Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: ZM5 on August 13, 2017, 12:18:47 pm

Title: What's going on in your modding?
Post by: ZM5 on August 13, 2017, 12:18:47 pm
Noticed the modding board had no "what's going in" thread like the fort and adventure mode boards so figured I'd make one.

What projects are you guys currently working on? Post any mishaps with creatures, gruesome arena moments or previews for mods you're planning to upload!
Title: Re: What's going on in your modding?
Post by: Foxite on August 13, 2017, 02:25:22 pm
I'm working on a custom race. I've played several adventurers now, mostly testing their combat abilities. The most obvious problem is that I gave them an interaction with [USAGE_HINT:GREETING] and I can set the [WAIT_PERIOD] as high as I want, but townfolk will spam up my screen every time I take a step. I'm keeping it tho, I'm hoping I can find/write a DFHack tweak that makes NPCs only greet others once every time they see them (meaning they won't greet someone twice, unless they move out of the line of sight, in which case they may do it again).

Right now I've started the first Fortress mode game with the race. Since the worldgen civs build cities like humans, I will do the same. I have no solid design yet, I'm just making the buildings as I go (which I'm pretty sure is how worldgen towns are created, given their often confusing layout).
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 13, 2017, 04:33:30 pm
I added lice to hobbit feet last night. Cause nausea and possible mild fever when they swarm into an open wound after kicking someone. It's amusing right now. We'll see how long that lasts.
Poor old hobbits, they only really exist to make an easy raid target in the next release when dorfs are craving for hungry-head meat and unicorn cheese.
Title: Re: What's going on in your modding?
Post by: Taffer on August 13, 2017, 08:54:36 pm
This (http://www.bay12forums.com/smf/index.php?topic=161832.msg7516862#msg7516862), mostly. I started a bit more than a year ago, but rewriting every description has been a mammoth task complicated by my perfectionism and some significant "real-life" events to pull me away from Dwarf Fortress. I've written and re-written from creature_amphibians down to creature_mountain_new 4 times now, and there's still the rest to do. The end might be finally in sight, but it's been tedious. I don't know why, but at times it takes hours just for a few descriptions. I had hopes Toady would consider integrating it, but he declined when asked. Toady or ThreeToe will probably rewrite the descriptions themselves in a fraction of the time I took and upstage me, which would be funny.

When I finally finish I have fun plans for Revised, but it all has to wait for the descriptions.

Thank you for the chance to vent!

Title: Re: What's going on in your modding?
Post by: Enemy post on August 13, 2017, 10:19:02 pm
I still need to deal with this bug (http://www.bay12forums.com/smf/index.php?topic=164966.msg7517941#msg7517941). I'm probably just going to remove the castes beyond the "limit" from the Jedi and Sith version of the creatures so that I can go ahead and update. Aside from that, I've made major changes to how droids work and will probably release an update soon. I need to finish a couple more new droids, clean up my files, and make 43.03 and 64-bit versions.

After that, I'll probably need to update to the new version soon. I'm also thinking that ninjas would be a good addition to my movie creatures pack.
Title: Re: What's going on in your modding?
Post by: KittyTac on August 13, 2017, 10:25:49 pm
I was trying to make a dinosaur total conversion mod, but I got too busy with actually learning fort mode. Maybe I'll try something a bit easier. Maybe a diep.io mod? That would be weird.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 13, 2017, 10:27:18 pm
Did you complete any dinosaurs?
Title: Re: What's going on in your modding?
Post by: KittyTac on August 13, 2017, 10:29:10 pm
Did you complete any dinosaurs?

I think 3.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 14, 2017, 01:33:12 am
I still need to deal with this bug (http://www.bay12forums.com/smf/index.php?topic=164966.msg7517941#msg7517941). I'm probably just going to remove the castes beyond the "limit" from the Jedi and Sith version of the creatures so that I can go ahead and update. Aside from that, I've made major changes to how droids work and will probably release an update soon. I need to finish a couple more new droids, clean up my files, and make 43.03 and 64-bit versions.

After that, I'll probably need to update to the new version soon. I'm also thinking that ninjas would be a good addition to my movie creatures pack.
That's a pretty bizarre bug - I did hear that going past a certain amount of castes would cause odd issues, but I didn't think it'd take that many.

Myself I've been working on a Cavern Revamp mod - there's essentially six different types of caverns so that allows for "themed" layers that you can dig into. Nearly got the thing done - I'm currently working on the "bosses" for the layers - rare giant creatures with various special abilities, equivalents to Cave Dragons in vanilla - afterwards I'd have to do the vermin.

Admittedly I'm having issues with the plants, since they don't seem to follow the cavern restrictions - i.e plants, grasses and trees from the third SUBTERRANEAN_CHASM layer show up in the third SUBTERRANEAN_WATER layer. Not sure if its possible to change that, if anything I'll just swap the various plant types around so atleast the layers have unified colours.
Title: Re: What's going on in your modding?
Post by: KittyTac on August 14, 2017, 07:52:32 am
Diep.io mod development has started. Is there a way to modify biomes?
Title: Re: What's going on in your modding?
Post by: Enemy post on August 14, 2017, 09:57:42 am
Not exactly, unless you count carefully replacing everything that spawns in the biome.
Title: Re: What's going on in your modding?
Post by: KittyTac on August 14, 2017, 10:12:01 pm
Not exactly, unless you count carefully replacing everything that spawns in the biome.

Well, I basically deleted every creature and started modding diep.io tanks. Might replace the grass with a thing called "grid" that is white and shows up as +.
Title: Re: What's going on in your modding?
Post by: PinkyThePinkBlob on August 14, 2017, 10:49:23 pm
I've decided to remake all the creatures into more monstrous versions of themselves and considering removing most races to create ones on par of the challenge races from Fortress Defense mod. Might use the challenge ones as well as a basis to build off of.

I might rename creatures entirely besides slapping Dire or Monstrous in front of their name.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 14, 2017, 10:52:37 pm
Decided not to release the update today. I made some inexplicable progress on the Jedi while fixing the droids and found an error in the Junker caste that duplicated the males. Now only the last five species aren't working.

Hey ZM5, do you know where you heard about this bug before?
Title: Re: What's going on in your modding?
Post by: KittyTac on August 14, 2017, 11:42:03 pm
Grid is done. Modding a Spike tank.
Title: Re: What's going on in your modding?
Post by: PinkyThePinkBlob on August 14, 2017, 11:59:54 pm
Spike tank?
Title: Re: What's going on in your modding?
Post by: KittyTac on August 15, 2017, 12:31:13 am
Spike tank?

It's a rammer tank in diep.io. Spiketank done.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 15, 2017, 01:20:23 am
Hey ZM5, do you know where you heard about this bug before?
IIRC it was on the modding channel on the DF discord a few weeks back.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 15, 2017, 02:27:15 am
Today I made a t-rex, and an ultra-rare caste of chicken that lays pitchblende eggs.
Title: Re: What's going on in your modding?
Post by: Greiger on August 15, 2017, 02:47:52 am
Modded in griffons as an excuse to toy around a bit with bodyplans.  I had a non-myth tagged griffon creature for awhile, but decided to make it properly have fur on the lion half and feathers on the front half.

Seems to work as intended in arena mode, haven't gotten around to testing it live though.
Title: Re: What's going on in your modding?
Post by: bloop_bleep on August 15, 2017, 02:50:59 am
I'm curious how you're implementing the diep.io mod. How do you model transformations between tank types? An interaction is the obvious  way to go, but how do you delay the ability to use the interaction until you have scored enough points -- and for that matter, how do you define points?
Title: Re: What's going on in your modding?
Post by: blapnk on August 15, 2017, 09:35:02 am
Been making a custon race of snake-like people with prehensile tails. Basically goes upper tail [LIMB] lowertail [STANCE] tail tip [GRASP]. Finished the custom armor items, since grasp parts are going wear GLOVES items I've made generic sounding items like "wraps" and "bands". Custom reactions to make the non-handed versions for the tail. Have to test it all and work out how to check for extra details to make sure the tails haven't sprouted fingers and toes.
Title: Re: What's going on in your modding?
Post by: KittyTac on August 15, 2017, 09:56:35 am
I'm curious how you're implementing the diep.io mod. How do you model transformations between tank types? An interaction is the obvious  way to go, but how do you delay the ability to use the interaction until you have scored enough points -- and for that matter, how do you define points?

Never really thought of that. Maybe add a grasp to the tanks, then use the corpses of tanks to gain some items called points. Once you scored enough, you can do an interaction that transforms you into another tank.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 15, 2017, 03:32:10 pm
Hey ZM5, do you know where you heard about this bug before?
IIRC it was on the modding channel on the DF discord a few weeks back.

Thanks. I went ahead and updated without the last couple castes. Maybe they'll magically start working again later.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 15, 2017, 05:01:20 pm
I'm curious how you're implementing the diep.io mod. How do you model transformations between tank types? An interaction is the obvious  way to go, but how do you delay the ability to use the interaction until you have scored enough points -- and for that matter, how do you define points?

Never really thought of that. Maybe add a grasp to the tanks, then use the corpses of tanks to gain some items called points. Once you scored enough, you can do an interaction that transforms you into another tank.
This is both rad and very, very weird

Idea: small tanks have itemcorpses of something called 1 point, which cab be crafted with other points into higher denominations, to use in interactions to evolve into stronger tanks
Title: Re: What's going on in your modding?
Post by: peasant cretin on August 15, 2017, 08:53:40 pm
Working with fur. Added yarn to yaks. Pretty much cloak coat oriented stuff.

I'm also homogenizing equipment. The language of armor is French. Mail is from maille and that's from a Latin term IIRC for mesh. As there are metal chain leggings, I figure to go with metal chain coats, hoods and shirts. Trying to be culturally non-specific, tho things like halberds can't be changed as easily, unless I go with polearm. Nomenclature's always a winding road.

Title: Re: What's going on in your modding?
Post by: Klisz on August 16, 2017, 05:20:08 pm
PTW
Title: Re: What's going on in your modding?
Post by: Lordsservent-san on August 17, 2017, 04:22:58 pm
Well, I'm just playing around with a deity mod at the moment, and it is both cool anencephaly insane, so dwarf fortress as usual.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 17, 2017, 06:51:22 pm
Mod learning continues.
My dark elves are happily producing grown-steel (like grown-wood but more evil and involves torturing trees) and making weapons and ammo out of it (many a bold adventurer died to check that this is working). Their death squads insist on wearing fine silk garments instead of practical leather stuff though. I'll put this down to a personality trait until I figure it out.
Title: Re: What's going on in your modding?
Post by: Klisz on August 17, 2017, 07:29:59 pm
(many a bold adventurer died to check that this is working).

Wouldn't it be simpler to make dark elves playable and play a dark elf adventurer to check that? (If you don't want them playable in the release version you could of course remove the playability token once you've confirmed things are working properly.)
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 17, 2017, 11:56:55 pm
(many a bold adventurer died to check that this is working).

Wouldn't it be simpler to make dark elves playable and play a dark elf adventurer to check that? (If you don't want them playable in the release version you could of course remove the playability token once you've confirmed things are working properly.)
Yes, I considered that of course. Will do so soon.
But it's a lot of fun trying to change dark elf values and see how long people survive. And this modding stuff is primarily for my own amusement.

Also, weird stuff happens that you don't expect. Like just now, I was ambushed by one of their death squads who had two axe dwarves with them.

Due to a quirk, non-dark elves are currently armed with two shields. At the start of the ambush I got an 'axedwarf rearranges his equipment' message. Disagreeing with Toady's fine equipment assigning engine, the dwarves both dropped one of their shields and drew wooden lute-like instruments instead. Gave me a slight advantage (until taking a grown-steel bolt to the brain).

Wouldn't have noticed that if the death squad were on my side.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 19, 2017, 11:34:16 am
I've been experimenting with giant creatures.

(http://i.imgur.com/dP4bfbz.png)
Title: Re: What's going on in your modding?
Post by: ZM5 on August 19, 2017, 12:25:49 pm
I've been experimenting with giant creatures.

(http://i.imgur.com/dP4bfbz.png)
Oh dear.

What's the exact size you put for the Godzilla? I'd love to have it arena fight some of my own megas.

I've added the last 5 creatures for the next update I'm planning to make and also genning a world to do some live testing along with other changes I made, though I'm still withholding on releasing it until the next big DF update.
Figured I'd also alter the site types of some of the races to cities instead since they're the most fleshed out and easiest to navigate site types - hope Toady adds some way of making custom site types sometime since admittedly I'm running into the issue of figuring out what to use for some of the Warcraft races, since none of the in-game sites fit them.

Title: Re: What's going on in your modding?
Post by: Enemy post on August 19, 2017, 12:49:50 pm
What's the exact size you put for the Godzilla? I'd love to have it arena fight some of my own megas.

I'd appreciate you testing it against your own work. It'll be good to see how someone else uses it. It should currently be at about 200,000,000 body size, using an exploit to bypass the usual limits on creature size. This makes it a bit larger than a giant sperm whale. *Edit, I think I figured out how to make it even bigger. **Nevermind, it didn't work out.

Code: [Select]
[CREATURE:GODZILLA_EP]
[DESCRIPTION:<Godzilla> An enormous reptillian titan. It looms over buildings and breathes radioactive fire.]
[NAME:godzilla:godzillas:godzilla]
[CASTE_NAME:godzilla:godzillas:godzilla]
[CREATURE_TILE:'G'][COLOR:0:0:1]
[PETVALUE:10000]
[PET_EXOTIC]
[TRAINABLE]
[MOUNT_EXOTIC]CRAZED put brackets around this tag if you want an apocalypse.
[BIOME:ANY_LAND]
[FREQUENCY:5][NOPAIN]He can obviously be hurt in the films, but without it he could eventually be worn down and strangled by humans.
[FIREIMMUNE_SUPER]
[FANCIFUL]
[LARGE_PREDATOR]
[MEGABEAST][DIFFICULTY:30]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:OCEANS]
[SPHERE:FIRE]
[SPHERE:STRENGTH]
[NOFEAR][NOEXERT]
      [TL_VASCULAR:SCALE:0]
      [TL_VASCULAR:FAT:0]

[BUILDINGDESTROYER:2]
[GRASSTRAMPLE:100]
[BONECARN]
      [TRAPAVOID]
[PREFSTRING:atomic breath]
[PREFSTRING:size]
[PREFSTRING:power]
[BODY:HUMANOID_NECK:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:GODZILLASPINES_EP]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[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]
      [AMPHIBIOUS]
[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:0:0:1]There is a hard limit on how big things can be without glitches. Using this method, I can boost size past the normal limit. Thanks to the people on the forums who figured this trick out.


[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]              ++
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]             +
[PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]             ++

[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]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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]
[ATTACK:KICK:BODYPART:BY_CATEGORY:TAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]Unfortunately, the flames cannot be blue.
[CDI:ADV_NAME:Breathe 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:500]
[ALL_ACTIVE]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[LAIR:SIMPLE_BURROW:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1422:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:29901422:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
CASTE:FEMALE I don't want them to breed, because of the hackish way their size is accomplished.
            POP_RATIO:1

FEMALE
[CASTE:MALE]
[MALE]
            [POP_RATIO:10]
[SELECT_CASTE:ALL]
      [CHANGE_BODY_SIZE_PERC:20000000000]

[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_TOKEN:US:TOOTH]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:spines: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]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]
            [IMPACT_YIELD:100000]
            [IMPACT_FRACTURE:100000]
            [COMPRESSIVE_YIELD:100000]
            [COMPRESSIVE_FRACTURE:100000]
            [SHEAR_YIELD:100000]
            [SHEAR_FRACTURE:100000]
            [TENSILE_YIELD:100000]
            [TENSILE_FRACTURE:100000]
            [TORSION_YIELD:100000]
            [TORSION_FRACTURE:100000]

[SELECT_TISSUE_LAYER:ALL]
            [IMPACT_YIELD:100000]
            [IMPACT_FRACTURE:100000]
            [COMPRESSIVE_YIELD:100000]
            [COMPRESSIVE_FRACTURE:100000]
            [SHEAR_YIELD:100000]
            [SHEAR_FRACTURE:100000]
            [TENSILE_YIELD:100000]
            [TENSILE_FRACTURE:100000]
            [TORSION_YIELD:100000]
            [TORSION_FRACTURE:100000]


[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]

You'll also need this for his spines.

Code: [Select]
[BODY:GODZILLASPINES_EP]
[BP:US:upper spikes:upper spikes][CON:NECK][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:3]
[BP:MS:central spikes:central spikes][CON:UB][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:10]
[BP:LS:lower spikes:lower spikes][CON:LB][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:3]
[BP:TS:tail spikes:tail spikes][CON:TAIL][CATEGORY:TOOTH][NUMBER:6][SKELETON][SMALL][EMBEDDED]
[DEFAULT_RELSIZE:3]
Title: Re: What's going on in your modding?
Post by: ZM5 on August 19, 2017, 02:09:14 pm
Well uhh, I put it up against a Behemoth. No report, only one message - Behemoth 1 has melted.

Took a Drakeadon the second time - Godzilla almost immediately knocked it out by crushing one of its heads, then toyed with it for a bit before smashing the other one.

Next up I took an Awakened One (https://vignette3.wikia.nocookie.net/vsbattles/images/9/95/Daimon_Second_Form.jpg/revision/latest/scale-to-width-down/528?cb=20151026022132) - and some peculiar events happened.
(http://i.imgur.com/I2fjMFX.png)
(http://i.imgur.com/iTpxpdv.png)
(http://i.imgur.com/akIjUy3.png)
Godzilla eventually won due to getting a gut-spilling claw attack in on the Awakened One who bled to death, but still. With 6000000 body size I didn't expect him to last that long, much less do any sort of damage.
I killed off the wounded Zilla with dfhack and spawned another one. Put it up against a Magnaron (https://wow.gamepedia.com/media/wow.gamepedia.com/9/9f/Magnaron_concept.jpg?version=e7ddb86761301d45716f14da7ae4feb9) - 36000000 size for reference.
(http://i.imgur.com/3TEnoF3.png)
(http://i.imgur.com/T9OhLka.png)
(http://i.imgur.com/N2xhePY.png)
Turns out, size ain't everything.
I put it up against a normal Gronn the next time around. The Gronn died without causing any injuries.
Lastly I put it up against the Maiden of Virtue (https://wow.gamepedia.com/Maiden_of_Virtue) - 9000000 size.
(http://i.imgur.com/gqbS07Y.png)
Dead.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 19, 2017, 02:19:38 pm
Thanks for the testing. I'm impressed that the Magnaron was able to beat him.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 19, 2017, 09:16:09 pm
Noticed in Legends that while I was playing a fortress recently, two local tribal monkey-people had stolen some books while I wasn't watching.
That's great (from a modding point of view). Except wait, tribal monkey-people are baby-snatchers, not item thieves. I dug a bit further to find out what's going on.

It seems that these guys came from the nearby minotaur civ, The Impunity of Liberation (thankfully they're still in 'thieving' stage right now - steel-clad minotaurs slice through poorly defended fortresses like hot axes through unicorn butter).

The Impunity of Liberation is quite a cosmopolitan civ. Population around 23,000, there's an established community of tribal monkey-people which make up about 23% of the population. In fact for the past 260 years, the civ has been ruled by them. I guess they're just better at writing law or something.
 
Determined to find the roots of tribal monkey-people in the Impunity of Liberation, I searched back through their 530 years of history. However I reached a dead-end at Agine Lacylustful, 1st recorded tribal monkey-person civ member and tavern-keeper at the Oats of Fruit in Matchintense from the year 67-68. In 68 she joined the ill-fated expedition to found Wildnesshields and was killed by a roc along with everyone else in 79.

Nowadays Matchintense is 99% monkey-person, so it makes sense that this is where they started, but it wasn't always so. And Agine has a minotaur name, so presumably her parents (sadly unknown) were also part of the civ.

The Impunity of Liberation has never been to war with monkeypeople (despite a history of kidnappings) so the first monkey-people probably weren't part of a site takeover. Their only wars are the systematic annihilation of the Elves of the Romantic Oak as part of their warleader's plans to bring peace to the world (Elf, former member of the Romantic Oak, warleader of the Impunity of Liberation since the year 92, rides a cave dragon).
Title: Re: What's going on in your modding?
Post by: Enemy post on August 19, 2017, 10:48:10 pm
Godzilla seems finished, so I moved on to my next goal.

(http://i.imgur.com/j5msqAF.png)
Title: Re: What's going on in your modding?
Post by: KittyTac on August 19, 2017, 10:56:00 pm
Godzilla seems finished, so I moved on to my next goal.

(http://i.imgur.com/j5msqAF.png)

Raws? Sounds like my Edgy Sladeath Blender on crack.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 20, 2017, 12:03:52 am
I still need to do a bit more testing, but here it is. I made it a Dropbox link because it has a few associated files.

https://www.dropbox.com/sh/f0ejpkj4cr07gi8/AAArj3LYrqM5SoWotv090xXua?dl=0

It's meant to just be a normal push mower (https://upload.wikimedia.org/wikipedia/commons/thumb/9/90/MTD_Lawn_Mower.jpg/1200px-MTD_Lawn_Mower.jpg) that is alive.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 21, 2017, 10:19:39 am
I'm considering making a modpack with several megabeasts, each assigned to one of the spheres currently in the game. Would be a large undertaking but eh. That said I should probably finish my cavern revamp and Halloween projects before starting on another thing.

I was also thinking - what if modding contests were a thing on here? With certain themes, like "make a megabeast thats an emotion in physical form" or other stuff like that.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 21, 2017, 10:37:33 am
That might be fun. What's your Halloween pack?
Title: Re: What's going on in your modding?
Post by: ZM5 on August 21, 2017, 11:26:53 am
That might be fun. What's your Halloween pack?
Currently thinking it'd be a 4-parter.

First part would be monsters from the original Splatterhouse trilogy - I've already worked on some of the creatures including Biggyman and the Boreworms.

Second would be monsters from the original Doom 1, 2 and 3 as cavern monsters - former humans would be an underground animal person-esque civ (though I'd still have them use crossbows and bows so its not completely immersion breaking).

Third would be a classic movie monster pack - a great werewolf, Frankenstein's monster (I'd call it reanimated creature or something since again it'd be a bit weird to have references to a specific doctor), a mummy king/queen as megabeasts, elder vampires and nosferatu as night creatures, and gill-men/women as evil lake and swamp dwellers.

Then lastly I was thinking of a pack I'd call "Face your Fears", with night troll-esque creatures based off of phobias - though in this case the original something-phobia would be more animalistic or abstract in appearance, with their spouse being turned into something-phobics that'd be grotesque, insane humanoids with the features of whatever their fear is and who perceive everyone else outside of their spouse as what they fear.
I.e a ranidaphobia (fear of frogs) would be a gargantuan frog-toad hybrid beast with many legs, egg sacs on its back and toxic slime covering their skin as a form of defense - whereas the ranidaphobic would be a humanoid crawling on their arms, weighed down by the egg sacs and having an overly large and long tongue.

Of course the last one would take a while as I'd have to think of designs for the more abstract phobia monsters - i.e nyctophobia (fear of the dark).
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 21, 2017, 01:21:48 pm
Nyctaphobia could be a pitch black amoebic mass with random monstrosity bits, and nyctaphobic could be a pitch black humanoid also with bits.i swear this is not a race joke
Title: Re: What's going on in your modding?
Post by: ZM5 on August 21, 2017, 02:07:08 pm
I was thinking of something like that too - the nyctophobia resembling a completely black, slime monster-like silhouette without "depth" and tendrils of some kind that the nyctophobic would also have.
Perhaps they could have ability that makes their tile become completely black so they'd be tough to see (atleast in the ASCII tileset I guess).
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 21, 2017, 02:19:22 pm
I was thinking of something like that too - the nyctophobia resembling a completely black, slime monster-like silhouette without "depth" and tendrils of some kind that the nyctophobic would also have.
Perhaps they could have ability that makes their tile become completely black so they'd be tough to see (atleast in the ASCII tileset I guess).
I think you can set its tile color to black, if that's what you're looking for
Title: Re: What's going on in your modding?
Post by: Enemy post on August 21, 2017, 02:22:08 pm
You can't do that, I think, but if you don't give them a real tile you get a blank black space.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 21, 2017, 02:27:14 pm
I think [CREATURE_TILE:'i'][COLOR:0:0:0] would work though, wouldn't it?
Title: Re: What's going on in your modding?
Post by: Enemy post on August 21, 2017, 03:42:52 pm
I checked.

[CREATURE_TILE:'i'][COLOR:0:0:0] doesn't work, it just comes out gray.

Removing the line entirely defaults to a normal dwarf tile.

However, removing the apostrophes breaks the line just right to get the void effect. Like this:

[CREATURE_TILE:i][COLOR:0:0:0]
Title: Re: What's going on in your modding?
Post by: ZM5 on August 21, 2017, 04:22:53 pm
Does that cause errors in the errorlog as well? Cause I'd want to avoid that.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 21, 2017, 04:35:25 pm
It doesn't.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 21, 2017, 05:00:10 pm
Oh, fantastic!
Title: Re: What's going on in your modding?
Post by: Asin on August 21, 2017, 06:51:36 pm
I'm working on two mods.

Culture Shock, my main mod, and my other mod, The Goblinoids (and Orcs) Mod.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 21, 2017, 11:50:56 pm
I'm working on two mods.

Culture Shock, my main mod, and my other mod, The Goblinoids (and Orcs) Mod.
Yes, but what's going on in your modding? No tales to share? No spontaneously exploding orc heads? No accidentally duplicated raws transforming elves into fluffy wamblers?
Title: Re: What's going on in your modding?
Post by: Asin on August 21, 2017, 11:52:12 pm
Nothing really bad...

I'll share again if I come across something particularly interesting...
Title: Re: What's going on in your modding?
Post by: Enemy post on August 22, 2017, 12:06:04 am
I'm working on two mods.

Culture Shock, my main mod, and my other mod, The Goblinoids (and Orcs) Mod.
Yes, but what's going on in your modding? No tales to share? No spontaneously exploding orc heads? No accidentally duplicated raws transforming elves into fluffy wamblers?

If we're going for horror stories, I've got some.

I once made a mistake modding T.Rexes in and the resulting creature was a blob of multiple whole tyrannosaurs mashed together.

I tried to make Terminators and got a metal skeleton with eye and brain tissue stretched over its body.

I attempted making a world where anyone killed would come back to life. However, I neglected to heal them of the injuries that killed them, so anyone who died would perpetually crawl around dying over and over.

I once had a massive creature that took me hours and hours to make break because of a single misplaced letter.

Demon hair
Title: Re: What's going on in your modding?
Post by: Asin on August 22, 2017, 12:09:44 am
Demon hair?
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 22, 2017, 02:03:48 am
Demon hair?
Demon hare.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 22, 2017, 02:52:36 am
Currently annoyed at my dark elves for refusing to make wooden bows and crossbows.

They can make leather and wooden armour and they can torture the spirits of trees and twist them into a substance kind of like metal (they call it grown-steel) which they make melee weapons, carving knives, bolts and arrows out of (because hitting people with sick tree spirits is funny, but wearing them is just asking to get your balls crushed vengefully).

It's the only metal they (usually) have access to. It's not real steel, so a platoon of steel-clad dorfs should be able to charge a dark elven crossbow team fairly intact. Maybe.

Unfortunately if I don't let them make their bows out of grown-steel they end up with regular steel, bronze, copper bows (stolen from somewhere? Bought from immoral hobbit merchants?).

Oh well, I'll figure it out eventually. In other news their bandit camps are suitably violent. Wandered into a tavern not realising the entire town was run by a bandit gang.
'Hi there! I have nothing for you.' (Doh)
Tavern keeper draws a grown-steel boning knife
Woodcarver draws a grown-steel carving knife
Bard draws a grown-steel meatcleaver
Tavern keeper 'Don't walk around at night or the bogeyman will get you!'.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 22, 2017, 07:12:45 am
Demon hair?
Demon hare.
World-ending demon hair.

IIRC before I released my own mod I was working on the Burning Legion race and had worldgen crash issues that I couldn't quite figure out - so I reached out to Enemy post for help.

He found out it was some issue related to their hair tissues that was causing crashes in worldgen.

So yea. Demon hair was too awesome for most worlds to handle and caused implosions.

I once made a mistake modding T.Rexes in and the resulting creature was a blob of multiple whole tyrannosaurs mashed together.

I tried to make Terminators and got a metal skeleton with eye and brain tissue stretched over its body.

