools of magic, each having 1-3 basic spells, 1-2 advanced spells and 0-1 master spells. Normal unicorns could learn basic spells from one school and that's it, but you could choose which school. Some Unicorns were talented in one school of magic and those could learn all basic spells from all schools (and cast them more often) and advanced spells in their own school. Finally a magic master could learn all spells and was the most effective at casting them. Non-unicorns got sick from using magic reactions.

While not be-all-end-all of spells, FoE system worked quite well. It took some effort to develop all basic spells, the necessary workshops and finally teach them to at least half the Unicorn population and wasn't that overpowered, especially that the more powerful enemies were resistant to magic.
Some notes on FoE magic system: http://www.bay12forums.com/smf/index.php?topic=118893.msg3959710#msg3959710
Reactions and necessary infrastructure: http://www.bay12forums.com/smf/index.php?topic=118893.msg4157271#msg4157271

Here is another thread on spells, but I didn't find it all that useful for ponies. http://www.bay12forums.com/smf/index.php?topic=101264.0

One downslide of FoE spell system is that it uses skill Alchemy, which you already use for could factories and I don't think there is another good candidate. Trapping maybe? No one uses that.

> I should perhaps also point out, Ponies will have items available that can
> counteract the lower than normal skill gains, through magic items, food [...]
I'm all for wearable magic items with \ITEMSYNDROME. For the most part they seem to work pretty well as long as they're somewhat scarce, so only veteran soldiers get them. Food is another matter. It is prone to either being too rare and short-lasting to matter or spammable via farming. I think Masterwork even went as far as to make certain plants only give one crop per year to nerf magic drinks and poisons, but I don't like having to wait that long; my forts tend to die of FPS or other issues in 5-8 years.

> ...Hay just a thought since your planning on removing uncut gemstones for flavor reason...
> I was just wondering what are we supposed to do when a pony goes into a fay mood and
> wants rough uncut gemstones?

After I repeatedly asked for it, FoE eventually got a reaction to turn cut gems into rough ones with 60% chance, so getting gems from a caravan became viable. I used it to order what gem types I didn't have in abundance from the liaison.

[REACTION:RECOVER_GEM]
   [NAME:prepare polished gem for carving (60% chance)]
   [BUILDING:ARCANE_GEMCRAFT_STATION:NONE]
   [REAGENT:A:1:SMALLGEM:NONE:NONE:NONE]
   [PRODUCT:60:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

I have one request. Armour User gains are the slowest of all military skills (unless using danger rooms withhout shields or something), so please make it at least INNATE for all ponies. Preferably 500% and no rust. In my experience it is that bad.

And that first number is not the number of XP per try, it is a multiplier. A workshop job usually grants 30 (or was it 60?) XP, while a single use of military skill grants like 2-15. Then that is multiplied by XP rate (0-500) and divided by 100. Seeing as integer arithmethics works, even 99 learning rate can severely slow down training of those skills that give particularly low xp per use (namely military and especially armour user).

Do 40.05 saves work in 40.06?

> tho i may make a larger layer type of "gem filled soil or rock" where you can find large quantities.
FoE had a rock grinder with a reaction to grind 10 rocks and possibly get some gems out of it. Between that, concrete slab production, masonry and making mechanisms, I had no such thing as too much stone.

So I made a rather long rant about FoE, but I really liked that mod to the point of reading through the RAWs after each release. I sincerely think you should take a peek too, Sorcerer. There are a lot of good ideas in Lycaeon's RAWs that could be applied here (Well, maybe except for expeditions).
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on August 04, 2014, 04:18:56 pm
The rock grinder would definitely be a good idea to borrow. A few posts back I also suggested adding a display case type building. Mostly so we can have a use for the trinket artifacts.

( I in fact added that to my own copy, plus that neat blockcraft workshop and reactions (because it includes a reaction to turn lignite and bituminous coal blocks back into a usable state) somebody posted. As well as that assistant medic position... so I have an easier way of tracking my medical ponies. Sorry I don't play without some tweaking, but I found these things really useful.)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Lukander on August 04, 2014, 06:06:54 pm
Actually in a spell system that is moderately or mostly like the FoE one; the [MAGIC_NATURE] skill could stand in place of [ALCHEMY]. Leaving the [ALCHEMY] skill for the cloud stuff perhaps?

I'm currently tinkering with a system that uses secrets for worldgen and adventure mode, and a Reaction/syndrome side for Fortress mode.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Phenoix12 on August 04, 2014, 07:27:01 pm
I have one request. Armour User gains are the slowest of all military skills (unless using danger rooms withhout shields or something), so please make it at least INNATE for all ponies. Preferably 500% and no rust. In my experience it is that bad.
I'm not sure about this...  There should be some training needed, but the no rust would be a decent idea since in most situations armor isn't constantly trained... also I'm pretty sure someone wouldn't forget how to use armor so no rust would make sense.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 06, 2014, 03:22:59 pm
Hm, either I missed it or ponies have no way to make bows and arrows. I think they should, because Unicorns can use those.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 06, 2014, 04:22:09 pm
Bows can be made at a bowyer's workshop out of either bone or wood. Same for arrows, but at a craftspony's workshop. I can't say anything about metal ones.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 06, 2014, 05:31:56 pm
Yeah i have to fix that, I'll have to squeeze it into the craftspony workshop for now until DFhack lets me add it to bowyer.
We had a bit of a client turnaround at work so it's been busier than I'd like this last week. Still plotting along on the interactions and reactions while waiting for DFHack.
Any glaring issues that needs to be "hotfixed" before a major feature release?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on August 07, 2014, 12:37:00 pm
> Any glaring issues that needs to be "hotfixed" before a major feature release?
NATURAL_SKILL:DISCIPLINE to military castes and dogs, maybe?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on August 07, 2014, 02:06:16 pm
I'm sorry if I came off as being demanding. I was just excited and trying to share suggestions I thought would help.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 07, 2014, 02:51:30 pm
Adding brewing reactions to ponies is the first thing I can think of. Though I suppose they're already in.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 07, 2014, 05:13:26 pm
Here's the latest :P I was going to include a link to that mod that fixes all the plants but i couldn't find it.

MLF2014 DF0.40.xx Download URL (https://dl.dropboxusercontent.com/u/3677116/DF/MLP/My%20Little%20Raws.zip)

Code: [Select]
24/07/2014-07/08/2014 - Tested in 40.06

Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.


You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack

Gems should be findable again

Military Castes and the pegasus ace fliers got innate morale bonuses


---
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: taliakirana on August 07, 2014, 06:52:08 pm
This (http://www.bay12forums.com/smf/index.php?topic=141440.0) the plant mod you were talking about?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on August 08, 2014, 03:14:01 pm
Either I can't find it or the Make Chocolate job does not, in fact, produce chocolate. Unless that's fixed in the newest version.

No newborn foals have cutie marks, which makes sense, but will they acquire them later in life? Or is DFHack necessary for it?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 08, 2014, 05:01:01 pm
cutie marks "grow in" at age five :P
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 09, 2014, 06:04:44 am
This (http://www.bay12forums.com/smf/index.php?topic=141440.0) the plant mod you were talking about?

Yep, for the time being I recommend using this alongside MLF.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Ultimoos on August 15, 2014, 05:38:36 am
DFHack is out!
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on August 26, 2014, 04:42:40 pm
Contrary to popular belief ( I assume ) I have not fallen off the world again, but it was damn close this time.
Sudden busyness as work as more sweeping changes rolled through from our client, top that off with hay-fever followed by a three day flu, followed by a long weekend away and you got a recipe for don't get anything done :/

I've been fiddling along, but no new sweeping changes at the moment I'll get back to you on that :P
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Ultimoos on August 28, 2014, 09:07:48 am
It's ok, you probably want to wait a bit till Toady gets through all those crash bugs.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Unknown72 on September 05, 2014, 11:07:24 pm
Quick Question, at what age are ponies considered 'Old' and at what age do they die? (This is an important piece of info i need for my MLF story thread)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on September 06, 2014, 12:13:07 am
Quick Question, at what age are ponies considered 'Old' and at what age do they die? (This is an important piece of info i need for my MLF story thread)
[BABY:1]
[CHILD:10]
Earth [MAXAGE:90:150]
Pegasus [MAXAGE:75:120]
Unicorn [MAXAGE:110:200]
Princess unlimited?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on September 06, 2014, 04:53:33 am
their cutie marks also grow in at age 5 :P
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Unknown72 on September 06, 2014, 01:58:39 pm
Right, thanks for all the info ^^
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: zlurker on October 30, 2014, 03:13:41 am
Does MLF still have that sprite pack for the Stonesense plugin? I really liked using it for taking pictures to show other people.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Ultimoos on November 01, 2014, 05:18:11 am
Sorcerer it's time, come back to us. Answer the summons.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Rydel on November 01, 2014, 09:36:48 am
I wonder what design change the new tree/fruit system will have on Apple Bucking
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on November 01, 2014, 09:45:47 am
Does MLF still have that sprite pack for the Stonesense plugin? I really liked using it for taking pictures to show other people.

Does Stonesense even work with the most recent DFHack now?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Chimerat on November 01, 2014, 03:25:42 pm
I wonder what design change the new tree/fruit system will have on Apple Bucking
My guess? It's not just Apples that'll get bucked now. 8)
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Jimexmore on November 02, 2014, 01:44:05 am
I always wondered why pony mods were the fastest updating mods on bay12
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on November 02, 2014, 01:02:09 pm
The brony community is large and dedicated, and the pony mods don't have the gigantic breadth or dependency on DFHack that some of the other large mods have.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on November 02, 2014, 05:35:08 pm
It looks like 40.11 broke compatibility thanks to the new plant part templates. [fix included in the official release].

Really, it's enough to use the vanilla material_template_default.txt, the only bad thing that should happen is planks being called wooden blocks again.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 04, 2014, 10:37:45 pm
Playing with 40.14 and Pheobus Tileset for the 40.14, and there's a fort-crumbling problem.

I can't brew any drinks from any plants in any still at all.
Like, the option isn't even redded out, but it's simply not there!

Please, can somebody help me with it? I can't play Fortress mode for long like this if there's no booze to feed my little pony!
Picture below.
(http://i.imgur.com/5dY4RKO.jpg?1)

the 'Extract from Plants' did nothing by the way.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: UnicodingUnicorn on November 05, 2014, 08:45:40 am
Is the "Brew drink from plant" reaction permitted under the pony civ in entity_default.txt?

Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on November 05, 2014, 09:22:08 am
I remember that when .40 was new people frequently mentioned problems with not having the option to brew drinks, and I'm pretty sure it was caused by tilesets.  I'm not sure why, since I've never used one before, but they must replace the plant files or something.  I'd expect that to have been fixed by now though...
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Hetairos on November 05, 2014, 06:00:08 pm
No, the reaction is just missing from the entity file. Three reactions, to be precise: brewing from plants and fruit, and making oil from fruit. [fix included in the official release].

As far as I know ponies are not alcohol-dependent, so they don't find booze as essential as dwarves do, but it helps keep them content.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 05, 2014, 10:34:36 pm
They don't need Alcohol, yeah. But they need something to drink! Fort after fort after fort I have to suffer watching my little Ponies slowly die from dehydration even after I packed SO much drinks for them. :( It's very sad. I'll try the Hotfix and see if it works!
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Valikdu on November 06, 2014, 06:07:47 am
No, the reaction is just missing from the entity file. Three reactions, to be precise: brewing from plants and fruit, and making oil from fruit. Have a hotfix (https://drive.google.com/file/d/0B8RI0RsIbBX7TmlBUjV3UDAzQ0U/view?usp=sharing).

You'll need to regen the world for that, by the way.

Quote
As far as I know ponies are not alcohol-dependent, so they don't find booze as essential as dwarves do, but it helps keep them content.

Nido's Draltha Ponies were alcohol-dependent.

Quote
the pony mods don't have the gigantic breadth or dependency on DFHack that some of the other large mods have.

They depend on the author not being distracted by shiny things. Which I kind of am, currently. Um...
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Jimexmore on November 06, 2014, 05:50:55 pm
Get Back to work!!!
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 07, 2014, 12:29:43 am
Um.. if that's okay with you.. please?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Valikdu on November 07, 2014, 07:29:43 am
I've posted a playable 0.40 version. It's still missing the new crops, but it should otherwise be working.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Jimexmore on November 07, 2014, 07:51:08 pm
downloads corrupted.
just complete it pls
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 11, 2014, 01:49:34 pm
We definitely should not be pressuring him.

This mod is already the Fastest updating Mod out of ALL the Mods in existence.

For free, even!

I've lost count of how many great artists and  creators simply threw their hands up and stopped working because people kept demanding that they do the thing. :c

I'm really scared that the Modder will stop modding because of that as well. D:

And then we'll be stuck without a good pony mod forever.

How am I supposed to live in a world without those adorable little P's skittering around my screen digging holes and getting into unfortunate accidents?

Each passing patches made the Mod more and more amazing and people only wanted more and more of it, It's really well-done and amazingly fun to play. And have finally gotten me back to playing Dwarf Fortress again, but with ponies! Because ponies makes everything better.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on November 11, 2014, 05:31:08 pm
I keep meaning to getting around to updating my own pony mod for the current DF version, but between the fairly frequent releases and lack of time I haven't gotten around to it yet.  I do have to wonder when Toady's going to freeze the .40 branch and start another long dev cycle.  That's usually when the modding picks up big time since people have a stationary target again.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Maklak on November 11, 2014, 06:04:40 pm
@Telgin:
A new modder picked up FoE and went about updating it to DF 0.40. He is facing a lot of problems, such as random crashes, having to change plants and pony personalities, dfhack not updating fast enough or not working properly, etc. In retrospect waiting till DF stabilises is better. Which is part of why the development cycle with long breaks between releases works so well for DF on mods.

Also hi, vkiNm. It works differently for different people. For example I tend to procrastinate indefinitely without getting a kick in the butt at the right time, but too much pressure is also bad for my motivation.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on November 12, 2014, 01:22:25 pm
Ohsnap, hi, sorry! my notification has effed up again.
Mere days after I promised to refocus my efforts unfortunately real life struck pretty hard.
Work has been mad busy and most of my free time has been doing pretty much anything but trying to maintain large collections of files. Or anything remotely resembling scripts or databases *shudder*

I've not really had time to play DF and as such the forum and the mod kind of slipped from my mind. Usually I have forum notifications to pull me back but they had bugged out again (not sure exactly why it stops notifying me)

Soyeah, RL story as of right now.. We're down about half the senior staff at my job and they need to be replaced by fairly new inexperienced staff (due to funding, yay), which means the few senior staff need to work double shifts more or less.. Things seem to kind of spiral the drain, but still hanging in there.

What this means is that unfortunately as of right now, I do not have the time or the means to finish my initial goals for this release.
Hopefully once the newbies are settled in their roles things will clear up a bit, and regardless of what happens I have scheduled time off over the christmas week and around newyears.

I'll see if I can manage to squeeze out an "official" patch for the current issues tho.
Anyone care to compile a list?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 20, 2014, 09:06:26 am
A new problem has arisen!

While the hotfix allowed my ponies to brew drinks again, it did not give back seeds from the brewed Fruits and Plants.

So now without seeds, there's no more drinks, and no more food.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: UnicodingUnicorn on November 20, 2014, 11:27:11 am
So now without seeds, there's no more drinks, and no more food.
In my opinion, that is a feature. :P

Anyway, to hotfix this (I think), copy this into REACTION:BREW_DRINK_FROM_PLANT:
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 20, 2014, 10:00:46 pm
So now without seeds, there's no more drinks, and no more food.
In my opinion, that is a feature. :P

Anyway, to hotfix this (I think), copy this into REACTION:BREW_DRINK_FROM_PLANT:
Code: [Select]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]

Do I need to make a new world for it?
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Telgin on November 20, 2014, 10:17:25 pm
I don't think so.  Editing existing reactions works fine.  Adding a reaction will require a new world, but just fixing / editing one doesn't.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on November 21, 2014, 11:11:06 am
So the [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT] is already in the reaction.