I attempted making a world where anyone killed would come back to life. However, I neglected to heal them of the injuries that killed them, so anyone who died would perpetually crawl around dying over and over.
That first one reminds me of a succession fort - I forgot which one, but IIRC by mistake they spliced the raws of a peregrine falcon and some other bird, leading to fractal bodies.

I love the terminator bit - it sounds incredibly gruesome. Wish I could draw it.

I had that issue too with my resurrection spell since I didn't add a milisecond transformation to remove the wounds - when I first tested it out, I went to a tomb and resurrected one of the dead bodies there. The guy rose up...missing all flesh, skin and, well, everything else except bones, and promptly bled to death a single tic later.
Title: Re: What's going on in your modding?
Post by: Eric Blank on August 22, 2017, 12:01:36 pm
Trying to add and bugtest reactions and interactions. Its slow to make progress, and ive recently gotten a report that syndromes with no end date that grant interactions are seemingly disappearing anyway. I have no idea why, or how, or where to start testing for that particular issue.

Got some divine intervention going on now, just praying to the gods for artifacts. Theres no way to grant an actual artifact without dfhack, which i dont know how to use, but still, you can get some neat stuff from the gods. Next up is getting them to kill you.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 22, 2017, 07:26:47 pm
Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.

So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.

Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
Title: Re: What's going on in your modding?
Post by: Toxicshadow on August 22, 2017, 09:44:25 pm
Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.

So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.

Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 22, 2017, 09:54:21 pm
Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.

So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.

Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.
Title: Re: What's going on in your modding?
Post by: Toxicshadow on August 22, 2017, 09:55:54 pm
Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.

So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.

Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.
for !!SCIENCE!!
Thanks for testing :)
Title: Re: What's going on in your modding?
Post by: UristMcArmok on August 22, 2017, 09:56:43 pm
You can simply make a new material for them to use that is technically a metal but has the properties of wood
Title: Re: What's going on in your modding?
Post by: Toxicshadow on August 22, 2017, 09:59:36 pm
You can simply make a new material for them to use that is technically a metal but has the properties of wood
But imagine Urist McSmelter smelting wood bolts and getting wood bars out of it.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 22, 2017, 10:49:55 pm
You can simply make a new material for them to use that is technically a metal but has the properties of wood
Yeah but if I do that don't I lose the variety of woods that other wooden stuff gets? Also that probably won't help normal elves make wooden crossbows, will it?

Damn computer just stopped working, might be a while before I get to look at this in more detail.
Title: Re: What's going on in your modding?
Post by: Enemy post on August 23, 2017, 12:54:15 pm
I released the update to my creature pack I was working on. You can now add Godzilla, lawnmowers, and ninjas to the game. Birdemic's creature has also been improved.

Here it is. (http://www.bay12forums.com/smf/index.php?topic=163773.0)

I really need to make that page look less boring someday.
Title: Re: What's going on in your modding?
Post by: Toxicshadow on August 23, 2017, 02:51:15 pm
I released the update to my creature pack I was working on. You can now add Godzilla, lawnmowers, and ninjas to the game. Birdemic's creature has also been improved.

Here it is. (http://www.bay12forums.com/smf/index.php?topic=163773.0)

I really need to make that page look less boring someday.
Did someone say, birdemic?
(https://i.ytimg.com/vi/wh9CpqLo-bM/movieposter.jpg)
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 23, 2017, 03:05:23 pm
I just kicked a bronze colossus in the groin and the injured part collapsed
Title: Re: What's going on in your modding?
Post by: Enemy post on August 23, 2017, 03:07:33 pm
Godzilla?
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 23, 2017, 04:02:06 pm
Godzilla?
No, a golem I'm modding in.
Title: Re: What's going on in your modding?
Post by: Lordsservent-san on August 23, 2017, 08:16:50 pm
Well, I'm experimenting with turning tissues intoned metals. It's certainly interesting how this changes the way attacks work(fun fact:with metal muscles you can punch limbs off).
Title: Re: What's going on in your modding?
Post by: overseer05-15 on August 23, 2017, 09:37:23 pm
Well, I'm experimenting with turning tissues intoned metals. It's certainly interesting how this changes the way attacks work(fun fact:with metal muscles you can punch limbs off).
That's pretty metal, if you ask me.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 23, 2017, 09:42:45 pm
PC tentatively working again.

Dark Elves make libraries apparently. Great wide areas covered in vines full of desks and chairs. How nice.

The lack of books seems to be frustrating them though as the one I visited was totally drenched in blood.

I guess with nothing to read, scholars just argue all day. And since the whole civ are armed with grown-steel boning knives and meatcleavers, things escalate pretty quickly.

The historian stabs the mathematician in the lower body with the grown-steel carving knife.
The mathematician has become enraged.
Goblin scholar "There's fighting. How alarming."
The engineer punches the goblin in the left eye and the part explodes into gore.
Engineer "Welcome to the library. Please respect the materials".

Battle Royale Dark Elf style. Great to walk around the chaos while everyone's ignoring you.

Next I let them make books. Not sure if it was the reading material or the fact that it was packed with visiting minotaur scholars but it was a whole lot quieter. Old version seems more fun.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on August 24, 2017, 04:44:02 am
Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.

So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.

Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.
Ok. Elves happily making wooden crossbows and bolts now. My mistake.

Dark Elves sticking with grown-steel bows and crossbows for now. Maybe I'll make a custom wood material later. WOOD_WEAPONS is no good as it completely replaces everyone's metal stuff (swords, knives, bolts, arrows...) with wood which is a step too far for me.

WOOD_ARMOR on the other hand works nicely for what I want. Dark Elves seem to prefer leather and silk mainly and will occasionally supplement with a bit of wood. They'll also make wood shields so I gave them a new shield type 'xx wood-type tormented-spirit shield'.

I imagine you can make out the frozen scream of the wood spirit in each one. Tortured and twisted into a wood/metal hybrid and forced to endure the enemies' blows. And of course puts real elves right off any frontal attacks.
Title: Re: What's going on in your modding?
Post by: KittyTac on August 28, 2017, 08:45:34 am
Diep.io mod has left hibernation. I'm doing all the level 45s first. I already did Annihilator, Spike, and Triplet.
Title: Re: What's going on in your modding?
Post by: StagnantSoul on August 28, 2017, 08:53:32 am
Trying to make a rathalos and rathian, using the caste system to change their extra butcher objects to give different "drops" so you can make their armor and weapons etc. So far, eh...
Title: Re: What's going on in your modding?
Post by: KittyTac on August 28, 2017, 09:07:01 am
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.
Title: Re: What's going on in your modding?
Post by: Asin on August 28, 2017, 09:07:53 am
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.

Oh. Oh my.
Title: Re: What's going on in your modding?
Post by: KittyTac on August 28, 2017, 09:30:01 am
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.

Oh. Oh my.

I might add, y'now, sentient actual tanks to my main DF folder, but they should breed very slowly or it will be like the draconians all over again.

EDIT: This will probably go into the quote archive.

EDIT2: Auto 5 done.
Title: Re: What's going on in your modding?
Post by: ZM5 on August 28, 2017, 02:46:30 pm
Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.
Amazing, I should put a quotes section in the OP at some point.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 01, 2017, 07:10:16 pm
Fixed an error in Jawa Fortress and removed some obsolete information from the description. I think I'll play some fort mode to see what bugs come up. After that, I'll fix whatever issues I can and maybe add new creature classes in preparation for the new version's civ-specific pets.

I've mostly been waiting for the new version lately. There will be much updating to do then.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 01, 2017, 09:33:59 pm
I'm waiting for the new update since we will be able to make civs use pets. Yay for pet triangle drones in tank civs!
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 01, 2017, 10:16:38 pm
Things seem to be quite stable in my personal mod right now.

Tribes and their various castes are now generating properly, the worlds are comfortably dominated by the three-way struggle between minotaurs, humans and goblins. Elves and dark elves fight over forests, small kingdoms of dwarves and their wild dwarf cousins rule the hills and mountains. Kobolds and Troglodyte caves spread between the bigger civs and out of the oceans slimy, hairy-footed 'hobbits' emerge to make their homes and produce the greatest cheese known to the civilized world.

In the meantime new evil forms of ordinary animals stalk the evil biomes, amongst them dark hippos, evil marmots and vicious bluejays. Beware their poison beaks! Now you will know why you fear the night.
Title: Re: What's going on in your modding?
Post by: Asin on September 02, 2017, 09:41:12 am
Wild dwarves, eh?
What are they like?
Title: Re: What's going on in your modding?
Post by: UnicodingUnicorn on September 02, 2017, 10:25:49 am
Just trying to figure which part of a complex interaction chain is elaborate flavour and timing, and which part is just hacks.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 02, 2017, 04:07:02 pm
Wild dwarves, eh?
What are they like?
For now they're much like regular dwarves but slightly more aggressive. Some combination of their new values is allowing them to actually attack other sites unlike regular dwarves, which is nice. They're kind of insecure, suffer stress easily and limit their hillock building to deserts and swamps. They have a reputation as thieves and casual attitude towards murder.

Short sturdy creatures fond of drink and torture. Urist likes wild dwarves for their freewheeling lifestyles.

Haven't tested them much in fortress mode, but with their stress issues (especially if that's fixed sometime during the next release) and lack of natural allies (a couple of the tribes, who don't trade and minotaurs who also don't trade and are aggressive enough to end up at war with wild dwarves a lot of the time anyhow) they're probably more challenging than regular dwarves.

They'll change after testing in both modes probably, but for now they work out well in worldgen. Numerous small kingdoms which usually don't manage to spread too far.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 02, 2017, 04:29:41 pm
Sorta how I'v been trying to convey Warcraft's Dark Dwarves - though in this case they're baby snatchers instead of thieves, and rather than being insecure they're more violent and prone to anger.
Kinda wish you could have noble positions be also associated with certain knowledge secrets - I'd love for their sorcerer-thanes to always have innate magic knowledge of some kind, preferably pyromancy as they worship fire elementals.

I enabled them for play in fort mode though haven't tried much with them yet - that said they probably should get more tantrums due to being more violent, although the alcohol may negate that. Only got one civ of them in this world too admittedly - they haven't spread out too far from their initial starting mountain.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 02, 2017, 04:38:39 pm
Sorta how I'v been trying to convey Warcraft's Dark Dwarves - though in this case they're baby snatchers instead of thieves, and rather than being insecure they're more violent and prone to anger.
Kinda wish you could have noble positions be also associated with certain knowledge secrets - I'd love for their sorcerer-thanes to always have innate magic knowledge of some kind, preferably pyromancy as they worship fire elementals.

I enabled them for play in fort mode though haven't tried much with them yet - that said they probably should get more tantrums due to being more violent, although the alcohol may negate that. Only got one civ of them in this world too admittedly - they haven't spread out too far from their initial starting mountain.
I see my wild dwarves as less evil than just...misguided? Small splinter groups who disagreed with the monolithic ways of regular dwarven society and wanted to live more freely. Dwarven hippy commune gone wrong...

Evil is saved for dark elves. And even then, it's 'evil from an elf's point of view' since that's the society they're reacting against, so mostly they're interested in twisting trees to their own needs and delighting in torturing nature spirits.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 02, 2017, 07:47:26 pm
Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!

Oh, and a stray giant sperm whale in a cage.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 02, 2017, 08:46:37 pm
Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!

Oh, and a stray giant sperm whale in a cage.

Yay, meat for years!
Title: Re: What's going on in your modding?
Post by: bloop_bleep on September 02, 2017, 11:23:35 pm
Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!

Oh, and a stray giant sperm whale in a cage.

Yay, meat for years!
Get a breeding pair of them and you'll have meat for millenia.
If you can zombify them you'll have the absolute ULTIMATE defense.
"The giant sperm whale corpse pushes the bronze colossus in the head and the injured part explodes into gore!"
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 03, 2017, 12:12:24 am
Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!

Oh, and a stray giant sperm whale in a cage.

Yay, meat for years!
Get a breeding pair of them and you'll have meat for millenia.
If you can zombify them you'll have the absolute ULTIMATE defense.
"The giant sperm whale corpse pushes the bronze colossus in the head and the injured part explodes into gore!"
Would be nice, but I'd need to convert the first cavern layer into a swimming pool to house them first. Might take a while. Hobbits should be back next year though.

In the meantime, whale steak with merperson intestines is on the menu for the foreseeable future. Topped with melted unicorn cheese. Yummy (must add a euphoric syndrome to unicorn cheese sometime).
Title: Re: What's going on in your modding?
Post by: ZM5 on September 03, 2017, 06:33:32 am
Sorta how I'v been trying to convey Warcraft's Dark Dwarves - though in this case they're baby snatchers instead of thieves, and rather than being insecure they're more violent and prone to anger.
Kinda wish you could have noble positions be also associated with certain knowledge secrets - I'd love for their sorcerer-thanes to always have innate magic knowledge of some kind, preferably pyromancy as they worship fire elementals.

I enabled them for play in fort mode though haven't tried much with them yet - that said they probably should get more tantrums due to being more violent, although the alcohol may negate that. Only got one civ of them in this world too admittedly - they haven't spread out too far from their initial starting mountain.
I see my wild dwarves as less evil than just...misguided? Small splinter groups who disagreed with the monolithic ways of regular dwarven society and wanted to live more freely. Dwarven hippy commune gone wrong...

Evil is saved for dark elves. And even then, it's 'evil from an elf's point of view' since that's the society they're reacting against, so mostly they're interested in twisting trees to their own needs and delighting in torturing nature spirits.
Tbh the Dark Dwarves aren't exactly evil per-se. They're really ruthless and don't get along with the normal dwarves - that said the fire elementals who reign over them also serve the old gods for the most part.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 03, 2017, 06:50:46 am
I decided to make the normal world tank civ have wooden tanks that fire annihilator bullets lifted straight from the diep.io mod. Yes. Don't ask.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 03, 2017, 08:14:21 am
Realistic-ish tank bodyplan done. Waiting for answer to my material property maximizing thread to continue.

EDIT: The tanks lay eggs. So do the tanks from the diep.io mod, which is developing at a snail's pace. I wonder, gow do I implement drones, since spawning creatures is impossible? I'm thinking vermin with edgy slade stingers that cause rupturing of the chassis.
Title: Re: What's going on in your modding?
Post by: D_E on September 04, 2017, 01:55:08 pm
...Why is "goddess" not a word?...

...Goron stone-cooking reactions need WORTHLESS_STONE_ONLY...

...Why can't I make stone barrels?...

Also, I got bizarrely few children as immigrants, but they are born in-fort fine and one did come, so....
Title: Re: What's going on in your modding?
Post by: Toxicshadow on September 04, 2017, 02:02:00 pm
...Why is "goddess" not a word?...

...Goron stone-cooking reactions need WORTHLESS_STONE_ONLY...

...Why can't I make stone barrels?...

Also, I got bizarrely few children as immigrants, but they are born in-fort fine and one did come, so....
I always get overrun with children in my forts, to the point where I have to set the cap to like 5 children or 2% max. , Consider yourself lucky :P

Also pots function as stone barrels for the most part
Title: Re: What's going on in your modding?
Post by: Eric Blank on September 05, 2017, 06:34:49 pm
Smashing my head against writers block and sheer apathy as hard as i can to get something interesting for my reactions. Cannot concentrate on raws.

Still cant get this critter to behave the way i want in terms of what can or cant hurt it either
Title: Re: What's going on in your modding?
Post by: Enemy post on September 05, 2017, 06:42:44 pm
Yeah, that feeling does cripple modding. I've found that while I can push through it, I then have no way of knowing if the resulting content is any good.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 06, 2017, 12:15:06 am
Almost through testing a regular dwarf fortress in my mod. I can just feel the tramping feet of approaching doom. Whether it'll be at the hands of goblins, dark elves or minotaurs I don't know, but a woeful lack of iron is not going do the military any favours. My only hope is the resident giant sitting primed and ready for action outside in a cage.

Everything seems to be working Ok. No unexpected crashes. Plenty of kobold and tribal wolfman thieves and even the occassional goblin baby-snatcher.

The statue details menu opens with a few pages of nameless humans which is a bit worrying. Each nameless being has named parents. Not sure what might cause this. Didn't see any in Legends Mode.

Only other odd thing in-game is how the hobbit caravans keep bringing free stuff every winter. Not that I'm complaining. Who can possibly understand the minds of the wretched beasts, after all.

Stuff to do for next time, euphoric syndrome attached to unicorn cheese, see what happens if you make hobbit merchants guzzlers, add some more evil to dark elves and see if it's possible to have their grown-steel tools and weapons cause them to slowly age and die (I'm thinking probably not without dfhackery, at least until mythgen corruption comes along).
Title: Re: What's going on in your modding?
Post by: ZM5 on September 06, 2017, 07:54:04 am
I'm modding in some more mythological creatures, and I have to say - doing this makes me realize just how bizarre some of them are.

Doing these (https://en.wikipedia.org/wiki/Headless_men) currently - think they'd make for a good tougher version of a skulking kobold-like race.

I'm also wondering what I should rename the vanilla DF ogres to - currently I have them renamed to "oni", gave them a single horn and either red or blue skin, but I'd rather make those a separate creature (could also be a hostile skulking race that occasionally has members migrate to other civs).
Title: Re: What's going on in your modding?
Post by: Enemy post on September 06, 2017, 01:18:36 pm
I'm also wondering what I should rename the vanilla DF ogres to

(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
Title: Re: What's going on in your modding?
Post by: blapnk on September 07, 2017, 01:12:17 pm
Ok, did something that's making my game crash in ways that are hard to track down and I haven't been keeping proper back ups. Last two major things I made without full testing was a new civilization and new necromancy powers. Time to track down the problem.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 07, 2017, 08:31:39 pm
I'm also wondering what I should rename the vanilla DF ogres to

(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
sherk
Title: Re: What's going on in your modding?
Post by: Asin on September 07, 2017, 11:31:36 pm
No. Just no. Only way to accept that would be a joke mod, my friend.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 08, 2017, 01:55:38 am
I'm also wondering what I should rename the vanilla DF ogres to

(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
sherk
Yeah I'm gonna pass on adding swamp ogres.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 08, 2017, 06:54:29 am
I'm also wondering what I should rename the vanilla DF ogres to

(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
sherk
Yeah I'm gonna pass on adding swamp ogres.
No they'd live in the cave LAYERS
Title: Re: What's going on in your modding?
Post by: KittyTac on September 08, 2017, 07:20:48 am
I'm also wondering what I should rename the vanilla DF ogres to

(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
sherk
Yeah I'm gonna pass on adding swamp ogres.
No they'd live in the cave LAYERS

You deserve a gold medal.

(https://i.imgur.com/oiaDnSC.png)
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 08, 2017, 07:26:54 am
I'm also wondering what I should rename the vanilla DF ogres to

(https://upload.wikimedia.org/wikipedia/en/4/4d/Shrek_%28character%29.png)
sherk
Yeah I'm gonna pass on adding swamp ogres.
No they'd live in the cave LAYERS

You deserve a gold medal.

(https://i.imgur.com/oiaDnSC.png)
And thusly the medal is claimed by its rightful owner.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 08, 2017, 07:48:06 am
Well this is freaky, as I was looking at the latest replies to this thread I got a minor ogre siege in my current fort.
Title: Re: What's going on in your modding?
Post by: IT 000 on September 08, 2017, 09:57:11 am
(Pertaining to my mod Corrosion)
Biggest hurdle I'm facing is creating materials for weapons in a low resource environment. I've added plastic bullet cases. I've added more wood weapons but due to the mechanics of wood they barely break skin. I have a rock hammer but even with buffed weapon stats they aren't the best ::) I've added Baddylite (to make ceramic) which works quite well but requires an extremely specific environment so not reliable. Basically the natural stats of wood and stone make them an unreliable weapon, I might try making 'combat wood/stone/whatever' material that has significantly better stats.

Armor has been a little easier. I've added tire armor that you can scavenge from most environments. Making skin yield 3 leather a piece has made the endeavor easier as well. Beyond that however I'm going to add clay armor like Samurais had as well as plastic armor.

Otherwise I'm trying to branch out Corrosion into a general apocalypse mod. I've been adding some stuff inspired by Fallout such as Super Mutants and associated weaponry as well as turning the Good environments into radiation zones. It's a grind because it doesn't use any creativity, but I feel it will be nice to have in the end.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 08, 2017, 10:16:19 am
Well this is freaky, as I was looking at the latest replies to this thread I got a minor ogre siege in my current fort.
Sherk ogercomes all obstacles to bring love to you
Title: Re: What's going on in your modding?
Post by: peasant cretin on September 08, 2017, 12:09:49 pm
Thinking about adding in bedding/bed rolls. Actual DF beds are furniture installations, but it's a bit weird to have your adventurer walking around with a wooden bed (only did that once). Plus there aren't any covers or blankets.

Have been messing around with fermented milk products. I vaguely remember someone here was modding in animal alcohol. For the P&F mod, it's just making fermented yak/horse milk show up in tavern barrels. Likely need to change the color scheme in the material template file. IIRC it's set to brown, when I guess it should veer towards white.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 08, 2017, 12:49:32 pm
(Pertaining to my mod Corrosion)
Biggest hurdle I'm facing is creating materials for weapons in a low resource environment. I've added plastic bullet cases. I've added more wood weapons but due to the mechanics of wood they barely break skin. I have a rock hammer but even with buffed weapon stats they aren't the best ::) I've added Baddylite (to make ceramic) which works quite well but requires an extremely specific environment so not reliable. Basically the natural stats of wood and stone make them an unreliable weapon, I might try making 'combat wood/stone/whatever' material that has significantly better stats.

Armor has been a little easier. I've added tire armor that you can scavenge from most environments. Making skin yield 3 leather a piece has made the endeavor easier as well. Beyond that however I'm going to add clay armor like Samurais had as well as plastic armor.

Otherwise I'm trying to branch out Corrosion into a general apocalypse mod. I've been adding some stuff inspired by Fallout such as Super Mutants and associated weaponry as well as turning the Good environments into radiation zones. It's a grind because it doesn't use any creativity, but I feel it will be nice to have in the end.
Wouldn't evil biomes be better suited for radiation zones?

Ngl I was thinking myself of doing a Fallout total conversion mod - my gf's obsessed with the west coast Fallout games and would love that. Got plenty of other projects I gotta work on first, though.
Title: Re: What's going on in your modding?
Post by: Waterline on September 08, 2017, 05:01:53 pm
https://youtu.be/OIYlpFl5zk4 - Boiling sea, evaporating rivers, igniting everything with exotic body material, performing atrocities in human town and elf forest retreat (more undead plague). In a nutshell.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 08, 2017, 11:50:28 pm
The Dark Elf Poets in the tavern are reciting poetry in the form of 'The Fatal Fates, a light poetic form intended to express pleasure with death'. So they're working just fine then...
Title: Re: What's going on in your modding?
Post by: Baffler on September 09, 2017, 02:35:32 pm
Been working on first-round playtesting for an east asian conversion mod I've been working on and off on. The only civ that's playable right now is China, and my inexperience with modding is really showing through. Basic things like the civ-specific weapons and apparel work correctly, but there's a lot of weirdness too. Merchants arrive with some of their barrels made from brocade, the syndrome attached to tea is much too strong, the gunsmithing reactions are completely broken, and the few large predators I've added so far are more aggressive and dangerous than I would like on top of having messed up body plans. It'll get there eventually.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 09, 2017, 03:14:18 pm
Screaming heads, wriggling tongues and elongated fingers are growing in my topside tomb, so the new cave grass types.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 09, 2017, 09:20:55 pm
Been working on first-round playtesting for an east asian conversion mod I've been working on and off on. The only civ that's playable right now is China, and my inexperience with modding is really showing through. Basic things like the civ-specific weapons and apparel work correctly, but there's a lot of weirdness too. Merchants arrive with some of their barrels made from brocade, the syndrome attached to tea is much too strong, the gunsmithing reactions are completely broken, and the few large predators I've added so far are more aggressive and dangerous than I would like on top of having messed up body plans. It'll get there eventually.

Use dwarf-portrait to see if bodyplans look good?
Title: Re: What's going on in your modding?
Post by: bloop_bleep on September 09, 2017, 10:05:08 pm
Screaming heads, wriggling tongues and elongated fingers are growing in my topside tomb, so the new cave grass types.
They seem more fitted to be evil biome grass types (wormy tendril, staring eyeball.)
Title: Re: What's going on in your modding?
Post by: KittyTac on September 09, 2017, 10:52:51 pm
I made a "cat god" adventurer character, and they appear in dorf hillocks all the time for some reason, with professions.

EDIT:
Spoiler (click to show/hide)
They're glass cannon-ish, but they WILL literally disarm dorfs using an interaction, then melt them with dragonfire and pelt them with slade on a WAIT_TIME of 1.
EDIT2: Night trolls seem to have an unhealthy love for edgy slade. Edgy slade daggers, edgy slade cauldrons, edgy slade mortars... For those who don't know, it has an absurd sharpness. Guess I buffed night trolls.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 10, 2017, 05:01:59 am
Screaming heads, wriggling tongues and elongated fingers are growing in my topside tomb, so the new cave grass types.
They seem more fitted to be evil biome grass types (wormy tendril, staring eyeball.)
They're only in the third layer, fits along with the other creatures I put there. Gave each cave layer a different "theme".

EDIT:(https://i.imgur.com/5dJtseW.png)
A dwarf just made this, so the "fruit"-bearing plants are working fine as well. Should be ready for a release soon.
Title: Re: What's going on in your modding?
Post by: Lordsservent-san on September 11, 2017, 04:41:03 pm
Well, I'm having a problem with a creature I made based off of the vinilla Raws with special skin. Namely, that the fat layer existed, but takes no damage from attacks.
Title: Re: What's going on in your modding?
Post by: blapnk on September 11, 2017, 08:11:17 pm
I'm getting way too distracted by side projects. At this point I have heavily customized my own dwarf fortress installation to my liking but very little is polished enough and tested to be released to others. So much is just tweaks appealing to my own personal taste. Got my modified necromancy secrets to the point they don't crash the game but I've yet to test if they actually display their intended behavior and balance. Gave up on a civilisation of dog people just won't work despite nothing wrong with the raws that I could easily notice. Made an ice crafter to make things out of ice but it's pretty much copied from the rest of Masterwork's crafters and I just haven't felt like a glacier embark again for a long time. Prehensile tails just seemed way to finicky when AI controlled creatures wouldn't make full utilization of the ability and adventurers ignore those restrictions anyway. Not to mention the handedness of gloves. At least this is one I got to test out a bit in real gameplay. The conclusion I got is that, gameplay wise, it just didn't add anything while giving you the extra hassle of making sure that body part is protected on your militia.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 11, 2017, 08:49:18 pm
I think I'm finally starting to "get" Fortress mode. Monsters have nearly destroyed my fort twice, and each time it ended with new caged monsters decorating the dining room. So far I have two caged voxyn (http://starwars.wikia.com/wiki/Voxyn) and a rancor. (http://starwars.wikia.com/wiki/Rancor)
Title: Re: What's going on in your modding?
Post by: KittyTac on September 11, 2017, 10:41:27 pm
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:40]

My felids have been buffed!
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 11, 2017, 10:43:15 pm
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:40]

My felids have been buffed!
Calm down there, Oppenheimer.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 11, 2017, 10:47:22 pm
They're also trading with poison rat men... Weird.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 12, 2017, 01:37:54 am
Doing some more creatures for my horror pack - got Frankenstein's Monster, the Werewolf, the Mummy and the Gill-man done, so I'm gonna focus on Splatterhouse monsters now.
Got this thing (http://splatterhouse.kontek.net/gif/slug1.gif) done - yes, its more or less a boneless baby slug. Not a light-hearted series.

I'm admittedly skipping over some of the enemies - spectral enemies, possessed stuff (chairs ,etc.), and ones with odd names for otherwise mundane things that are already simulated by DF (i.e the Uddei, which are severed hands - they also flip off the player character in the first game - as tempting as the prospect is it wouldn't make much sense in DF - also I'd like to avoid flip-off spam when a player would encounter a group of them). Still leaves a plethora of other horrors, though.