I tried and went back a page to get the default_Material_template hotfix and replace the original one and it was fixed! Brewing gets seeds again!
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Jimexmore on November 21, 2014, 11:01:34 pm
So...Release when? . 18 is out
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: vkiNm on December 05, 2014, 08:58:48 pm
The given version and the given hot fixes works to the current DF Version. It takes some doing to get everything right, but I haven't been experiencing any big problems.
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: zlurker on December 06, 2014, 04:59:18 pm
I'm just happy the mod is still going since there were lots of times it looked like it might be over. :<
Title: Re: My Little Fortress - 2014 (DF 0.40.xx)
Post by: Sorcerer on December 06, 2014, 06:39:43 pm
You can't stop the pony :P

Making an official bugfix as we speak, things are calming down at work a bit so the likelyhood of new features has increased from a 0% to slightly higher than 0%

Bam 0.40.19 with fixes implemented (I hope)

https://dl.dropboxusercontent.com/u/3677116/DF/MLP/My%20Little%20Fortress%202014%20-%200.40.19.zip
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 06, 2014, 08:19:15 pm
Holy balls Thanks! :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 07, 2014, 04:53:54 am
Doing some further testing i realized i forgot stepladders, so those are added now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Jimexmore on December 07, 2014, 01:56:43 pm
Fuckin hors get stuck in trees.
Minotaurshit
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Telgin on December 07, 2014, 04:51:59 pm
Yeah, fliers are even more irritating in .40 because of the trees.  I make it a point to immediately chop down trees near the embark wagon and to start building stairs up to trees that pegasi or griffons are likely to go anywhere near.  I tried just chopping those trees down too, but it tends to leave the stranded pegasus or griffon floating in midair.

Too bad I really doubt Toady is going to fix this anytime soon.  We'll just have to keep working around it.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 07, 2014, 05:06:11 pm
Fliers do get stuck occasionally, but unlike previous iterations at least they now try to climb down if they are dehydrated or starving to death.
We still have the issue of pegasi pathing through trees and leaving things in branches. Personally I prefer disabling hauling and gathering on them early on, or use burrows to keep them within tree-free areas.

Wish we had better options for this but like Telgin said, probably just something we'll have to work around.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Telgin on December 07, 2014, 08:42:31 pm
Out of curiosity, has anyone tried setting restricted traffic designations in tree branches to see if it helps keep fliers out?  It's something I've designated on some of my trees, but I'm not sure if it's made a difference or if it's just luck that I haven't had any wander too close since.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 08, 2014, 12:59:58 pm
this used to work for rooftops before the new trees.
If it turns out it is a solution we can see if we can get a DFhack plugin or something to autorestrict branches.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 08, 2014, 02:28:22 pm
Where's the new download now? It's not on the front page. :(
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on December 09, 2014, 12:18:20 am
I just wonder if this mod allows playing as a changeling race....
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 10, 2014, 03:17:19 pm
whoops, fixed now, I just went a bit overboard with changing the URL and accidentaly the whole thing.
Changelings are not playable in fortress mode, they don't have any buildings or skills or anything like that set up. I think they would play quite a lot differently to the ponies what with being a hive structure with tons of minions and all that.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on December 10, 2014, 06:35:35 pm
whoops, fixed now, I just went a bit overboard with changing the URL and accidentaly the whole thing.
Changelings are not playable in fortress mode, they don't have any buildings or skills or anything like that set up. I think they would play quite a lot differently to the ponies what with being a hive structure with tons of minions and all that.

Can't play changelings? too bad for me I guess. One of these days I would like to try a changeling race.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on December 11, 2014, 12:25:54 am
I really wanna play again but think I'd rather sit and wait until the bugs are mostly ironed out. Mostly because it takes me all day to find a map I'm happy with so restarting for a bugfix is kind of saddening.
----------------
Does the game still come with its own sprites for the ponies and other things included? Or am I even thinking of the right thing? I remember playing with them at one point but maybe that was Stonesense stuff.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on December 13, 2014, 04:20:46 am
By the way I just tried to download the mod from the 1st page of this forum but it gave me a error.

"Error (404)
We can't find the page you're looking for. Check out our Help Center and forums for help, or head back to home. "
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 13, 2014, 10:56:00 am
Yikes, that's embarrassing..
Fixed now at any rate
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on December 14, 2014, 07:40:15 pm
I understand that my fixes are included in the most recent version and no longer need to be provided separately.

Does the game still come with its own sprites for the ponies and other things included? Or am I even thinking of the right thing? I remember playing with them at one point but maybe that was Stonesense stuff.

That was Stonesense. The sprites might be still out there somewhere, but I can't vouch for their compatibility.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on December 14, 2014, 10:23:21 pm
I understand that my fixes are included in the most recent version and no longer need to be provided separately.

Does the game still come with its own sprites for the ponies and other things included? Or am I even thinking of the right thing? I remember playing with them at one point but maybe that was Stonesense stuff.

That was Stonesense. The sprites might be still out there somewhere, but I can't vouch for their compatibility.

Do ponies work with normal tilesets like Phoebus then? Wanted to try running a fort with DFEverywhere so some friends could see how pretty the game can be if you add sprites.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 15, 2014, 06:03:37 am
It works with Phoebus no problem, there may be incompatibility with mods that add seperate creature sprites as I've changed the raws to remove animalmen. If you use one of these make sure you use one with a patch tool and not just a RAW file replace.

I have the files for stonesense, but they need to be reworked to the new caste system.

There are 1200 castes.
there's about 20-30 lines of nested code for each.
Then you add foals, which is another 20-30 lines, per caste

Despite my best efforts I have not managed to automate this process without fault yet.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on December 15, 2014, 01:26:32 pm
Guess I'll try with Phoebus then. Unfortunately I won't be able to even do anything until Wednesday since it's my only day off from work this week. :< And customers wonder why we look grumpy during the holidays.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Ultimoos on December 15, 2014, 05:51:46 pm
From newest announcement it seems like Toady is preparing the final build for this years release.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 16, 2014, 02:11:42 pm
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 25, 2014, 05:13:05 am
How are you? :)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on January 03, 2015, 03:30:35 pm
Speaking of fruit - crystal berries, anyone?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Royal Flush on January 05, 2015, 02:40:21 am
So I know this might be a bit odd but... Well. I'm trying to cause a tantrum spiral. Small problem. I can't. I know ponies are friendship, love, and harmony... But...

Well when you're hanging out over the corpses of starved companions rotting in the dining hall, and you're in the mason's shop making coffins for all the dead while standing on top the prior mason assigned to the task that is rotting away beneath you... And you're just unhappy, not freaking out. Well, I think some tuning needs done somewhere.

But seriously the mental image of a gloss-eyed unicorn carefully shaving down stone with horn magic while a dead earth pony is draped half-inside a mostly finished coffin.... Only in Dwarf Fortress, man.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 06, 2015, 08:22:30 am
I honestly don't know exactly how my personality changes will affect things like tantrums in the new mental system.
Are they getting any negative thoughts at all?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Royal Flush on January 07, 2015, 03:01:07 am
(http://i.gyazo.com/7c3bb4eff82d25617b20aed8c10ccbf0.png)

They're getting a lot of unhappy thoughts, and they're upset and going to talk to the leader and stuff. They're just not tantrumming. I've left this fort without food, drink, beds, corpse cleanup, dining room or anything and I keep getting migrants before everyone can starve. Some of them are starving to death, one got killed by a ghost, but I'm not even getting single tantrums, let alone ponies straight going insane.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on January 07, 2015, 03:21:26 pm
(http://i.gyazo.com/7c3bb4eff82d25617b20aed8c10ccbf0.png)

They're getting a lot of unhappy thoughts, and they're upset and going to talk to the leader and stuff. They're just not tantrumming. I've left this fort without food, drink, beds, corpse cleanup, dining room or anything and I keep getting migrants before everyone can starve. Some of them are starving to death, one got killed by a ghost, but I'm not even getting single tantrums, let alone ponies straight going insane.

You know it might make a little sense for ponies to not spiral into murderous rages… though becoming too depressed to work or do anything and just letting themselves die is another story. Now I wonder if there’s a way to make this true. To make them less likely to go into a murder spree and more likely to just give up on life.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vjmdhzgr on January 07, 2015, 06:12:44 pm
(http://i.gyazo.com/7c3bb4eff82d25617b20aed8c10ccbf0.png)

They're getting a lot of unhappy thoughts, and they're upset and going to talk to the leader and stuff. They're just not tantrumming. I've left this fort without food, drink, beds, corpse cleanup, dining room or anything and I keep getting migrants before everyone can starve. Some of them are starving to death, one got killed by a ghost, but I'm not even getting single tantrums, let alone ponies straight going insane.

You know it might make a little sense for ponies to not spiral into murderous rages… though becoming too depressed to work or do anything and just letting themselves die is another story. Now I wonder if there’s a way to make this true. To make them less likely to go into a murder spree and more likely to just give up on life.
There is, it's just more personality changes. I don't remember the exacts, but I believe there's anger propensity and cheer propensity personality traits at least and those affect chances in the way one would expect.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on January 08, 2015, 03:49:26 pm
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.

So I guess this means you're planning on removing the apple tree building since it's been rendered obsolete by the advent of apple (and other fruit) trees that produce apples (and other fruits) that can be picked in the core game.
Though there still isn’t a way in game to plant your own orchards yet… I think. But that’ll probably come when it comes. (Possibly not for a long time but whatever)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Maklak on January 08, 2015, 08:14:05 pm
From patch notes for version 0.40.24:
Quote
Stopped certain situations where you could be stuck in the air above certain tiles.
Well, this one is a win for this mod. Hopefully.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Royal Flush on January 08, 2015, 09:39:32 pm
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.

So I guess this means you're planning on removing the apple tree building since it's been rendered obsolete by the advent of apple (and other fruit) trees that produce apples (and other fruits) that can be picked in the core game.
Though there still isn’t a way in game to plant your own orchards yet… I think. But that’ll probably come when it comes. (Possibly not for a long time but whatever)

Honestly, I don't think it would be too much of a stretch to give us apple orchards. Just make raw apples part of the 'build' requirement. Or mod apples themselves to be plantable and have apple 'trees' growing in farm plots. We could still make apple stuff work, it just needs finagled a little bit. You can make the 'trees' take a long time to mature(a year?) and have their yield be really high. ...I'm honestly not sure how much of this can be modded; I know grow time can, but I dunno if yeild can... I'm sure there's a way to make an apple orchard work out with the current modding abilities.

From patch notes for version 0.40.24:
Quote
Stopped certain situations where you could be stuck in the air above certain tiles.
Well, this one is a win for this mod. Hopefully.

I saw this and I cheered internally. As a temporary fix to that problem, I've actually clipped the entities' wings by removing the [FLIER] tag, and just gave them their flight speed as move speed. So they're still faster than non-fliers, but they don't get stuck up trees or straight up in mid air. I lost my alicorn weaponsmith because she decided 'midair' was where she should stay until she dehydrated and fell out of the sky. There was no reason for her to even be up there because I'd chopped down all the trees several seasons ago :|
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Telgin on January 08, 2015, 11:18:16 pm
Has anyone confirmed that this means that cutting down trees won't leave pegasi stranded in the air anymore?  It certainly looks like that's what Toady meant, but I also remember there being something about buildings being stranded in the air, so I'm not sure if units got fixed too.

I sure hope so.  That's definitely my #1 gripe right now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 09, 2015, 04:23:25 am
I think I commented out the apple buildings in the latest version.
With the new fruit and harvesting the system could use a major rewrite, i just don't know when I'll find the time.
Hopefully we'll see less hovering Pegasi with this, it's a shame they still fly-path through trees and leave items in the branches, tho come to think of it, it might be because flying is faster than walking... hmmm that bears testing.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on January 09, 2015, 06:47:50 pm
So I know this might be a bit odd but... Well. I'm trying to cause a tantrum spiral. Small problem. I can't. I know ponies are friendship, love, and harmony... But...

Well when you're hanging out over the corpses of starved companions rotting in the dining hall, and you're in the mason's shop making coffins for all the dead while standing on top the prior mason assigned to the task that is rotting away beneath you... And you're just unhappy, not freaking out. Well, I think some tuning needs done somewhere.

But seriously the mental image of a gloss-eyed unicorn carefully shaving down stone with horn magic while a dead earth pony is draped half-inside a mostly finished coffin.... Only in Dwarf Fortress, man.

I believe even vanilla dwarves are less prone to devolving into tantrum spirals now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on January 13, 2015, 03:08:31 pm

With the new fruit and harvesting the system could use a major rewrite, i just don't know when I'll find the time.

Toady will probably include a way to make orchards in the future so really you probably can just ignore that stuff. Also as I figured out, one could make pseudo orchards by cordoning off an area with a fence (the fence there just to protect my gatherers from any nasty ground based creatures who would want to eat them so it’s optional) with fruit trees  in it and chopping down and/or killing the saplings of any non-fruit tree to allow more space for the fruit bearing ones to grow.  Throw some paths, a building to store the fruit, a still, and BAM! Cider production facility... or I guess you could just have your ponies bake them into pies instead.

Quote
Hopefully we'll see less hovering Pegasi with this, it's a shame they still fly-path through trees and leave items in the branches, tho come to think of it, it might be because flying is faster than walking... hmmm that bears testing.

Yah, that does get annoying...  Until Toady fixes flight pathing or something that probably won't go away.  Way to prevent it is to manually remove the "hauling" job from all pegasi to stop them from picking stuff up and loosing them in the trees.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: fourpotatoes on January 15, 2015, 12:58:35 am
Back in the original pony-mod thread, Vandala posted some alternate SPEECH texts (http://www.bay12forums.com/smf/index.php?topic=80240.msg2794839#msg2794839) for ponies so that bandits & monsters could boast properly about killing them. Shortly thereafter I had a fell mood, claimed a text editor, grabbed his files & expanded them greatly, but then I let them sit for three years instead of posting them. I just dusted them off & did a touch of updating, and they seem to still work in 0.40. I can't trigger them in the arena, but they're happening in adventure mode.

To use them, put these files into data/speech, then patch the various creatures to use these instead of e.g. [SPEECH:dwarf.txt]. I have some gender- and caste-specific speech files, but I haven't tested to see if SPEECH_FEMALE, SPEECH_MALE and CASTE_SPEECH work and the patch here doesn't apply them.

Spoiler: pony.txt (click to show/hide)

Spoiler: pony_buffalo.txt (click to show/hide)

Spoiler: pony_changeling.txt (click to show/hide)

Spoiler: pony_dogs.txt (click to show/hide)

Spoiler: pony_female.txt (click to show/hide)

Spoiler: pony_griffon.txt (click to show/hide)

Spoiler: pony_lion.txt (click to show/hide)

Spoiler: pony_male.txt (click to show/hide)

Spoiler: pony_pegasus.txt (click to show/hide)

Spoiler: pony_royal.txt (click to show/hide)

Spoiler: pony_unicorn.txt (click to show/hide)

Spoiler: pony_zebra.txt (click to show/hide)

Spoiler: patch for raws (click to show/hide)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Jimexmore on January 15, 2015, 02:09:48 am
Are you gonna re add unicorns and maybe some spells?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 15, 2015, 03:06:35 am
All four pony types are already in, there's an infancy of a spell system in the files somewhere, but that will also require a bit of work to fully flesh out. Due to time restraints unfortunately I'm only doing bugfixing in the mod at the moment.
The biggest problem with extensive DF modding is that it's fairly time intensive and it's very easy to break things if you don't concentrate on what you're doing. Result is that currently I just don't have time unfortunately.

Hopefully I'll be able to take some time to fix this stuff properly but as of yet such a time has eluded me, so no promises this time :P
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on January 17, 2015, 04:09:20 pm
I wonder if I could make the changelings possible to play as if I somehow got them to use the buildings and skills that the ponys use?

If that would work then I wonder how hard it would be for me to do. I never really did much modding of dwarf fortress before. If it could work then I think I would give it a shoot and see where I end up.

There is something about the changelings that makes me want to play as them, and also being attacked by ponys would be fun too.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 17, 2015, 04:45:14 pm
If you just want them to use the pony buildings you can just change the [CREATURE:PONY] in Entity_Pony.txt to [CREATURE:PONY_CHANGELING]

The changelings aren't really made for civ mode tho, they only eat meat and bones, only Queens and Breeders can have babbies and only drones have the [male] tag.
Also they lay eggs which I don't think works in civ mode, i think the'll just lay eggs and they never pop. you may want to change that in the Creature_Pony_Changeling.txt file.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Telgin on January 17, 2015, 04:58:39 pm
Egg laying does work in fort mode.  I've used it before with griffons.  It's a bit finicky, especially since even unmarried females will lay infertile eggs and sit on them forever if they aren't taken to the kitchen, but it does work.

All you need is a married couple and a nest box.  Forbid the eggs and wait.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on January 17, 2015, 05:11:42 pm
The only eating meat and bones thing sounds like it could be a new kind of challenge for me to try. I normally would have large farms underground for food.

It's nice to know that the egg laying might work. Right now I'm not quite sure how I would go about changing it myself.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on January 18, 2015, 02:10:48 am
I went and set the Entity_Pony.txt to use changeling and set Entity_Pony_CHANGELING.txt to use pony. I think I will now have good  changelings and evil ponys coming to try and seal babys.

I also removed the immobile tag from the breeder changelings so I can move them around. Not sure how I would work with them with them being immobile. They could have been workable if I had some other way of moving them around.

I started my fort and now I will see what happens next.

By the way 6 of my starting 7 were all breeders and the last one was a drone.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 18, 2015, 03:50:10 pm
Hmmm, that sounds pretty unlucky if i remember the ratios correctly, you should get predominately drones
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on January 18, 2015, 04:47:19 pm
The 7 I had before I made it so the breeders could move were about 3 or 4 breeders and the rest were drones or soldiers.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Paaaad on January 19, 2015, 12:39:47 am
Just found a Marsh Titan with the line "It's a large cog scales are blocky and overlapping." in its description. I think you might have broken something. Also, you might want to go through the language files, I've encountered this before, but one of the biomes in this world is named ", 'The Steppe of Suns'", so that's a handy example.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Putnam on January 19, 2015, 01:00:58 am
"large cog" is a color because that's how the cutie marks have to be made
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on January 19, 2015, 01:37:40 pm
I wonder if I could make the changelings possible to play as if I somehow got them to use the buildings and skills that the ponys use?

If that would work then I wonder how hard it would be for me to do. I never really did much modding of dwarf fortress before. If it could work then I think I would give it a shoot and see where I end up.

There is something about the changelings that makes me want to play as them, and also being attacked by ponys would be fun too.

I actually did make Changelings a playable race for my own personal use, though the RAWs are now out-of-date.
I also did tweaking to their civ and creature raws to make them more to the style I prefer.


"large cog" is a color because that's how the cutie marks have to be made
Probably should be some better way to handle cutiemarks or at least get them to not to be part of normal color selection for anything non-pony.


Now onto my personal thoughts of things!

I remember a while back you removed leather types (basically making all leather just leather instead of specific leathers for species) and I can't for the life of me remember why (or if you undid it or not)
Personally I hope you undid it or that it’s easily undoable because I do feel like that kind of takes away a big chunk of the flavor of things. Because a leather bound book of the secrets of life and death is far less interesting then a unicorn leather bound book of the secrets of life and death.

Consolidation of unique material types into a generic material just take away from the game. (Also I’m pretty sure most of those material types have different properties in comparison to others.)  That’s my two cents take it if you wish.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 19, 2015, 03:07:59 pm
The leather removal was twofold
Firstly.. Ponies don't generally skin other animals, the butchery labor doesn't actually give anything (and now that we have gelding we don't really need the building at all!)
secondly, clutter, having enemies show up with one gibbon leather shoe, one giant sloth leather shoe, a beaver leather thong, a muskox leather left glove, a walrus leather right glove, a horse leather chestplate and a peach faced lovebird man leather hat doesn't really add flavor..
They are all EXACTLY the same material, except for the name, and each instance costs valuable memory space.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on January 19, 2015, 07:28:09 pm
I was guessing one of the reasons for just one kind of leather was for memory reasons so we can speed up the game a little.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Rydel on January 19, 2015, 09:48:03 pm
Reducing the number of types of Leather and Wood also improves FPS quite a bit - Look at Masterwork or Accelerated Dwarf Fortress to see the difference it can make.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Putnam on January 19, 2015, 10:53:37 pm
"large cog" is a color because that's how the cutie marks have to be made
Probably should be some better way to handle cutiemarks or at least get them to not to be part of normal color selection for anything non-pony.

Nono, when I say "have to be" I mean it. There is no better way to handle them and there is no way to exclude them from normal color selection. What you see is the best case.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on January 20, 2015, 02:24:27 pm
Woo! I came back 20 days later and there's activities! :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on January 20, 2015, 04:23:48 pm
The leather removal was twofold
Firstly.. Ponies don't generally skin other animals, the butchery labor doesn't actually give anything (and now that we have gelding we don't really need the building at all!)
secondly, clutter, having enemies show up with one gibbon leather shoe, one giant sloth leather shoe, a beaver leather thong, a muskox leather left glove, a walrus leather right glove, a horse leather chestplate and a peach faced lovebird man leather hat doesn't really add flavor..
They are all EXACTLY the same material, except for the name, and each instance costs valuable memory space.

Okay I love this mod and I shall accept the reduction of leather types for memory purposes … but the one thing that I still don’t like is the removal of the industry entirely.  Because there are other races that exist other than ponies.  When I play ponies I don’t create any mean or leather industry buildings but if I say wanna play adventure mode (as say a griffin) and find out that butchering an animal for food gives me nothing I can eat, it sort of breaks the mod for me.  And I’m lazy so when I get the mod I don’t really want to have to go back though and hit it with a hammer until meat works again.
I know this mods main focus was ponies but you do have to think about the other races and such also. (I like to make Changelings playable and dick around with them sometimes)

And there’s better ways to prevent ponies from using the industry (if my thoughts are correct) then just stripping it out of the core game itself.  Just remove the permitted job and reaction from the entity files and tweak their ethics to prefer to not kill animals. (Maybe set to ‘extreme reason’ would be good) This SHOULD prevent the pony civs from naturally producing leather and meat products. (Now that probably won’t prevent players from doing it in Fortress Mode (...i think...) while playing as ponies so we (the players) would need to take the extra challenge to refuse to create or use those jobs/buildings) (Also it won’t stop the civ from being able to import the stuff from civs that do produce it, like say griffins. But that's all good.)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 20, 2015, 04:49:30 pm
It should, but doesn't
As long as the Tanning labor is enabled the tannery building is available and/or the reaction to make leather is active the Civ has full access to leather regardless of ethics. The fact that these buildings are also hardcoded means DfHack is the only way to remove them in this way.
Generated Ponies will trade, wear and carry leather items with impunity.
All core DF features are still covered in the current version, Fleece is considered Leather for leather items and moods, bones is available from butchering, since that's actually not possible to remove.

This mod is also not made to really be compatible with adventure mode, that was WAY out of my scope when I initially started this.
It's delivered as is, with full rights of everyone who can be arsed to change or add whatever they may want to their game, and share with the thread, and I've  implemented a bunch of changes people have made to the "official" build when I've been too busy to actually update the damn thing myself :P

If you want to play with butchery enabled, it's fairly easy, just don't overwrite any of the default materials and tissues I include with the mod, and re-add the buildings and reactions to the entity file.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on January 21, 2015, 12:53:14 pm
It should, but doesn't
As long as the Tanning labor is enabled the tannery building is available and/or the reaction to make leather is active the Civ has full access to leather regardless of ethics. The fact that these buildings are also hardcoded means DfHack is the only way to remove them in this way.
Generated Ponies will trade, wear and carry leather items with impunity.
All core DF features are still covered in the current version, Fleece is considered Leather for leather items and moods, bones is available from butchering, since that's actually not possible to remove.

This mod is also not made to really be compatible with adventure mode, that was WAY out of my scope when I initially started this.
It's delivered as is, with full rights of everyone who can be arsed to change or add whatever they may want to their game, and share with the thread, and I've  implemented a bunch of changes people have made to the "official" build when I've been too busy to actually update the damn thing myself :P

If you want to play with butchery enabled, it's fairly easy, just don't overwrite any of the default materials and tissues I include with the mod, and re-add the buildings and reactions to the entity file.

Awesome sauce.

Really I don’t want to add in butchery and tanning to the pony races for use in Fortress Mode, just the races that would actually use it (like griffins) so that fix to get meat and leather working again is quite nice (if I ever decide to build a griffin fortress)

Really a lot of these problems with meat and leather industry for ponies are brought upon by the core game itself and the ethic systems not working to their full extent and such.  Really the only way to fix that is to wait until Toady updates ethics to work and effect civilization behavior better. Oh well!

Still hoping for an update that adds in dietary restrictions for creatures so that we can actually make the ponies vegetarians...  Improved eggs so Civs that have egg layers work better… Improved flight pathing so flying intelligent creatures don’t fuck up and drop stuff in trees… Really a lot of stuff needs to be updated and/or fixed in the core game itself for a lot of stuff in the mod to work in the exact way you’d want it to.

P.S. Is this mod currently combatable with 0.40.24?  I've been meaning to get the new raws so I can play in the new version but not sure if the link given on the first page is the 'current' version or not.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on January 22, 2015, 02:23:08 am
I was able to start a game using 0.40.24 with my changes to let me try using changelings. I can't really say much more than that at this point.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 22, 2015, 05:16:58 am
It should in general be compatible with any 2014 version, as long as there are no RAW changes or additions to any of the files the mod changes.
Even then the only effect should be that the new changes won't be in, or in a very rare case, raw duplication (tho this is quite a catastrophic bug)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on January 27, 2015, 10:17:08 am
I started a fort in 04.24, no problems so far.

There is a plugin for Notepad++ that let's you compare text files, you could use it to see if anything has changed.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 27, 2015, 10:51:07 am
yeah I usually use that to compare my original file changes, the amount of changes I do to the animal file to remove the animal men is quite excessive tho and it's hard to see if toady added an animal or changed something there.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Kraiger on January 27, 2015, 05:49:16 pm
I'm guessing that by RAW files you mean something like the 'r' in Dwarf Fortress 40_24 Starter Pack r2? I tried using the mod with this pack but it crashes every time I try to load a world (creating works fine though). If this is the case, then it is through my own ineptitude that led to me discovering the obvious.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 27, 2015, 05:58:58 pm
That particular r is for revision, but unfortunately this does not play super well with the starter pack.
To get the creature tiles working correctly and allow for the toggleable features the starter pack uses scripts to change the RAW files.
this mod replaces some original raws and adds a bunch of new ones.

It might still work if you set up the starter pack first and then install the mod files on top of that install, but you will not get all the creature tiles from ironhand for instance working properly.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Rydel on January 27, 2015, 06:49:40 pm
If you're needing something to check changes easier, you could also try AstroGrep.  It color highlights the changes based of whether they are additions, removals, or replacements, and also includes these colors in the scroll bar to make finding the changes easier.  You can also compare entire files (one versions raw against the next) to see what files have changed, then just double-click the files to jump to their comparison
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Kraiger on January 27, 2015, 07:40:31 pm
That particular r is for revision, but unfortunately this does not play super well with the starter pack.
To get the creature tiles working correctly and allow for the toggleable features the starter pack uses scripts to change the RAW files.
this mod replaces some original raws and adds a bunch of new ones.

It might still work if you set up the starter pack first and then install the mod files on top of that install, but you will not get all the creature tiles from ironhand for instance working properly.

I see, thank you for the explanation.

I gave a go with your advice but I got the same results. Oh well, no true loss. This mod is fantastic either way!
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: mineforce on January 28, 2015, 09:01:35 am
Any plans on adding this guy?

He'll make a perfect megabeast

(http://img4.wikia.nocookie.net/__cb20140516222940/villains/images/1/1e/Discord_kills_Princess_Celestia.gif)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on January 28, 2015, 10:18:28 am
Draconequus are in the planning document, but i think it needs more spell interaction. I probably wouldn't go straight to .mov when beefing them up, probably do more spell like effects and interactions instead.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 03, 2015, 02:57:16 pm
I've been having an error with world gen with this Mod.  Sometimes (not always) it crashes during world gen at the point of adding civs. I'm going to look over the Civ raws to see if I can spot something wrong with them at some point... if that's even the reason.

Also looking at the ErrorLog there's a few errors that always occur during world gen having to do with creature raws.
Here's what was in it if you're interested
Quote
*** Error(s) found in the file "raw/objects/creature_standard.txt"
SEAPONY:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (1,) Was Not Used
undefined local plant material set to default: PONY_SUNFLOWER LEAF
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature PONY_CHANGELING
undefined local creature material set to default: PONY_CHANGELING LEATHER
undefined local creature material set to default: PONY_CHANGELING FEATHER
undefined local creature material set to default: PONY_CHANGELING CHITIN
undefined local creature material set to default: PONY_CHANGELING FEATHER
*** Error(s) finalizing the creature PONY_GRIFFON
undefined local creature material set to default: PONY_GRIFFON EGG_YOLK
undefined local creature material set to default: PONY_GRIFFON EGG_WHITE
undefined local creature material set to default: PONY_GRIFFON EGGSHELL
*** Error(s) finalizing the creature PONY
undefined local creature material set to default: PONY FEATHER
undefined local creature material set to default: PONY FEATHER
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 04, 2015, 11:20:45 pm
Welp I managed to actually fix pretty much all those errors in my previous post... except the crashing during world gen.

Though now I see it happends during history gen and not placing the civs.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on February 05, 2015, 02:58:46 am
try generating a smaller world, see if that helps any. I had this problem for a while but it suddenly stopped happening, dunno why
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 05, 2015, 06:52:12 pm
Well I think I fixed it...  Turns out I did something wrong in a civ raw that I poked at which was causing the crash during history gen. I ran the worldgen several times to make sure it wouldn't happen again and it works fine.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Royal Flush on February 06, 2015, 02:10:19 am
I've taken on a project. Since the Pony Language file is kind of... Well... Bare, I've decided I'm gonna put that together, just because I'm sick of seeing dwarven names and having to translate their last names into a pony name.

So far I've put together a fairly comprehensive list of words taken directly from pony names, and I'm whittling out duplicates and alphabetizing it, then I'm gonna cross reference my list with the given language file, whittle out the duplicates a second time, then add all those words in.

So here's where you guys come in: I want some suggestions for 'pony' words that aren't directly in a name or already in the file listed here (http://dwarffortresswiki.org/index.php/Language).

To save thread clutter, please go ahead and PM them to me, I don't want to see the mod's thread get super long and stuff just because of word/name suggestions.

Work so Far
Spoiler: Sorted (click to show/hide)
Gonna go to bed now. Tomorrow I won't be coming home, so I won't be able to work on this until Saturday evening.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 07, 2015, 01:59:01 pm
I regards to this MOD I've decided to attempt to make some more Civilizations and creatures for it for fun. Like creating versions of minotaurs to fit the ones from the show. (Maybe giving them a civ also)

I'm going to try to find some creature that I can make a definitive 'evil' civ for. One that uses dark fortresses since we don't have one of those types yet... probably might have to dig into past generations to find stuff. (Or I might just have to make up a race that fits)

Some other ideas I had that could be good in this.
Crystal Ponies (and civ): Somewhat easy to make as we could reuse all the earth pony raw files with only a few changes. Also probably could move the crystal refining abilities of the ponies into this civ (as that would make sense for them to have that and not ponies) or give them more advanced gem/crystal reactions

Also probably most of the things listed here http://mlp.wikia.com/wiki/Creatures could be used

Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 11, 2015, 12:43:34 pm
So I was going through the creature raws for the races of the mod and notice that their body sizes are... well big.