I also got another idea for a more light-hearted part of the horror pack - gonna do three hostile invader "civs" - skeletons with several variants, all of which make bad puns (don't know what the variants would be yet though besides regular-sized ones and giant skeletons); inbred yet mechanically adept cannibals that lack metal armor and utilize tools or primitive weapons - machetes, large cleavers, serrated or overly long knives, claw hammers, woodchopper axes - also chainsaws, which maaay be a tad immersion breaking but I guess you can wave it away as being steampunky chainsaws; and lastly cursed pirates, also with several different variants that have different features - i.e skeletal pirates, ones with features of sea animals, female-only "pirate hags" with magical abilities, etc. etc.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 12, 2017, 01:54:52 am
NOTE: Felids are still underpowered. Time to make them truly rabbit-like. Or fix ethics.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 12, 2017, 01:12:24 pm
Got most Splatterhouse monsters done - only got the third game left to do. That'd be one part of the pack done. Gotta say its pretty convenient how all of the final bosses in these games make for good megabeasts.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 12, 2017, 01:20:14 pm
A droid just died of dehydration. Whoops. Apparently I accidentally removed certain immunity tags while redoing the droids.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 12, 2017, 01:21:15 pm
You could make'em require oil.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 12, 2017, 01:26:56 pm
I'll just fix the immunities next time.
Title: Re: What's going on in your modding?
Post by: peasant cretin on September 14, 2017, 06:57:49 pm
Sort of at a loss for which token controls filling tavern barrels. If it indeed is outdoor/indoor farming/gardens in the entity.txt, then I guess there's no way to get animal milk alcohol into taverns.

Edit: Bah! Found AceSV's thread. (http://www.bay12forums.com/smf/index.php?topic=163222.0) Not interested as of now in making a plant for this.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 15, 2017, 09:41:33 am
Hm. Figured out a good way to have magic immunity syndromes, finally. I'm also slowly getting closer to finishing off one part of the horror pack.
Title: Re: What's going on in your modding?
Post by: MoonstoneFace on September 15, 2017, 12:48:35 pm
I am making a Harry Potter based mod. So far I have house elves, half of all the different dragons, wands and some plants. I am trying to add as many creatures as I can.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 15, 2017, 05:32:45 pm
how do wands work?
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 18, 2017, 06:17:32 pm
The mischievous hobbits have brought unicorn cheese in the latest caravan. It's better than normal cheese...

Urist feels euphoric due to cheese fever!
He's more friendly, lustful, confident. How lovely, just a little nausea to overcome if one over-indulges and no suffocation drawback.

A few ticks later...

Urist feels despair due to cheese fever! Urist feels panic due to cheese fever! He's now more prone to depression and anxiety. Perhaps more cheese will help...?

Slightly more dangerous due to the bug that never resets your altered personality facets after booze (or magic cheese). Unfortunately only the last set stick. Oh well.
Title: Re: What's going on in your modding?
Post by: bloop_bleep on September 19, 2017, 01:58:26 am
Is "unicorn cheese" a street name for heroin-infused muffins?
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 19, 2017, 03:01:10 am
Is "unicorn cheese" a street name for heroin-infused muffins?
Never trust a caravan of midget amphibians with hairy feet and wild moustaches. They're harmless now, but just wait until the economy and general-purpose addiction is introduced...

On another note, does anyone know a way of ensuring hobbits don't get bad thoughts from having no shoes?
Title: Re: What's going on in your modding?
Post by: IndigoFenix on September 19, 2017, 03:24:53 am
You can remove the STANCE token, athough this means that breaking their legs or feet will not inhibit their ability to stand.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 19, 2017, 03:50:12 am
You can remove the STANCE token, athough this means that breaking their legs or feet will not inhibit their ability to stand.
Nasty little things can probably manage just as well running around on stumps. They just ain't natural.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 19, 2017, 09:25:37 am
I've got a few shoeless ewok migrants in my current fort, they don't seem to mind.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 19, 2017, 03:49:01 pm
Whooo, finally finished up the Splatterhouse part of my halloween pack. Gonna get started on the Doom monsters now I suppose - started on the Universal movie monsters too and got most of them - still gotta do ol' Dracula. Dunno what exactly I'll give him (though I know I want him to be a night creature type) - maybe triple fireballs would work. That hasn't been seen before right?

Although its not a Universal monster I'm thinking of adding Nosferatu too as a different version.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 19, 2017, 04:06:30 pm
I've got a few shoeless ewok migrants in my current fort, they don't seem to mind.
Hmm. Interesting. I only saw the bad thought once as they're not normally a fortress playable civ. Maybe it was just one Hobbit's weird preference for shoes that triggered it? Or something accidentally copied over from the human raws I started with.
Title: Re: What's going on in your modding?
Post by: Aranador on September 19, 2017, 10:24:10 pm
I am reworking one of the MLP mod packs, as I did not like the way it handled certain things.  Slow work as I need to define a thousand or so cutie-mark castes and lack the script writing skills to automate that process to a significant degree, but on the up side I have tracked down and eliminated a few logic and syntax errors that were in the original, as well as gotten around some of the uglier cludge fixes (still no 'simple' fix for the genetic system though).  Finally, I have introduced proper rainbow lasers that fire in colour sequence and am slightly rebalancing certain castes.  Probably a 1/3 of the way though.  I dunno why I am even doing this at all, but it has been interesting figuring things out.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 19, 2017, 11:36:44 pm
Finally, I have introduced proper rainbow lasers that fire in colour sequence.

Hmmmmm? Tell me the way it works. The Rainbow Dragon will be improved aesthetically then.
Title: Re: What's going on in your modding?
Post by: peasant cretin on September 20, 2017, 12:15:50 am
Trying to work in better archer-ranger goodness with more sensible Adv Mode missile crafting.

In order to give fletchings (https://en.wikipedia.org/wiki/Fletching) accurate detail (a shift from the current use of any plant growth), I made feathers BUTCHER_SPECIAL:GLOB:NONE and added a doppelganger template for smaller feathers. Any procedural out of the .exe will likely pull from the glob-version MATERIAL_TEMPLATE:FEATHER_TEMPLATE. Both were given REACTION_CLASS:FLETCHINGS, so the fletching reaction can use either as reagent.

All birds have had NOT_BUTCHERABLE and SMALL_REMAINS tags removed, but they also need to be increased in body size for this to work—for example ducks have neither tag, but have low body size and don't show up as being butcherable.

Outside of rocs, titans, FBs which all pull from the GLOB version (meaning each single item stack can be used 150 times), other feathered creatures will pull from FEATHER_SMALL_TEMPLATE.

This means birds are worth 10 fletchings = 10 arrows/bolts per. There will finally be a reason to hunt fliers. This manages missile creation so it's not quite as seemingly infinite as before.

The hope is to make missile foraging a bit more interesting than before.

EDIT: Will have to revisit the bird listing again. I vaguely remember some previous adventurer capturing a bird and keeping it as a pet. I suppose any bird that was originally vermin-like will retain the NOT_BUTCHERABLE and SMALL_REMAINS tags.

Title: Re: What's going on in your modding?
Post by: Aranador on September 20, 2017, 01:54:49 am
Finally, I have introduced proper rainbow lasers that fire in colour sequence.

Hmmmmm? Tell me the way it works. The Rainbow Dragon will be improved aesthetically then.

The creature has a can do interaction which uses a 'charge up' interaction that progressively adds syndromes one tick after the other, and each syndrome adds a temporary can do interaction that is one shot of a material emission that uses the appropriate colour projectile.

Spoiler (click to show/hide)

The timings are somewhat important, but could easily be reduced to allow more rapid fire.  If your dragon moves towards his target mid blast, you will 'loose' a colour as it will be hidden under another colour.  My interaction uses 6 colours because rainbows in MLP have 6 colours.  I know you can set up your own colour materials so I didn't provide those raws.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 20, 2017, 02:07:27 am
Elf and Dark Elf Ranger Captain is now a site level position, so Elf Adventurers can start as locally important rangers (Dark Elves too, but they're generally not playable).

Haven't managed to actually locate a Ranger Captain yet, but upon being directed to a nearby patrol I discovered an army of giant animals the likes of which are only usually found in worldgen. Dark Elves had them too.

Haven't run into these before so I guess it's something to do with the Ranger Captain and his patrol tags (wherever he may be). Very neat anyhow.
Title: Re: What's going on in your modding?
Post by: peasant cretin on September 20, 2017, 07:42:18 pm
Did a little more testing. Lowest size to qualify for consistent butchering is around 1700. A corpse of this sort weighs 2r.

The butchering yield from that size is exceedingly low, meaning smaller, butcherable birds like ducks, for example, will never yield feathers without some sort of fairly heavy handed workaround.

The loss is fletchings likely remain as they are (made of plant growth), but the gain is the average duck/drake will now yield 2 meat, 2 fat, and 1 skin. Much silliness, but duck leather boots are now a viable option.

Title: Re: What's going on in your modding?
Post by: ZM5 on September 21, 2017, 08:14:34 am
I'm very nearly done with the halloween pack - starting on the Doom monsters now. Thankfully they're rather simple - think they'll add an interesting challenge to the caverns (in contrast to the Splatterhouse monsters, which dominate the surface of the evil biomes).
Gonna be even more interesting in conjunction with my cave revamp mod, since the Arch-viles will be able to revive the demonic beings from that pack as well.

Only got the cursed Pirate and Skeleton invaders left to do afterwards - I want them both to be multi-caste and also have unique weapons. Not sure as to what weapons or castes I can give to the skellies though - a giant skeleton is pretty obvious for a caste, and so are wheels for weapons, I'm not sure what else though. Maybe a pumpkinheaded skeleton that breathes fire?
Title: Re: What's going on in your modding?
Post by: Enemy post on September 21, 2017, 10:01:04 am
Good idea doing Doom. I should make Half Life creatures sometime. How will you do the zombies, since they have gear and weapons?
Title: Re: What's going on in your modding?
Post by: ZM5 on September 21, 2017, 11:06:01 am
Current idea is to make them similar to underground animal people, only with metal equipment. I admittedly don't want them to be TOO immersion breaking and equipped with body armor and rifles (although I don't know if I should care - considering this mod will include chainsaw-wielding cannibals, demons with advanced tech, and skinless giants with chainsaw arms, I don't think immersion is much of a concern at this point), so I'm opting for them having the vanilla human loadouts, with the addition of chainsaws.

I'm considering making them and the other demons NOT_LIVING and OPPOSED_TO_LIFE. Would have the advantage of them not attacking each other...but then that'd also be an issue since monster infighting was a great part of Doom.

I have no idea how I'll do the Cybie rockets either. Currently they're just a solid inorganic material with high density that has a large chance of knocking you back, since being explosive isn't a thing yet.

Also if you're gonna do Half-Life creatures, make sure to do the concept art/unused ones as well - the games sure had some great stuff that didn't make the final cut.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 21, 2017, 11:10:34 am
ZM5 - adding the [CRAZED] tag would make your monsters attack everything else, except for monsters of the same species with the tag.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 21, 2017, 11:16:05 am
I'm aware, but that's not what I'm trying to go for, since that'd mean they'd ALWAYS attack each other (I'm making the Doom monsters into separate species so that they can each show up in different cave layers).

EDIT: I put a brain on a weapons platform.
(https://i.imgur.com/5aDsIYr.png)
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 21, 2017, 03:39:24 pm
This week's fun times have been studying body templates and tissues. My head hurts. But at least Hobbits now have genuine thick, curly foot-hair to breed their lice in. So that's nice. Keeps their feet warm too. If I can work out how they can style their foot-hair in wild and wonderful ways, that'll be most satisfying.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 21, 2017, 03:59:00 pm
Is the Spider Mastermind's brain as vulnerable as a normal brain?
Title: Re: What's going on in your modding?
Post by: ZM5 on September 21, 2017, 04:27:25 pm
Probably more than usual since it's an external body part that you can target. That said good luck coming up close to one since they constantly fire a rain of bullets.

I'm kind of at a loss at what I should do for the skeleton invaders. I want them to have multiple castes but I'm not sure what exactly. My current ideas are
-regular-sized human skeletons
-giant skeletons
-metallic skeletons
-pumpkinheads (skeletons entwined with vines and other plant matter - their heads are lit, carved pumpkins that would cause them to emit light - they'd also shoot fireballs, but also would be more rare than the other skeletons)

I'm not sure what else though. It's surprisingly a lot more difficult to think up of ideas for them than I thought it'd be, considering its just supposed to be a silly halloween thing.
Title: Re: What's going on in your modding?
Post by: IT 000 on September 21, 2017, 07:04:33 pm
Wouldn't evil biomes be better suited for radiation zones?

Ngl I was thinking myself of doing a Fallout total conversion mod - my gf's obsessed with the west coast Fallout games and would love that. Got plenty of other projects I gotta work on first, though.

Eh before the whole undead thing they were. In my opinion evil biomes already have plenty of stuff going for them nowdays. Good biomes don't have anything particularly unique about them in vanilla.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 22, 2017, 06:28:30 pm
Testing out my wild dwarves in Fortress mode. They seen to be doing OK. Not too different from regular dorfs but with less friends. Mercs from the local Dwarf civ seem to filling up the tavern though, which is a bit worrying.

I see it's common knowledge that item_thief civ merchants trigger several pages of 'a thief has stolen xyz' when they leave the map. It's right there on the wiki. So I'll ignore that.

But...it doesn't seem to actually be on the bug tracker? I've searched, 'thieves', 'thief', 'merchants', 'steal', 'stolen' and there seems to be nothing. I mean, I know it's low priority as it only effects modded races but surely it's there somewhere, right? Is this another one of those 'common knowledge to everyone but Toady' issues that will never be fixed?
Title: Re: What's going on in your modding?
Post by: peasant cretin on September 25, 2017, 05:47:45 pm
Went ahead and did the fletchings from feathers workaround as the yen for being able to make use of all the random unbutcherable birds (keas!) outweighed other concerns (like fear of entering the rabbit hole of my own modding ignorance).
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD] <--- left as is, as there was always a BP category error
[EBO_ITEM:TOOL:ITEM_TOOL_FEATHER:INORGANIC:FEATHER_SMALL] <--- forehead up against the limit of item tokens
[EBO_SHAPE:FEATHERS] <--- EDIT: noticed this line is unnecessary >_>
It was ugly and heavyhanded with both MATERIAL_TEMPLATE:FEATHER_TEMPLATE and INORGANIC:FEATHER_SMALL getting REACTION_CLASS:FLETCHING which opened up an infinite reagent exploit.

Also had to use a strange naming sequence as FEATHER_SMALL's name was "feather" for both noun and adj, and because this was the material type, it became the adjective to the name of the tool, which (at this moment at least) was "quills" and to the name of the bowyering product "fletching."

So anytime a hunter/ranger kills a small bird of at least 1700 size, besides 2 units of meat/fat, 1 unit of skin, they'll also get feather quills.

Presuming non-use of the reaction class exploit, each small bird can make 10 (material type) fletchings = 10 arrows or 10 bolts.

Probably the best way to have an Adv Mode character scratch the groundskeeper/gameskeeper/huntsperson itch.
Title: Re: What's going on in your modding?
Post by: peasant cretin on September 25, 2017, 11:55:15 pm
Fine-tuned the above MATERIAL_TEMPLATE:FEATHER_TEMPLATE to get the right noun/adj setup:
Code: [Select]
[MATERIAL_TEMPLATE:FEATHER_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:feathers]
[STATE_ADJ:ALL_SOLID:feather]

Removed the name from the tool as it'll end up after the material's adjective:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_FEATHER]
NAME:quills:quills <-------- removed this
[VALUE:10]
[SOFT_MAT]

Finally the raven's entry in creature_birds_new.txt:
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:TOOL:ITEM_TOOL_FEATHER:LOCAL_CREATURE_MAT:FEATHER]

Better result:
(https://i.imgur.com/uDl7dew.png)
Inventory item (b) is the generic butchered item. There are 4 because MATERIAL_TEMPLATE:FEATHER_TEMPLATE has the bone token.
Inventory item (d) is from the EBO_ITEM.
Other than that, once they go through the bowyering reaction, the product from either will produce 10 giant raven feather fletchings.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 26, 2017, 07:27:36 am
I modded in a dog that spits molten adamantine at a WAIT_TIME of 1. Targets melt. Where do I put it?
Title: Re: What's going on in your modding?
Post by: Lordsservent-san on September 26, 2017, 01:05:46 pm
I modded in a dog that spits molten adamantine at a WAIT_TIME of 1. Targets melt. Where do I put it?
I don't know, maybe you should increase the wait time, and why did you do this?
Title: Re: What's going on in your modding?
Post by: KittyTac on September 26, 2017, 09:24:47 pm
I modded in a dog that spits molten adamantine at a WAIT_TIME of 1. Targets melt. Where do I put it?
I don't know, maybe you should increase the wait time, and why did you do this?

For fun. Like the dragon that spits rainbows. And the slade colossus.
Title: Re: What's going on in your modding?
Post by: Enemy post on September 26, 2017, 10:01:57 pm
I retired my fort, so I should begin working on preparing Jawa Fortress and the ACP for the next version. I'll probably see about updating TehLOLmod as well.
Title: Re: What's going on in your modding?
Post by: Eric Blank on September 27, 2017, 12:53:04 am
I didnt realize that vermin produced via reaction will just chill in the buildings inventory forever, so now i have a shop full of fairy lights that arent fluttering around. Lazy bastards.

The reactions otherwise work as planned thus far. Further testing and i should be able to release this update. Just need to turn some critters into other critters and vampires and stuff.

Beyond that, i guess i could count the little tweaks i still occasionally do to a much older mod, and plans to revive another one ive let slide since ive been focusing on spellcrafts. Just made some gnolls to rove around the wilderness occasionally getting adopted into civs. Elves like them it seems.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on September 27, 2017, 02:17:52 am
Hobbit feet are now tough and leathery (and hairy). Dwarf Portrait shows that I've got the size and tissues right and arena mode testing reveals that swapping the tough leather for steel is most amusing.

Stabbed feet don't leak putrid seawater yet, a most foul hint at their unholy origins, but I guess I'll work out how to do that eventually.

The final thing to work out is a cleaning mechanism for their foot-hair. Hobbits spend their lives barefoot and their towns seem to be full of rotting sealife strewn across the streets. Hobbit lice will therefore keep hobbit feet clean. What a heartwarming symbiotic relationship.
Title: Re: What's going on in your modding?
Post by: D_E on September 27, 2017, 11:16:06 pm
Have discovered cause of mysterious fort-FPS-death in Zelda mod:  Schools of skeletal fish and swarms of flying skulls, locked in an unending grudge-match between immortals, deep in the depths of the magma sea.
Title: Re: What's going on in your modding?
Post by: Aranador on September 28, 2017, 05:53:23 am
I have been re-writing the MLP loosing is magic mod, and while I still have a lot of drudge work to go (most ponies have white manes until I redo 1000 caste colour definitions) everything was in a 'good enough' state that I could try genning a world and running an embark.  A couple of syntax errors mostly due to bad spelling fixed up, and the world then genned with no error output.

Ponies were present, and all seemed to be working as expected.  Alas this means I am running out of distractions from the drudge work of finishing the colour definitions.  Still - Ponies !!
Title: Re: What's going on in your modding?
Post by: ZM5 on September 28, 2017, 07:34:03 am
Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 28, 2017, 07:37:26 am
Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.

Did draconian castes without fuss, until I got a grudge on draconians for being excessively !!FUN!! and I'm not that good at fort mode.
Title: Re: What's going on in your modding?
Post by: ZM5 on September 28, 2017, 08:38:21 am
Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.

Did draconian castes without fuss, until I got a grudge on draconians for being excessively !!FUN!! and I'm not that good at fort mode.
I usually don't have too many issues making vastly different castes - its just a tad tedious if there's a lot of them and if some use different body materials (i.e skeletal pirates in this case).

EDIT: Arr, pirates be done.
(https://puu.sh/xL1XU/afc198e5dc.png)
Their cannonballs definitely are powerful enough - gotta see how well they fare in worldgen. Should be a good tier 2 invader challenge for forts - they don't have metal armor of any kind or even shields but they do have multiple castes with some gimmicks, some of which are pretty strong physically even when unarmed.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on September 28, 2017, 02:28:59 pm
Working on multi-caste creatures is a bit tedious even if the end result's pretty fun (after fixing errorlog stuff anyway). Doing undead pirate invaders right now, should be fun making weapons for them.

Did draconian castes without fuss, until I got a grudge on draconians for being excessively !!FUN!! and I'm not that good at fort mode.
I usually don't have too many issues making vastly different castes - its just a tad tedious if there's a lot of them and if some use different body materials (i.e skeletal pirates in this case).

EDIT: Arr, pirates be done.
(https://puu.sh/xL1XU/afc198e5dc.png)
Their cannonballs definitely are powerful enough - gotta see how well they fare in worldgen. Should be a good tier 2 invader challenge for forts - they don't have metal armor of any kind or even shields but they do have multiple castes with some gimmicks, some of which are pretty strong physically even when unarmed.
Will the undead pirates make more undead pirates, or will they eventually run out?
Title: Re: What's going on in your modding?
Post by: ZM5 on September 28, 2017, 02:58:41 pm
They make more - they have male/female versions of most castes (with the exception of oceanic hags who are female only and skeletal pirates who are genderless).
Title: Re: What's going on in your modding?
Post by: KittyTac on September 28, 2017, 09:00:04 pm
Made these badass things:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Has anybody got a clue on what are the caps for [SHOOT_FORCE] and [SHOOT_MAXVEL]?
Title: Re: What's going on in your modding?
Post by: Lordsservent-san on September 28, 2017, 11:33:07 pm
Made these badass things:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Has anybody got a clue on what are the caps for [SHOOT_FORCE] and [SHOOT_MAXVEL]?
The caps are about 5000 I think, though it could be higher depending on how the game USB coded and how good you are at coding.
Title: Re: What's going on in your modding?
Post by: KittyTac on September 30, 2017, 06:02:01 am
Fun fact: Extremely high-weight items make you sanic-speed instead. Yay for carrying an entire armory in my backpack as a cat god! Also, super-deadly rail accelerator shells! Yay for g-editor!
Title: Re: What's going on in your modding?
Post by: ZM5 on September 30, 2017, 10:16:52 am
I'm thinking of eventually making an "additional creatures, plants and trees" pack to expand the good and evil biomes and give them different themes. A lot of them don't have too much uniqueness going for them admittedly, in terms of plants and creatures. Also would try to make them both a bit more difficult to settle with appropriate rewards (rare, expensive plants that maybe could be brewed into buff-giving drinks - or wild animals whose "leather" clothing actually offers high amounts of protection) - good biomes I think are in desperate need of that - in a way I kinda want to make them like the Hallow from Terraria - it may be considered a "good" area but its inhabitants would be far from nice or benevolent; core idea being is that both extremes are equally terrifying and deadly, only in drastically different ways.

Could also do some type of "good rain" for good biomes. Not sure what it'd do yet though admittedly; one concept I had was making wild animals with the NATURAL token turning homicidally insane (with OPPOSED_TO_LIFE and NOT_LIVING so they wouldn't attack each other) - though IIRC thats not one of the targettable tokens by interactions so I'll have to figure out something else.
Title: Re: What's going on in your modding?
Post by: D_E on September 30, 2017, 10:26:20 am
You can add [CREATURE_CLASS:NATURAL_ANIMAL] to everything with the [NATURAL] token.  I recommend doing that via a find/replace for [NATURAL]/[NATURAL][CREATURE_CLASS:NATURAL_ANIMAL]
Title: Re: What's going on in your modding?
Post by: ZM5 on September 30, 2017, 10:40:54 am
That could actually work pretty well even if I don't like messing with vanilla raws.
Title: Re: What's going on in your modding?
Post by: Bearskie on September 30, 2017, 11:30:47 am
That could actually work pretty well even if I don't like messing with vanilla raws.

Well, if you don't mind hacky voodoo c_var magic, you could hitch a ride and drop this in one of the standard swim/crawl gaits.

Code: [Select]
[CV_CONVERT_TAG]
[CVCT_MASTER:NATURAL]
[CVCT_TARGET:NATURAL]
[CVCT_REPLACEMENT:CREATURE_CLASS:NATURAL_ANIMAL:[NATURAL]
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on October 01, 2017, 04:33:24 pm
Coming towards the end of hobbit development in my game. Now understand body parts and tissues slightly more than I did before.

Realized my hobbit foot-lice were too hot. Was wondering why arena scraps in which hobbits pummel each other to death with their feet ended up with horrific melting injuries.

Injured Hobbit feet will now successfully leak putrid seawater too. Will add some kind of syndrome to it later. Perhaps something that targets a specific race. Oh what Fun it would be for all the minotaur dancers in your tavern to suddenly become [Crazed]. In the far future, targeted cleaning jobs might make it actually fair...

Injured hobbit descriptions include 'his left foot's putrid seawater is gone' after it's leaked out. It's true, but I don't think it needs to be stated. Will try and see if it's possible to fix that before moving on.
Title: Re: What's going on in your modding?
Post by: Enemy post on October 02, 2017, 12:50:25 pm
Updated Jawa Fortress. Mostly just fixing all the bugs I found while playing Fortress mode. I also added currently useless CREATURE_CLASS tags to various things in preparation for the new update's civ-specific creatures.

I'd like to add ice age animals like the saber-tooth tiger and woolly mammoth to my creatures pack, but I'm not sure if I'll have time before the new version is released.
Title: Re: What's going on in your modding?
Post by: ZM5 on October 02, 2017, 04:16:48 pm
I just got done with the Skeleton and Zombie invaders.

That only really leaves the Circus invaders left for me to do. I'm still not sure what I want the ventriloquist to look like, though. I was originally thinking it'd have the dummy coming out of a bloody hole in its stomach - but in gameplay terms the effect would be too similar to the conjoined twins; meanwhile any raising interactions would be in the hands of the puppeteer and (maybe) the ringmaster.
Also not sure what spells or abilities the Ringmaster would have. Maybe some weird combinations of buffs and debuffs - i.e he raises a random dwarves agility but lowers their strength, or making a dwarf inexhaustible but also having a chance of making them homicidally insane; alternatively some necromancy-related interactions, like turning corpses into backup performers (read: zombie clowns).
Title: Re: What's going on in your modding?
Post by: overseer05-15 on October 02, 2017, 07:35:03 pm
Oh wait you mean actual circus and clowns
Title: Re: What's going on in your modding?
Post by: Aranador on October 02, 2017, 09:06:46 pm
Redoing the MLP mod continues - all cutiemarks are in, but I am slacking off on finishing the mane hair colours - 95pct of the population still have white manes.  I decided to side track into more interesting elements of the mod, such as re-doing special abilities and reactions.  So some unicorns now have effective game impacting magic beyond 'telekinetic graspers' - Some can shoot minor blasts of magic, while a select few can fire more effective blasts, and the magical healer pony can provide a buff that (theoretically) doubles your recuperation rate.  Also, entertainers can greet people with a hoof bump that leaves a positive thought.  I need a few other good ideas for minor but useful interactions.

I've also rethought the weaponry and tools used by the ponies, focusing on weapons that would be possible to be somewhat effective if wielded in your mouth and swung using your neck muscles.  So they use cutlass swords - curve bladed weapons that deal their effect through slashing more than cleaving.  I've left spears in because you see them all over the show.  I also gave them a truncheon weapon, which is little more than a stick to thump things with.  I also gave them a 'chakka sling' which if you have ever been clay target shooting and used a hand sling to launch the target, you know what it is, but it is basically a stick with a socket at one end that you slot the projectile into, then you flick the sling to throw the weapon with greater force.  The projectile is a bladed disk or possibly all those left over CDs you have.

I included a very powerful katana weapon, but the difficulty in making it should see it reserved for your favourite heroes.  I am also pondering if to make some sort of 'mini-thunder cloud' weapon, but since I cant limit such a thing's use to pegasi (although I can tie it to alchemy that the other ponies don't have) I am not sure if I should, or even need to given that the chakka sling is available.

I cleaned up the existing straw and fleece reactions, so that they actually work, and am debating making some form of cloud production facility - although not sure if I should - both because it doesn't serve any real purpose and because again there is no way to limit cloud manipulation to just pegasi.  If it just becomes a 'free infinite building material' that uses water rather than clay, then it is sorta meh.  Still - I might include it just because of theme.

I am going to include some more aggressive civilizations to fight with, although I'll do them as a sort of add on module so you can choose to up your enemy count a la fort defence, or leave them out for happy pony utopia gaming.