A unmodded human in RAW is 70000 at it's largest.
A pony in RAW is 100000 at it's largest... and that's a normal pony not an alicorn.

That makes a pony 30000 units larger then a human... which I think is too big.  Personally I looked though all the creatures in the mod and played with their body sizes. Made all equine races (i.e. Pony, Zebra, and Changeling) have a max body size of 60000 (same as the standard dwarf), which Alicorns (and Changeling queens) being slightly larger.  I also changed the rest of the races Body_Sizes to me more resealable in comparison to ponies, with the buffalo being the largest.

I'm not really sure why you made them so big... or if this was discussed before.  Though with them being smaller it makes it more 'fun' as it allows all the 'cute' 'little' creatures of the world to more easily 'play' with the ponies.


In other news I made a new creature for the mod if you want it.  The Orthros (The two headed dog from the episode Trade Ya)
It probably needs a little more work (Like altering the pet value or something to up it's cost more)
((Copied most of it from the basic dog))
Code: [Select]
[CREATURE:ORTROS]
[DESCRIPTION:A large two headed dog.]
[NAME:ortros:ortri:ortros]
[CASTE_NAME:ortros:ortri:ortros]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[PETVALUE:70][NATURAL]
[LARGE_ROAMING]
[COMMON_DOMESTIC][TRAINABLE][PET]
[BONECARN]
[PREFSTRING:loyalty]
[PREFSTRING:two heads]
[BODY:QUADRUPED_NECK_TWOHEAD:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:13:0:60000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[CHILD:1]
[GENERAL_CHILD_NAME:ortros puppy:ortros puppies]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:ears:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:TAIL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:tail:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:head:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:front paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
[TLCM_NOUN:rear paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

Also you'll need this...
Code: [Select]
[BODY:QUADRUPED_NECK_TWOHEAD]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:RNK:neck:STP][CON:UB][CATEGORY:NECK][RIGHT]
[DEFAULT_RELSIZE:150]
[BP:RHD:head:STP][CON:RNK][HEAD][CATEGORY:HEAD][RIGHT]
[DEFAULT_RELSIZE:300]
[BP:LNK:neck:STP][CON:UB][CATEGORY:NECK][LEFT]
[DEFAULT_RELSIZE:150]
[BP:LHD:head:STP][CON:LNK][HEAD][CATEGORY:HEAD][LEFT]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on February 11, 2015, 03:01:44 pm
The size thing has been brought up before, I actually reduced them quite drastically already, originally they were as big as horses. I don't remember exactly where i got the number from but i think it was the general consensus at the time? Anyhoo, it's not exactly hard to change, but there are several entries, some castes are bigger than others (workhorses for instance)

The size is mostly a matter of relative size, they are bigger than most animals, yes. but they are still smaller than griffons, buffalo and the changeling soldiers (tho drones are smaller)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Rydel on February 11, 2015, 06:22:24 pm
Don't forget that, despite their height, ponies are pretty large.  Shetland ponies weight about 450 lbs, and they're a very small breed.  (In fact, their height roughly matches the characters in the show)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 13, 2015, 01:59:28 pm
Don't forget that, despite their height, ponies are pretty large.  Shetland ponies weight about 450 lbs, and they're a very small breed.  (In fact, their height roughly matches the characters in the show)

So by the magic of just looking at other peoples research on the subject I have found that the average pony mare is approximately 3' 6" which is actually pretty much the same as a Shetland pony... but we do have to take into account the body difference between a MLP Pony and a Shetland pony.
The main one I see at first glace is that pretty much every picture of a Shetland pony I've seen they have stubby legs,are quite fat, and have a body shape that I would describe as oblong. While an MLP pony's legs are longer and the body is smaller then a Shetland's (there are numerous other difference that I don't really need to go into right now) With these little difference the body mass of a MPL pony compared to the Shetland (at first glace) would probably be much different.

Since the [BODY_SIZE] token in the RAW is measured in cubic centimeters and I can't actually open a portal to Equestria and get the average mass of a pony in said measurement I'm going to spend a little time and actually use skills I learned watching MatPat's show Game Theory on youtube to get a apartment of the size using the magic of pixel measurements and size charts! (I already have a good picture that most of the work's already been done!)  I'll probably die when my brain explodes doing this. Wish me luck!
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Rydel on February 13, 2015, 06:53:21 pm
I did once try to roughly account for the weight difference, but was getting some rather silly results from treating ponies as having uniform density.  Really, you'd need to sub-divide them in to different parts and work that way, but them comparing them to real ponies would require splitting said pony into those same parts, weighing them, running them through a centrifuge to determine the makeup of each part, while also noting the respective density of their components, which isn't really feasible.

On the way, I did learn that birds' bones are not actually lighter than other animals of the same size.  Although their bones are hollow, the parts that are actually bone are much denser in order the handle the strain of flight.  The hollowness is to keep the bones from being even heavier than they are.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on February 13, 2015, 09:52:22 pm
After one and a half hours of painstaking pixle counting, comparing immages, counting more pixles, and more comparisons I have through the power of !!science!! have calculated without a shadow of a doubt that I am wrong.  The size defined the the unaltered pony creature RAW is actually pretty much the size that my calulations came out to be. (Which is the size of the average pony)  To be exact I came out to be apx 102591.9352318 cm cubed (give or take a few thousand) so the normally defined size of 100000 is good.

Quote
but there are several entries, some castes are bigger than others (workhorses for instance)

You know I have to point out that this might be a bad idea... but only from a gameplay perspecteve because if the body size disparity is large enough between the casts then we'll have a problem when clothing and armor sizing and such.  Simpler solution would to make it so those casts have just higher base strength and maybe some appearence modifiers and such... which is also what I think shoudl be done with the alicorn. Just give them apparence modifiers for tallness and such.

Please excuse my spelling on this post... I don't have access to a spell checker right now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on February 19, 2015, 10:02:11 am
the difference isn't big enough to run into item size restrictions.
The size between the alicorns and regular ponies, or even workhorses like the train ponies is big enough to warrant a size change.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vjmdhzgr on February 20, 2015, 04:56:42 pm
Quote
but there are several entries, some castes are bigger than others (workhorses for instance)

You know I have to point out that this might be a bad idea... but only from a gameplay perspecteve because if the body size disparity is large enough between the casts then we'll have a problem when clothing and armor sizing and such.  Simpler solution would to make it so those casts have just higher base strength and maybe some appearence modifiers and such... which is also what I think shoudl be done with the alicorn. Just give them apparence modifiers for tallness and such.

Please excuse my spelling on this post... I don't have access to a spell checker right now.
Within a creature all armor fits all castes of the same creature. You can have a caste with [BODY_SIZE:12:0:1] and a caste with [BODY_SIZE:12:0:999999999] and they'll both wear the same clothes. I'm not sure exactly what size the game would give the armor as far as other creatures trying to wear it, but that's not very important for this situation.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on March 31, 2015, 05:18:15 pm
All the Poems, books and studies from the upcoming update is going to be a nightmare to make it work with Pony mod, wouldn't it? :C
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: i2amroy on March 31, 2015, 05:29:36 pm
All the Poems, books and studies from the upcoming update is going to be a nightmare to make it work with Pony mod, wouldn't it? :C
Depends a lot on the exact specifics of how Toady decides they should be implemented in the raw files.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on April 01, 2015, 08:11:47 am
So far the only issue with updating to a new version of DF is making sure all the new tags are in place.
As I'm sure Toady doesn't want to rewrite every single creature again, most of his additions are built with the current raw system in mind, tags are only added where needed. The WORST that would happen, from my experience, is that without the correct tags, there might not be any poetry or the like, i doubt anything will outright break.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Antsan on April 03, 2015, 04:26:16 am
As far as I understood it, there won't be any raws regarding poetry/music/dances in the next release but they're going to be hardcoded for now. His last Future of the Fortress replies seemed to say that. I could be wrong, of course.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 09, 2015, 04:13:46 pm
Good to see the mod is still moving along. I was kind of worried with how quiet things went in the wait to 40.00. :<
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: i2amroy on April 11, 2015, 02:38:48 am
So recently tried this mod out some more and despite some of Toady's fixes I've been running to Pegasus perching. Any advice for dealing with that or fixing it when it does occur? I know this has probably been mentioned before, but it's difficult what advice given in the thread still applies and what doesn't anymore.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on April 11, 2015, 04:22:09 pm
Toady hasn't really done much for the flier pathfinder, and the pegasi still have some issues unfortunately.
The primary issue is that since flying is faster than walking they prefer to fly. due to fortress mode pathfinding the only time they get to do this is if there's a climbable area.
The problem occurs if there's a pathfinding update while they are airborne, especially when carrying items as this usually causes them to drop the item.

I've been experimenting with movement, I think maybe it might work to make the pegasi as fast or faster on hoof than by wing, so they won't prefer to fly, but I've not had time to test this yet.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: fourpotatoes on April 11, 2015, 08:35:58 pm
The problem occurs if there's a pathfinding update while they are airborne, especially when carrying items as this usually causes them to drop the item.

Now I have an idea for a pointlessly overcomplicated deathtrap:

1: Pony picks up anvil.
2: Pony flies across an open shaft, the shortest route to the anvil stockpile.
3: Pony is startled by invaders / pathfinding is interrupted by automatic doors, causing pony to drop anvil onto invaders' heads.
4: Any anvils that make it across are loaded onto a minecart and taken back across the chasm to repeat the process.
5: After the siege, dropped anvils are recovered and ponies who get stuck in midair due to pathfinding bugs are rescued.
6: Ponies who cannot or will not be rescued will eventually fall out of the sky, hopefully making a posthumous contribution to the defense of the fortress as they crush an invader.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 12, 2015, 02:05:03 pm
Just make sure the pony you assign to this isn't yellow and pink or they might drop bunnies on the invaders instead.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on April 13, 2015, 02:29:12 am
But what if we want to drop a mad killer bunny on the enemy and watch it rip them limb from limb?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 15, 2015, 04:12:39 pm
But what if we want to drop a mad killer bunny on the enemy and watch it rip them limb from limb?

That only works if the bunny's name is Angel.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on April 16, 2015, 11:23:12 am
I think the bunny you need the holy hand grenade to kill would work too. That thing is a killer for anything that dares come close to it, and I would also wonder why the pony carrying it isn't dead yet. 
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 16, 2015, 02:54:12 pm
I think the bunny you need the holy hand grenade to kill would work too. That thing is a killer for anything that dares come close to it, and I would also wonder why the pony carrying it isn't dead yet.

Clearly the pony is a pink pegasus with yellow mane and named Shutterfly.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on April 16, 2015, 05:13:09 pm
Clearly.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: NESgamer190 on April 23, 2015, 10:23:29 am

Aside from those mishaps, I have found this mod to be quite enjoyable, and look forward to a wonderful update!  (I will definitely say that this is the first mod I've played with, and am looking forward to more mods to check out.)

Also, I feel a little silly for only now finding out non-blueprint research requires alchemist labors active.  D'oh!
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 23, 2015, 02:47:56 pm
That sounds impressive since it seems like each new version usually makes mods so incompatible. Of course I have no idea what they did from .19 to .24 either. :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: i2amroy on April 23, 2015, 04:24:44 pm
That sounds impressive since it seems like each new version usually makes mods so incompatible. Of course I have no idea what they did from .19 to .24 either. :D
In general only the big releases (DF2010->DF2012->DF2014 for example) totally invalidate a lot of modding. Beyond that it's usually just a quick check of the change log to see if anything has changed and then a small update.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 23, 2015, 04:43:05 pm
Well the most modding I ever do is changing some pet tags so I don't really know much about how version changes effect things.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on April 24, 2015, 02:14:09 am
 I know there's a ton of strange bugs, DF is notoriously difficult to debug especially when time constrained, which i have been for the last couple of years it seems. Well I've FINALLY managed to set aside some time per week for personal projects, and as soon as the new version is out I'll plot in working on bugfixing and updating to the new version.

I can't promise much in the way of new features initially, I'll probably add some more creatures and ideas from the new season but i do have several pages of development ideas I'll look into implementing.

It's nice to see that there's still activity in this thread even after my shoddy update and reply schedule btw :P
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: NESgamer190 on April 24, 2015, 09:36:30 am
No sweat, Sorcerer.  We all have our moments of being overwhelmed with real life.

Nonetheless, for those who'd actually desire a low-population fort, 5 years of time will usually do the trick, but keep in mind this'll mean no trade caravans from the home civilization, given how small the home civ usually is.  (Managed to figure out most of my mishaps and got home trade established.)

Hopefully, I can finish the outer perimeter before I get accosted by the enemy.  (Namely, grey languars and changelings.  I just have this gut feeling I'm going to need a cover atop the fort to avoid a breach from above.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on April 24, 2015, 02:15:30 pm
Bronies are usually pretty committed to projects they get passionate about which is why stuff like this will endure even when things get slow. Hopefully though Hasbro won't be evil and make people wait almost an entire year for season six like they did going into 5. Although I suppose it was worth it so far.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on April 25, 2015, 07:09:05 am
Soldier Changelings have wings, so they can easily jump over your walls, beware!
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: NESgamer190 on April 25, 2015, 11:45:32 am
Glad to know that one.  Evidently, my first siege involved just two drones (who still mangled my ranged platoon due to them being boneheaded and charging with crossbows to try and cave changeling chitin with melee attacks), and unfortunately, having dealt with the two, I'm still under siege (despite no other invaders being visible on the map.  Gosh, I seem to be a magnet for weird happenings.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: taliakirana on May 29, 2015, 12:06:01 pm
I want to play this again. Any tips for getting started? (I'm going to re-add a couple of minimods I used to use. The block-crafting workshop and display case so I can put the artifact crafts on display. Both found on these forums, but I've lost track of where.)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: NESgamer190 on May 30, 2015, 04:12:24 pm
Ah, Talia...  A few things of which I'd recommend:


Hope those couple of pointers help out.  I do also recommend embarking somewhere with soil, that way, you can channel down one Z-level to have farm plots uninhibited by stone pebbles, boulders, and patches of stone.  A depot also could be recommended early.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on May 30, 2015, 05:20:35 pm
I had an earth pony miner and a pegasus miner the last time I played. Guess which one leveled their skill faster? 9_9 On the other hand it was actually nice not having to worry about the pegasus getting stuck on things since they never went outdoors.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: taliakirana on June 05, 2015, 05:37:11 pm
Does the domesticate carrot reaction even do anything anymore? Or is it just a leftover from older mods?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on June 07, 2015, 06:21:35 am
I don't know if it works, but even if it does it's probably useless.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on June 07, 2015, 02:08:46 pm
Sounds like an ancient relic that somehow slipped past.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on June 07, 2015, 04:29:36 pm
Wow, that IS a relic of longtime past, it was supposed to be a part of the Earth pony research tree but it was not possible to make a plant with seeds that also do not grow in the wild, alas!
The fact that Toady dumped a few hundred plants on us just as I was doing it didn't exactly help either :)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on July 28, 2015, 06:52:11 pm
Is the link on the front page still the newest version of the mod?

Edit: Well I downloaded the one on the main page and 40.19 but whenever my game gets to Granite 4th on the dwarf mode start up it freezes. Tried making multiple worlds using normal and adv. world gen and they both do this. :/
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on July 30, 2015, 07:14:18 pm
Just checked the errorlog and all three of the regions have this:

*** Error(s) found in the file "raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (1,) Was Not Used
Duplicate Object: creature CHIMERA
*** Error(s) found in the file "data/save/region3/raw/objects/creature_pony_pony.txt"
PONY Color Mod Ending With (1,) Was Not Used
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.

The adjusting stuff continues for like hundreds of lines more, probably around 200-300 times.
---------------------------
Edit: Turns out a duplicate of chimera from the pony mod and vanilla DF were causing the crash. Thanks Putnam for the help. :D Now to see if I can make anything bigger than small sized worlds.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Vardia on August 18, 2015, 01:34:34 am
Sorry to be a bother but I'm a bit confused and had a few questions about this mod.

Do I need to use 40.19 version of DF to run this? I tried running it in the current one and got a "Missing material template: SAUCE" error.

Is it possible to use tilesets for the ground/trees/stone/anything but ponies? I'm not so good with the ASCII.

I saw a previous post in here saying that the mod was bundled with therapist but when I go to download it it's just "My Little Raws" and nothing else.

Thanks!


So I managed to get the phoebus tileset to work for the most part. Open space is still ascii and the trees look like smoothed walls but it seems to be in working order now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on August 18, 2015, 02:03:25 am
There's probably something that got changed in .24 compared to .19 that's messing with it and causing the error. Also you used to get DF, Therapist and all the mod stuff installed with the download but I imagine that's probably kind of time consuming for poor Sorceror to do every time he updates it. And lastly there used to be some awesome pony sprites for DF (not stonesense) but I highly doubt they work any more. :<
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on November 29, 2015, 02:55:18 pm
The prodigal son returns!

Sooo, it's been nearly a year since the last MLF update, but with the new version looming and ponies going on hiatus, I figured I could jump back into it and at the very least make sure the mod works on DF 2k15 or whatever we'll call it.

We'll have to see exactly what kind of features the new version brings, but this is also an opportunity to make any changes.
So, if anyone is still interested in playing the "show canon(ish)" version of the mod, hooves up, any changes you would prefer?

Personally I was thinking about a version with the pony tribes separated, as you can invite other civs to your fort now it could take place shortly after the unification, but I guess we need to see how that works with love and marriage first, if new members of the fort are 100% segregated that probably wouldn't work too well.

So what do you think? stick to the same approach as now, just updated, add features, remove features?
pretty much anything goes at this point, just want to gauge the interest.


Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Telgin on November 29, 2015, 05:26:19 pm
I'm definitely interested in playing ponies in the new DF.  It's really all I ever do with DF anyway.  So, yes, I'd love to see an updated mod for it.  I'd intended to just carry my own personal mod forward, but I'm interested to see how this one will work in it.

I hadn't even considered the possibility of having the different pony races / subspecies as their own independent entities that could be unified through the fort joining procedure, which sounds pretty interesting.  We're definitely going to have to wait to see how it works in the new version though.  I suspect that such events will be pretty rare, but maybe not.  And who knows what it will mean for marriage and reproduction.  I'm going to guess that they wouldn't be able to reproduce that way, for better or worse.

I can't really comment on the other features though, since I don't remember what all this mod supported.  The only thing that jumps out in my memory as being noncanon was the fleece that served as a replacement for leather, which serves an important purpose in DF.  I believe there were also some changes that prevented creatures from yielding meat when butchered?  That helped with pony immersion, but made some other species a little wonky.  ;)  Were griffons even playable in this mod?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on November 29, 2015, 06:08:09 pm
I primarily focused on Ponies, as I wanted something a little more than regular DF but with ponies.

Here's the rundown
Fully realized cutie mark system with skill bonuses.
I tried to give each of the tribes "system" which was developed to some extent

Unicorns
 - Research/Knowledge system, grind for research points to unlock buildings
 - Crystal growing/craft
Pegasus
 - Weather factory.
Earth Ponies
- Baking (NYI)
- Rock Farm

I also added some items to help overground construction, sawmill for more logs and thatch from hay.

I was planning on expanding the research and magic system using dfhack and material imparted syndromes, but it was a bit of a handful and I was pretty tired after work so I never got around to it.
My notes also has an elaborate system for the elements of harmony again using syndromes, it led the same fate.

I could look into using something like a mod manager or something to allow some different options, the biggest problem is making sure all changes are implemented across all alternate files.
it shouldn't be too difficult to add an option to return meat and leather if someone wants to play griffons. and I also need to add an option for single caste ponies for adventure mode (there are something like 333 castes for each tribe atm due to caste dupication for cutie marks)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on November 30, 2015, 12:21:59 am
I'm all for ponies in the new version too. :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: taliakirana on December 01, 2015, 03:56:40 pm
I'm still interested. Though I imagine you're cringing considering two days after you posted, the game updated. I'd prefer the ponies to not be separated, because I like getting a mix of all tribes.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Zangi on December 01, 2015, 09:24:25 pm
The solution is to have separate earth, unicorn and pegasi civilizations, the dirty pagans... and one civilization united under the Alicorn goddesses/saints.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 02, 2015, 03:20:53 am
I feel like I could hear your internal scream from here.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 02, 2015, 12:40:29 pm
hahah no worries, the update was obviously intended to follow the DF update.

Judging from the raw changes document there shouldn't need to be a lot of work to make the mod playable in 42.1 just need to add some tags here and there.

Now that I have at least some people's attention tho... Pegasi and Griffins (and changeling soldiers) do we keep them as fliers or not? I can make them super fast across the ground until an eventual update to the fortress mode flier pathing is adressed (now that there's actual vanilla fort mode concerns for fliers, perhaps this will be looked upon) as it is now, they are best used for fighting, hauling and weather factory, but hauling is a bit of a hassle since they keep flying into the trees. but flying is definitely an advantage for sallying across walls or quickly repositioning fighters.

What do you think? it is possible to work around the flying bugs, but it may be easier for new people if they are just fast on the ground.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Zangi on December 02, 2015, 01:01:26 pm
Basic safety standards in construction is pretty annoying, so is putting up ramps where I don't want em, then taking em back down.... only having to repeat that again later.

Fast on the ground is probably workable.  You may or may not want to jigger in something that would separate hooves and wings in relation to speed.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on December 02, 2015, 02:29:30 pm
Yeah make them faster on the ground. It's a given you have to babysit your dwarves (or in this case ponies) but there's a point where it goes to the realm of stupid. :<
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: taliakirana on December 02, 2015, 04:41:54 pm
Yeah, considering the persistent issues with pathfinding... I'd be okay with the pegasi losing the flier tag and just being faster to compensate. I've lost more than one pegasus because I failed to see them stuck somewhere.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 02, 2015, 06:15:41 pm
Okay, I've gotten my hooves dirty today, cleaned up most of the creature and entity tags, but for some reason whenever I try to copy something in, it crashes the game, so more testing is needed.

edit:

okay I've successfully genned a world using entity_default with the dwarves replaced with pones, so that works at least, which seems to indicate there's some game breaking bug somewhere in my entity_pony file. I gotta hit the sack tho, but I'm fairly sure I'll have something playable tomorrow :P
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on December 02, 2015, 07:06:38 pm
Pony people are usually pretty patient. When it doesn't involve new episodes. :x
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 03, 2015, 02:18:48 am
We've waited a year for a new season, we can wait as long for a new, playable Pony mod version.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 03, 2015, 06:56:45 pm
Whoops, looks like I forgot about the missus' office xmas party, and the day was spent on alcohol, badly karaoked christmas, dance dance revolution and pool.
I should be able to get something up before the weekend starts in earnest tho :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: taliakirana on December 03, 2015, 09:01:57 pm
This version certainly added a lot of things that will benefit a pony civ. Instruments and toys are actually usable, performances are now a thing, libraries, taverns...
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 04, 2015, 05:08:26 am
And the syndrome changes are pretty cool too, you could make ponies go mean if discorded and changelings that literally eat your love.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Zangi on December 04, 2015, 01:44:09 pm
Well, being discorded doesn't necessarily mean a pony becomes mean... unless you are Fluttershy.  It turns the 'best' personality trait of the pony backwards.  Example: Applejack = Liar
Unless we are thinking of some entirely different examples.
... I don't even know how I could remember this much from an episode that came out years ago.

Gameplay wise, it may be a bit complicated if not impossible to only target the 'best' trait.  Discord would probably be more appropriate as a random personality bomb... rather then targeting a single personality trait... if possible
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 05, 2015, 06:00:17 pm
Okay, so there's something in the entity files that's crashing the game during worldgen.. I've had to recreate the entity files from scratch, but the game still crashes when finalizing entities. I'm going to wait until the next bugfix release to see if that solves it. Otherwise I don't really know what could be causing this.

Edit: okay, so I can generate a world now, but it involved resetting ponies buffalo and griffins to "default" entities, so now I just have to tweak their values and such back..
I played around in a world for a bit, and changelings had more or less taken over the world already, they owned all the sites, but i could still play as ponies, griffons or zebra, that all worshiped changeling gods of submission and thralldom, good times :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 06, 2015, 11:07:47 pm
Glad to hear it's working! :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: zlurker on December 06, 2015, 11:17:11 pm
I played around in a world for a bit, and changelings had more or less taken over the world already, they owned all the sites, but i could still play as ponies, griffons or zebra, that all worshiped changeling gods of submission and thralldom, good times :D

I.. need an adult? D:
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 07, 2015, 02:57:43 am
One strange new issue i came across after messing with the files is that Griffons and Zebra no longer start correctly, so I think i have to fix that up first.

An idea I had was to release a "baseline" version with just the civs polished up as much as I can (maybe even make some other than ponies playable) and then add any other changes I want to implement as a separate version after that. The baseline will be a lot closer to vanilla DF with ponies than what I've done before.. and will probably look closer to the original Pony Fortress from Nido'
I've also been toying with adding more hooved animals as minor civs (like beastmen) that should be able to join civilizations if I'm not mistaken. So there'll be options for cows and goats and such.. and i guess we need some uber traditional yaks from the great north  at some point.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 07, 2015, 05:26:28 am
Yes! Yaks please! I need to sate my desire to murder them all using ingenious contraption and pony-constructed death traps and sacrificial alters to the blood god.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 07, 2015, 06:54:12 am
THIS IS NOT TRADITIONAL INGENIOUS YAK-CONSTRUCTED DEATH TRAP AND SACRIFICIAL ALTAR TO BLOOD GOD!?!
YAK SMASH!
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: taliakirana on December 08, 2015, 12:32:28 am
Might want to wait 'till the next bugfix release. There's another world gen crash that's been fixed. Plus, there's a bug making it nearly impossible to equip armor in fort mode in the current release.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 08, 2015, 06:07:35 pm
Good news everyone!

I have fixed the crash bugs, fixed most of the error log entries, and removed all animal men, in their place I have added "special" variants of goats, donkeys and cows, that can talk and work and will actually join civilizations. If anyone can think of some other creatures that have had speaking parts and would make sense to have as "intelligent" variants, let me know!

Next goal is to add the Yak and tweak some of the numbers, especially populations probably need to be balanced a bit to prevent some civs just taking over completely.
For the release I will include a version of the pony creature without the giant pile of castes for adventure mode, as it seems to be quite popular.

Should have a playable version ready within the next couple of days, probably around the time 0.42.03 is out.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on December 09, 2015, 04:23:31 pm
If anyone can think of some other creatures that have had speaking parts and would make sense to have as "intelligent" variants, let me know!

Sheep and deer have been shown the ability to speak in the series.

Also horses (Saddle Arabians), which are different then ponies as they apparently don't have cutimarks which I guess is just unique to the ponies...  Probably make them their own desert dwelling major civ?

ALSO Also Mules... but since that is a hybrid species probably best to not add that in till DF gets hybrid in... which I remember in a Future of the Fortress replay that was on the docket in the future.


Boy have I not checked in on this mod in a while...  I miss anything interesting?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 09, 2015, 05:34:18 pm
Not really much new in about a year, the 0.40.x update kinda broke fliers with all them trees and then I got discouraged and then i got sidetracted.

But now I am comitted to at the absolute very least clean it up and release a working 0.42.x version, which is coming along nicely. :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 09, 2015, 09:05:50 pm
Great to hear it's going to work again. :D

I can't wait to build a Vault for my little ponies, centuries after they were last seen.

Then a small group kind of just showed up next to a Changeling Fortress and start digging and made a self-sufficient vault, opening only to accept new migrants in.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on December 09, 2015, 09:42:26 pm
Last time I remember checking in was... well I don't remember but I do remember that you were planning or thinking of doing some things things I didn't think were the best idea but meh, not my mod so I can't tell you want to do.

Though I do look forward to this mod being set up for this release~  Can't wait to have my ponies broiled alive by dragons... OH!  Dragons, you should totally set them up to change them from Megabeasts to something that appears more often... since in the show there are a LOT of dragons and not just one or two in a world if your lucky.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on December 09, 2015, 10:32:24 pm
Hey, question... now that libraries and book making are an actual thing in normal DF, what's going to happen to the library and book making for research?  Will it be revamped into something else, removed, or what?  (Personally I think the research aspect is interesting but doesn't make sense in the aspect of the ponies should know how to make all these things we have to research first anyway.)
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 10, 2015, 04:27:25 am
At the moment, discoverable/researchable recipes just missed the release apparently, but that'll probably be in a future update.

I'll most likely disable most of the non-canon stuff for the first release, but I'll keep the sawmill and straw reactions to make above ground structures a bit easier.

I was quite inspired by Masterwork when I thought up the research system and all that, and I get it's not for everyone, but I'm not a huge fan of being able to set up "endgame" steel production within the first season of play, and adding an artificial progression system that requires a bit more infrastructure felt like a good solution. I'll probably still tinker with that on my own, but I'm going to make this version of ponies a bit more vanilla.

I have been considering dragons as a civ as well, they'll probably start out pretty small and live a long time growing bigger as they age, I'll see if they're best suited as a fully fledged civ or as a minor group like the cows and such. 
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 10, 2015, 06:09:09 pm
Okay, today I cleared out the last of the easily squashable errorlog entries (the remainder being a single colour entry out of some.. 1500 entries)
I also added the "Make Wood planks" reaction to the carpenter's shop, because we can do that now! :D
Instead of the straight up 6 logs from before, with the amount of log you already get from trees, I changed it to 4 planks guaranteed, with two ten percent bonuses for an extra.
I've temporarily disabled most of the other reactions for now.

Then I started going through and ensuring all the entity files are correct, I tweaked some values here and there and generally cleaned up things.

There's a small issue at the moment where there aren't really a lot of civilizations around, they don't spread a lot and they die out pretty often.
I guess I'll need to play around with some values tomorrow.

The remaining "big" issue is adding the new skills to the Cutie Mark classes and adding some more creatures.. who wants crystal ponies? well. the missus does, so crystal ponies it is :D
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on December 10, 2015, 09:37:56 pm
who wants crystal ponies? well. the missus does, so crystal ponies it is :D

I think I remember suggesting (or possibly just thinking to myself) a long while back that we add in Crystal ponies as a playable race separate from the normal ponies and give them those special crystal reactions to make the crystal blocks and armor and such.  If I didn't suggest it before and I'm just remembering then I'm suggesting it now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on December 11, 2015, 09:58:38 am
Don't forget crystal berries :)

As far as I remember alicornhood in the mod was attained in some secrets-related way. How does that mesh with the new version?
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 11, 2015, 11:54:42 am
Honestly, I gotta look into it a bit. I know alicorns generally work in world generation, but I'm not sure if it actually works in play. One thing I am looking at is the civ positions .

edit:

okay, I had a look, alicorn interactions are currently not included, interactions are not really something I've dug particularly much into.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: vkiNm on December 11, 2015, 01:54:41 pm
We need pretty powerful nigh-immortal Alicorn Princesses.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 11, 2015, 03:01:02 pm
Alicorns are pretty OP, they learn at twice the rate of normal pones, have no skill rust and have amazing stats, while they do age, their minimum lifespan is a thousand years.

they are also so rare that they generally only show up in worldgen, since the princess position can only be appointed to alicorns they usually end up historic figrues, tho I think I need to tweak settings to ensure they are more likely to survive :P
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Phenoix12 on December 11, 2015, 03:29:12 pm
they are also so rare that they generally only show up in worldgen, since the princess position can only be appointed to alicorns they usually end up historic figrues, tho I think I need to tweak settings to ensure they are more likely to survive :P

Probably a good idea... in most cases in worlds I made in the older version it seemed like alicorns leaders of the civ just had targets painted on their flanks for cutiemarks for how often they get horribly murdered.