And then there is still a thousand colour definitions to do.  Sigh.
Title: Re: What's going on in your modding?
Post by: VolcanoQueen on October 02, 2017, 09:26:35 pm
I may have created pathfinding hell. I might remove my bee people's flight privileges until I finish testing... everything else.
Title: Re: What's going on in your modding?
Post by: Aranador on October 05, 2017, 11:02:44 pm
I kludged in a few 'to be finished later' placeholder elements, and am ready to begin testing and debugging of my MLP mod update.  With any luck, the mod will be playable very soon, and then extra stuff can be finished off later.  Whee.

edit

Well - other than a whole slew of cut and paste typos and a handful of mis-remembered skill tokens, everything appeared to work.  I was especially surprised when my more complicated reaction worked correctly first time. (and amused when an intermediate reaction where a cut-paste had left a wrong product in place resulted in a woven ruby basket)

So now I need to play through a fortress with the mod to see if everything plays out how I was hoping.  Like I needed an excuse to play the game :P
Title: Re: What's going on in your modding?
Post by: D_E on October 15, 2017, 01:50:22 pm
Spent an embarrassingly long time, while attempting to give a unique humanoid creature painted nails, trying to diagnose why the game insisted on describing the nail color as "the fifth toe, left foot's nail is painted crimson" or similar instead of just using the generic "nails:PLURAL" descriptor I was providing it.  Turns out, APP_MOD_NOUN is not the same thing as TLCM_NOUN!  Ah, copy-paste, my old nemesis, we meet again ::).
Title: Re: What's going on in your modding?
Post by: Dunmeris on October 15, 2017, 06:54:34 pm
Making siege weapons and working on a big, complex alchemy system. It's gonna be big. It'll start out slow (much like my modding of it), but the end result (assuming you do all this convoluted shit based on authentic Medieval alchemical texts) will be making a Philosopher's Stone, which you'll be able to use to transmute metal, heal wounds and cure diseases (of course diseases are in), create living homunculi, and possibly even resurrect the dead. I think the homunculi might require DFHack.

Once all that's done (and the non-Western civs have their religious buildings/interactions), I'll be able to release my big medieval total conversion project.

I'd like to also add a demon summoning/blasphemous ritual system, that would possibly have tie-in/overlap with the religion system (basically any sort of demonic ritual would permanently damn the practicioner so they could not perform any religious building reactions), but I'm terrified of coding.


I'm going full medieval with this shit. I've already long since removed all non-European/Middle-Eastern/North African plants and animals, not to mention I've removed the ability to play as dwarves and elves (they exist (maybe) but are much more mysterious and inhuman; you have to play as a human (from one of seven cultures) in this mod). Three temperate cultures, three tropical cultures, and one weird cave-dwelling arctic culture seems like a good amount, doesn't it?
Title: Re: What's going on in your modding?
Post by: peasant cretin on October 18, 2017, 06:57:36 pm
Time for some word salad.

Ever since Toady fixed limb armor in July 2016, archers have been able to wear limb armor with ARMORLEVEL:1. In vanilla all works as it should, but naturally I bumbled things in the P&F Mod. It has chain metal mittens set up similarly to chain metal leggings. So far this sounds fine, until there's a closer look

In vanilla, leggings come in leather or metal, with leather being assigned ARMORLEVEL:1 and thus metal having ARMORLEVEL:2.

Leather mittens, however, have an armor level of zero, making METAL_ARMOR_LEVELS assign ARMORLEVEL:1 to chain metal mittens, so archers were genning in a "how do they string their bows with mail mittens sort of way?"

Finally took a look at it, did a fix and removed leather from gloves to make a shaped, LAYER:COVER, armor classed leather gloves entry---so archers wear leather gloves as their hand armor. As such they don't wear mittens, either.

Ended up doing the same for shoes too. This way the only metal armor for archer would be head gear and body armor.

It's all a little more narratively sound now.
Title: Re: What's going on in your modding?
Post by: ShinyandKittens on October 19, 2017, 02:00:36 pm
I’ve been editing my phoenixes to be more like phoenixes should based on suggestions when I posted V1.

Some stuff like adding spheres and removing MAXAGE.

Still haven’t seen if golden eggshells actually make golden bars/golden meals yet
Title: Re: What's going on in your modding?
Post by: overseer05-15 on October 19, 2017, 06:50:56 pm
Meals use egg innards, not shells, iirc.
Title: Re: What's going on in your modding?
Post by: scourge728 on October 21, 2017, 06:00:46 pm
I perpetually forget how to do size conversions.. >:(
Title: Re: What's going on in your modding?
Post by: D_E on October 21, 2017, 06:03:13 pm
The "Any way to make armor cover the tail?" thread just taught me that a bunch of my modded armor doesn't actually work >:(

(Specifically, you can't actually make upper body armor for humanoids that covers the legs but not the arms)
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on October 21, 2017, 08:32:03 pm
Have noticed that my wild dwarf immigrants often arrive equipped with high quality bronze or steel masks. Having masks was intentional (because, lore) but didn't realize they'd all be metal. Are masks any good as head protection? Can they be tweaked to be more so? Do they wear out quickly like clothing? Does this mean you can get them to come in metal helmets too? Will play with this a bit to see what can be achieved.

Wild dwarf fortress I'm testing right now are getting a lot of visitors from the nearby dwarf civ despite dwarves supposedly being a hostile civ. Not just bards, but mercs and the occasional noble. Maybe the checks that prevent regular goblins (besides entertainers) from visiting dwarves are limited to only goblin civs right now?

Funny how the baron of our arch-enemies feels relieved after being granted residency. There's a story in there somewhere.
Title: Re: What's going on in your modding?
Post by: D_E on October 21, 2017, 10:24:43 pm
Masks are not so hot as head protection, because they only have 50% coverage (meaning 50% of attacks bypass them completely).  Up the coverage to 100% and I believe they will be just as good as helmets.  If memory serves, civilians wear them because the don't have an ARMORLEVEL or METAL_ARMOR_LEVELS token.  I believe the lack of both tokens also causes them to wear out.
Title: Re: What's going on in your modding?
Post by: ZM5 on October 22, 2017, 10:31:30 am
Found something interesting that some of you may find useful - apparently, if you give some of a creatures castes [SLOW_LEARNER] but not the others, those castes will be available on embark as "pets".
(https://i.imgur.com/ZlCMTCE.png)
Without the pet token they also count as full citizens that can be given jobs!
Title: Re: What's going on in your modding?
Post by: Enemy post on October 22, 2017, 10:40:26 am
Huh, that may help a lot with my droids. Great find.
Title: Re: What's going on in your modding?
Post by: scourge728 on October 22, 2017, 10:56:51 am
Seriously, how does bodysize work
Title: Re: What's going on in your modding?
Post by: Valikdu on October 22, 2017, 11:02:51 am
I'm going to mod again.
Title: Re: What's going on in your modding?
Post by: Enemy post on October 22, 2017, 11:13:01 am
Seriously, how does bodysize work

It's a measurement of mass, and is measured in cubic centimeters. Quoting the wiki:
Quote from: The wiki
Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.

Was that what you wanted? A notable bit is that there's an upper cap, but it can be increased by making a tiny creature that gets boosted by [CHANGE_BODY_SIZE_PERC:x] tokens.
Title: Re: What's going on in your modding?
Post by: Hugo_The_Dwarf on October 22, 2017, 11:33:39 am
Found something interesting that some of you may find useful - apparently, if you give some of a creatures castes [SLOW_LEARNER] but not the others, those castes will be available on embark as "pets".
(https://i.imgur.com/ZlCMTCE.png)
Without the pet token they also count as full citizens that can be given jobs!

Interesting is that all? As a quick test I made dwarven males only have CAN_SPEAK and SLOW_LEARNER and females with INTELLIGENT but at embark I can't order any dwarven males.

Curious if you'd share that creature as this would beat my hacky way of getting this same approach using breeder creatures and transformations
Title: Re: What's going on in your modding?
Post by: ZM5 on October 22, 2017, 12:06:45 pm
Found something interesting that some of you may find useful - apparently, if you give some of a creatures castes [SLOW_LEARNER] but not the others, those castes will be available on embark as "pets".
(https://i.imgur.com/ZlCMTCE.png)
Without the pet token they also count as full citizens that can be given jobs!

Interesting is that all? As a quick test I made dwarven males only have CAN_SPEAK and SLOW_LEARNER and females with INTELLIGENT but at embark I can't order any dwarven males.

Curious if you'd share that creature as this would beat my hacky way of getting this same approach using breeder creatures and transformations
That only seems to apply to wild creatures though (this one in particular is playable in an animal person way and so migrates to civs), not civilized races.

Link here (https://puu.sh/y4qkj/443ba9900a.txt) - I removed the innate interactions they have in my full pack so they dont cause the errorlog to vomit stuff up.
Title: Re: What's going on in your modding?
Post by: scourge728 on October 22, 2017, 12:56:04 pm
Seriously, how does bodysize work

It's a measurement of mass, and is measured in cubic centimeters. Quoting the wiki:
Quote from: The wiki
Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.

Was that what you wanted? A notable bit is that there's an upper cap, but it can be increased by making a tiny creature that gets boosted by [CHANGE_BODY_SIZE_PERC:x] tokens.

thank you
Title: Re: What's going on in your modding?
Post by: Enemy post on October 22, 2017, 01:25:04 pm
You're welcome. Feel free to ask if you have any more questions.
Title: Re: What's going on in your modding?
Post by: Bearskie on October 23, 2017, 01:48:56 am
I'm fairly well-versed in raw modding, but I've never actually published a mod before. My harddrive is littered with the countless folders of failed attempts. With the advent of the new release I'd like to actually try and push out something - maybe a creature pack - but I'm finding it increasingly difficult to find the motivation to do so.

Primarily, it feels like I'm moving too slow. I don't have much problems with the syntax, but I find myself spending alot of time cross referencing against vanilla creature values, eg. to check the speed of a kangaroo-like creature, or the petvalue of a cow-like creature.

Currently I can finish about 5-10 creatures per hour, but at this rate it's going to take me 20-30 hours to finish this whole thing. I'm just curious to know if this is a normal speed of modding, or if I'm just slow, or how the hell did someone like Firephoenix do 800+ creatures with custom abilities and stats without breaking a sweat?
Title: Re: What's going on in your modding?
Post by: ZM5 on October 23, 2017, 02:22:02 am
I'm just curious to know if this is a normal speed of modding, or if I'm just slow, or how the hell did someone like Firephoenix do 800+ creatures with custom abilities and stats without breaking a sweat?
Usually years of doing this type of stuff.

For the most part its normal to have this kind of slow speed, even if its just copypasting derivatives of the same creature, since you still have to change the description amongst some other minor details. Myself I don't usually cross-reference vanilla creatures so that may speed things up a bit.

You're gonna hit roadblocks a lot with multi-caste creatures though, especially of the type that utilize different materials for various castes - the Scourge race on its own took me around 3 days iirc, since aside from the creature itself there's also all the stuff like tissues, materials, body detail plans, spells for appropriate castes, dialogue files - then all the stuff for their entity file as well, weapons, armor, etc. - then also the bugfixing that comes afterward. Its really satisfying to get it all done though.

On a side note, crossover content is a pain in the ass for multiple reasons. Aside from having to do a lot of workarounds, there's also the issue of wheter you try to remain faithful or try to have some amount of balance. I'm not entirely happy with petrifaction-inducing syndromes, for example, since if it doesnt proc it does nothing and if it does its basically instant death - I wish there was a middle ground, an in-game support for petrifaction or but there isn't right now. That said I think I'd rather remain faithful to the original sources rather than be fully balanced - a medusa, basilisk or cockatrice without petrifaction would just be unfitting.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on October 23, 2017, 05:41:33 pm
Woohoo an ambush. Don't see many of them these days. Bunch of tribal monkey-men and a pair of dark elves taking pot-shots at my herbalists. Luckily the spear peasants were out on patrol nearby and sorted them out.

Happy to see them as monkey-man civ siege triggers are set at zero and I was wondering if that would prevent ambushes or not. Now I know.

Now just have to figure out why their visitors are listed as pets (they sing and dance and petition just fine).
Title: Re: What's going on in your modding?
Post by: Hugo_The_Dwarf on October 23, 2017, 07:40:30 pm
Planning on Implimenting Geneforge into DF again.

And planning on adding some Sulfur (Sulfuric acid) creatures too with iron skin to caves ( more or less planning on redoing all of the cave layers to be more themed and dangerous )

and planning new Good and Evil creatures for the Biomes
Title: Re: What's going on in your modding?
Post by: bloop_bleep on October 23, 2017, 10:32:25 pm
I've recently began work on a bunch of scripts that aim to allow modders to accomplish what normally can't be done with raw modding, like asexual reproduction, or summon-creature interactions. I posted the untested version of the former on this forum already, but I'm still trying to work out all of the many, many bugs.
Title: Re: What's going on in your modding?
Post by: Aranador on October 24, 2017, 04:40:31 am
After a DF siege bug ended my current playtest, I have leapt into a second round of development of my MLP mod update.  I removed a few things that were not working right or were just plain not-useful/fun, and did yet another redesign on how cutiemarks work.  I expanded the number of 'special' weapons and dubbed them 'hero' weapons, the idea being that you would allocate them to your favourite units as they're difficult to make in bulk.  I also gave the ponies access to some blunt weapon types, but might take another pass and cull a bit of redundancy there.

I also tweaked their entity ethics, with a view to making other races more likely to declare war.  Moar war moar fun!  I intend to make at least one more entity, and preferably some more, again with a view to making more conflicts.
Title: Re: What's going on in your modding?
Post by: scourge728 on October 25, 2017, 08:53:40 pm
The DF crabs are..... quite a lot larger than any real life land-going crab, as in 8 kilograms, while the largest one in real life is only 4.1 kilograms.... which is going to be a bit of a problem for my coconut crab mod
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on October 25, 2017, 10:16:01 pm
The DF crabs are..... quite a lot larger than any real life land-going crab, as in 8 kilograms, while the largest one in real life is only 4.1 kilograms.... which is going to be a bit of a problem for my coconut crab mod
No, resist..urge to post...urgh. Too late.
"The Tasmanian Giant Crab, Pseudocarcinus gigas, is the heaviest species of crab in the world. It can reach over 15kg in weight, and over 35cm across the carapace..."

--edit
Ah, "land going crab". Ok. Now I feel silly. That'll help future impulsive posting. :)
Title: Re: What's going on in your modding?
Post by: Eric Blank on October 25, 2017, 10:56:31 pm
Playing wirh various weapon and armor ideas, as well as some new materials. Things are going well, though the armor became redundant in its own way. Dont need five things that behave the same just with different descriptions. The material properties im trying to balance reasonably well, but thats a lot of testing.

Ive also been just screwing around making weird animals. And fixing bugs with the critters ive already made. And thinking about resurrecting a dead mod, if only to include it in another one for fun.
Title: Re: What's going on in your modding?
Post by: ZM5 on November 10, 2017, 11:40:43 am
I'm thinking of ways to make some of the races in my pack fort-mode playable. My current candidates are Orcs, Goblins and Forsaken.

Orcs, aside from having more brave (occasionally to a suicidal extent) citizens would be able to make Arcanite as their unique metal - I was thinking of adding the Spirit Lodge as a building type that'd let you make incenses (boulders that evaporate immediately into gas) which either just give happy moodlets or provide actual combat buffs. Perhaps with enough ingredients of some kind it'd also let the player "train" orc shamans. Some minor alchemy possible too that'd let the player turn orcs into dire orcs.

Goblins would have some alchemy as well, with more of a focus on it than orcs - lots of potions that improve citizen performance. Also they'd get new unique pets in the next version. Not sure what else though - maybe making some more powerful ranged and melee weapons but it'd require multiple reactions to forge parts for them before assembling them together using mechanisms?

Forsaken are probably the ones I'd love to make the most but I don't know what unique gimmicks they'd have, or downsides to offset the fact they don't need sleep or sustenance. Maybe a plagueatorium building that, via fumes expelled during reactions, would turn what living animals they have into stronger, undead versions - with a chance they just go berserk instead. Or flat-out die from spontaneous exsanguination.
Also unique potions that would have beneficial effects on them - while being incredibly deadly to the living, to discourage use of non-undead mercs or performers.

If the sentient eating/butchering ethic thing wasn't bugged, I'd make them carnivores that require to eat, so if your fort was starving you'd probably have to end up eating the next merchant caravan that came, out of pragmatism.
Title: Re: What's going on in your modding?
Post by: Hugo_The_Dwarf on November 11, 2017, 12:19:38 am
Making Cyborg-ize-ation and mechanical prosthetic (sadly can't make real ones, so just castes with a limb replaced)
Potential birth defects, and might even start on mental illnesses

Starting to get into work on "standby" interactions
Title: Re: What's going on in your modding?
Post by: Eric Blank on November 11, 2017, 01:20:14 am
So many reactions to write

SO MANY
Title: Re: What's going on in your modding?
Post by: Droggarth on November 16, 2017, 08:52:07 am
As far as DF goes and modding it goes. I still would like to continue playing it again and my current playthrough has been in a stagnant state for months and on hiatus for far too long already.

As for the modding, last thing I changed was the concept of my Ischraayad idea (aka adventuer-only-super-race) from a super-succubus to a super-dreanei with orange color schemes and azure eyes and, ofc; abilites of a succubus (no wings but can fly without them by innate magic + innate abilites of a paladin including mainly resurrection) along with much more lines of info in the raw spanning about 3-5 pages if it was in a form of a book because I added all the appearance data too, takes a bit of time in the character creation to find the right appearance since I still have no idea how the heck one would get a broad body description as all previous attempts at it resulted in frustration and no result as it doesn't matter how broad the body is manually forced to be broad, despite my best attempts at forcing a very broad body on previous testing characters, so.. meh and bleh pretty much. Anyhow-

-Detailed customizing body part material and tissue values in a creature raw to separate a creature from the rest of the lot sure takes a lot of info too but at least it's the best alternative than adding separate new tissue and material values which is more hassle than just writing in new data in a single raw file without the pain of adding and/or altering a few extra files unless I feel it to be a necessary element to add. One of the minor necessary things was to switch on a fixed temperature line finally and set the value of the creature's natural body temperature so my adventurers wouldn't feel cold nor hot except feeling as if they are in their own preferred temperature comfort zone already.

And yeah, I'm still into playing as a tough female adventurer instead than as a tough male adventurer. That and I'm more than glad about having already godly metals/alloys of my own that can withstand astronomical levels of punishment. Have yet to take on a clown/demon again and I'd rather have my eldritch close-to-impervious armor on that is made out of my ischronite rather than adamantine in 43.05 version of the game as I would hate losing my armor and I would loathe losing my mastercraft adorned drolth (a barbaric viking-esque two-handed one-edge sword with potential to thrust and stab too) if both were made of something inferior.

Not complaining here except the issue with body broadness description feature. Everything else I already have a remedy for set in place and I am glad that I do because I've always loved playing as a god-like being in RPG games the most as I don't have to worry about dying and otherwise get wantonly my nerves lit on fire due to frustration of not being able to progress further by obstacles that might as well be invisible walls until I cheat and mod and then smash that proverbial invisible wall with Khorne's middle fingers. 8)
Title: Re: What's going on in your modding?
Post by: Aranador on November 16, 2017, 03:41:37 pm
Your issues with raw fiddling not giving you broad characters often is - broadness is always relative to that particular entity, so all of your wanna-be-broad entities were very broad compared to everyone else, but amongst their own kind, few were ever broad relative to the immense broadness that they all had.  If that makes sense.
Title: Re: What's going on in your modding?
Post by: Hugo_The_Dwarf on November 16, 2017, 03:50:57 pm
Yeah if you want them to always look "broad" don't forget to use the APP_MOD_DESC_RANGE so you can indicate what counts as
Lowest low avg high highest

you can force say a creature's nails to be very long and curved with
[BP_APPEARANCE_MODIFIER:LENGTH:200:200:200:200:200:200:200]
         [APP_MOD_DESC_RANGE:30:60:90:110:150:190]
         [APP_MOD_NOUN:claws:PLURAL]
      [BP_APPEARANCE_MODIFIER:UPTURNED:0:0:0:0:0:0:0]
         [APP_MOD_NOUN:claws:PLURAL]

Even tho no matter what the length is 200, the range says they are above the 190 range meaning to describe them as the HIGHEST descriptor (the UPTURNED is reversed so it shows as the LOWEST meaning curved
Title: Re: What's going on in your modding?
Post by: Droggarth on November 17, 2017, 12:18:30 am
Ahhh, well that finally explains things, thanks! Would've not figured it out myself for quite a long while due to so many factors of the game that makes it hard to make heads and tails out of something.

As for the broadness description idea itself; The broadness I've always been talking about is based on Adeptus Astartes aka Space Marine levels of body proportions. Not too human and not too inhuman. That's why I've gone half nuts about when trying to get a broad bodied adventurer, heh.
Title: Re: What's going on in your modding?
Post by: peasant cretin on November 22, 2017, 08:56:19 am
Figured out how to give outsider dorfs long beards. Here's the image taken from an arena dorf whose hair styles are the same as an outsider (read no entity stylings):
*click thumbnail to expand*
(https://i.imgur.com/bs7PYik.png)
So pretty much whatever you want coming after the extremely long hair, you'd give the APP_MOD_IMPORTANCE a higher value. I gave the "beard" entry a 950.

I threw in the raw edits after hair type (curly/dense/greasy):
Code: [Select]
Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
********[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
[APP_MOD_IMPORTANCE:925]
[APP_MOD_NOUN:sideburns:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
[APP_MOD_IMPORTANCE:925]
[APP_MOD_NOUN:moustache:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:200:200:200:200:200:200]
[APP_MOD_IMPORTANCE:950]
[APP_MOD_NOUN:beard:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]********

I just tinkered with length. Putnam posted the BP_APPEARANCE_MODIFIER strings here (http://www.bay12forums.com/smf/index.php?topic=118077.msg3720033#msg3720033). Maybe at a later date I'll work in greasiness and density to outsider dorf beards too. Really wish unkempt was one of the strings.

EDIT: A pretty important note in all this is you only want these raw edits in when you start a new game to roll your character as I'm sure you'd want the historical dorfs and the non-historicals to be free of these "glue on" descriptions, which will be redundant in their descriptions.

EDIT2: Realized I could just have the "glue on" description read APP_MOD_NOUN:unkempt beard:SINGULAR. So hobo dorfing is quite possible. No more neatly combed!
*click thumbnail to expand*
(https://i.imgur.com/eS3uHTa.png)
Title: Re: What's going on in your modding?
Post by: Enemy post on November 22, 2017, 03:33:40 pm
I just realized, nobody can stop me from making comic books and manga available like normal books and scrolls.

"This is a legendary dwarf parchment comic book. Engraved on the item is a bat man and an iron man. The bat man is fighting the iron man. The written portion consists of a 923 page manual concerning societies."
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 23, 2017, 02:01:36 am
Woohoo. New release means it's time to start playing with pets, and caves, and sapient wagon puller Science.
Title: Re: What's going on in your modding?
Post by: ZM5 on November 23, 2017, 07:33:36 pm
I'm sorta disappointed with the animal system at its current state, admittedly - thought it'd be a lot more useful and able to be fine-tuned.

For one, creatures appointed NEED to have a pet role to actually show up - war trainable, mount, wagon puller, etc. Even if they have the proper class token, they won't show up unless they have a role token or you use one of the overrides - which defeats the purpose of having non-pet animals added. Don't exactly want to see a large demon riding into a siege on a tiny imp. Or imp wagon pullers. Or well, any other "pet" role, honestly. Was hoping we could use this to have innate intelligent wilderness creature populations in civs that would be playable - even if you do give them the overrides they won't be playable, though.

The ANIMAL_ALWAYS_PRESENT token doesn't work for this either - they just don't get spawned.

Secondly, the populations of said creatures seem affected by the role as well. Small example:
(https://puu.sh/ysi2a/35444e42bf.png)
The Shredders, Sky Golems, and Hobgoblins are all mounts, and so seem to have much higher populations than the Harvest Golems, which are only pets. Having 2 of them for the entire civ though? Quite ridiculously low.

I hope this gets expanded a lot more, since there's great potential here.
Title: Re: What's going on in your modding?
Post by: KittyTac on November 23, 2017, 10:28:43 pm
Ported mods onto the new version.
Title: Re: What's going on in your modding?
Post by: Asin on November 23, 2017, 10:29:54 pm
Ported mods onto the new version.
As have I.
Title: Re: What's going on in your modding?
Post by: Ultimuh on November 23, 2017, 10:36:46 pm
I do have a small handful of descriptor_shape txt's that I have been working on.
Some taken ideas from what people here have already done, and a bunch of stuff I have added myself.
I am wondering where I could upload the stuff, Github maybe? Any alternatives?
Title: Re: What's going on in your modding?
Post by: overseer05-15 on November 23, 2017, 11:32:35 pm
I do have a small handful of descriptor_shape txt's that I have been working on.
Some taken ideas from what people here have already done, and a bunch of stuff I have added myself.
I am wondering where I could upload the stuff, Github maybe? Any alternatives?

DFFD is usually where stuff like that is kept
Title: Re: What's going on in your modding?
Post by: Enemy post on November 24, 2017, 11:33:09 pm
Tried out the new version, now I'm updating Jawa Fortress. Very glad I did most of the work in advance. I toured one of the new kobold caves, those are kind of fun now. Mostly it was just a maze with some kobolds around, but I also found a nest of kobold eggs and a grave pit.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 25, 2017, 12:56:13 am
Hmm. Having upgraded to 44.02, my tribes are now sending caravans every season. Gotta stop then from doing that. Gotta remember how they weren't doing that back in 43.05 first.

One useful thing is that Toady mentioned active_season is no longer linked to siege timing in this version, so it might be as easy as just removing their active_season tags.
Title: Re: What's going on in your modding?
Post by: ZM5 on November 25, 2017, 04:54:14 am
Hmm, interesting thing about the playable intelligent wilderness populations that are assigned as pets.

While you initially load up adventure mode, they wont actually be there as an option. However, once you play once from the civ that has a creature like that, they do seem to load up the next time around.
Title: Re: What's going on in your modding?
Post by: Urlance Woolsbane on November 25, 2017, 05:38:21 am
Hmm, interesting thing about the playable intelligent wilderness populations that are assigned as pets.

While you initially load up adventure mode, they wont actually be there as an option. However, once you play once from the civ that has a creature like that, they do seem to load up the next time around.
Odd. Perhaps they get loaded as livestock, but saved as citizens?
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 25, 2017, 06:43:49 am
Hobbits now have saltwater crocodiles to pull their wagons and ride into battle. Great.

As a curious side effect, their civ has manage to attract migrations of saltwater crocodile men three worlds in a row. Coincidence? Or have I discovered a way to guarantee civilization of specific animal-man pops?

--edit
Oh, I see what happened. The new creature_class I gave saltwater crocodiles copied over to the animal men variant (and giant saltwater crocodiles too).
Title: Re: What's going on in your modding?
Post by: ZM5 on November 25, 2017, 07:41:17 am
Hmm, interesting thing about the playable intelligent wilderness populations that are assigned as pets.

While you initially load up adventure mode, they wont actually be there as an option. However, once you play once from the civ that has a creature like that, they do seem to load up the next time around.
Odd. Perhaps they get loaded as livestock, but saved as citizens?
Seems to be the case, due to the "always pet" override. Without it, they wouldn't spawn in civ populations at all.
Title: Re: What's going on in your modding?
Post by: Foxite on November 25, 2017, 01:48:37 pm
A semi-bug I discovered: If your modded race is unable to use a certain labor which is enabled somewhere in the default embark profile, the person who takes that position will have that labor enabled, invisibly, causing him to do stuff related to that labor, and you will be unable to turn it off.

For example: disable fishing in your modded race, and use the default embark profile when embarking as that race. Watch as one of your starting seven goes fishing.

I'm not filing a bug report on this because it only happens if you have a mod installed that can let this happen, but it's still something that's probably not supposed to happen.
Title: Re: What's going on in your modding?
Post by: Greiger on November 25, 2017, 02:53:34 pm
Attempting to remove dogs and cats from a reptilian fortress race to replace them with their own more expensive reptilian equivalents, while still maintaining the usual pack animals.  Found a few things out:

Title: Re: What's going on in your modding?
Post by: Enemy post on November 25, 2017, 03:20:40 pm
Have you tried [ANIMAL_FORBIDDEN_CLASS:<class>] to remove the creatures you don't want? That's how kobolds do it now.
Title: Re: What's going on in your modding?
Post by: Greiger on November 25, 2017, 04:14:40 pm
Yea but I don't want to remove ALL mammals, and would like to do it without modifying the vanilla files too much, since it's a pita to manually edit them every new version.  I'll find a way to deal I'm sure.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 25, 2017, 05:28:40 pm
Yea but I don't want to remove ALL mammals, and would like to do it without modifying the vanilla files too much, since it's a pita to manually edit them every new version.  I'll find a way to deal I'm sure.
Since dogs and cats don't occur naturally, doesn't banning them from being pets make them disappear?
Title: Re: What's going on in your modding?
Post by: Greiger on November 25, 2017, 06:26:32 pm
They are still available on embark.  Since it's a personal mod I can just ignore them, but it makes me worry they may show up with migrants as well.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 25, 2017, 07:22:09 pm
They are still available on embark.  Since it's a personal mod I can just ignore them, but it makes me worry they may show up with migrants as well.
That's probably a seperate issue that needs dealing with. Kind of like being able to embark with 7 dwarves, when your civ only has a population of 1.

What's the actual cat population of your civ before embark?
Title: Re: What's going on in your modding?
Post by: scamtank on November 25, 2017, 08:29:02 pm
Attempting to remove dogs and cats from a reptilian fortress race to replace them with their own more expensive reptilian equivalents, while still maintaining the usual pack animals.  Found a few things out:

  • There does not appear to be an [ANIMAL_NEVER_PRESENT] tag.  Or at least it's not documented.  And never pet/pack animal/wagon puller does not cut it.
Funny, I could pull it off (http://www.bay12forums.com/smf/index.php?topic=168353.msg7626898#msg7626898) myself. Did you plug up all the possible roles? Undoing the almighty [COMMON_DOMESTIC] tag might need that extra work.
Title: Re: What's going on in your modding?
Post by: Greiger on November 25, 2017, 08:32:45 pm
Ah I took off all the tags I thought were relevant to the animal, but I did not think to remove ALL those tags since some didn't apply.  Will try that.  Sorry for the derail!
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 25, 2017, 10:57:36 pm
Oh, very curious behavior. I banned hobbits from using mammals as wagon pullers, but made sure they had access to crocodiles (who now have wagon_puller).

Scrolling around the fortress embark map, depending on the location hobbits appear as 'no trade'. There's only one hobbit civ, so I guess this means it's properly checking the actual site for wagon capability as opposed to the civ as a whole.

One other thing I noticed, I found a location with two towers. One marked 'no trade' and the other not marked as hostile. So...should be expecting a zombie caravan this year.  :o
Title: Re: What's going on in your modding?
Post by: GoblinCookie on November 26, 2017, 11:03:35 am
I am currently working on the second to last part of the next release of my mod.  I have spent 4+ months adding new words from a certain defunct dictionary mod into my own mod.  Then I spent a few days adding in the words for hard-coded dwarf fortress things that are not in the original defunct dictionary nor in the raws.  Now I am onto the vanilla soft-coded stuff, this comes first because I want to make a vanilla expanded dictionary that is seperate from my mod, so that nobody else ever has to do as much drudgery as I have subjected myself to, for free ever again.   ;) :)

Once the vanilla softcoded stuff in, I add in words for my mods softcoded stuff and there we have the next release of Forgotten Realms Direforged.
Title: Re: What's going on in your modding?
Post by: ZM5 on November 27, 2017, 02:30:02 am
Something interesting you guys may like.
(http://puu.sh/yuo7N/628fda095a.png)
With the new civ-level animal tokens, you can essentially bring in additional citizens on embark if you give them a sentient race as a "pet". Unlike with SLOW_LEARNER ones from before 44, they can actually hold noble positions as well - as seen with the flamewaker militia commander - meanwhile the dire pale orcs cant, due to having that particular token.

Didn't think this'd be possible, I admit - gonna have to go back and add pet values to these so you don't essentially get additional, giant citizens for 1 embark point.
Title: Re: What's going on in your modding?
Post by: Enemy post on November 27, 2017, 02:33:08 am
That's interesting, I'll have to update my droids.
Title: Re: What's going on in your modding?
Post by: ZM5 on November 27, 2017, 04:23:29 am
(https://puu.sh/yur0W/20e09b9156.png)
Awesome! They show up as migrants as well.

EDIT: Oh, hmm. This is annoying - this one doesn't have labours available, unlike the ones I took with me on embark.
Title: Re: What's going on in your modding?
Post by: D_E on November 27, 2017, 01:11:57 pm
Currently wading (slowly) through the vanilla raws, adding additional descriptors to allow better targeting of the new pet tokens.

I guess the good news is, since this is the Zelda mod, I deleted many of the vanilla creatures so that the Zelda ones would show up more often :/
Title: Re: What's going on in your modding?
Post by: Xyon on November 29, 2017, 09:21:09 am
Just turning the common dog into a horrible abomination. Spits out silk webs, can be milked, sheared, working on having it lay eggs. Thinking of odd things to be milked out of the dog instead of just milk, like tallow, soap, beer, etc.
Title: Re: What's going on in your modding?
Post by: scourge728 on November 29, 2017, 09:53:24 am
blood
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on November 29, 2017, 10:40:43 pm
Gave my Dark Elves poisonous pets, always present. Now they're taking over the world with their armies of giant black mambas, bushmasters and platypuses. Gotta start harassing them in my latest fortress to test them out.

Also the various tribal animal-men have sites full of related animals (giant and otherwise). Scorpion-folk get all the poisonous animals for now. So that all works.

Working beast numbers seem pretty inflated compared to regular pets, but I think that's a vanilla thing for now judging by the horse and camel numbers in regular df sites.
Title: Re: What's going on in your modding?
Post by: ZM5 on November 30, 2017, 03:48:26 pm
Thinking of doing a Darkest Dungeon mod at some point. Could go well with my own cave revamp mod - also with a good/evil biome revamp that I'm still conceptualizing.
Title: Re: What's going on in your modding?
Post by: Cthulhu_Pakabol on November 30, 2017, 04:08:40 pm
Working on a whole gaggle of robotic creatures, some of which will be usable by one of the new civs in my mod. It's a bit tricky so far, but I think the result will be cool!
Title: Re: What's going on in your modding?
Post by: Kyubee on December 02, 2017, 05:33:23 am
im getting back into my modding after my long absence, and am reworking ideas from my past mods. I'm doing my own cavern overhaul since that seems to be the cool kids thing to do RN. But mine has a far different personality to most. While most seem to either focus on either sadistic new beasts or making the caverns livable, or occasional themed caverns, im doing both of the first two. The top cavern layers will have a ton more good stuff in em, plants, animals, probably a couple deep stone types, but layers 2 and 3, while still having some of these, will also have more powerful beasts.
Title: Re: What's going on in your modding?
Post by: Jazz Cat on December 05, 2017, 04:48:20 pm
I figured out why my new arctic civilization wasn't expanding!

See that tiny brown slice at the top here?
Spoiler (click to show/hide)
That's my new civ.

So I gave them [NO_EAT] and [NO_DRINK].

Spoiler (click to show/hide)

Turns out living on a glacier is a lot easier if you don't need to grow any crops.
Title: Re: What's going on in your modding?
Post by: CasualScrub on December 06, 2017, 12:54:15 am
Right now, mostly creature edits.  I have ideas for new interactions to go along with them, but I don't know how feasible they'd be to make.

I did have an idea for a tameable slime blob that you can milk soap-like goo from.  Since there's no existing material like that, I guess I'll get to make one.  Will dwarves use the goo as-is, or will they need to press it into soap first?
Title: Re: What's going on in your modding?
Post by: Jazz Cat on December 06, 2017, 01:06:53 am
If it's not soap, you'll need to turn it into soap before it can be used as soap. Probably.
Title: Re: What's going on in your modding?
Post by: CasualScrub on December 06, 2017, 01:11:10 am
You're probably right.  Checking the raws, everything that has [SOAP_LEVEL] also has a [REACTION_CLASS:SOAP] token.
Title: Re: What's going on in your modding?
Post by: Hugo_The_Dwarf on December 06, 2017, 09:13:03 am
Just have a reaction that turns the soap goop to a BAR of that soap material, they will use it fine after that.
Title: Re: What's going on in your modding?
Post by: Jazz Cat on December 06, 2017, 04:24:00 pm
I released my first mod! \o/ I'm super excited to see how many bugs it develops.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 06, 2017, 04:42:52 pm
Hmm, didn't think I'd be getting done this quickly with the DDU mod - I only have the megas, remaining 3 invader races, and creatures from 2 zones left to do.

Swinefolk get obliterated in worldgen though, not entirely sure why, since AFAIK worldgen doesn't take into account available weapons and armor, which they have very little variants for. Hopefully its just a one-off occurence, and once they get more allies in the form of Cultists, Witches and Pelagics it'll stabilize a bit more.

Not sure how I'm gonna do the Heart of Darkness, admittedly. Or balance its "Come Unto Your Maker" attack.
Title: Re: What's going on in your modding?
Post by: Asin on December 06, 2017, 04:51:09 pm
DDU?
Title: Re: What's going on in your modding?
Post by: ZM5 on December 06, 2017, 04:54:00 pm
Darkest Dungeon. Someone compared my cave revamp mod to it - since I don't want to get rusty at modding while we're waiting for the next bugfix updates (and so I have time to think up of ideas for a good/evil biome revamp to compliment the cave revamp one) I figured, why not actually make a DDU mod?
Title: Re: What's going on in your modding?
Post by: bloop_bleep on December 06, 2017, 05:43:10 pm
Am thinking of making that DFHack-less steampunk mod idea I suggested in an earlier thread. Basically you would have pipes, valves, steam containers, etc. defined as creatures which you pasture in the place you want. Certain components (boilers, user-operated valves) that require dwarf input would be defined as buildings. There would be workbots and fightbots, which are filled up with steam at charging ports, and then can go on and do useful things (workbots are intelligent pets that can perform jobs, fightbots are war-trainable and have varying combat abilities) until they run out of steam and have to be charged again. You would also be able to pasture various turrets and other things which are immobile but can run off steam directly, without having to be charged.

I haven't actually started on this yet, as I'm not sure right now if it'll be feasible or worth the while. (There's still a lot of technical problems to be solved.) And, do any of you even want this?
Title: Re: What's going on in your modding?
Post by: Jazz Cat on December 06, 2017, 06:44:34 pm
It sounds like fun to me. I've been wanting to do more stuff with mechanical/steam energy for a while, although personally I'm waiting until Toady gives us some tools to make custom buildings and work with power.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 07, 2017, 12:36:23 pm
Hmm, got the pelagics done - so only three invaders left to do (bloodsuckers, witches and cultists), the megas and then the final dungeon creeps.

Wondering how the pelagic civ is gonna work, considering the three male castes are spouse converters and the siren is a converted spouse.
Title: Re: What's going on in your modding?
Post by: Urlance Woolsbane on December 07, 2017, 04:24:54 pm
Wondering how the pelagic civ is gonna work, considering the three male castes are spouse converters and the siren is a converted spouse.
Will they even function correctly? I'd have thought that they'd either act as normal citizens, sans night troll behavior, or immediately flee to the wilderness. See also: A HF getting transformed into a megabeast with the POWER token, who will be stuck in an endless loop of deity impersonation and fleeing to the wilds.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 07, 2017, 04:33:37 pm
Yeah it seems like they just dont have night creature behavior. Oh well, everything else works properly.

Also admittedly, I haven't noticed the endless loop behavior with creatures being turned into megas with the power token, back when I'd have deity curses turning people into one of the seven deadly sins megas. They actually just stayed in whatever towns that were their homes.
Title: Re: What's going on in your modding?
Post by: Urlance Woolsbane on December 07, 2017, 04:37:34 pm
Yeah it seems like they just dont have night creature behavior. Oh well, everything else works properly.

Also admittedly, I haven't noticed the endless loop behavior with creatures being turned into megas with the power token, back when I'd have deity curses turning people into one of the seven deadly sins megas. They actually just stayed in whatever towns that were their homes.
Huh. My syndrome was transmitted via secret, so I assume that's where the crucial difference lies. Still, this merits more !!SCIENCE!!
Title: Re: What's going on in your modding?
Post by: Klisz on December 09, 2017, 12:41:17 pm
It occurs to me that the new pet system allows for a long-desired mod feature: multi-race civs! Making an intelligent race be a 'pet' of another race's civ seems to just elevate it to citizen status (you can assign labors to intelligent pets in fort mode, at least), so if you want (e.g.) a civ consisting of both dwarves and humans, make one of those the 'main' race and the other a pet.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 09, 2017, 12:52:44 pm
It occurs to me that the new pet system allows for a long-desired mod feature: multi-race civs! Making an intelligent race be a 'pet' of another race's civ seems to just elevate it to citizen status (you can assign labors to intelligent pets in fort mode, at least), so if you want (e.g.) a civ consisting of both dwarves and humans, make one of those the 'main' race and the other a pet.
I posted about it before, but there's a key issue with that - when you get migrant waves, the migrants that aren't of your civs main race (i.e playing as a dwarf civ, but has elves as "pets") will be treated similarly to mercs or bards that petitioned for residency - as in, you cannot assign them jobs. They'll do hauling and whatever jobs that they have skill in, but you won't be able to do anything else with them.
Title: Re: What's going on in your modding?
Post by: Klisz on December 09, 2017, 01:05:32 pm
I posted about it before, but there's a key issue with that - when you get migrant waves, the migrants that aren't of your civs main race (i.e playing as a dwarf civ, but has elves as "pets") will be treated similarly to mercs or bards that petitioned for residency - as in, you cannot assign them jobs. They'll do hauling and whatever jobs that they have skill in, but you won't be able to do anything else with them.

Ah, that sucks. That definitely sounds like a bug and not WAI, though, so hopefully Toady'll fix it in one of the next few releases.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on December 09, 2017, 03:26:55 pm
I posted about it before, but there's a key issue with that - when you get migrant waves, the migrants that aren't of your civs main race (i.e playing as a dwarf civ, but has elves as "pets") will be treated similarly to mercs or bards that petitioned for residency - as in, you cannot assign them jobs. They'll do hauling and whatever jobs that they have skill in, but you won't be able to do anything else with them.

Ah, that sucks. That definitely sounds like a bug and not WAI, though, so hopefully Toady'll fix it in one of the next few releases.
Possibly, although he did say the animal tags really aren't supposed to be used with sapients. Might not get fixed until slavery is looked at a little more.
Title: Re: What's going on in your modding?
Post by: deathpunch578 on December 09, 2017, 03:29:38 pm
trying to get pigs shearable. I put the sheep RAWs having to do with wool in the right places, but after loading my save they aren't shearable. any help
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on December 09, 2017, 03:33:08 pm
trying to get pigs shearable. I put the sheep RAWs having to do with wool in the right places, but after loading my save they aren't shearable. any help
Post your raws or no-one will be able to tell you what's wrong (and there is a general thread for questions - that'll get a quicker response).
Title: Re: What's going on in your modding?
Post by: bloop_bleep on December 09, 2017, 03:35:44 pm
Make sure to also post any errorlogs you're getting.
Title: Re: What's going on in your modding?
Post by: deathpunch578 on December 09, 2017, 04:00:13 pm
ok. moving my question, and addingthe raws
Title: Re: What's going on in your modding?
Post by: Enemy post on December 09, 2017, 04:53:49 pm
I just finished making sentient guns for Necrothreat. That was fun. I tried out an artifact recovery quest for the first time while testing them.
Title: Re: What's going on in your modding?
Post by: overseer05-15 on December 09, 2017, 09:37:11 pm
Going in guns blazing
Title: Re: What's going on in your modding?
Post by: scourge728 on December 09, 2017, 10:32:38 pm
I'm interested in seeing those sentient guns raws so I can steal learn from the bullet code for an Aperture Science Sentry turret of some sorts
Title: Re: What's going on in your modding?
Post by: Enemy post on December 09, 2017, 11:42:46 pm
I'm interested in seeing those sentient guns raws so I can steal learn from the bullet code for an Aperture Science Sentry turret of some sorts

Here you go. (https://www.dropbox.com/s/zybmy1ana8riaqa/gunfolk.zip?dl=0)
Title: Re: What's going on in your modding?
Post by: ZM5 on December 10, 2017, 07:46:23 am
Got done with all the DDU invaders. Only things left for me to do are the megabeasts and the final dungeon creatures.

Bloodsuckers are gonna be fun in sieges I'd think - even if you survive you'll get a vampire outbreak to deal with.
Title: Re: What's going on in your modding?
Post by: scourge728 on December 10, 2017, 08:21:00 am
I'm interested in seeing those sentient guns raws so I can steal learn from the bullet code for an Aperture Science Sentry turret of some sorts

Here you go. (https://www.dropbox.com/s/zybmy1ana8riaqa/gunfolk.zip?dl=0)

Thank you
Title: Re: What's going on in your modding?
Post by: ZM5 on December 10, 2017, 08:29:14 am
Hmm, having issues with the witches - they don't seem to show up in worldgen. Are mono-gendered races will borked? Thought that wasn't the case anymore - and the skeletons from DDU are also all lacking genders yet they do show up.
Title: Re: What's going on in your modding?
Post by: Enemy post on December 10, 2017, 10:35:18 am
I unsuccessfully tried making Amazons in the last version. I think genderless races work but not monogendered ones.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 10, 2017, 11:41:57 am
That's pretty odd. Oh well - added a male "slave" caste to them that admittedly isn't from DDU itself, just a made-up thing that'd fit - gotta make this one compromise so the witches actually show up properly.
Title: Re: What's going on in your modding?
Post by: Kyubee on December 16, 2017, 08:41:21 pm
im trying to find language files people are willing to share. I'm tired of using the four normal languages for naming.

Also, I thought mono-gendered races worked. Harpies and stuff show up... Huh, interesting.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 17, 2017, 02:40:42 am
They show up as wild creatures, yes, but won't spawn if they're civs.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on December 17, 2017, 04:12:30 am
im trying to find language files people are willing to share. I'm tired of using the four normal languages for naming.
Dflang is a util for generating new DF language files. It's very useful. My minotaurs speak a language generated from a base list of Japanese names, plus a sprinkling of Chinese. My hobbits' language is based on a mix of Old English and Norse.
http://www.bay12forums.com/smf/index.php?topic=47332.0
Title: Re: What's going on in your modding?
Post by: Kyubee on December 23, 2017, 10:58:05 pm
I tried that, it constantly crashes for me.
Title: Re: What's going on in your modding?
Post by: Shonai_Dweller on December 24, 2017, 10:07:28 am
I tried that, it constantly crashes for me.
Strange. Try asking in the thread on it. Generating a new language is the first thing I do whenever I add a new race. Fantastic util when it's working.
Title: Re: What's going on in your modding?
Post by: gentgeen on December 25, 2017, 04:36:41 pm
Back before multi-tile trees were a thing, I had a list of trees in my personal mod that I added for flavor. I'm trying to figure out how to use the new tree tags and get them back.
Title: Re: What's going on in your modding?
Post by: Asin on December 25, 2017, 05:09:13 pm
Back before multi-tile trees were a thing, I had a list of trees in my personal mod that I added for flavor. I'm trying to figure out how to use the new tree tags and get them back.

What kind of trees?
Title: Re: What's going on in your modding?
Post by: Enemy post on December 25, 2017, 05:25:34 pm
Probably going to start on Half Life creatures today.
Title: Re: What's going on in your modding?
Post by: Kat on December 25, 2017, 07:38:15 pm
downloaded the newest version of dwarf fortress at the beginning of december.

been working on a thing that I've been poking at on and off for a while. Getting Rhenaya's drows to work in the newest versions. Finding a few little errors here and there, some positions lack responsibilities that are important now, for these new missions.

Persistent issue that the drows seem to die out quite often in worldgen. Changed some of their values and personality preferences, going to see if that changes.

Lots of little tweaking of armour sizes and things, to get stuff to work well.



Also made a beastman civilisation. I used to play Master of Magic way back, thought it might be fun to recreate some of the civs in dwarf fortress. Made a "high elves" civ and a "barbarian humans" civ as well. High elves can use some metals, and barbarian humans don't have libraries. Will add different weapons for them at some point for flavour.
Title: Re: What's going on in your modding?
Post by: gentgeen on December 26, 2017, 12:56:39 am
Back before multi-tile trees were a thing, I had a list of trees in my personal mod that I added for flavor. I'm trying to figure out how to use the new tree tags and get them back.

What kind of trees?

Typical mundane trees.
Title: Re: What's going on in your modding?
Post by: Enemy post on December 26, 2017, 05:37:40 pm
Working on headcrabs. These seem more complex than I thought. Trying to think of a good way to get headcrabs to transform themselves into headcrab zombies if they see a useful corpse. I'll probably not do it, since the game crashes if a nonhistorial figure transforms. I'm sure a headcrab that kills someone would be historical, but if a headcrab were to simply happen upon a corpse then it probably wouldn't be.

I have working versions of the normal, fast, and poison crabs, now I'm going to start on the zombies. They won't actually be zombies, I'm just going to make the zombies castes of headcrab so they can be encountered together in the wild without fighting. The most difficult part will probably be the crab's own organs inside its body, separate from the zombie's exposed insides.

As a happy accident, if headcrabs win a fight, they usually finish off the target by latching onto the victims head and thrashing it around until they die.

I also have ichthyosaurs.
Title: Re: What's going on in your modding?
Post by: ZM5 on December 26, 2017, 05:48:36 pm
The most difficult part will probably be the crab's own organs inside its body, separate from the zombie's exposed insides.
Given that you're using castes already, seems like it'd be fairly simple tbh - have the crab use the default internal organs and make another organ body part for the zombs, only lacking the [INTERNAL] token.
Title: Re: What's going on in your modding?
Post by: Enemy post on December 26, 2017, 05:57:51 pm
I guess it's not really difficult, I'm just being lazy about it.
Title: Re: What's going on in your modding?
Post by: peasant cretin on December 27, 2017, 10:02:44 pm
Slowly going looking through the raws from 43.xx v 44.xx.

Looking at this thread to see where I left off when I began tinkering with making clockwork seraphs. That was sorta how I figured outsider dorfs could have "beards".

Milk/milk booze never generated in the tavern barrels, so skipping that; it caused a weird issue with cheese no longer being edible. The feather-fletching thing worked so that's in.

Might make a reaction for "hot" water (http://www.sixthtone.com/news/1000919/the-history-behind-chinas-obsession-with-hot-water) and make it give a good feeling when drunk, because heating water in vanilla does nothing but thaw if frozen.

While I had upgraded wood's sharpness to 5k, upgrading its weight just makes it metal's poorer doppelganger. But I do like the idea of elves hammering folks with heavy wooden lances and causing much upheaval...
Title: Re: What's going on in your modding?
Post by: TomiTapio on December 28, 2017, 12:56:03 am
Me, I'm just maintaining Deon's OldGenesis mod. Tweaking animal populations and vocalizations. (dwarf adventurer burps every 35 000 time units)
Added backpacks and quivers made of wood, since always out of leather (high boot!high boot!high boot!high boot!high boot!high boot!high boot!)

Many years back I added wood tiers:
   regular (value 1 birch, fir, pine, cork oak etc.),
   fairwood (value 2 beech, yellow satinwood),
   goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.)

Added leather tiers too: fur(leopard fur tunic mmm), suede(thin leather, for clothes),
leather (vanilla's), hide AKA tough leather (from rhinos and elephants), demon hide, dragon hide.

And piles of nice creatures, of course.  spaniel (best for lap), bulldog, mastiff (best for guarding), faedog (rare expensive double-speed hound)

Spoiler (click to show/hide)
Title: Re: What's going on in your modding?
Post by: TomiTapio on December 28, 2017, 12:58:04 am
Working on headcrabs.
I'll probably not do it, since the game crashes if a nonhistorial figure transforms.
Can you make an adventure save where the wildlife transform is About To Happen, and email the save to Toady?
Title: Re: What's going on in your modding?
Post by: Enemy post on December 28, 2017, 11:17:06 am
I haven't actually done it, it's just a known bug.
Title: Re: What's going on in your modding?
Post by: Kat on December 28, 2017, 11:45:11 am
Jason and the Argonauts was just on the telly.

So now I am contemplating how FIGHTING SKELETONS might work, heh.
Title: Re: What's going on in your modding?
Post by: Enemy post on December 29, 2017, 01:06:55 am
Haven't had a lot of time for modding, but I'm finished with the headcrabs. Next up is the antlions.
Title: Re: What's going on in your modding?
Post by: Enemy post on December 30, 2017, 06:14:46 pm
Antlions down. Bullsquids and leeches as well.

*Sorry for double posting, forgot my previous post.
Title: Re: What's going on in your modding?
Post by: peasant cretin on December 30, 2017, 09:40:23 pm
Tinkering with meat weight. Few months ago during my last adv mode run, I didn't have the P&F mod's weight for meat set up in any way that'd make you wanna carry more of it around. This is from the perspective of a slow travel only sort of run, where the benefits of fast travel's blip teleport don't apply.

20 units of meat weigh 42r. Shrunk the solid density so 20 meat = 20r. Mainly thinking in terms of when you dry meat like borts (https://en.wikipedia.org/wiki/Borts) --- figure the weight for 20 units would be more like 4r.

Probably going to do something similar for cheese. Anyone whose adventurer happens to be a cheese hoarder would want lower total r.

Also finally (via forum search (http://www.bay12forums.com/smf/index.php?topic=154198.msg7048500#msg7048500)) fixed stone and bone high contact area slash so they actually cut through bare skin by mucking the shear yield/fracture#s to 250K and 150k. Still juggling that. Don't necessarily want high contact area slash going through multiple fabric layers.
Title: Re: What's going on in your modding?
Post by: Eric Blank on December 31, 2017, 12:55:35 am
Maybe you could instead make a reaction that produces preserved/dried meat, which weighs less. When you modify the weight of the material creatures are made out of, youre altering their weight and the effect that has on their performance in combat as well. You could inadvertently be changing the game balance by a lot, especially how creatures made of standard materials compare to those made of inorganics or non-standard materials like bronze collosi and element men. Weight factors in a lot with regards to how easy it is to throw/smack opponents around and how much force is behind their own blows, especially blunt attacks.

Since cheese isnt a material any creatures are made of changing that wont matter at all, but now i want to make a cheese monster :P

Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv
Title: Re: What's going on in your modding?
Post by: Kat on December 31, 2017, 01:59:24 am
Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv

Interesting. I've thought about the Draconians from Master of Magic, and how they might be modelled.
Supposedly, they're quite bureaucratic and litigious in nature. Also they can breathe fire.

Might be amusing for them to have a caste that can breathe fire, and thus trains skill faster in cooking, wood-burning, furnace operating, and glass-making.
And of course, they'd be dangerous in the sense of accidentally (or not so accidentally), setting the map on fire, heh.
Title: Re: What's going on in your modding?
Post by: peasant cretin on December 31, 2017, 03:45:56 am
Maybe you could instead make a reaction that produces preserved/dried meat, which weighs less. When you modify the weight of the material creatures are made out of, youre altering their weight and the effect that has on their performance in combat as well. You could inadvertently be changing the game balance by a lot, especially how creatures made of standard materials compare to those made of inorganics or non-standard materials like bronze collosi and element men. Weight factors in a lot with regards to how easy it is to throw/smack opponents around and how much force is behind their own blows, especially blunt attacks.

Since cheese isnt a material any creatures are made of changing that wont matter at all, but now i want to make a cheese monster :P

Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv

Agreed. I haven't changed the meat entry in the material_template_default file. I used a salting drying reaction that references an inorganic_food_cured_advmd file which is where I have an entry for dried meat. That's where I dropped solid density to 100.

But yeah, what you were saying was something I was thinking about when changing sheer values for stone/bone/wood (no big deal) and later drifting towards, then skipping teeth/horns/nails (dwarf child scratches the brain of poor adventurer). Gotta limit the unintentional raw and in-game abominations.

I'm serious abut the cheese. I guess for me every dwarf is in some ways a hobbit.
Title: Re: What's going on in your modding?
Post by: TomiTapio on December 31, 2017, 11:37:47 am
And of course, they'd be dangerous in the sense of accidentally (or not so accidentally), setting the map on fire, heh.
A good trick is: some workshop reactions having a 1% or 2% chance of making a COAL_BONFIRE (from Warlord255's bonfire minimod) which ignites things nearby. Hint: wooden cages + bonfire->grassfire

Here's ice(water boulder) to water bucket, and squeeze hospital water from plants, by Malecus:
so one can have plants to ale, and plants to water.
Spoiler (click to show/hide)

tweaked dwarf creature soundmessages a bit:
Spoiler (click to show/hide)
Title: Re: What's going on in your modding?
Post by: Asin on January 02, 2018, 12:57:52 pm
I'm working on expansion packs for Culture Shock, my "major mod". These expansion packs will mostly add in new races, with weapons and clothing included. First race pack I'm working on is "Distant Folk", an Asian themed pack which will bring two races into Culture Shock.