I remember one gen that ended up with an alicorn princess coming to power year 1, and in year 2 she got eaten by a dragon.  (Well obviously that dragon didn't get the memo that you're supposed to capture princess and put them in distant towers for knights to rescue)

ALSO, one question I always had but never asked is why are alicorns only female... I know in canon we only see female alicorns but it stands to reason that males COULD become one.

If you do turn alicornanation into a attainable interaction for ponies via learning secrets from gods... (I can guess that spheres that would be associated with) ...make sure that it can't be written down so some random yuck can't just pick up the slab with it written on it and suddenly become an alicorn... You know like what basically Twilight did~  I think there's a tag in the secret interactions that prevent it from being learnable from being written down. I'd have to check again.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Hetairos on December 11, 2015, 03:59:32 pm
To have alicorns with some serious power magic would have to be at least partially implemented, I'm afraid.

I was asking because I've seen people turn their whole forts into necromancers, and having an entire settlement of alicorns would probably be somewhat overpowered even now.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Shadow_Hornet on December 11, 2015, 11:34:48 pm
I think one idea worth thinking about for if fliers are having their flier tag removed is also having them be naturally good climbers so it is almost as if they can fly.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Maklak on December 14, 2015, 02:04:49 pm
I think one idea worth thinking about for if fliers are having their flier tag removed is also having them be naturally good climbers so it is almost as if they can fly.

+1 (I did like fliers and didn't mind the ramps, but bumping into trees and dropping stuff like Derpy on booze is annoying)

If you want magic spells for Alicorns, take a look at Fallout Equestria mod. It has "bind" (slow down with telekinesis), "shield" (resistance to damage), celerity and some other spells and even a system of 4 schools of magic with most Unicorns only able to learn basic spells in one school, but some CMs able to learn all schools and use more powerful versions from their own school.
Title: Re: My Little Fortress - 2014 (DF 0.40.19)
Post by: Sorcerer on December 14, 2015, 04:39:04 pm
Anyone know if they will path across walls if they are good climbers? if so, I'll definitely add it, I've only really tried climbing as a means of getting them down from trees, but they would just give up and resign to their fate.

Spells are definitely on the agenda, but I wouldn't mind stealing them wholesale from FO:E :D
I can't wait until we can tie recipes to the proper research/library feature, but I guess we'll have to wait another year for that.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 14, 2015, 06:12:50 pm
Allright, The current version should be playable, but closer to vanilla DF than usual. I played a bit of fort mode and some advmode as a goat.
I recommend to gen a world with lower savagery as there are a lot of civs to spawn now, and it takes a while to find space for them all.
Yaks and griffons are not great at surviving due to their cold climate, need to fix this.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Kraiger on December 14, 2015, 09:01:31 pm
Hooray the update is here! Time to worship the sun goddess!


One question, you mean for all the colors to be the way they are in the?

Can't wait to see what happens next. Thanks for all the hard work you've put into this!
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: vkiNm on December 14, 2015, 11:24:54 pm
Much appreciated, I shall now play the living shit out of this.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 15, 2015, 01:58:33 am
The way th the cutie marks work at the moment is coloring the cutie mark part of them a specific colour r. It does result in some ponies liking the colour "two stars over a field" but that's an acceptable compromise.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: taliakirana on December 15, 2015, 06:47:47 am
It doesn't bother me. I just put it off as that being those ponies favorite designs. Or really fancy names for in-universe colors.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Maklak on December 15, 2015, 10:26:00 am
> I can't wait until we can tie recipes to the proper research/library feature.
I don't like the idea of multiple workshops producing "reseach points" out of thin air on repeat, then getting combined into "stacks of research" (separate item) by an automatic reaction, which I think is how it worked in this mod. I don't have an idea for a better solution, though. FoE mod had rare "medium / high quality salvage" trees, which were processed into "crates" at a salvage yard, then those crates were opened to get items, including stuff needed for advanced workshops. In made sense in archeotech-postapocalyptic setting, but wouldn't be good here. Maybe check what Masterwork mod uses to simulate a research tree? I think they have archeology, but that wouldn't fit Equestria either.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 15, 2015, 01:07:55 pm
I was referring to the new scribe/knowledge feature that is in vanilla DF now, Toady has stated that we may be able to tie certain reactions/recipes to certain discoveries at some point in the future.

Like I've mentioned before, the research system was mostly a way to extend the metagame a little bit, as when you've played DF a lot, it does tend to become pretty shallow, start with two iron ore and three coal and you can make steel before summer starts.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Phenoix12 on December 15, 2015, 04:43:24 pm
A thing with the fliers in fort-mode that I found worked for me in old versions is just make it so pegasi aren't allowed to haul things, which reduces the instances of them getting stuck in trees, and if one does get stuck in a tree... I just cut down the tree and call it a day.

Welp... off to play the mod and see what happens!  FOR FUN AND SCIENCE!!
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 15, 2015, 04:52:07 pm
yeah, it is a valid solution, also is forbidding all treebranches, I had a DFhack script for that for a while but I lost it somehow.. but the problem with disallowing hauling for pegasi is that their speed is one of their primary advantages, they're not particularly skilled at crafting and they are terrible at making food. they're athletic and physical, make pretty good fighters and leaders, and their speed gives them an advantage when hauling, they can get to the haul item twice as fast as other ponies :P
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Maklak on December 15, 2015, 05:32:06 pm
> start with two iron ore and three coal and you can make steel before summer starts. 
Hehe, I would usually embark with multiple coal, copper ore and tin ore (a little extra, as copper is common close to the surface and charcoal can be used for fuel) and have like 200+ bronze and coke bars for all my early military needs. Not as good as steel, but much better than copper and reasonably cheap.

> pegasai hauling
I never seem to have enough haulers, mostly because I divide my workforce into specialists (who still have at least some hauling enabled to have something to do when not needed) and generalists (hauling plus jobs where skill level doesn't matter much), which means they tend to walk a lot instead of staying in one general area.

I like the idea of having pegasai ranged squads. Maybe it's because while in the air, they can't be hurt by melee and have a good range over obstacles, but it doesn't work that well in practice. They tend to be low on ammo (supposedly fixed in the newest version), rush in one by one, stay on the ground or do other silly things and get hurt. On the plus side, their good speed helps with reload and firing speed a bit.

Dwarf Fortress should really have a settable job priority system. Even a simple one, like Rimworld's 4 priorities, would go a long way.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: vkiNm on December 15, 2015, 06:47:09 pm
Maklak! you're still alive! :D I've missed seeing your depthy posts.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Phenoix12 on December 15, 2015, 11:12:15 pm
Like I always do before starting up a new version of this mod... I go though the RAW files.

Here's a list of some things I noticed on my first pass...

1. Intelligent Cow's male cast are called Ox for some reason.  Should be changed to bulls.  Also JUUST checked and for some reason it's the same in the common_domestic.  I know this is an err because just to make sure I checked the unmodded RAW files and they are called bulls... when you set up the new version did you copy in old RAW files?  If so I would recommend not doing that...

2. It would seem that the LOW_LIGHT_VISION and SMELL_TRIGGER tags are missing from some creatures.




Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Phenoix12 on December 16, 2015, 12:44:38 am
Unable to gen a world.  It keeps rejecting the world during world creation while placing the last 4 civs OR crashing while it's placing the last 4 civs oddly.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 16, 2015, 02:02:04 am
Yeah I need to redo the creatures I've realized.
The world generation works it just needs more room for all the civs, they're spread out over several different biomes but there's six of them. I've had good success with medium world with less savagery and short history
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Maklak on December 16, 2015, 02:13:12 pm
Maklak! you're still alive! :D I've missed seeing your depthy posts.

I don't do those much these days. I work now, so I lack the time and energy to spend hours on a post or to skim all the RAWs in a mod or to participate in a community fort. Funny thing is, even I was using some of my FoE guides.

Sorcerer, take your time. As always, after a major release, there will be months of paches and the tools need to catch up too. Experimentsing with climbing pegasai might be worthwhile, though.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 16, 2015, 03:16:44 pm
working on a better way to remove the animal men from raws without replacing all the creature files and I MAY have found a solution.
I added a CV_NEW_TAG:DOES_NOT_EXIST to the animal man Creature Variation template, and I think it works, you can't play as animal men any more, tho I don't know if they might still be spawning in the wilds.

I wanted to see if I could make a Creature Variation template for intelligent hoofed creatures, but so far they're not generating properly. I'll keep plodding along :P
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Telgin on December 16, 2015, 04:59:23 pm
That should keep them from spawning in the wilds, although they can still show up in art work I think.  If I recall that was the entire reason the tag was created.

Good luck on getting animalponies to work.  I gave up on that after fooling around with it myself for a while.  :P
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 17, 2015, 03:32:20 am
I'm limiting it to the "intelligent" hooved animals we see in the show, such as cows and donkeys and to a lesser extent goats, not adding peach-faced loveponies
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Telgin on December 17, 2015, 09:47:30 am
Oh, so you're trying to just use a creature variation to apply to something like the donkey to make an intelligent version?  Are you not getting rid of the nonsapient versions then?  Seems to me that it would be easier to just recreate the creatures as intelligent versions, unless you're trying to do this to literally all hooved animals.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 17, 2015, 12:30:45 pm
well there would be intelligent versions that will join your fort and act as citizens like the animal men can do at the moment (generate heroes) but we'd still need things like cows for milk that still need to be treated like animals.. it's a bit of a scary proposition to have a cow milk her brain addled compatriot but that seems to be the thing of it in equestria at the moment :P
Cows for instance seem very borderline instinctive driven, stampeding towards town and only after AJ veers them away from town do they regain their senses so yeah, current idea is to keep the DF animals, and add intelligent version of some of them. The current version uses just a copy of the original creatures, but using a variation means I won't need to re-do them if any of the creatures are modified.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Kraiger on December 19, 2015, 09:00:00 pm
Hello, I dont know where to add the tag (CV_NEW_TAG:DOES_NOT_EXIST) in the c_variation_default.txt . Where about do you throw in the code?
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 20, 2015, 09:25:23 am
There are two animal men variations, legless and humanoid, just add the line to both. I put it at the end of each template.
You can also remove  the lines for "Generates Heroes" and "Local Populations Controllable" to remove the ability to play animal men at all.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Kraiger on December 20, 2015, 10:43:41 am
I see, thanks!
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 21, 2015, 09:36:25 am
Just a lil' heads up that while I am slowly plodding along with this I am busy the next few days due to holidays and such, I'll probably have a new version ready at or soon after the next version is out.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Zangi on December 25, 2015, 11:26:38 am
Fun note:
Code: [Select]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical dwarf:chief medical dwarves]
[SQUAD:10:militia-dwarf:militia-dwarves]
Under the pony entity, havn't bothered to check the other types.  (Currently raiding mods for nifty reaction stuff to add into my own personal mod.)
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on December 25, 2015, 02:09:40 pm
whoops, I had to recreate the entity file from scratch, obviously something's gone wrong there, I'll add it to the fix list :D
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: vkiNm on January 11, 2016, 10:28:41 pm
Sorcerer plz, we need to know what's going on. D:
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: zlurker on January 12, 2016, 02:08:54 pm
I imagine the answer is 'busy holiday'. :x We've gone months without a post, two weeks is hardly a concern especially when the last was on Christmas.
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on January 15, 2016, 01:44:17 pm
Hey gang, Christmas break was good and done, but new year means new challenges at work, I've not really had any time to do much of anything outside work, food and sleep.
Hopefully next week things will clear up a bit and I should be able to get at it again soon :P
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: vkiNm on January 20, 2016, 03:16:02 pm
Looking forward for it! :D

And you came just in time for 0.42.05! :P
Title: Re: My Little Fortress - 2015 (DF 0.42.03) yay!
Post by: Sorcerer on January 24, 2016, 04:06:40 pm
Hey gang, bad news, work is a bit of a mess at the moment, I am not even surprised -_-
We had a pretty major server outage last week so what was meant to be a fairly calm week instead turned into an abysmal grind, as such my post hometime/dinner times were spent playing games instead of making/modding them.
Hopefully they've resolved the server issues by next week and things should get back to normal again as soon as I've caught up on lost time.

The current version should work fine with the changes in 42.5, but still includes some of the civ errors like chief medical dwarf, but it should be playable.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on February 02, 2016, 04:59:28 pm
Apparently stress and flu-season does not mix.
Anyhoo I'm alive(ish) and I've uploaded the latest batch of fixes and changes that should work fine on 42.05.

There's still some world gen issues, and you may need to regen a couple of times before you get the civ setup you want.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: zlurker on April 08, 2016, 10:52:56 pm
Haven't had much time to play DF lately sadly. :<
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: KingofstarrySkies on April 09, 2016, 02:23:50 pm
Seems like a pretty alright mod. I'll give it a whirl soon! :3
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Kaiser Reinhard on April 10, 2016, 03:45:56 am
What are the bare necessary files to just have ponies in an otherwise vanilla game? I just want to add the horses as an outsider playable race in my game and/or pets to turn my fortress into a big theme park.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on April 11, 2016, 03:32:50 am
if you don't overwrite any of the original DF files you can keep both standard creatures and the ponies. I would remove the pony civ file as well it's already having problems placing all the civs correctly.
You can add the uh.. "local populations create heroes" (don't have my files here so i can't get the exact name) tag to the creature files and that should let you play them without civs. 
Just remember that ponies have something like 450 castes, so creating an adventurer is either random or exceptionally tedious.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: taliakirana on May 19, 2016, 12:35:46 pm
I really need to get around to playing this again. Wonder if it'll still work with the newest version?
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on May 19, 2016, 03:19:01 pm
Ehh, it's not really updated with any of the new buildings or interactions so there's probably going to be missing stuff.. I've been distracted by modding Xcom and stellaris outside work so I've not really given much thought to this lately I'm afraid, I'll see if I can get a cursory look at what needs to be changed this weekend.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Hergest on June 02, 2016, 02:51:49 am
Hey there!

I've recently got back into MLP after some time and, as you can imagine, that's got me in a mood to pony up some of my favourite games. And I must say, this mod seems to be one of the most interesting and show-friendly ones out there for DF. I've had a decent amount of fun with it just by watching little horses beat each other senseless in the Arena.

Unfortunately, I have run into problems during worldgen whevener I try to install this mod. Stuff like crashes and corrupted, nameless historical figures that cause even more crashes are frequent. But the most confusing issue seems to be the fact that most sentient creatures (except zebras for some reason) have incredibly short lifespans, which results in zebras being the only widespread civs after worldgen.

It's confusing because the MAXAGE tokens seem to be defined properly, with lifespans ranging from 70 to around 120 years, but it's as if the game doesn't care. These sentient creatures die of old age long before reaching the 30 year mark.

I'm pretty sure I'm doing something wrong when installing the mod, but I don't know what that is. I simply merge the folders in the .rar with the ones on a fresh install of DF 42.05 but the issues persist. When I download the obsolete version from the dffd page, I don't have these same problems.

I wanted to ask if you, or anyone for that matter, could detail to me the installation process so that I can figure out what's wrong, or upload some sort of preinstall .rar that is supposed to be working correctly so that I may enjoy the mod. While I have successfully installed mods before, I've never been interested in custom creatures and entities.

Thanks in advance, and keep up the good work!
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on June 02, 2016, 05:17:52 am
Hello, thanks for the feedback.
The worldgen issues are something I have been struggling to fix, it seems its caused by the number of civs and trying to place them in correct biomes, but mods like fortress defense have more total civs and don't appear to have the same issues. Tho i guess my 200+ caste ponies may have something to do with it O_o

The maxage thing is new to me, I've not heard about that issue before.
Your install procedure sounds to be the right one tho, i guess you can try to extract the entire thing to an empty folder first,and then move across and overwrite the required base files.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Hergest on June 03, 2016, 06:46:52 am
Hm, I tried various different approaches when installing the mod and I'm still not sure of what might be happening. I thought maybe I had been mistaken and that those creatures dying of old age might have just been older than the world, so I decided to test this by attempting to control a pony civ in Fortress mode and checking on the ages in a world with History set to Very Short. I've been very unlucky with worldgen, though, as every world I've created so far has failed to provide me with playable ponies.