The Races:
Title: Re: What's going on in your modding?
Post by: TomiTapio on January 03, 2018, 05:47:42 am
Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.
Title: Re: What's going on in your modding?
Post by: ZM5 on January 03, 2018, 08:26:44 am
Doing the "creature derivatives" pack - just got done with most of the wild creature derivatives.

Still have three "segments" left to do though - mechanical variants, playable "wild" races, and civilized races themselves. Total of 42 creatures.

Admittedly, a lot of them aren't TOO different from the creatures they're derivated from - I'm fine with it though, tbh, since atleast there's some more variety in terms of biome wildlife. Don't think I'll be able to expand good biomes with this too much (a lot of the new creatures are "corrupted" versions of existing ones so they're in evil biomes), which kinda bothers me - I really want to expand those, but I guess I'm gonna have to wait until I'm done with this.
Title: Re: What's going on in your modding?
Post by: Asin on January 03, 2018, 08:30:47 am
Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.

Sounds good enough for me! Although I am afraid I cannot make them nomads... Which awfully stinks...
Title: Re: What's going on in your modding?
Post by: ZM5 on January 03, 2018, 11:05:51 am
5 more done, mechanicals this time around. Added these little cuties (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/d/dc/Mech_dragon.jpg?version=c94ead9296c6a43d2466f4f65d8c01d3), amongst mechanical squirrels and chickens.

I wanted to give them slag spit (melted iron) as a facsimile of draconic fire breath, but uhh, it burned down the grassy part of the arena (also the human test dummy died but who cares about that), so I settled with them spitting up chunks of iron, which work fairly well as blunt projectiles.
Title: Re: What's going on in your modding?
Post by: peasant cretin on January 03, 2018, 06:06:18 pm
    Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
    Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.

    Sounds good enough for me! Although I am afraid I cannot make them nomads... Which awfully stinks...

    You could give the nomads both banditry tokens w/BANDITRY:100? This was you get camps and groups "milling about." Somewhat related is bandits never get civ facial hair as they (is true?) fall under being outsiders, but males could have a single facial hair set up if you have hair under caste.

    Recently did the facial hair thing when making both gnome types outsider controllable.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on January 03, 2018, 06:19:19 pm
    Can one limit the town size to like 20 people max? That'd be more nomad than 250 person town.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on January 03, 2018, 07:38:57 pm
    Thinking about it, I might borrow the nomad idea and do banditry:100. Never having done this sort of thing, I was thinking about cramming human/gob/dorf/elf into the caste set up. Not sure if that'll work as I'm roughly imagining.

    EDIT: Easier to just dupe the 4 main races into nomadic dorf, etc, etc...
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 03, 2018, 10:58:24 pm
    I saw The Last Jedi, so a Jawa Fortress update should be forthcoming. On Half Life, I have most of the Xen animals done. Just need to do barnacles and a couple of cut creatures. I'm not doing Race X this time, since I haven't played Opposing Force through.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 04, 2018, 08:01:27 pm
    Huh, well. List of creatures for the addon went from 42 to 47, since I figured I might as well do the "nightmare" variants of some existing creatures that are seen in the Emerald Nightmare. Should make evil swamps and forests much more populated and dangerous.
    Title: Re: What's going on in your modding?
    Post by: Cyroth on January 05, 2018, 07:05:27 am
    I'm trying to create a civ that dies out and vanishes during the first 50 years after world gen. The dying works fine, but there is a problem. They don't reproduce so they die out after reaching max age, but the civ keeps getting repopulated by newcomers "of unknown parentage".

    Is there any way to make that stop?
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on January 05, 2018, 09:09:56 am
    are they genderless? just make them all 1 gender and that might stop that
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 05, 2018, 09:11:25 am
    If they were 1-gender, then they wouldn't show up in worldgen at all.

    Something's weird with that - if a civilized creature is genderless, you will see civs of them in worldgen. If they're monogendered, they will not spawn at all - I ran into that problem when making the witches for my Darkest Dungeon pack.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on January 05, 2018, 09:27:52 am
    hmm.. Make a 1 gender a really high POP_RATIO and the other one something like 1, then they'd be forced to be mono gendered but tricked into thinking it's a full fledged creature
    Title: Re: What's going on in your modding?
    Post by: Cyroth on January 05, 2018, 10:28:07 am
    Thats what I did.
    Weighted the pop ratio 50000:1 in favor of males, so there are so few females that they die out after a single generation.

    But every time the civ should die it gets repopulated with a fresh batch "from unknown parentage".
    Like this:

    (https://i.imgur.com/e0M4PqH.jpg)



    Just in case it matters, what I wanted to do was create a civ that has sole access to overpowered weapons (and only those) and can create artifacts. They should stick around for about 50 years, create a dozen or so legendary weapons (since those are the only moodable things they can produce) and then die out. By the time world gen stops those weapons would hopefully be spread all over the world, with no possible way to produce more.
    Think the Wheel Of Times heron blades or the shardblades in the Stormlight Archieve for examples of what I want to accomplish.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 05, 2018, 11:40:49 am
    Finished the "playable" wild creature derivatives - I'm kinda surprised I'm still going on with this, since it seems each time I'm near completing a part of it another bit comes up that adds several more creatures to the idea. Got two megas to do now that I didn't think of before.
    Title: Re: What's going on in your modding?
    Post by: D_E on January 05, 2018, 12:30:24 pm
    Thats what I did.
    Weighted the pop ratio 50000:1 in favor of males, so there are so few females that they die out after a single generation.

    But every time the civ should die it gets repopulated with a fresh batch "from unknown parentage".
    Like this:


    Just in case it matters, what I wanted to do was create a civ that has sole access to overpowered weapons (and only those) and can create artifacts. They should stick around for about 50 years, create a dozen or so legendary weapons (since those are the only moodable things they can produce) and then die out. By the time world gen stops those weapons would hopefully be spread all over the world, with no possible way to produce more.
    Think the Wheel Of Times heron blades or the shardblades in the Stormlight Archieve for examples of what I want to accomplish.

    Back when all members of civs were explicitly modeled, it was possible to do this, but the changeover to abstract populations broke it.  The game now appears to assume that all civilizations are capable of reproduction, resulting in the behavior you observed if they actually aren't.

    I was not able to come up with a new scheme for assuring that a civ goes extinct.

    If the pop limit tokens work again (those were also broken by the pop changeover) it's possible you can create a civ that has only one or a few sites, and is therefore PRONE to dying out during world gen (Lowering the Biome support values might also help this), but there would always be some chance of them surviving.

    I believe you can make a civ that is essentially guaranteed to starve (make them agriculture-dependent and start in a biome where agriculture doesn't work), but I think that happens instantly, with no chance to create artifacts.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 05, 2018, 06:48:25 pm
    Today as I tested my Wild Dwarves and their wild ways, I discovered that the well-known and documented on the wiki bug in which Item_Thief civs can't trade properly (merchants spam 'a thief has stolen an xyx' message for everything in the wagon when they leave and you don't gain any exported wealth) has been fixed. I guess a side effect of all the comings and goings off the fortress map involved in this release. So yay. Without lifting a finger, my Wild Dwarves are working better. :)
    Title: Re: What's going on in your modding?
    Post by: Vordak on January 05, 2018, 07:57:27 pm
    Wild Dwarves - how they differ from ordinary?
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 05, 2018, 09:01:48 pm
    Inferiority complex ridden atheists.

    You'd have to be a dwarf to understand how the great schism started. To outsiders they're much the same as regular dwarves, but tend to hang out in swamps and wear masks.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on January 05, 2018, 10:05:01 pm
    Got my seagoers working, turns out that you cannot build a town in the ocean, and being aquatic does not prevent that fact
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 05, 2018, 10:27:16 pm
    Never seen this cause for a war before.
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on January 05, 2018, 10:33:36 pm
    Never seen this cause for a war before.
    Spoiler (click to show/hide)
    Either you set "Reveal All Historical Events" to 0 or you've encountered a bug.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 05, 2018, 10:41:51 pm
    What's the bug? I didn't alter revealing historical events.
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on January 05, 2018, 10:48:27 pm
    What's the bug? I didn't alter revealing historical events.
    The bug is that there's no listed cause for the war. "The causes of the conflict are debated" is the game's way of saying "This is lost to history." Seeing as you didn't mess with the settings, something is amiss. If I had to guess, I'd say a value got assigned beyond the bounds of the relevant string-array.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 05, 2018, 11:09:12 pm
    Here are the raws if you wanted to see them. I'm not bothered much by this, though. These two are supposed to kill each other.

    Code: [Select]
    [ENTITY:STORMTROOPER]
    [INDIV_CONTROLLABLE]
    [CREATURE:STORMTROOPER]
    [TRANSLATION:HUMAN]
    [DIGGER:ITEM_WEAPON_PICK]

          [WEAPON:ITEM_WEAPON_FORCEPIKE]

          [WEAPON:ITEM_WEAPON_E11]
                            [AMMO:ITEM_AMMO_BLASTERBOLTS]

    [ARMOR:ITEM_ARMOR_STORMBREASTPLATE:COMMON]
    [GLOVES:ITEM_GLOVES_STORMGAUNTLETS:COMMON]
    [HELM:ITEM_STORM_HELM:COMMON]
          [ARMOR:ITEM_ARMOR_STORMTROOPERPAULDRON:UNCOMMON]

    [SHOES:ITEM_SHOES_STORMBOOTS:COMMON]
    [PANTS:ITEM_PANTS_STORMGREAVES:COMMON] [PANTS:ITEM_PANTS_UNDERWEAR:COMMON]
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
    [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
    [TOY:ITEM_TOY_PUZZLEBOX]
    [TOY:ITEM_TOY_BOAT]
    [TOY:ITEM_TOY_HAMMER]
    [TOY:ITEM_TOY_AXE]
          [TOY:ITEM_TOY_POWERCONVERTER]
    [TOOL:ITEM_TOOL_CAULDRON]
    [TOOL:ITEM_TOOL_LADLE]
    [TOOL:ITEM_TOOL_BOWL]
    [TOOL:ITEM_TOOL_MORTAR]
    [TOOL:ITEM_TOOL_PESTLE]
    [TOOL:ITEM_TOOL_KNIFE_CARVING]
    [TOOL:ITEM_TOOL_KNIFE_BONING]
    [TOOL:ITEM_TOOL_KNIFE_SLICING]
    [TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
    [TOOL:ITEM_TOOL_FORK_CARVING]
    [TOOL:ITEM_TOOL_NEST_BOX]
    [TOOL:ITEM_TOOL_JUG]
    [TOOL:ITEM_TOOL_LARGE_POT]
    [TOOL:ITEM_TOOL_HIVE]
    [TOOL:ITEM_TOOL_POUCH]
    [TOOL:ITEM_TOOL_WHEELBARROW]
    [TOOL:ITEM_TOOL_STEPLADDER]
    [TOOL:ITEM_TOOL_SCROLL_ROLLERS]
    [TOOL:ITEM_TOOL_BOOK_BINDING]
    [TOOL:ITEM_TOOL_SCROLL]
    [TOOL:ITEM_TOOL_QUIRE]
    [TOOL:ITEM_TOOL_BOOKCASE]
    [TOOL:ITEM_TOOL_PEDESTAL]
    [TOOL:ITEM_TOOL_DISPLAY_CASE]
    [CLOTHING]
    [CURRENCY:COPPER:1]
    [CURRENCY:SILVER:5]
    [CURRENCY:GOLD:15]
    [SELECT_SYMBOL:WAR:NAME_WAR]
    [SUBSELECT_SYMBOL:WAR:VIOLENT]
    [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
    [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
    [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
    [SUBSELECT_SYMBOL:SIEGE:VIOLENT]
    [SELECT_SYMBOL:ROAD:NAME_ROAD]
    [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
    [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
    [SELECT_SYMBOL:WALL:NAME_WALL] [SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
    [SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
    [CULL_SYMBOL:ALL:NEGATOR]
    [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
    [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
          [SELECT_SYMBOL:REMAINING:ORDER]
    [RIVER_PRODUCTS]
    [OCEAN_PRODUCTS]
    [METAL_PREF]
    [GEM_PREF]
    [STONE_PREF] [OUTDOOR_WOOD]
    [INDOOR_WOOD]
    [INDOOR_FARMING]
    [OUTDOOR_GARDENS]
    [INDOOR_GARDENS]
    [OUTDOOR_FARMING]
          [INDOOR_ORCHARDS]
          [OUTDOOR_ORCHARDS]
    [USE_ANIMAL_PRODUCTS]
        [ITEM_THIEF]

          [ANIMAL]
                [ANIMAL_ALWAYS_PRESENT]
          [ANIMAL_CLASS:IMPERIAL]
    [USE_MISC_PROCESSED_WOOD_PRODUCTS]
    [EQUIPMENT_IMPROVEMENTS]
    [SPHERE_ALIGNMENT:ORDER:512]
    [ART_FACET_MODIFIER:FANCIFUL:640]
    [ART_FACET_MODIFIER:OWN_RACE:512]
          [ALL_MAIN_POPS_CONTROLLABLE]
    [UNDEAD_CANDIDATE]
    [DEFAULT_SITE_TYPE:CAVE_DETAILED]
    [LIKES_SITE:CAVE_DETAILED]
    [TOLERATES_SITE:CITY]
    [TOLERATES_SITE:CAVE_DETAILED]
    [START_BIOME:ANY_TEMPERATE]
    [BIOME_SUPPORT:ANY_TEMPERATE:1]
    [MERCHANT_NOBILITY]
    [DIPLOMAT_BODYGUARDS]
    [MERCHANT_BODYGUARDS]
    [PROGRESS_TRIGGER_TRADE:1]
    [PROGRESS_TRIGGER_POP_SIEGE:3]
    [PROGRESS_TRIGGER_PROD_SIEGE:0]
    [PROGRESS_TRIGGER_TRADE_SIEGE:0]
    [ACTIVE_SEASON:AUTUMN]
    [SIEGER]
    [MAX_STARTING_CIV_NUMBER:100]
    [MAX_POP_NUMBER:10000]
    [MAX_SITE_POP_NUMBER:120]
    [RELIGION:PANTHEON]
    [WANDERER]
    [BEAST_HUNTER]
    [SCOUT]
    [PERMITTED_JOB:MINER]
    [PERMITTED_JOB:CARPENTER]
    [PERMITTED_JOB:BOWYER]
    [PERMITTED_JOB:WOODCUTTER]
    [PERMITTED_JOB:ENGRAVER]
    [PERMITTED_JOB:MASON]
    [PERMITTED_JOB:ANIMAL_CARETAKER]
    [PERMITTED_JOB:ANIMAL_TRAINER]
    [PERMITTED_JOB:HUNTER]
    [PERMITTED_JOB:TRAPPER]
    [PERMITTED_JOB:ANIMAL_DISSECTOR]
    [PERMITTED_JOB:FURNACE_OPERATOR]
    [PERMITTED_JOB:WEAPONSMITH]
    [PERMITTED_JOB:ARMORER]
    [PERMITTED_JOB:BLACKSMITH]
    [PERMITTED_JOB:METALCRAFTER]
    [PERMITTED_JOB:GEM_CUTTER]
    [PERMITTED_JOB:GEM_SETTER]
    [PERMITTED_JOB:WOODCRAFTER]
    [PERMITTED_JOB:STONECRAFTER]
    [PERMITTED_JOB:LEATHERWORKER]
    [PERMITTED_JOB:BONE_CARVER]
    [PERMITTED_JOB:WEAVER]
    [PERMITTED_JOB:CLOTHIER]
    [PERMITTED_JOB:GLASSMAKER]
    [PERMITTED_JOB:FISHERMAN]
    [PERMITTED_JOB:FISH_DISSECTOR]
    [PERMITTED_JOB:FISH_CLEANER]
    [PERMITTED_JOB:CHEESE_MAKER]
    [PERMITTED_JOB:MILKER]
    [PERMITTED_JOB:SHEARER]
    [PERMITTED_JOB:SPINNER]
    [PERMITTED_JOB:COOK]
    [PERMITTED_JOB:THRESHER]
    [PERMITTED_JOB:MILLER]
    [PERMITTED_JOB:BUTCHER]
    [PERMITTED_JOB:TANNER]
    [PERMITTED_JOB:DYER]
    [PERMITTED_JOB:PLANTER]
    [PERMITTED_JOB:HERBALIST]
    [PERMITTED_JOB:BREWER]
    [PERMITTED_JOB:SOAP_MAKER]
    [PERMITTED_JOB:POTASH_MAKER]
    [PERMITTED_JOB:LYE_MAKER]
    [PERMITTED_JOB:WOOD_BURNER]
    [PERMITTED_JOB:MECHANIC]
    [PERMITTED_JOB:SIEGE_ENGINEER]
    [PERMITTED_JOB:SIEGE_OPERATOR]
    [PERMITTED_JOB:PUMP_OPERATOR]
    [PERMITTED_JOB:CLERK]
    [PERMITTED_JOB:ADMINISTRATOR]
    [PERMITTED_JOB:TRADER]
    [PERMITTED_JOB:ARCHITECT]
    [PERMITTED_JOB:DIAGNOSER]
    [PERMITTED_JOB:BONE_SETTER]
    [PERMITTED_JOB:SUTURER]
    [PERMITTED_JOB:SURGEON]
    [PERMITTED_JOB:GLAZER]
    [PERMITTED_JOB:POTTER]
    [PERMITTED_JOB:PRESSER]
    [PERMITTED_JOB:BEEKEEPER]
    [PERMITTED_JOB:WAX_WORKER]
    [PERMITTED_BUILDING:SOAP_MAKER]
    [PERMITTED_BUILDING:SCREW_PRESS]
    [PERMITTED_REACTION:TAN_A_HIDE]
    [PERMITTED_REACTION:RENDER_FAT]
    [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
    [PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
    [PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
    [PERMITTED_REACTION:MAKE_CLAY_JUG]
    [PERMITTED_REACTION:MAKE_CLAY_BRICKS]
    [PERMITTED_REACTION:MAKE_CLAY_STATUE]
    [PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
    [PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
    [PERMITTED_REACTION:GLAZE_JUG]
    [PERMITTED_REACTION:GLAZE_STATUE]
    [PERMITTED_REACTION:GLAZE_LARGE_POT]
    [PERMITTED_REACTION:GLAZE_CRAFT]
    [PERMITTED_REACTION:PRESS_OIL]
    [PERMITTED_REACTION:MAKE_CLAY_HIVE]
    [PERMITTED_REACTION:PRESS_HONEYCOMB]
    [PERMITTED_REACTION:MAKE_WAX_CRAFTS]
    [PERMITTED_REACTION:MAKE_MEAD]
    [PERMITTED_REACTION:BRASS_MAKING]
    [PERMITTED_REACTION:BRASS_MAKING2]
    [PERMITTED_REACTION:BRONZE_MAKING]
    [PERMITTED_REACTION:BRONZE_MAKING2]
    [PERMITTED_REACTION:ELECTRUM_MAKING]
    [PERMITTED_REACTION:ELECTRUM_MAKING2]
    [PERMITTED_REACTION:BILLON_MAKING]
    [PERMITTED_REACTION:BILLON_MAKING2]
    [PERMITTED_REACTION:PEWTER_FINE_MAKING]
    [PERMITTED_REACTION:PEWTER_FINE_MAKING2]
    [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
    [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
    [PERMITTED_REACTION:PEWTER_LAY_MAKING]
    [PERMITTED_REACTION:BLACK_BRONZE_MAKING]
    [PERMITTED_REACTION:STERLING_SILVER_MAKING]
    [PERMITTED_REACTION:ROSE_GOLD_MAKING]
    [PERMITTED_REACTION:PIG_IRON_MAKING]
    [PERMITTED_REACTION:STEEL_MAKING]
    [PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]
    [WORLD_CONSTRUCTION:WALL]
    [WORLD_CONSTRUCTION:BRIDGE]
    [WORLD_CONSTRUCTION:ROAD]
    [ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]
    [ETHIC:KILL_ENEMY:ACCEPTABLE]
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]
    [ETHIC:KILL_PLANT:ACCEPTABLE]
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
    [ETHIC:TREASON:PUNISH_CAPITAL]
    [ETHIC:OATH_BREAKING:PUNISH_REPRIMAND]
    [ETHIC:LYING:PERSONAL_MATTER]
    [ETHIC:VANDALISM:PUNISH_CAPITAL]
    [ETHIC:TRESPASSING:PUNISH_CAPITAL]
    [ETHIC:THEFT:PUNISH_CAPITAL]
    [ETHIC:ASSAULT:PUNISH_CAPITAL]
    [ETHIC:SLAVERY:ACCEPTABLE]
    [ETHIC:EAT_SAPIENT_OTHER:PUNISH_CAPITAL]
    [ETHIC:EAT_SAPIENT_KILL:PUNISH_CAPITAL]
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
          [VALUE:LAW:50]
    [VALUE:LOYALTY:50]
    [VALUE:FAMILY:0]
    [VALUE:FRIENDSHIP:26]
    [VALUE:POWER:11]
    [VALUE:TRUTH:0]
    [VALUE:CUNNING:-11]
    [VALUE:ELOQUENCE:0]
    [VALUE:FAIRNESS:0]
    [VALUE:DECORUM:15]
    [VALUE:TRADITION:11]
    [VALUE:ARTWORK:-11]
    [VALUE:COOPERATION:40]
    [VALUE:INDEPENDENCE:-50]
    [VALUE:STOICISM:30]
    [VALUE:KNOWLEDGE:-25]
    [VALUE:INTROSPECTION:-25]
    [VALUE:SELF_CONTROL:41]
    [VALUE:TRANQUILITY:0]
    [VALUE:HARMONY:50]
    [VALUE:MERRIMENT:-41]
    [VALUE:CRAFTSMANSHIP:15]
    [VALUE:MARTIAL_PROWESS:11]Except for marksmanship.
    [VALUE:SKILL:15]
    [VALUE:HARD_WORK:41]
    [VALUE:SACRIFICE:11]
    [VALUE:COMPETITION:-11]
    [VALUE:PERSEVERANCE:11]
    [VALUE:LEISURE_TIME:-11]
    [VALUE:COMMERCE:0]
    [VALUE:ROMANCE:-11]
    [VALUE:NATURE:0]
    [VALUE:PEACE:-15]
          [LOCAL_BANDITRY]
          [BANDITRY:1]
      [WILL_ACCEPT_TRIBUTE]
          [POSITION:MONARCH]
    [NAME:commander:commanders]
    [NUMBER:1]
    [RULES_FROM_LOCATION]
    [SUCCESSION:BY_HEIR]
    [MENIAL_WORK_EXEMPTION]
    [PUNISHMENT_EXEMPTION]
    [RESPONSIBILITY:LAW_MAKING]
    [RESPONSIBILITY:RECEIVE_DIPLOMATS]
    [RESPONSIBILITY:MILITARY_GOALS]
    [DETERMINES_COIN_DESIGN]

    [PRECEDENCE:1]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [EXPORTED_IN_LEGENDS]
    [COLOR:7:0:1]
    [DUTY_BOUND]
    [POSITION:LORD]
    [NAME:officer:officers]
    [SITE]
    [LAND_HOLDER:3]
    [RESPONSIBILITY:LAW_MAKING]
    [RESPONSIBILITY:RECEIVE_DIPLOMATS]
    [SUCCESSION:BY_HEIR]
    [APPOINTED_BY:MONARCH]
    [PRECEDENCE:20]
    [SPECIAL_BURIAL]
    [SLEEP_PRETENSION]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [COLOR:5:0:0]
    [DUTY_BOUND]

    [POSITION:CONQUERLORD]
    [NAME:occupation officer:occupation officers]
    [CONQUERED_SITE]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [EXPORTED_IN_LEGENDS]
    [DETERMINES_COIN_DESIGN]
    [DUTY_BOUND]
    [COLOR:5:0:0]

    [PRECEDENCE:20]
    [NUMBER:1]
    [RESPONSIBILITY:LAW_MAKING]
    [RESPONSIBILITY:RECEIVE_DIPLOMATS]
    [RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
    [RESPONSIBILITY:MEET_WORKERS]
    [POSITION:CAPTAIN_OF_THE_GUARD]
    [NAME:lieutenant:lieutenants]
    [SITE]
    [NUMBER:1]
    [RESPONSIBILITY:LAW_ENFORCEMENT]
                [RESPONSIBILITY:ATTACK_ENEMIES]                                                                             
                [RESPONSIBILITY:PATROL_TERRITORY]
    [SQUAD:10:officer:officers]
    [APPOINTED_BY:MONARCH]
    [REQUIRES_POPULATION:50]
    [PRECEDENCE:105]
    [DO_NOT_CULL]
    [COLOR:1:0:1]
    [ACCOUNT_EXEMPT]
    [DUTY_BOUND]
    [VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]
    [BUILDS_OUTDOOR_FORTIFICATIONS]
    [BUILDS_OUTDOOR_TOMBS]
          [TISSUE_STYLE:HAIR]
    [TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
    [TISSUE_STYLE:SIDEBURNS]
    [TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
    [TISSUE_STYLE:MOUSTACHE]
    [TS_MAINTAIN_LENGTH:NONE:100]
    [TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
    [TISSUE_STYLE:BEARD]
    [TS_MAINTAIN_LENGTH:NONE:100]
    [TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]
    [STONE_SHAPE:OVAL_CABOCHON]
    [STONE_SHAPE:ROUND_CABOCHON]
    [STONE_SHAPE:CUSHION_CABOCHON]
    [STONE_SHAPE:RECTANGULAR_CABOCHON]
    [GEM_SHAPE:OVAL_CABOCHON]
    [GEM_SHAPE:ROUND_CABOCHON]
    [GEM_SHAPE:CUSHION_CABOCHON]
    [GEM_SHAPE:RECTANGULAR_CABOCHON]
    [GEM_SHAPE:POINT_CUT_GEM]
    [GEM_SHAPE:TABLE_CUT_GEM]
    [GEM_SHAPE:SINGLE_CUT_GEM]
    [GEM_SHAPE:ROSE_CUT_GEM]
    [GEM_SHAPE:BRIOLETTE_CUT_GEM]

    Code: [Select]
    [ENTITY:VONG]
    [INDIV_CONTROLLABLE]
    [CREATURE:VONG]
    [TRANSLATION:GOBLIN]
          [WEAPON:ITEM_WEAPON_AMPHISTAFF]
          [WEAPON:ITEM_WEAPON_AMPHISTAFFSPITTING]
                            [AMMO:ITEM_AMMO_VENOM]
    [ARMOR:ITEM_ARMOR_VONGBREASTPLATE:COMMON]
    [GLOVES:ITEM_GLOVES_VONGGAUNTLETS:COMMON]
    [HELM:ITEM_VONG_HELM:RARE]
    [SHOES:ITEM_SHOES_VONGBOOTS:COMMON]
    [PANTS:ITEM_PANTS_VONGGREAVES:COMMON]
    [TOOL:ITEM_TOOL_COUFEE]
    [CLOTHING]
    [SELECT_SYMBOL:WAR:NAME_WAR]
    [SUBSELECT_SYMBOL:WAR:VIOLENT]
    [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
    [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
    [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
    [SUBSELECT_SYMBOL:SIEGE:VIOLENT]
    [SELECT_SYMBOL:ROAD:NAME_ROAD]
    [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
    [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
    [SELECT_SYMBOL:WALL:NAME_WALL] [SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
    [SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
    [CULL_SYMBOL:ALL:NEGATOR]
    [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
    [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
          [SELECT_SYMBOL:REMAINING:EVIL]
    [RIVER_PRODUCTS]
    [OCEAN_PRODUCTS]
    [METAL_PREF]
    [GEM_PREF]
    [STONE_PREF] [OUTDOOR_WOOD]
    [INDOOR_WOOD]
    [INDOOR_FARMING]
    [OUTDOOR_GARDENS]
    [INDOOR_GARDENS]
    [OUTDOOR_FARMING]
          [INDOOR_ORCHARDS]
          [OUTDOOR_ORCHARDS]
    [USE_ANIMAL_PRODUCTS]

          [ANIMAL]
                [ANIMAL_ALWAYS_PRESENT]
          [ANIMAL_CLASS:VONG]
    [ANIMAL_FORBIDDEN_CLASS:DROID]
    [USE_MISC_PROCESSED_WOOD_PRODUCTS]
    [EQUIPMENT_IMPROVEMENTS]
          [SPHERE_ALIGNMENT:WAR:512]
    [SPHERE_ALIGNMENT:NATURE:512]
    [SPHERE_ALIGNMENT:TORTURE:512]
          [ITEM_THIEF]
    [ART_FACET_MODIFIER:FANCIFUL:640]
    [ART_FACET_MODIFIER:OWN_RACE:512]
          [ALL_MAIN_POPS_CONTROLLABLE]
    [UNDEAD_CANDIDATE]
    [DEFAULT_SITE_TYPE:CITY]
    [LIKES_SITE:CITY]
    [TOLERATES_SITE:CITY]
    [TOLERATES_SITE:TREE_CITY]
    [TOLERATES_SITE:CAVE_DETAILED]
    [START_BIOME:ANY_FOREST]
    [BIOME_SUPPORT:ANY_FOREST:1]
    [MERCHANT_NOBILITY]
    [DIPLOMAT_BODYGUARDS]
    [MERCHANT_BODYGUARDS]
    [PROGRESS_TRIGGER_TRADE:1]
    [PROGRESS_TRIGGER_POP_SIEGE:3]
    [PROGRESS_TRIGGER_PROD_SIEGE:0]
    [PROGRESS_TRIGGER_TRADE_SIEGE:0]
    [ACTIVE_SEASON:SUMMER]
    [SIEGER]
    [MAX_STARTING_CIV_NUMBER:100]
    [MAX_POP_NUMBER:10000]
    [MAX_SITE_POP_NUMBER:120]
    [RELIGION:PANTHEON]
    [WANDERER]
    [BEAST_HUNTER]
    [SCOUT]
    [PERMITTED_JOB:MINER]
    [PERMITTED_JOB:CARPENTER]
    [PERMITTED_JOB:BOWYER]
    [PERMITTED_JOB:WOODCUTTER]
    [PERMITTED_JOB:ENGRAVER]
    [PERMITTED_JOB:MASON]
    [PERMITTED_JOB:ANIMAL_CARETAKER]
    [PERMITTED_JOB:ANIMAL_TRAINER]
    [PERMITTED_JOB:HUNTER]
    [PERMITTED_JOB:TRAPPER]
    [PERMITTED_JOB:ANIMAL_DISSECTOR]
    [PERMITTED_JOB:FURNACE_OPERATOR]
    [PERMITTED_JOB:WEAPONSMITH]
    [PERMITTED_JOB:ARMORER]
    [PERMITTED_JOB:BLACKSMITH]
    [PERMITTED_JOB:METALCRAFTER]
    [PERMITTED_JOB:GEM_CUTTER]
    [PERMITTED_JOB:GEM_SETTER]
    [PERMITTED_JOB:WOODCRAFTER]
    [PERMITTED_JOB:STONECRAFTER]
    [PERMITTED_JOB:LEATHERWORKER]
    [PERMITTED_JOB:BONE_CARVER]
    [PERMITTED_JOB:WEAVER]
    [PERMITTED_JOB:CLOTHIER]
    [PERMITTED_JOB:GLASSMAKER]
    [PERMITTED_JOB:FISHERMAN]
    [PERMITTED_JOB:FISH_DISSECTOR]
    [PERMITTED_JOB:FISH_CLEANER]
    [PERMITTED_JOB:CHEESE_MAKER]
    [PERMITTED_JOB:MILKER]
    [PERMITTED_JOB:SHEARER]
    [PERMITTED_JOB:SPINNER]
    [PERMITTED_JOB:COOK]
    [PERMITTED_JOB:THRESHER]
    [PERMITTED_JOB:MILLER]
    [PERMITTED_JOB:BUTCHER]
    [PERMITTED_JOB:TANNER]
    [PERMITTED_JOB:DYER]
    [PERMITTED_JOB:PLANTER]
    [PERMITTED_JOB:HERBALIST]
    [PERMITTED_JOB:BREWER]
    [PERMITTED_JOB:SOAP_MAKER]
    [PERMITTED_JOB:POTASH_MAKER]
    [PERMITTED_JOB:LYE_MAKER]
    [PERMITTED_JOB:WOOD_BURNER]
    [PERMITTED_JOB:MECHANIC]
    [PERMITTED_JOB:SIEGE_ENGINEER]
    [PERMITTED_JOB:SIEGE_OPERATOR]
    [PERMITTED_JOB:PUMP_OPERATOR]
    [PERMITTED_JOB:CLERK]
    [PERMITTED_JOB:ADMINISTRATOR]
    [PERMITTED_JOB:TRADER]
    [PERMITTED_JOB:ARCHITECT]
    [PERMITTED_JOB:DIAGNOSER]
    [PERMITTED_JOB:BONE_SETTER]
    [PERMITTED_JOB:SUTURER]
    [PERMITTED_JOB:SURGEON]
    [PERMITTED_JOB:GLAZER]
    [PERMITTED_JOB:POTTER]
    [PERMITTED_JOB:PRESSER]
    [PERMITTED_JOB:BEEKEEPER]
    [PERMITTED_JOB:WAX_WORKER]
    [PERMITTED_BUILDING:SOAP_MAKER]
    [PERMITTED_BUILDING:SCREW_PRESS]
    [PERMITTED_REACTION:TAN_A_HIDE]
    [PERMITTED_REACTION:RENDER_FAT]
    [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
    [PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
    [PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
    [PERMITTED_REACTION:MAKE_CLAY_JUG]
    [PERMITTED_REACTION:MAKE_CLAY_BRICKS]
    [PERMITTED_REACTION:MAKE_CLAY_STATUE]
    [PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
    [PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
    [PERMITTED_REACTION:GLAZE_JUG]
    [PERMITTED_REACTION:GLAZE_STATUE]
    [PERMITTED_REACTION:GLAZE_LARGE_POT]
    [PERMITTED_REACTION:GLAZE_CRAFT]
    [PERMITTED_REACTION:PRESS_OIL]
    [PERMITTED_REACTION:MAKE_CLAY_HIVE]
    [PERMITTED_REACTION:PRESS_HONEYCOMB]
    [PERMITTED_REACTION:MAKE_WAX_CRAFTS]
    [PERMITTED_REACTION:MAKE_MEAD]
    [PERMITTED_REACTION:BRASS_MAKING]
    [PERMITTED_REACTION:BRASS_MAKING2]
    [PERMITTED_REACTION:BRONZE_MAKING]
    [PERMITTED_REACTION:BRONZE_MAKING2]
    [PERMITTED_REACTION:ELECTRUM_MAKING]
    [PERMITTED_REACTION:ELECTRUM_MAKING2]
    [PERMITTED_REACTION:BILLON_MAKING]
    [PERMITTED_REACTION:BILLON_MAKING2]
    [PERMITTED_REACTION:PEWTER_FINE_MAKING]
    [PERMITTED_REACTION:PEWTER_FINE_MAKING2]
    [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
    [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
    [PERMITTED_REACTION:PEWTER_LAY_MAKING]
    [PERMITTED_REACTION:BLACK_BRONZE_MAKING]
    [PERMITTED_REACTION:STERLING_SILVER_MAKING]
    [PERMITTED_REACTION:ROSE_GOLD_MAKING]
    [PERMITTED_REACTION:PIG_IRON_MAKING]
    [PERMITTED_REACTION:STEEL_MAKING]
    [PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]
    [WORLD_CONSTRUCTION:WALL]
    [WORLD_CONSTRUCTION:BRIDGE]
    [WORLD_CONSTRUCTION:ROAD]
    [ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]
    [ETHIC:KILL_ENEMY:ACCEPTABLE]
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]
    [ETHIC:KILL_PLANT:ACCEPTABLE]
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
    [ETHIC:TREASON:PUNISH_CAPITAL]
    [ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
    [ETHIC:LYING:PERSONAL_MATTER]
    [ETHIC:VANDALISM:PUNISH_CAPITAL]
    [ETHIC:TRESPASSING:PUNISH_CAPITAL]
    [ETHIC:THEFT:PUNISH_CAPITAL]
    [ETHIC:ASSAULT:ACCEPTABLE]
    [ETHIC:SLAVERY:ACCEPTABLE]
    [ETHIC:EAT_SAPIENT_OTHER:MISGUIDED]
    [ETHIC:EAT_SAPIENT_KILL:MISGUIDED]
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
          [VALUE:LAW:50]
    [VALUE:LOYALTY:50]
    [VALUE:FAMILY:25]
    [VALUE:FRIENDSHIP:25]
    [VALUE:POWER:50]
    [VALUE:TRUTH:25]
    [VALUE:CUNNING:0]
    [VALUE:ELOQUENCE:0]
    [VALUE:FAIRNESS:0]
    [VALUE:DECORUM:25]
    [VALUE:TRADITION:50]
    [VALUE:ARTWORK:15]
    [VALUE:COOPERATION:30]
    [VALUE:INDEPENDENCE:-50]
    [VALUE:STOICISM:30]
    [VALUE:KNOWLEDGE:-41]
    [VALUE:INTROSPECTION:-25]
    [VALUE:SELF_CONTROL:41]
    [VALUE:TRANQUILITY:0]
    [VALUE:HARMONY:50]
    [VALUE:MERRIMENT:0]
    [VALUE:CRAFTSMANSHIP:-50]
    [VALUE:MARTIAL_PROWESS:50].
    [VALUE:SKILL:50]
    [VALUE:HARD_WORK:50]
    [VALUE:SACRIFICE:40]
    [VALUE:COMPETITION:0]
    [VALUE:PERSEVERANCE:35]
    [VALUE:LEISURE_TIME:0]
    [VALUE:COMMERCE:0]
    [VALUE:ROMANCE:0]
    [VALUE:NATURE:0]
    [VALUE:PEACE:-41]
          [LOCAL_BANDITRY]
          [BANDITRY:1]
      [WILL_ACCEPT_TRIBUTE]
          [POSITION:MONARCH]
    [NAME:supreme overlord:supreme overlords]
    [NUMBER:1]
    [RULES_FROM_LOCATION]
    [SUCCESSION:BY_HEIR]
    [MENIAL_WORK_EXEMPTION]
    [PUNISHMENT_EXEMPTION]
    [RESPONSIBILITY:LAW_MAKING]
    [RESPONSIBILITY:RECEIVE_DIPLOMATS]
    [RESPONSIBILITY:MILITARY_GOALS]
    [DETERMINES_COIN_DESIGN]

    [PRECEDENCE:1]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [EXPORTED_IN_LEGENDS]
    [COLOR:7:0:1]
    [DUTY_BOUND]
    [POSITION:LORD]
    [NAME:commander:commanders]
    [SITE]
    [LAND_HOLDER:3]
    [RESPONSIBILITY:LAW_MAKING]
    [RESPONSIBILITY:RECEIVE_DIPLOMATS]
    [SUCCESSION:BY_HEIR]
    [APPOINTED_BY:MONARCH]
    [PRECEDENCE:20]
    [SPECIAL_BURIAL]
    [SLEEP_PRETENSION]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [COLOR:5:0:0]
    [DUTY_BOUND]

    [POSITION:CONQUERLORD]
    [NAME:commander:commanders]
    [CONQUERED_SITE]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [EXPORTED_IN_LEGENDS]
    [DETERMINES_COIN_DESIGN]
    [DUTY_BOUND]
    [COLOR:5:0:0]

    [PRECEDENCE:20]
    [NUMBER:1]
    [RESPONSIBILITY:LAW_MAKING]
    [RESPONSIBILITY:RECEIVE_DIPLOMATS]
    [RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
    [RESPONSIBILITY:MEET_WORKERS]
    [POSITION:HIGHPRIEST]Was originally shapers, but then I figured out the interaction.
    [NAME:high priest:hight priests]
    [NUMBER:1]
    [RESPONSIBILITY:RELIGION]
    [SUCCESSION:BY_POSITION:PRIEST]
    [MENIAL_WORK_EXEMPTION]
    [PUNISHMENT_EXEMPTION]
    [ELECTED]
    [DETERMINES_COIN_DESIGN]
    [PRECEDENCE:15]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [KILL_QUEST]
    [EXPORTED_IN_LEGENDS]
    [COLOR:2:0:1]
    [DUTY_BOUND]
    [POSITION:PRIEST]
    [NAME:priest:priests]
    [NUMBER:1]
    [MENIAL_WORK_EXEMPTION]
    [PUNISHMENT_EXEMPTION]
    [APPOINTED_BY:HIGHPRIEST]
    [PRECEDENCE:100]
    [FLASHES]
    [BRAG_ON_KILL]
    [CHAT_WORTHY]
    [DO_NOT_CULL]
    [COLOR:2:0:0]
    [DUTY_BOUND]

    [POSITION:CAPTAIN_OF_THE_GUARD]
    [NAME:praetorite vong prefect:praetorite vong prefects]
    [SITE]
    [NUMBER:1]
    [RESPONSIBILITY:LAW_ENFORCEMENT]                                              [RESPONSIBILITY:ATTACK_ENEMIES]                                                                             
                [RESPONSIBILITY:PATROL_TERRITORY]
    [SQUAD:10:praetorite vong:praetorite vong]
    [APPOINTED_BY:MONARCH]
    [REQUIRES_POPULATION:50]
    [PRECEDENCE:105]
    [DO_NOT_CULL]
    [COLOR:1:0:1]
    [ACCOUNT_EXEMPT]
    [DUTY_BOUND]

    [VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]

    [VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]
    [BUILDS_OUTDOOR_FORTIFICATIONS]
    [BUILDS_OUTDOOR_TOMBS]
          [TISSUE_STYLE:HAIR]
    [TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
    [TS_MAINTAIN_LENGTH:NONE:100]

    [STONE_SHAPE:OVAL_CABOCHON]
    [STONE_SHAPE:ROUND_CABOCHON]
    [STONE_SHAPE:CUSHION_CABOCHON]
    [STONE_SHAPE:RECTANGULAR_CABOCHON]
    [GEM_SHAPE:OVAL_CABOCHON]
    [GEM_SHAPE:ROUND_CABOCHON]
    [GEM_SHAPE:CUSHION_CABOCHON]
    [GEM_SHAPE:RECTANGULAR_CABOCHON]
    [GEM_SHAPE:POINT_CUT_GEM]
    [GEM_SHAPE:TABLE_CUT_GEM]
    [GEM_SHAPE:SINGLE_CUT_GEM]
    [GEM_SHAPE:ROSE_CUT_GEM]
    [GEM_SHAPE:BRIOLETTE_CUT_GEM]
    Title: Re: What's going on in your modding?
    Post by: Cyroth on January 06, 2018, 01:28:04 am
    Back when all members of civs were explicitly modeled, it was possible to do this, but the changeover to abstract populations broke it.  The game now appears to assume that all civilizations are capable of reproduction, resulting in the behavior you observed if they actually aren't.

    I was not able to come up with a new scheme for assuring that a civ goes extinct.

    If the pop limit tokens work again (those were also broken by the pop changeover) it's possible you can create a civ that has only one or a few sites, and is therefore PRONE to dying out during world gen (Lowering the Biome support values might also help this), but there would always be some chance of them surviving.

    I believe you can make a civ that is essentially guaranteed to starve (make them agriculture-dependent and start in a biome where agriculture doesn't work), but I think that happens instantly, with no chance to create artifacts.

    Carp, I was fearing that might be the case.
    So simple and peaceful depopulation is off the table.

    Lets see if I can make their civ so weak and repugnant that the other civs feel the need to murderize them the conventional way. Though that will bring with it the risk of survival.  ::)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 06, 2018, 01:35:23 am
    In my experience, civs that don't have access to pets or armor tend to die off much more easily than their actual strength would indicate. That might help.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 06, 2018, 01:32:57 pm
    Ive found a civilization living in mountain halls in the mountains, but unable to make settlements, will simply have only the one site, until they inevitably get eaten by a megabeast or something.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on January 07, 2018, 12:49:59 am
    Figured out how to get yak wool, reindeer/wolf fur items to populate NPC inventories.
    Code: [Select]
    [TLCM_NOUN:wool:SINGULAR]
    [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
    [APP_MOD_NOUN:wool:SINGULAR]
    [APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
    [APP_MOD_DESC_RANGE:10:50:100:150:200:300]
    [SHEARABLE_TISSUE_LAYER:LENGTH:300]
    Any creature w/ an insulation token will drop fur, if it's large enough, though aside from the aforementioned, they didn't get the above sequence. Being able to drop fur makes trapping kind of a thing your character can do now.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 07, 2018, 04:00:43 pm
    I've got most of the update for Last Jedi done. I just need to make the new sentient aliens and solve a new issue. I found that rakghouls (werewolf/zombie things from KOTOR) are working again, but their descriptions sometimes crash the game. I've tried to fix them, but I think I'm just going to toss them out and redo them based on some extracted werebeasts I downloaded somewhere.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 07, 2018, 07:19:05 pm
    Been toying with counter triggers, and have finally been able to confirm that a syndrome with the cave adaptation counter trigger functions in adventure mode, but it appears you have to add the counter trigger after each syndrome effect to see anything at all. This means I can move along with cavern druids/dwarven cave adaptation effects, which I'd put off because I was never able to get them to work before.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 08, 2018, 03:52:31 am
    I've got most of the update for Last Jedi done. I just need to make the new sentient aliens and solve a new issue. I found that rakghouls (werewolf/zombie things from KOTOR) are working again, but their descriptions sometimes crash the game. I've tried to fix them, but I think I'm just going to toss them out and redo them based on some extracted werebeasts I downloaded somewhere.
    Do they have body colour descriptors and the like? I think thats what causes the crashes - I removed them from my Nosferatu and the lesser sin incarnations and they don't crash anymore when looking at the description.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 08, 2018, 02:29:21 pm
    They don't have any of those. I've rebuilt them, now I need to do some testing. They have some variance in body size, but since weredeer apparently have that I think it shouldn't hurt them much.

    *The descriptions seem to work, but I still get crashes sometimes on large worlds with long histories. I've removed my "shaper" necromancers for lore reasons. The new pet rules can do their job better, and I never liked them anyway.

    **This is frustrating. I got a large world to work. Large worlds had started to crash regularly, but removing the rakghoul's size variances seems to have maybe cured that. However, some rakghoul's descriptions still crash the game. Not all of them, just some of them. Does anyone see what the problem is with these?

    Code: (Creature) [Select]
    [CREATURE:RAKGHOUL_EP]Thanks to Meph for the procedural creatures.
    [NAME:rakghoul:rakghouls:rakghoul]
    [CASTE_NAME:rakghoul:rakghouls:rakghouls]
    [ATTACK_TRIGGER:20:0:0]
    [NIGHT_CREATURE_HUNTER]
    [EXTRAVISION]
    [NO_GENDER]
    [BONECARN]
    [CRAZED]
    [DIFFICULTY:1]
    [LAIR:SIMPLE_BURROW:50]
    [LARGE_PREDATOR]
    [EVIL]
    [SUPERNATURAL]
    [FANCIFUL]
    [AMPHIBIOUS]
    [PETVALUE:2000]
    [GRASSTRAMPLE:20]
    [BUILDINGDESTROYER:2]
    [ALL_ACTIVE]
    [SWIMS_INNATE]
    [SPHERE:DARKNESS]
    [SPHERE:DISEASE]
    [BODY_SIZE:0:0:70000]
    [CREATURE_TILE:'&']
    [BODY:HUMANOID_NECK:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:3FINGERS:3TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
    [CANOPENDOORS]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
    [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
    [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
    [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
    [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
    [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
    [TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
    [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
    [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
    [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
    [HAS_NERVES]
    [HOMEOTHERM:10040]
    [NO_UNIT_TYPE_COLOR]
    [COLOR:0:0:1]
    [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
    [TL_MAJOR_ARTERIES]
    [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
    [CREATURE_CLASS:GENERAL_POISON][CREATURE_CLASS:FORCE]
    [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:CLAW]
    [ATTACK_SKILL:GRASP_STRIKE]
    [ATTACK_VERB:scratch:scratches]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PENETRATION_PERC:100]
    [ATTACK_FLAG_EDGE]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_PREPARE_AND_RECOVER:3:3]

                [SPECIALATTACK_INTERACTION:RAKPLAGUE]
    [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]
                [SPECIALATTACK_INTERACTION:RAKPLAGUE]
    [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA

    [DESCRIPTION:Rakghouls are a type of Sith-spawned mutants, engineered by the Sith Lord Karness Muur. Hideous and possessing an appetite for flesh, Rakghouls are non-sentient, and are most commonly simple and animalistic in their behavior, with some even referring to the creatures as "mindless". They carry the "rakghoul plague", a virus-like disease which can be spread from a rakghoul's bite or scratch. Individuals infected with this disease become rakghouls.]


    Code: (Interaction) [Select]
    [INTERACTION:RAKPLAGUE]

    [I_SOURCE:ATTACK]
    [IS_HIST_STRING_1: infected ]
    [IS_HIST_STRING_2:, passing on the rakghoul plague]

    [I_TARGET:A:CREATURE]
    [IT_LOCATION:CONTEXT_CREATURE]
    [IT_REQUIRES:CAN_LEARN]
    [IT_REQUIRES:HAS_BLOOD]
    [IT_FORBIDDEN:NOT_LIVING]
    [IT_FORBIDDEN:SUPERNATURAL]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:RAKGHOUL]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

    [I_EFFECT:ADD_SYNDROME]
    [IE_TARGET:A]
    [IE_IMMEDIATE]
    [SYNDROME]
    [SYN_CLASS:RAKGHOUL]
    [CE_BODY_TRANSFORMATION:START:20800]
    [CE:CREATURE:RAKGHOUL_EP:DEFAULT]

    [INTERACTION:MUUR]

    [I_SOURCE:DEITY]
    [IS_USAGE_HINT:MAJOR_CURSE]
    [IS_HIST_STRING_1: cursed ]
    [IS_HIST_STRING_2: to become a rakghoul]

    [I_TARGET:A:CREATURE]
    [IT_LOCATION:CONTEXT_CREATURE]
    [IT_REQUIRES:CAN_LEARN]
    [IT_REQUIRES:HAS_BLOOD]
    [IT_FORBIDDEN:NOT_LIVING]
    [IT_FORBIDDEN:SUPERNATURAL]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:RAKGHOUL]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
    [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

    [I_EFFECT:ADD_SYNDROME]
    [IE_TARGET:A]
    [IE_IMMEDIATE]
    [SYNDROME]
    [IE_ARENA_NAME:Rakghoul]

    [SYN_CLASS:RAKGHOUL]
    [CE_BODY_TRANSFORMATION:START:0]
    [CE:CREATURE:RAKGHOUL_EP:DEFAULT]



    Looking at them now, I noticed that the requirements to get infected are inconsistent. Maybe that's it, I'll dig deeper.

    ***Changed that. Many work, but still not all of them.

    ****Now I removed their small tails and all the rakghouls in a 1050 year pocket world seem to work. Hm. I also added almost all the sentients. Along the way, I realized a good way to filter Legends mode to monsters and kills is to search " the " with spaces on either side. It gets all the titled creatures.

    *****Arg. I found one that crashed the game. Updated the creature here to reflect changes.

    ******So, a large world crashed even with rakghouls eliminated completely. Is there a tool to scan for duped raws?
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on January 09, 2018, 06:04:56 am
    ******So, a large world crashed even with rakghouls eliminated completely. Is there a tool to scan for duped raws?
    I would remove all single quotes and double quotes from their descriptions. Just for safety.

    WinMerge code comparison tool to compare X weeks ago version raws to current version, spots large changes easily.
    At http://winmerge.org/downloads/?lang=en

    I worked on skill learning rates yesterday. Dwarves worse at poetry and dancing than humans and elves.
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 09, 2018, 12:47:01 pm
    ******So, a large world crashed even with rakghouls eliminated completely. Is there a tool to scan for duped raws?
    I would remove all single quotes and double quotes from their descriptions. Just for safety.

    WinMerge code comparison tool to compare X weeks ago version raws to current version, spots large changes easily.
    At http://winmerge.org/downloads/?lang=en

    Can WinMerge read the insides of the files? I was looking for a tool that scans raws the same way as Dwarf Fortress, but then reports on duplicate entries and castes within creatures.

    Got an Impoverished Word Selector error on one of the crashes. I wonder if that's the answer.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on January 09, 2018, 12:54:34 pm
    I... Fuck, I'm doing it. I'm taking the plunge. I'm adding heraldic surcoats and shields. I'm manually adding god knows how many variations of charges and attitudes (not tinctures or divisions though; clothes are already dyed which covers tinctures, and fuck differentiating them by division and charge and pose that would take literally forever). This might take a while.

    May God have mercy on my soul.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on January 09, 2018, 01:30:56 pm
    best way would be to make some lists of the combos, and then create a quick app to read those lists and build all your surcoats/shields from some templates you design.

    However I'm not sure how many a civ will accept? I know sometimes you have to use the FORCED option but even at that they seem to only accept oh so many types per civ (unless i'm wrong I remember someone trying to give all vanilla items/clothes to an entity even  using FORCED but some still "dropped" off the list aka became foreign
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on January 09, 2018, 02:00:37 pm
    Yeah WinMerge looks inside files, any kind of plaintext files. I use it especially to copy changes between OldGenesis-ironhand and the two other tileset versions. Or from vanilla DF to my mod.
    Screenshot:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 09, 2018, 04:18:28 pm
    Thanks. Looks like the problem will be still more difficult though. I tried generating large worlds with long histories on older versions. The version from 43.03 worked, but 43.05 and up crashed. At least that might be a clue as to when the problematic content was added.
    Title: Re: What's going on in your modding?
    Post by: Novaris on January 10, 2018, 11:14:15 am
    If you want a race that is sure to be extinct after only a couple of years I can borrow you my elves. Ever since I added two dark races (namely orcs and succubi) and toyed around with their create tokens (making them a little stronger, make them use steel) the elves very reliantly die out after 20 years of worldgen. Only if they are located behin a naturaly mountain wall they seem to survive because nobody can reach them. :D

    I'm now trying to come up with "high elves" that are stronger and survive longer :D
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 10, 2018, 12:34:17 pm
    Kept searching for the source of the problem. Because the 43.03 version of Jawa Fortress worked, I tried putting the raws from that into 44.03.   It still crashed, but the same raws worked in 43.03. After that, I got an idea and tried generating a vanilla large/550 year world on 44.03. It crashed too, but nearly got to completion. So then I tried generating a large/550 year Jawa Fortress world on a better computer and it worked, after one crash at around 90 years. So apparently, it may have been my computer's fault.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on January 10, 2018, 01:17:57 pm
    best way would be to make some lists of the combos, and then create a quick app to read those lists and build all your surcoats/shields from some templates you design.

    However I'm not sure how many a civ will accept? I know sometimes you have to use the FORCED option but even at that they seem to only accept oh so many types per civ (unless i'm wrong I remember someone trying to give all vanilla items/clothes to an entity even  using FORCED but some still "dropped" off the list aka became foreign

    Thanks, that does sound quicker. I guess this'll also be a bit of science.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on January 10, 2018, 03:04:17 pm
    best way would be to make some lists of the combos, and then create a quick app to read those lists and build all your surcoats/shields from some templates you design.

    However I'm not sure how many a civ will accept? I know sometimes you have to use the FORCED option but even at that they seem to only accept oh so many types per civ (unless i'm wrong I remember someone trying to give all vanilla items/clothes to an entity even  using FORCED but some still "dropped" off the list aka became foreign

    Thanks, that does sound quicker. I guess this'll also be a bit of science.

    Also you might not need to use the more common/mainstream coding langs to make this, you could probably make a powershell script to read from text files for the lists and templates and output. Depends on what works best for you, I just fire up Visual Studio and just make a quick crap GUI with a windows form app, or some console app in Java with Eclipse
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 10, 2018, 05:43:03 pm
    Simultaneous human and dark elf invasion proves what Toady said in fotf just before release, active_season no longer dictates invasion season. That's great, means my dwarves can be invaded by minotaurs at any time without subjecting the wild dwarf civs to caravan spam every season from their bull-headed buddies.

    Also was happy to receive a visit from the law-maker of the minotaurs at my wild dwarf fortress. They don't trade right now, so I was wondering if 'no trade' civs would send diplomats.

    The law-maker remarked on what a nice fortress I had, shared some news, then made a beeline for my artifact display pedestals. Um...not at all suspicious...

    He hung out at the statue garden for a while (apparently transfixed by our masterful statue of a cringing minotaur being struck down by a giant hyena) then went home.