I did get something else, though. Entire playable civilizations of little lizards (described as "a small reptile," I'm pretty sure they're just supposed to be some sort of varmint) complete with political positions and settlements. I am absolutely baffled by this development, as I can't see any tags in the raws that might define them as a civilization of any kind. Here's a screenshot from Legends mode:

(http://i.cubeupload.com/azFFSz.png)
(This is super weird, right? Like, I'm not going crazy or anything?)

So, uh, there's that I guess.

Are there any mirrors to previous versions of the mod? I think I might have better luck if I try those instead.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Rydel on June 03, 2016, 07:36:15 am
If you embark, are you getting weird creatures as well (something other than ponies)? This seems like it could be caused by a duplicate creature raw.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Hergest on June 03, 2016, 08:36:16 am
Embarking as zebras, for a lack of pony civs, resulted in a mostly normal setup with the only exception being that the expedition leader was a goat under the Pets and Livestock tab. Looks like you're right about duplicate raws, though I'm not sure how to go on about fixing this.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on June 03, 2016, 09:45:12 am
Yeah that sounds like raw duplication to me.

Here's my copy, it has some weirdities like some custom keybinds and a pastel-y colorscheme, but should work otherwise

https://dl.dropboxusercontent.com/u/3677116/DF/My%20Little%20Fortress%202016%20-%200.42.05.zip (https://dl.dropboxusercontent.com/u/3677116/DF/My%20Little%20Fortress%202016%20-%200.42.05.zip)
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Hergest on June 03, 2016, 11:31:48 am
Unfortunately, the problems persist. Same old, lizards and goats weirding around and no ponies in sight.

I don't know what could be interfering with the files. Running DF through the archive doesn't help, and I even installed 7-zip just to make sure that WinRAR wasn't messing with things. I'm stumped.

It's ok though, I appreciate all the help regardless. Maybe I'll wait for another release or see how the mod behaves in a different system before trying again.

Thanks again, sorry I couldn't get it to work out. I know I must sound like a dummy after all that, but the margin for error in unpacking a .zip archive is just too low and I can't for the life of me understand what exactly went wrong.

Have a good one!

Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Rydel on June 03, 2016, 04:33:27 pm
Shouldn't duplicate raws put an error in a log somewhere?  I not sure where it would go, but if someone knows, that will tell us what was duplicated.

Also, are you using any other mods? Are you using a graphic pack, and if so, which one? Some graphics modify raws, which could cause conflicts.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on June 04, 2016, 04:08:43 am
that's very peculiar.. goats are a minor race and can become leaders and heroes, but not lizards. Tho I think toady mentioned something like that in the bugfixes at some point.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Hergest on June 04, 2016, 06:24:05 am
No graphic packs, I ran Sorcerer's copy just as it was exctracted without any further fiddling with the files.

Searching for "error" in Windows Explorer turns up a file called errorlog.txt, and I'm not sure if I can make sense of it. It looks like the game is just complaining about colours a bunch. Here's the file on pastebin (http://pastebin.com/FMzaYXiy), if it helps.

Actually, upon closer inspection I see that it also complains about a duplicate object defined as CHIMERA. Searching for "chimera" reveals two creature_fanciful files in different paths, one in the base raws and another in the save folder which I assume was created after worldgen. Could this be what's causing the problems?

EDIT: So it seems that CHIMERA is defined in both creature_fanciful and a file called creature_pony_creatures, though the creature_fanciful one has a [DOES_NOT_EXIST] token. I'd try to remove the one from creature_fanciful but I don't think I know enough about raws to do so without breaking something else.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Rydel on June 04, 2016, 07:24:31 am
"Duplicate Object: creature CHIMERA" - this looks like our culprit.

It looks like CREATURE:CHIMERA appears in both creature_fanciful and creature_pony_creatures

Sorcerer will need to fix this in the mod (I suggest renaming all the mod stuff to have the prefix MLP_ - this will prevent mod conflicts with anything in the original, plus avoid mod conflicts if combined with other mods.  Rise of the Mushroom Kingdom does this to avoid issues by prefixing everything with MW_

You can fix your copy by opening raw/objects/creature_fanciful.txt and deleting the entire [CREATURE_CHIMERA] entry (lines 5-11)
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Hergest on June 04, 2016, 08:10:05 am
Oh, nice! That seems to have done it, Ponies exist now and not a lizard in sight! I'll play around in fortress mode to see if any oddities crop up, but the embark looks okay so far.

Thanks! I never imagined that the game could spiral down into complete weirdness because of a few misplaced lines here or there. It's actually very interesting.

I'll keep in touch if I find anything else, or if I have some piece of general feedback to provide.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: vkiNm on June 11, 2016, 03:17:08 am
Is the game playable for 0.43.03? :)
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on June 16, 2016, 01:46:53 pm
testing it now, I haven't seen any major issues with the 42.05 version, tho you will get animal people in that, as I didn't include a modified c_variation_default.txt
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: vkiNm on June 24, 2016, 02:05:42 am
Does it still work for 43.0X?
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: Sorcerer on June 24, 2016, 02:06:52 am
Will check later today.. It should work but there may be some features that are not available.
Title: Re: My Little Fortress - 2016 (DF 0.42.05) yay!
Post by: vkiNm on July 02, 2016, 01:57:46 pm
I miss this mod, yours is the most lore-friendly Pony mod out there that didn't add in too many nasties to the world.

Feels very much like playing a Pre-Unified Equestria Equestria. It's wonderful!

I hope you'll be able to have some time to work on it again and bring it up-to-date! :)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on July 02, 2016, 03:53:10 pm
should be working in latest version now.
The worldgen issues are still occuring, but no issues when you finally manage to gen a world.
I suggest either a very small or a large world, or reduce the amount of civilizations placed in a custom map.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: vkiNm on July 06, 2016, 05:13:11 pm
It shouldn't have problem running on 0.43.05, right?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on July 07, 2016, 12:41:29 am
No huge raw changes, should work fine. Might even improve the world generation crashes :)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Talmanaze on July 07, 2016, 09:39:13 am
Woah! It's great to see this mod is still kicking.

I'll test it out on 43.05.

One of my fav mods, thanks for the update!
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: vkiNm on July 09, 2016, 11:45:29 pm
By the way, are there reactions to create quivers out of cloths? or a tag for ponies to use leather again? since with them not using leather, I was not able to supply my rangers with the much-needed quivers to hold bolts. Which is kind of strange and a tad bit frustrating.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Maklak on July 21, 2016, 05:03:44 am
I found a link to some animal sprites. Maybe you can make use of them under stonesense.
http://forums.rpgmakerweb.com/index.php?/topic/53552-whtdragons-animals-and-running-horses-now-with-more-dragons/
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on July 21, 2016, 06:21:10 am
oh man, stonesense.. I had the mod running almost perfectly in stonesense, but then i realized all the ponies ended up being the same colour, and started doing the caste duplication thing to improve it. I gave up after a bit due to the amount of work involved.
Basically, it goes like this:

Per caste:
one line to define the body sprite and color for adult males
one line to define the body sprite and color for adult females
one line to define the hair/mane sprite for adult males (different between caste duplications) ## i think stonesense may be able to tie this to actual hair, but i never looked into this
one line to define the hair/mane sprite for adult females (different between caste duplications)
one line to define horns for adults (different sprites for m/f)
one line to define wings for adults (different sprites for m/f)
one line to define the body sprite and color for child males
one line to define the body sprite and color for child females
one line to define the hair/mane sprite for child males (different between caste duplications)
one line to define the hair/mane sprite for child females (different between caste duplications)
one line to define horns for children (different sprites for m/f)
one line to define wings for children (different sprites for m/f)
one line per piece of clothing in the game, in correct layering for adults
one line per piece of clothing in the game, in correct layering for children (where applicable)

now multiply that with about 250, and ensure all the caste names are correct, the correct sprites are showing for male/female castes and then try to bugtest it wit random castes in DF
like i said, it's not an insurmountable problem, it could probably be automated with python.

the code that described the dwarves with full gear and hair and beards and whatnot was about 3-400kb (i believe)
multiply that code 250 times and stonesense suddenly has a pretty large memory footprint.
I talked to Japa about it years ago and he said that stonesense itself should be able to handle it, if your computer can :)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Maklak on July 22, 2016, 05:40:31 am
Huh, I remember having somewhat working stonesense either in this mod or (more likely) in FoE and messing with xml in Stonesense, but I forgot how all that worked. I don't even remember if it had to all be defined by caste, but I remember seeing coloured ponies with wings and horns. I don't think it had things like different sprites for male and female wings, but there were different horn sprites for foals.

Yep, you'd definitely want to automate generating the xml in some scripting language and it would be maybe 2 days of work.

In any case, getting the RAWs to work correctly should always be a priority and the sprites are just there if anyone wants some animated animals or something.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Tinfect on July 24, 2016, 02:14:52 pm
I'm a good three years into the current Fortress, counting the one spent by the original Embark Crew which ended in everyone dying. However, I've started to get quite consistent crashes, and I'm not entirely certain why.

I do know that Thieves have been showing up and looting what I haven't picked up from outside just yet, as I've chased a few of them off, and I suspect that perhaps a Raiding Party showing up is causing the issue, due to the Kobolds having been replaced. Is this a known issue, or am I just throwing nonsense at the wall here?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on July 24, 2016, 02:59:05 pm
What race are the thieves?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: zlurker on July 24, 2016, 03:25:04 pm
I remember my first fort when I caught a minotaur in a cage trap and decided to edit the raws to make them tamable. Nicknamed it Iron Will for reasons. He would punch thieving diamond dogs so hard they splattered against one wall or another. :x
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Tinfect on July 26, 2016, 01:02:15 am
What race are the thieves?

Sorry about the late reply, I'd somehow managed to convince myself that posting this here was a dream of some kind.
They were 'Big Dogs' if memory serves.
On that note, however, a Retire/Unretire briefly fixed the problem, but about two-years on from that, it happened again, this time with Diamond Dog thieves.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: vkiNm on August 17, 2016, 01:26:20 pm
It's really great to see how far this mod have came after so long, thank you for still not abandoning it. :)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: azrael4h on March 06, 2017, 04:24:46 pm
Is there still a working download for this? Clicking the download link gives me this:

(http://i36.photobucket.com/albums/e45/azraelck/Screenshot_2017-03-06_15-21-39.png)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Enemy post on March 06, 2017, 04:28:38 pm
I have a copy of the zip file. I reuploaded it to DFFD.

http://dffd.bay12games.com/file.php?id=12753
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: azrael4h on March 06, 2017, 04:55:31 pm
I have a copy of the zip file. I reuploaded it to DFFD.

http://dffd.bay12games.com/file.php?id=12753

Thank you. I've been meaning to look at this for ages, but when I finally get around to it, it was gone. Or Dropbox is broken one.

I installed it to the current DF version, and got a fort started, but when going to the 'b'uild screen it crashed. I don't know if that's because of my video recorder acting up, or the fact that the mod apparently wasn't updated to the latest version of DF.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on March 06, 2017, 05:13:30 pm
ugh, yeah, Dropbox in their infinite wisdom decided to nix the only reason I was using them, public folders.
Thanks for the mirror, I'll edit the post with my own dffd link tomorrow, but not at my stationary atm so don't have direct access to the latest version.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Enemy post on March 06, 2017, 05:35:45 pm
You're welcome.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: azrael4h on March 06, 2017, 05:40:13 pm
As a reply about the crash, I forgot that there seems to be an issue with DF in general and zooming the text to the maximum size; it always crashes the game on the 'b'uild screen. Since I'm using a fresh install for the mod, I didn't have the window set up like I normally do. Thanks again.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: roqi on March 07, 2017, 04:56:45 am
Hey, I made some pony sprites: http://www.bay12forums.com/smf/index.php?topic=163083.0
I'd be willing to help make a working tileset for this too! I just want the ponies to be seen, you know?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Rydel on March 07, 2017, 08:06:56 am
If you want something that fits the 8/16 bit sprite style to go with that, feel free to use Rally Ho! as a base for the tileset.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: roqi on March 07, 2017, 12:53:29 pm
If you want something that fits the 8/16 bit sprite style to go with that, feel free to use Rally Ho! as a base for the tileset.
That's awesome! I love your work.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: azrael4h on March 14, 2017, 12:00:30 pm
For those wondering, I updated to the latest LNP build, and installed this again. I did forget to back up my prior save, so I lost that. But I've encountered no issues in the 64bit version of DF. That prior crash was all on me.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on April 06, 2017, 01:05:28 pm
I have a copy of the zip file. I reuploaded it to DFFD.

http://dffd.bay12games.com/file.php?id=12753

Your reupload doesn't have dfhack or therapist in it not sure if you knew was hoping to use the mod with therapist at least but can't find a version that'll work with the mod now suddenly :<
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on April 11, 2017, 12:06:07 pm
I'm not sure if this is normal behavior for the mod but whenever there is stone or even wood to put into a stockpile only 1 pony does the hauling, but then if I do something like wall construction or the like they'll all help...is that normal or no? I'd assume no since that's not even a thing in regular DW, I hope it's not normal since that will make things take a lot longer to do. I think I waited 25 minutes for 1 pony to move some stone since they moved other stone I didn't need moved at that time.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Telgin on April 11, 2017, 02:42:33 pm
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now.  A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things.  Each tile in a construction can have its own person go grab a piece of construction material and build that tile.

Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them.  Blocks are both much more efficient uses of stone and much faster to haul.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on April 11, 2017, 09:00:27 pm
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now.  A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things.  Each tile in a construction can have its own person go grab a piece of construction material and build that tile.

Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them.  Blocks are both much more efficient uses of stone and much faster to haul.

It's when they haul something to a stockpile...they ALL go idle except for 1 will haul things to the stockpile, which I've never seen happen except with this mod. I know about constructing being done by anyone, but hauling for stone specifically is done by only 1 to a stockpile other stockpiles so far aren't doing this just stone. I also noticed if I built a gem workshop the gem cutter never leaves and will starve them self even if given something to do they will not do it even if they have the resources and they never leave to eat...only happens when I mod DF too....first had that issue with Masterwork and couldn't figure out why the gem cutter/setter wouldn't ever leave their workshop. Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Rydel on April 11, 2017, 09:32:38 pm
Do you have wheelbarrows assigned to that stockpile? If so, the number of haulers is limited to the number of wheelbarrows.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Telgin on April 11, 2017, 09:58:23 pm
That's still pretty strange though, since it shouldn't cause others to just up and not do anything.  I don't think stockpiles will generate more haul jobs than wheelbarrows if wheelbarrows are assigned to them.  I'm not sure what could possibly cause it, even if DFHack was involved.

They're literally switching to having no job once someone tries to haul a stone to a stockpile?

Quote
Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.

Something is seriously awry.  I'm wondering now if your raws are screwed up and the stone definitions are broken so that they're much more massive than they should be.  Do you have any errors in the error log?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on April 11, 2017, 10:44:19 pm
Do you have wheelbarrows assigned to that stockpile? If so, the number of haulers is limited to the number of wheelbarrows.

I did yeah but I had more of them then ponies since I get a few extra for migrants when the first wave shows up, it was just the 1 doing it.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on April 11, 2017, 10:47:02 pm
That's still pretty strange though, since it shouldn't cause others to just up and not do anything.  I don't think stockpiles will generate more haul jobs than wheelbarrows if wheelbarrows are assigned to them.  I'm not sure what could possibly cause it, even if DFHack was involved.

They're literally switching to having no job once someone tries to haul a stone to a stockpile?

Quote
Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.

Something is seriously awry.  I'm wondering now if your raws are screwed up and the stone definitions are broken so that they're much more massive than they should be.  Do you have any errors in the error log?

I get no errors which was what was throwing me off the most with this issue. Just happens with stone if I have them hauling food, or gems it's fine. I also couldn't get them to cut wood thinking on it but I had 2 wood workers and I made sure I had at least a woodcutter but they didn't cut wood omg this is so odd. I just used the one guys reupload of the mod since dropbox made the original file completely go poof from the uploader's link.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: roqi on April 12, 2017, 03:39:52 pm
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now.  A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things.  Each tile in a construction can have its own person go grab a piece of construction material and build that tile.

Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them.  Blocks are both much more efficient uses of stone and much faster to haul.

It's when they haul something to a stockpile...they ALL go idle except for 1 will haul things to the stockpile, which I've never seen happen except with this mod. I know about constructing being done by anyone, but hauling for stone specifically is done by only 1 to a stockpile other stockpiles so far aren't doing this just stone. I also noticed if I built a gem workshop the gem cutter never leaves and will starve them self even if given something to do they will not do it even if they have the resources and they never leave to eat...only happens when I mod DF too....first had that issue with Masterwork and couldn't figure out why the gem cutter/setter wouldn't ever leave their workshop. Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.

1) Maybe the hauling taking longer is due to pony body size being smaller than a dwarf and much smaller than a boulder?
2) Are you sure the jeweler didn't wall themselves in with impassable tiles as they constructed the workshop?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on April 19, 2017, 06:24:17 pm
The mod can't change that behavior, and if I'm reading your question right, that's normal in DF now.  A single stone can only be hauled by a single person, but Toady changed construction a while back so that everyone, not just those with carpentry / masonry labors enabled, will help construct things.  Each tile in a construction can have its own person go grab a piece of construction material and build that tile.

Sounds to me like you were constructing something out of raw stones, which will be pretty slow as like you noticed, it takes a long time to haul them.  Blocks are both much more efficient uses of stone and much faster to haul.

It's when they haul something to a stockpile...they ALL go idle except for 1 will haul things to the stockpile, which I've never seen happen except with this mod. I know about constructing being done by anyone, but hauling for stone specifically is done by only 1 to a stockpile other stockpiles so far aren't doing this just stone. I also noticed if I built a gem workshop the gem cutter never leaves and will starve them self even if given something to do they will not do it even if they have the resources and they never leave to eat...only happens when I mod DF too....first had that issue with Masterwork and couldn't figure out why the gem cutter/setter wouldn't ever leave their workshop. Also they were hauling the stone with a wheelbarrow and it was still taking them over 25 minutes to haul maybe 10 stone to a stockpile about 5-10 blocks from where the stone itself was, I needed a temp stockpile just to get it out of the way to make some walls with blocks.

1) Maybe the hauling taking longer is due to pony body size being smaller than a dwarf and much smaller than a boulder?
2) Are you sure the jeweler didn't wall themselves in with impassable tiles as they constructed the workshop?

I figured out the first part finally. As to the jem workshop yeah they're not walled in but for whatever reason with both mlp mods and masterwork when I'm anything but a dwarf this happens. I just dig out an area let it be dug all the way out, build the workshop and they never leave. In them doing this they refuse to leave even if given something to do and then it just bounces back with them not having the resource. I'll see about it with another world and I'll screencap what it looks like. I figured if I gave them a task they'd leave to get the resource then do the job but nope...
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: jele155 on May 04, 2017, 05:10:21 pm
Does anyone have a functional download link for this mod?

I hope it's not completely dead
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on May 04, 2017, 05:18:25 pm
link should work again!
note that this is just the raws, so you need the latest version of DF, then just copy the data and raw folder (or just raw if you don't want to overwrite any settings)
from the zip into your DF folder.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: jele155 on May 04, 2017, 05:33:30 pm
Damn that was fast
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Phenoix12 on May 16, 2017, 04:30:39 pm
Wanted to know if it's okay for me to use some aspects of your mod a pony mod I'm working on... don't worry I'm not stealing your cutiemark system. Mostly just looking though some of the raws of your mod to see how you set up some things like unicorn's magic and such.

Really the only thing I really just want to copy over fully is the saw mill... and even then I might change it eventually in the future.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on May 16, 2017, 04:33:45 pm
Go right ahead, I've got my hands in a bazillion other projects and unfortunately this has fallen somewhat on the wayside. Anything you want to "borrow" is fine by me :)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Kraiger on May 23, 2017, 10:28:36 am
Does magic currently work in Adventure mode?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on May 23, 2017, 02:31:16 pm
I've only included a few default castes as available in adventure mode, which IIRC do not include any of the specialist caster caste unicorns.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 09, 2017, 03:22:25 pm
Can this be installed with the lazy newb pack?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 09, 2017, 05:11:47 pm
Yeah, it should work fine, I would probably open the zip manually and only copy over the RAW, as I have some minor changes to the data folder that may conflict with LNP
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 10, 2017, 05:50:51 pm
so just a heads up, setting nicknames with Dwarf Therapist isn't working, no idea if it's DT or this mod, "REPLACE_ALL" set in .ini

setting nicknames in-game works
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 10, 2017, 06:39:19 pm
Also, my ponies look like blobs, fish, and birds

(http://i.imgur.com/kNaEDJc.png)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 10, 2017, 06:53:58 pm
hmm, that's odd, ponies shouldn't have creature graphics by default, they should just show colored P's
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 02:31:38 pm
Well the graphics thing is no big deal and by the way thanks for making such a great mod!

Just curious, are zebras a thing? Can you get them as immigrants?

Also, is there any way to customize the ponies? Like let's say someone wants to claim a pony and I need to make sure I start with a girl pegasus for example.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 12, 2017, 04:11:18 pm
Yep, the mod currently features, Ponies, Zebra, Buffalo, Gryffons, Changelings and Diamond Dogs as civs, and there are also cows, goats and donkeys as minor civs that may show up as heroes (bards, scholars and the like) and may join your village for a time.

Unfortunately there's no way to customise the ponies, I guess technically It could be possible to write a DFHack plugin to do so, but it's not in my current scope.
Ponies will generate with mainly pastel colors, and a large subset of cutie marks, and whichever cutie mark group they belong to will give them a boost in certain skills.
There's no list of which CM adds which skill, but they're usually quite generous with their description.

Lastly, foals don't get CM's until they're four years old so don't worry if you see blankflanks around
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 04:17:23 pm
Oh, the zebras are their own civ? So I can't have a fort with ponies and zebras?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 12, 2017, 04:22:11 pm
Generally, DF doesn't allow you to have multi-species forts without them being the same creature, so unless you want two ponies to give birth to a yak calf it's unfortunately the only way to do it atm, tho you can have outsiders join your fort/village in a tavern now.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 04:35:37 pm
Could zebras be changed to a caste of pony, like pegasi / unicorn etc? NOT asking for this to be done, just curious if it's even theoretically possible.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 12, 2017, 04:38:52 pm
theoretically possible, but there are over 100 pony castes to ensure color and cutie mark diversity, so unless you do the same for zebra they're going to be pretty rare.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Enemy post on June 12, 2017, 04:47:42 pm
Couldn't he counterbalance it by giving zebras a much higher population ratio than normal ponies?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 04:58:12 pm
Oh wow, I had no idea. It sucks that we can't just have the three castes and have the colors and cutie marks be physical variations.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 12, 2017, 05:02:51 pm
yeah, dwarven genetics are a bit one sided at the moment, when you start a new world, ponies will have all the specified colors, but as the world time progresses the genes will average out, and you end up with only a handful of color sets and cutie marks (since cutie marks are actually colors :P)

The genetics work really well for standard DF, but not at all for pones, took a lot of fiddling to get the current system working well enough.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 05:15:04 pm
I wonder if it would be possible to just copy paste everything to the zebra civ?

Thinking about it, Zecora is the only zebra we ever see. We don't actually know that Equestrian zebras are always gray and light gray. They might come in as many different colors as ponies do. Zecora also has a cutie mark, so we know ponies have cutie marks.

Given this, could a pony be translated to a zebra using the formula "Her coat is red" -> "Her coat is red and striped with a darker shade" or something like that? So that there would be no need to come up with multiple colors for every zebra.

If this would work, somebody could probably make the change in a few seconds with notepad++ auto-replace or similar
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 12, 2017, 05:20:09 pm
Yep, DF supports patterns, but it's going to be a bit of a hassle to set it up.
in raw terms you can define a pattern, they look like this

Code: [Select]
[OBJECT:DESCRIPTOR_PATTERN]

[COLOR_PATTERN:SPOTS_ORANGE_BLACK]
[PATTERN:SPOTS]
[CP_COLOR:ORANGE]
[CP_COLOR:BLACK]

And then you use the pattern [SPOTS_ORANGE_BLACK] in this case as the color option.

if you check out the Creature_Pony_Pony.txt file and search for Cutie you can have a look at what little documentation we ever made for the system :)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 05:24:10 pm
So I'm going through the text file, and had another idea: I thought it would be funny to change the gender ratio of ponies to like 6:1 girl:boy to make my fort more like Ponyville. What would I need to change to do that?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Sorcerer on June 12, 2017, 05:57:15 pm
There are several selection groups you can use
search for "select all" and you can add any tags that should affect all in that group.
To reduce the amount of alicorns, the pop ratio is set to 100000 by default, so if you for instance add

Code: [Select]
[POP_RATIO:50000]
below the select all males grouping, that should do it
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 06:07:15 pm
Thanks!
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 06:53:38 pm
Edit: By the way, I noticed one of the first posts says this comes bundled with Dwarf Therapist and a graphics pack; I see the graphics in the raws, but the zip doesn't contain anything else

Never mind, this is for 43.04 and the latest DT is 42.06. Great.

Okay, now I'm really confused. The version of DF I have is 43.03 and DT works just fine with it.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 12, 2017, 07:25:13 pm
Installed a fresh copy of 43.04 and then installed this. There are no graphics.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on June 14, 2017, 08:39:26 pm
There are several selection groups you can use
search for "select all" and you can add any tags that should affect all in that group.
To reduce the amount of alicorns, the pop ratio is set to 100000 by default, so if you for instance add

Code: [Select]
[POP_RATIO:50000]
below the select all males grouping, that should do it

Tried setting this to 20000, still got a 1:1 ratio in my fort
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Aranador on September 02, 2017, 08:28:59 pm
OK - so - not only do you need tomove the pop ratio into the male/female selects, you need to also take it out of the general select.  And then, you need to take the alicorns out of the female select, and put in the female specific information (basically gender tags and orientation tags) and put that information into the alicorn specific select.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on December 06, 2017, 11:11:51 pm
what is general select? there only four matches for pop_ratio in the file: one each for unicorns, pegasi, earth, alicorns.

can I just remove alicorns altogether? moving all that shit around sounds like way too much effort
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: jele155 on May 18, 2018, 05:49:32 pm
Bump
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Kraiger on May 21, 2018, 08:45:22 pm
Hope things are going well for ya. Can't wait for the next update.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: zlurker on May 28, 2018, 06:03:05 pm
And here I thought the mod died cause it wasn't e-mailing me saying people were still posting. :<
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Nightcore Angel on June 14, 2018, 10:54:53 am
Ola, just a heads up, was browsing through alot of outdated civ mods, this included, i thought id share that all you need to do to update the civs are to put these lines in the enitity txt :

[TOOL:ITEM_TOOL_PEDESTAL]      
[TOOL:ITEM_TOOL_DISPLAY_CASE]
[PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]

There might be more, but, these are for the large part all there is...

and yeah
So I'm going through the text file, and had another idea: I thought it would be funny to change the gender ratio of ponies to like 6:1 girl:boy to make my fort more like Ponyville. What would I need to change to do that?
Think that's actually a thing there with real life animals, nature is inclined on producing more females than males.

Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Unknown72 on July 30, 2018, 11:24:19 am
This mod is still being worked on, right? Because if not, I might start working on my own version of a MLP mod myself. (Though as i'm still a beginner modding wise, some things might not be all that great)
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: TheImmortalRyukan on August 24, 2018, 06:08:43 pm
This mod is still being worked on, right? Because if not, I might start working on my own version of a MLP mod myself. (Though as i'm still a beginner modding wise, some things might not be all that great)

I hope this is still being worked on as well. If the OP has abandoned it, we could simply just use the files already here and update them. Shouldn't be too hard.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: vkiNm on November 10, 2018, 08:59:45 am
Hopefully we hear from OP soon, one way or another. I miss this mod.

They were last active at 1st of July, though. Makes me worried if they're okay and if people should just grab the files and do the update themselves..
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: vkiNm on November 26, 2018, 07:49:39 pm
I think this might be it guys, it's been nearly 5 months since the OP last logged on. Did someone say they wanted to try and update this themselves?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Alkmayix on November 29, 2018, 07:00:40 pm
I think a few people did I hope someone does I liked playing with this mod and would love to see it expanded...and the wiki/guide to be something I can look at again. @.@
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Telgin on November 29, 2018, 08:02:48 pm
It's not much, but this is my copy of Nidokoenig's very old, first take at a pony mod from back in 0.31.x, which I've updated every version until the last.  It should work in 0.43.x, and probably works in the newest version too but I haven't tested it.

Dropbox Link (https://dl.dropbox.com/s/5cpv7uhy8uc75b0/My%20Little%20Fortress%200.43.x.zip)

To be clear, the mod I'm linking does not have many of the features of Sorcerer's mod, such as research and replacement materials for animal products that ponies probably shouldn't use.  It is a little more sophisticated than Nidokoenig's original mod, however, since it includes ponies (but no alicorns), zebras, yaks, buffalo, "horses" (Saddle Arabians), griffons and diamond dogs (as a proper civilization and with show accurate size, meaning they're very dangerous).  It also has correct body plans and connections for joints, which I believe Nidokoenig's mod didn't.  No idea if Sorcerer's did.  I believe Sorcerer's mod also did some things to ponies to make it so that they didn't have to wear clothes (by removing their lower bodies, I think), but in my copy of the mod they expect clothes like a dwarf would.

The mod linked also does not include anything noncanon, to my knowledge, like my attempts at making draconequuses in my community forts, nor does it include the noncanon species or castes from Nidokoenig's mod.

Edit: Oh, and if I remember right, this mod also includes a sawmill for converting logs into 4 wooden blocks each.  It was made back before multiple tile trees where that was very useful.  There's also a display case, which you might want to remove since I think modern DF already includes one.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: taliakirana on March 24, 2019, 09:35:56 pm
What would have to be done to make this mod work with the current version of Dwarf Fortress? And I do mean this thread's mod, not the update of the old one Telgin posted.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Kraiger on April 01, 2019, 02:01:15 pm
It looks like it should work. Will test.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: vkiNm on April 08, 2019, 01:13:56 pm
It looks like it should work. Will test.

Any update on the test?
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Enemy post on April 08, 2019, 06:37:30 pm
(https://i.kym-cdn.com/photos/images/newsfeed/000/556/733/a57.jpg)

It only takes a second to test since you just have to install it on a modern copy of Dwarf Fortress. I tested it, it works. There are a few minor bugs, but I think those are unrelated to the version.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Kraiger on April 23, 2019, 11:02:25 am
Any update on the test?

Back after a long time. Yes it works, but you've got to setup the keybindings for the [C]ivilizations page, but that's about it.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: TheImmortalRyukan on April 24, 2019, 11:07:06 am
Oooh, I'd be pretty excited for this to finally be updated
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: mross on May 05, 2019, 08:18:09 pm
dead mod
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Unknown72 on September 14, 2019, 12:38:02 pm
I'd be interested in continuing development for this. Though you'd have to be patient with me, as the most I've done modding wise so far is drugs for FOE. So there'd be a bit of experimentation and guesswork on my end.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Unknown72 on September 16, 2019, 04:58:25 pm
Alright, I updated it to 44.12 and added the missing keybindings. Let me know if anything is out of sorts and i'll fix it.

Wondering if I should make a new thread in relation to this. Also gonna be thinking on what to add to the mod (other then bug fixes) so let me know if you have any ideas.

Click here (http://dffd.bay12games.com/file.php?id=14535) to download it.
Title: Re: My Little Fortress - 2016 (DF 0.43.04) yay!
Post by: Enemy post on September 16, 2019, 09:32:34 pm
I'd strongly recommend the new thread. It'll communicate that the mod is under new management and give your version much more visibility.