    Hopefully next time we meet he won't be at the head of an army demanding my stuff...
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 10, 2018, 06:04:06 pm
    Simultaneous human and dark elf invasion proves what Toady said in fotf just before release, active_season no longer dictates invasion season. That's great, means my dwarves can be invaded by minotaurs at any time without subjecting the wild dwarf civs to caravan spam every season from their bull-headed buddies.
    Oh man, I'm glad to hear that, along with the ITEM_THIEF civs no longer having the issue of their goods being counted as stolen when traded away.

    This gives me some ideas for more playable fort mode races, that belong to one of the other factions instead.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 10, 2018, 10:12:01 pm
    Now that caves are no longer obnoxious dens of "identify yourself!" screaming critters, I'm going to flesh out my troglodytes a bit. Right now there's not much to them. Baby snatching cave dwellers. But maybe I'll give them all evil creatures too. Or perhaps make them exclusive breeders of Dark Hippos. That could be Fun.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on January 11, 2018, 04:15:11 pm
    I'm now trying to come up with "high elves" that are stronger and survive longer :D
    Adding natural_skill to them? Or better physical and mental attributes? Or perhaps learn combat skills 15 times faster?
    Title: Re: What's going on in your modding?
    Post by: Novaris on January 12, 2018, 05:17:54 am
    Yes that would be one way to go, I have yet to figure out if create changes like strength affect civilization development during worldgen.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 12, 2018, 06:10:13 pm
    Thinking of some more playable fort mode races. Mostly Draenei and Gnomes come to mind, since both have atleast some gimmicks that I could think of. Former could use gems to make the crystalline-type weapons that TBC had - would be much stronger against demons, though Draenei themselves would probably be weaker against any sort of "evil" metals themselves - saronite, demonsteel, felsteel.
    For the latter I think a gimmick of making metal gears, cogs and other such stuff for combining with weapons to make stronger, mechanical ones could be good - steam-pistols, mechano-crossbows with higher velocity shots plus specialized ammo, buzz-swords, saw-spears that cut through stuff easily, etc.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on January 15, 2018, 07:51:35 pm
    I got the heraldry but I don't fucking want to finish this alchemy system. I am having to work out and add so many fucking materials and interactions and reactions and read so many medieval alchemical texts to get a really good idea of all the shit involved in this shit and it's dense and overly poetic and I have little enough free time as it is with my fucking full time job fuck

    But at the same time a full deep roughly historically based alchemy system with potions and recipes and the ability to eventually create a philosopher's stone would be so fucking cool but I just don't fucking want to continue working at it.

    Is this what real modders feel like when they're making big supermods?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 16, 2018, 06:00:34 am
    I think thats how I felt when I was doing some of the larger multi-caste, multi-material races.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 16, 2018, 01:31:35 pm
    Same here.

    *Try listening to music while you work.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 17, 2018, 06:27:49 am
    Hobbit invasion!

    That's great because they hardly ever attack other sites in worldgen. I'm just over the hills from a city of over 10,000 of the nasty little beasts. Thought they might make a good raid target.

    Siege trigger of 1 means I'm totally unprepared. Let's see how much damage they can do...  :)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 17, 2018, 01:37:43 pm
    I finished the Half Life animals. Now to do the Combine, Xen army, and HECU, with their various vehicles and pets. I'd like to do the Resistance and Black Mesa as well. Any ideas for what might make Black Mesa interesting to play in Fortress Mode?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 17, 2018, 02:23:55 pm
    An industry revolving around the export of those ridiculous ties.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 19, 2018, 11:14:42 pm
    I'd thought I'd seen everything the combat system has to offer, but I've never beaten someone to death with their own vomit before.

    (https://i.imgur.com/z5nJtCS.png)

    Turns out the trick is to hit the throat and crush it.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 19, 2018, 11:36:45 pm
    I'd thought I'd seen everything the combat system has to offer, but I've never beaten someone to death with their own vomit before.

    (https://i.imgur.com/z5nJtCS.png)

    Turns out the trick is to hit the throat and crush it.
    Ah, the old 'vomit to the throat' attack. You need to pick out a good solid chunk for that to work.
    Title: Re: What's going on in your modding?
    Post by: TD1 on January 20, 2018, 02:12:18 am
    It need not be solid. You could, for instance, cause your foes to asphyxiate.
    Title: Re: What's going on in your modding?
    Post by: iceball3 on January 24, 2018, 10:41:38 pm
    (https://cdn.discordapp.com/attachments/173888543419006976/405848715752898561/unknown.png)
    (https://cdn.discordapp.com/attachments/173888543419006976/405850168575918080/unknown.png)
    Work in progress. Trying to find a way to make dwarves more consistently miserable.
    Title: Re: What's going on in your modding?
    Post by: overseer05-15 on January 25, 2018, 12:26:15 pm
    What the is up with your fps
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 25, 2018, 01:38:23 pm
    You caught her, she's a sorcerer from the future. Now we have to send the time cops after you.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 25, 2018, 04:00:55 pm
    I dont know if this is known already, but it seems hiveable vermin with a colony_external caste will have that caste appear outside of a normal cage or animal trap, not just a hive. So i got my nesting spiders to pop up around their cages and can harvest the silk with individuals still safely locked away from the cats (even though theyre behind three closed doors)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 26, 2018, 01:07:45 am
    Made some progress on Half Life. HECU and Xen are done, next up is the Combine.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on January 30, 2018, 05:34:40 am
    the testing of "sweat and tears cause negative emotions" in OldGenesis is going well.
    after two fights and 6 deaths only 5 of 20 dorfs are Aaaaagh Damn! stressed.
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 30, 2018, 06:07:09 am
    Decided to fire up dwarf portrait to see some of the creatures I'm working on for the biome revamp.
    (https://puu.sh/zbsg1/bfe5d3e914.png)
    (https://puu.sh/zbsfI/1ee237d3d7.png)
    It was a mistake.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 30, 2018, 06:12:27 pm
    Are those swords in the Holy Orphan's hands? That sounds cool.

    Anyway, I've finished the Combine's various vehicles and pets. Got to stop working for today, but the Combine themselves shouldn't take too long. I've been reconsidering what to do with the Resistance and Black Mesa. I think I won't make either playable in Fortress mode. I don't think I could really make it worthwhile. However, Black Mesa scientists showing up as traders to sell player fortresses Xen monsters as pets sounds fun.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on January 31, 2018, 05:42:03 am
    Nah, they have stingers connected to their three forefeet, that can inject "holy venom" that causes pain and feelings of guilt. The Ophanim are supposed to be beastial angels that are the pets of the Seraphim - they have four legs they actually walk on, and three forelegs that end in stingers.
    Meanwhile the Seraphim are intelligent and somewhat humanoid - they have a torso with four arms (each of which has retractable blades), four wings, and several tentacles (which all have eyeballs on them) coming out of its back and where its legs would be.
    There's also Cherubim which are just floating heads with four wings and seven tentacles - five coming out of the back, two coming out of its eye sockets. They're more like support units that buff the other angels.
    All of them have metallic heads with unmoving mask-like faces - depending on their element, they have a different motif. These holy ones have human-like faces, albeit with jaws that unhinge extremely widely and which have needle-like metal teeth. Other elemental ones will appear more like animals.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on February 03, 2018, 04:10:47 pm
    Something concrete: working on halflings, not hobbits. Approximating the D&D +2 dex, +2 con, stealthiness here:
    Spoiler (click to show/hide)
    At 30K adult size, they're a bit under half the size of humans (70K) and bigger than kobolds (20K). On average, an upright 30K sized halfling is small enough to hit Small Profile on Visual Stealth Factors. Smaller size likely impacts agility (read:dodge) in a positive way and along with those PHYS_ATT_RANGEs, they'll be speedy/hardy/stealthy. Kinda/sorta feels right. Might flip toughness with agility tho.

    Something speculative: was thinking about the entry for subterranean animal people in entity.txt & that that might be a good way to have roaming NPCs spawn with equipment. Pretty much a deconstructed way of making various melee/range units with different levels of skill. Has anyone done something like this?
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on February 03, 2018, 04:45:26 pm
    Have managed to test my hobbits in battle after they invaded my test fortress. Am musing over whether to increase the siege triggers, pop 20 is pretty Fun. They don't attack all that often though and only if I'm playing as wild dwarves (although I guess regular dwarves can raid their cheese supplies until they break).

    Even without a military, a tavern full of violent civilians seems to be able to cope with a small attack (as in, some survive until the last of the little folk limp away). Although everyone outside will be picked off by their archers. So I think that's fairly reasonable.

    Will hopefully get to test if the putrid seawater leaking from their wounds can drive my minotaur dancers beserk. The smallest and largest of the 'unnatural' races in my game share a curious, volatile relationship. There's lore in there somewhere.  :)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 05, 2018, 12:41:30 pm
    Finished the Combine. I'm not really looking forward to doing the good guys, but I figure that I need them and crowbars for the mod to really feel complete.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 05, 2018, 06:28:15 pm
    Some new plants coming along, with neat syndromes for them. Magic alchemical ingredients.

    New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
    Title: Re: What's going on in your modding?
    Post by: overseer05-15 on February 05, 2018, 07:40:32 pm
    Some new plants coming along, with neat syndromes for them. Magic alchemical ingredients.

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

    You could 'milk' them for a possibly valuable sap to turn ingto syrup
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 06, 2018, 07:25:07 am
    New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
    Care to share the dies-if-kept-underground syndrome?
    *reads cave_adapt page* Is it dfhack-dependant?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 06, 2018, 09:10:26 am
    Nearly done with making elementals and void creatures. Gotta say it wasn't as difficult or frustrating to balance as I thought it'd be - let me change my previous incorporeal creatures as well to make them less difficult to kill.

    Got the Twilight's Hammer cult left to do afterwards though, which may be a tad more difficult. Still, once thats done I can do more concept art-only stuff along with some Dragon's Dogma creatures that I haven't made before since they were incorporeal.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on February 06, 2018, 06:59:52 pm
    New ent-type creature too, a walking ginkgo tree. It will actually die if kept underground for more than 10-14 days thanks to a neat cave adaptation triggered syndrome. Very proud of that. Butcher them for their wood, love them for no reason theyre kinda useless. Born as adults though. Makes breeding them easy, but only found in good biomes. Trying to come up with something even more useful for them, but cant for the life of me.
    Care to share the dies-if-kept-underground syndrome?
    *reads cave_adapt page* Is it dfhack-dependant?

    Probably not. There's a [CE:COUNTER_TRIGGER] syndrome token which can make syndrome effects only apply when the specified counter is in a certain range. There's a variety of counters, including cave adaption, time since last alcoholic drink, time until creature can be milked again, etc. etc. Read the syndrome page (http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Counter_Triggers) on the wiki for more details.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on February 11, 2018, 07:06:44 am
    Just finished a nice little mini-mod and completed testing!

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

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

    For extra hilarity, I gave good-aligned grasses (Downy Grass and Bubble Bulb) a SYN_INGESTED syndrome to affect horse-like grazers and turn them into unicorns sometimes.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 11, 2018, 02:52:09 pm
    Sweat, tears, blood causing negative emotions: turned out to be a disaster, no social skill gains ever. Not even on arriving migrants.
    Need to get some relatively rarely occurring thing to cause annoy irritate disgust glumness shame displeasure. Because neighbor dies is 20 stress and use_tavern is -300 stress.
    Title: Re: What's going on in your modding?
    Post by: overseer05-15 on February 13, 2018, 12:06:13 am
    Sweat, tears, blood causing negative emotions: turned out to be a disaster, no social skill gains ever. Not even on arriving migrants.
    Need to get some relatively rarely occurring thing to cause annoy irritate disgust glumness shame displeasure. Because neighbor dies is 20 stress and use_tavern is -300 stress.

    Blood might've been too excessive, and maybe sweat too. Just tears might be better.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 13, 2018, 12:30:23 am
    Just guessing, but wouldn't tears causing negative emotions result in an endless chain reaction?
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 13, 2018, 02:42:55 pm
    Just guessing, but wouldn't tears causing negative emotions result in an endless chain reaction?
    Yeah but even forever_tears wouldn't drive them to high stress and tantrums. Damn bards are too effective poeming.
    Might be better to have "3% chance of causing super severe, short duration emotion" than 100% chance mild long.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on February 13, 2018, 05:40:30 pm
    Just finished a nice little mini-mod and completed testing!

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

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

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

    What happens if a tamed animal turns into a unicorn?
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on February 14, 2018, 03:24:41 am
    So far my experience of writing DFHack plugins has been held back by the fact that for the life of me I just can't seem to get DFHack to compile. I've already spent ~8 hours on this, spread over several days. I've been trying to compile it on a brand-new Cygwin install on my Windows computer, and have participated in several very frustrating escapades trying to simply get it to work. First the right version of zlib wasn't installed, then Perl didn't recognize its XML library (why are there two different packages called perl-libxml-perl and perl-XML-LibXML, only the latter of which works? Just... why?) My latest adventure involved wondering why exactly a specific file in the included protobuf library wasn't compiling, apparently because a certain standard library function wasn't being recognized. I got desperate to the point of modifying the source file manually, but nothing seemed to work, even after I explicitly included the header that contained that library function. I wrote my own test program using the function, and it worked perfectly fine -- yet DFHack didn't. You can imagine the sheer amount of confusion in my head at that point. Well, I looked online, and apparently the function wasn't in the actual standard library, but rather in the GNU extension of the standard library that was provided by the compiler, which meant that I had to explicitly tell the compiler to use that extension with a command line option. (I didn't have to use the command line option to get my test program to compile, but everything else seemed to have stopped making sense so I didn't really care by that point.)

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

    However, I have begun to write some plugins anyway by reading the wiki and reverse engineering the plugins included with DFHack. Though it's still going to be pretty long before I can start testing them normally, unfortunately.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on February 14, 2018, 11:23:23 am
    Just finished a nice little mini-mod and completed testing!

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

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

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

    What happens if a tamed animal turns into a unicorn?

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

    Spoiler (click to show/hide)

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

    I'm also having trouble testing the ressurection interaction because i can't get my test-dwarf to cast it correctly... the work continues.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on February 16, 2018, 06:20:52 pm
    I've noticed that when I retire a fortress, Legends will throw in one or more messages after the retirement stating that 'xyz was stolen by the hobbit, abc'. It's always a hobbit. They're not even item thieves, so not sure what's going on there.

    Not sure that I don't like it though. Image of hobbits sneaking out as the fortress collapses around them grabbing whatever they can get their hands on is kind of nice.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 17, 2018, 08:52:35 am
    Anyone want to experiment on blood?
    I'm thinking dwarves contain dwarfblood, other civilised races have peopleblood, beasts and animals have the regular vanilla blood.
    Then add unhappy-emotions syndromes, on skin contact, to all blooood except dwarfblood.

    I want more stress numbers on my OldGenesis dwarves. It did _not_ work out fine when existed only one type of blood, and it had unhappy thoughts. Dwarves were unable to gain any social skills.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 21, 2018, 11:17:55 pm
    Finally released my Half Life pack. (http://www.bay12forums.com/smf/index.php?topic=163773.0)

    There's about 40 new creatures in there with 5 civs, I did almost all of them besides Race X.

    I had an idea while making these. With this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=133300986) for Gmod, Doom and Half Life characters can be brought together in basically their original form. Sometime, I should set up some fights between my Half Life creatures and ZM5's Doom ones. After that, I could run the originals against each other and see how close the results are between the games. If ZM5 doesn't mind, of course.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 22, 2018, 04:43:55 am
    Wouldn't mind seeing the results, think it'd be a pretty fun experiment.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on February 22, 2018, 09:54:23 pm
    Been mucking around with including flour-based foodstuffs, which in the most generic sense are pies/dumplings.
    Spoiler (click to show/hide)
    Probably the last thing to smooth out for the P&F mod. Just like with dried meat, made new templates for lower weight items. High weight deters you from having anything to do with a thing in a slow/local travel oriented game.

    Was also going to add in weapon using sapients, but it seems the only way would be to given them an entity entry like subterranean animal people and/or bandit them 100%. Not sure if I really like how it's been working.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on February 22, 2018, 11:59:45 pm
    Well, Toady's updates just keep making the game better and it looks like my current set of tweaks to the world will only benefit. Which is nice as I don't have much time to make new changes and the worlds are pretty much fun enough (and Fun enough) to make me want to play DF instead of tweaking it endlessly whenever I get sone time on my computer.

    Looks like next release will see me laugh as I burn down tribal lizard-folk villages (and steal their iguanas) while training my thieves on hobbit villages (good source of unicorn cheese) until they're at a mastery of stealth level required for raiding Dark Elf sites and stealing their giant mambas. Their massively populated sites will be far too dangerous for even 200 fearsome dorfs to take on in battle and that's my pop limit. All the while I can train my dorf warriors (or their merc slaves friends) on the lesser populated minotaur villages (survivor gets to be Champion!).

    So, hmmm. No, not much going on in my modding right now. Just anticipation.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 23, 2018, 09:19:04 am
    *medium-speed typing sounds*
    Ok now my in-progress version of OldGenesis has 4 alcohols: honeymead-type(good stuff), regular plant-type, lousy plant-type(no positive feelings), fine plant-type. Down with carrot wine!

    Here's fine's syndrome:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on February 23, 2018, 02:03:16 pm
    Trying to adjust balance numbers on the Arbalest; I tried to give it blunt damage to distinguish it from crossbows, and it turns out you need to crank the numbers absurdly to get anything to work. That said, I might be able to use the same techniques to make a functional Skull Mace that overcomes the weakness of bone as a material by increasing the size and attack properties until it matches metal.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 24, 2018, 03:39:15 pm
    Created a new creature with some mind altering properties, a real psychic killer. Doesnt exist in the wikd, but you can summon one so thats cool
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on February 28, 2018, 07:03:33 am
    Well, setting animals seems to work OK. The tribal lizard men just launched an attack on my fortress. That'll teach me for experimenting by removing [SKULKING].

    They're not exactly op, but the current attack consists of 46 lizard-person spearmen, 43 lizard-person bowmen, 26 giant iguanas, 24 giant lizards, 26 giant chameleons and 20 beakdogs. I've got 20 cage traps and a 10 man rookie military armed with a shield each (had issues finding metal...).

    Ah well. Exciting way to lose a fortress. Think I'll keep these guys as skulkers. They can still siege when provoked by dwarves nicking their chameleons.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on February 28, 2018, 10:22:10 am
    Welp, my gun experiment met an unexpected failure. I tried to implement Rock Salt and Wax bullets as options for training ammo for guns, but it turns out the game isn't at all prepared to handle ammo made of anything but metal, wood, or bone. I could always make a dummy duplicate material that's classified as "wood", but...yea. Kinda disheartening to discover midway through starting a proper gun industry.

    On the bright side, gun-axe fabrication is finally fixed! I had some issues with syntax that was causing the game to spit out random steel weapons instead of the desired steel gun-axe. That might prove useful for a "produce random weapon" reaction - it'd be interesting to see if it started generating foreign weapons that way.

    EDIT: Duplicating both a material template and a material seems to have worked. Rock salt bullets can be equipped by marksdwarves if you scroll past the surfeit of divine metals (is there a way to hide those?...) and fired normally. I'm curious to try adding cloth slings, but to make them work I'd have to make a single "sling stone" material for all stone to convert to, which kills the fun of David-and-Goliath-ing somebody with a piece of microcline or feldspar.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 28, 2018, 10:56:19 am
    fire accident chance inside a workshop:

    [PRODUCT:2:1:WOOD:NO_SUBTYPE:PLANT_MAT:FIREWOOD:WOOD] --fire accident chance

    plant & material from Warlord255's Bonfire-mod:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on February 28, 2018, 03:50:15 pm
    does it have to be wood, and a plant?

    ZM5 found that you can make an INORGANIC and slap a [SPECIAL] tag on it to stop RNG and trading but not have it be spires or circus flooring
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 28, 2018, 07:11:54 pm
    notepad++ crashed and took the entire contents of a file with it, wiping out the creatures I had been working on. Damnit.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on February 28, 2018, 07:52:48 pm
    notepad++ crashed and took the entire contents of a file with it, wiping out the creatures I had been working on. Damnit.
    Programming has taught me to compulsively save whichever file I'm working on every ten seconds. It's a good habit to learn.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 01, 2018, 02:28:45 am
    Actually, it crashed whenni hit the save button, which apparently corrupted the file or something? It had 44kb of critters in it created over months, all gone.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on March 01, 2018, 03:17:54 am
    That's awful. Do you have any worlds saved that were using it? You could get a copy of the file from their raw folders. If you deleted them, they could be in the recycle bin. Sorry to hear about that.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on March 01, 2018, 03:46:14 am
    Yeah. I've never once lost that much work at once. That's really sad to hear.

    You could try to use a version control system like Git to prevent things like this in the future; or, if you're already using one, make more frequent commits to it. I usually commit whenever I get any significant chunk of work done, sometimes multiple times per day.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 01, 2018, 01:10:22 pm
    I recovered most of it from an active world yes, just have to redo the new ones i was working on at the time. and i havent been using git or anything, i honestly never though of that for df... This was just so bizarre, like how does that happen?

    Anyway, made a syndrome/interaction to summon demons now, so thats cool. Also some huge rat critters that make way too much milk. Thinking of making a critter of almost exclusively bones, teeth and shells for crafts production

    Ooh, i wonder if i can make a creature that loses a body part every so often that provides these bones. Or maybe it can just lay an "egg" you can process. That would be neat
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on March 01, 2018, 03:32:50 pm
    Isn't any tissue that is "sheared" count as a CORPSEPIECE? so wouldn't a bone layer that can grow and be sheared count as bones still?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 01, 2018, 03:39:53 pm
    Maybe? I could have sworn it was an unprocessed thread or something, but thats worth a shot too
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on March 01, 2018, 03:53:21 pm
    well sheared wool has to be spun (thread) then you can weave it (cloth)
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on March 02, 2018, 11:57:12 am
    Thinking of making a critter of almost exclusively bones, teeth and shells for crafts production
    Ooh, i wonder if i can make a creature that loses a body part every so often that provides these bones. Or maybe it can just lay an "egg" you can process. That would be neat
    Bone Golem made by the ancients, that wanders in the caves? Throws bones at foes, via material emission something
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 02, 2018, 12:45:40 pm
    Maybe, maybe just a freakish evil creature that throws its infinite ribs at you
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on March 02, 2018, 07:56:43 pm
    Yeah, but solid material emissions don't actually create the item on the floor. It would essentially be a creature that spews its invisibones all over the ground at the sight of an enemy.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on March 02, 2018, 08:55:55 pm
    I think he meant it could throw it's ribs/bones but you if tamed it you could shear bones off of it
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 05, 2018, 09:41:32 pm
    Welp! In attempting to add a surfeit of bug-men civs to replace elves, I tried to use Giant Earthworms as pack animals. The [ANIMAL_ALWAYS_PACK] and related tokens got it to appear, but it had no cargo, so I'm assuming that the creature needs to have those tags added beforehand. I've made the relevant adjustments and also modded in a mule-sized "Packbug" for the bug civs to use.

    Also, having dozens of 1-2 copy cave-bandit civs has made my worlds MUCH more colorful.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on March 07, 2018, 02:36:39 am
    My old idea for a magic/alchemy mod has reached a roadblock, due to the fact that gas clouds don't work most of the time.

    I have several options with continuing:

    What do y'all think?
    Title: Re: What's going on in your modding?
    Post by: Gigabytebob on March 07, 2018, 02:47:18 am
    i think just an alchemy mod would be awesome we already have a couple magic mods
    Title: Re: What's going on in your modding?
    Post by: Rumrusher on March 10, 2018, 05:39:50 pm
    (http://www.truimagz.com/host/rumrusher/folder5/more-of-the-insane-embark-list.png)
    so kinda found out what happens when you add an Animal_classes: General_poison to a entity,
    you get access to the pre-generated races. still no signs of bogeymen though, so I might need to look into their raws to see any common animal Class traits. but it's possible to embark with say angels, and forgottenbeasts then have another fort deal with those beasts lurking about your place.

    in a extremely weird but glad for it state the animal always mount means any time you embark you could get a Random Critter that pulls the wagon.
    gonna try to  see if it possible to get this embark list to work on adventurers so you get to play as any of the randomly generated beasts.
    sadly the war dragons all seem to be 10001 points so you can't just get 2 of them with out figuring out a way around the hard cap on embark points.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on March 10, 2018, 05:54:05 pm
    dfhack
    Title: Re: What's going on in your modding?
    Post by: Rumrusher on March 10, 2018, 06:49:16 pm
    well yeah but vanilla modding wise I'm scratching my noggin.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 10, 2018, 06:58:02 pm
    Mod the petvalue of the dragon
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on March 10, 2018, 11:15:06 pm
    so kinda found out what happens when you add an Animal_classes: General_poison to a entity,
    you get access to the pre-generated races. still no signs of bogeymen though, so I might need to look into their raws to see any common animal Class traits. but it's possible to embark with say angels, and forgottenbeasts then have another fort deal with those beasts lurking about your place.

    You can get access to generated beasties without DFHack or a hex-editor? Mahahaha. Amazing.

    If nothing else, I suppose it would be good for an eldritch, let's-eat-reality-for-breakfast type civ. Though you'd have to exclude every raw-defined creature, which would be a pain no matter how you do it.


    Having used the aforementioned hex-editor method, I can say that bogeymen are no great shucks outside of night ambushes. Although I do love that idea you had with gnomes riding them into battle (or was it bogeyman on cats?)
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 12, 2018, 12:52:10 pm
    Welp, I caved in and started re-building my snail/slug men as non-variant creatures, so that they can wear dwarf armor correctly. Unsure how far down the rabbit hole I want to go with that one in terms of other species like moth men.

    More frustrating, I've given them Giant Earthworms (with the requisite [PACK_ANIMAL] and [WAGON_PULLER]) using the entity ANIMAL tags, including [ANIMAL_ALWAYS_PRESENT]. But I get very spotty coverage, as some embark sites say "No Trade", but others work fine. Unsure what the cause is - perhaps biome related? A duplicate "Pack Worm" with all biomes enabled might be the solution.

    I also tried to give my Leech Men permanent vampire vision, but I discovered that SENSE_CREATURE_CLASS only seems to work when granted by a syndrome, and only works with GENERAL_POISON. I've added it as a symptom of a "drinking blood" syndrome on the material template, exclusive to CREATURE_CLASS:BLOOD_DRINKER.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on March 12, 2018, 01:13:34 pm
    My Jedi have permanent vampire vision without a syndrome or GENERAL_POISON being targeted. I used [SENSE_CREATURE_CLASS:FORCE:15:3:0:1] in the main creature area, not the castes if that matters. Do your pack worms have TRADE_CAPACITY tags?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 12, 2018, 02:49:15 pm
    Made an antman tribal civilization in surface caves. Made queens and drones unintelligent and added pet tags to them, made ant men a perpetually available pet to their own civ. Now you can embark with queens and drones for producing new bodies to throw at dangerous tasks.

    Found out you can literally buy the workers and soldiers too, though on embark theyre not treated as pets but regular citizens. This allows you to embark with a population of hundreds or even thousands, though they wont have any labors set or any skills whatsoever.

    Also made a primitive tribes civ living in caves too that can be any of a multitude of races. Cant make any sort of mechanical components and sometimes they dont even have copper or silver for equipment, but its pretty neat anyway
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 12, 2018, 03:12:50 pm
    Hmm. Further testing required, then, for the vision.

    I just added TRADE_CAPACITY:2000, copied from Mules, but still have the same issues with spotty coverage. Will attempt a clone creature with no biome restrictions next.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 12, 2018, 03:51:49 pm
    You could add the creature to the entity in question as an always_present always_pack pet, and you wouldnt have to worry about biomes anymore
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 12, 2018, 05:35:18 pm
    You could add the creature to the entity in question as an always_present always_pack pet, and you wouldnt have to worry about biomes anymore

    Tried that. No dice. Substituted in Mules as the always-creature and it seems to work perfectly, so I'll try mutating a mule into something bug-shaped until it works.

    Maybe I'm just thinking too narrow, though. Why not pack-frogs? We'll see.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 12, 2018, 05:49:25 pm
    Maybe post the creature and entity raws? I cant imagine why it would only work some of the time if youve set it up the way you said.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on March 12, 2018, 05:52:03 pm
    Perhaps there's a certain body part or minimum/maximum creature size/weight in order for it to work....
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 12, 2018, 06:16:01 pm
    But if something like that was the case, then the creature would be invalid in every world/civ, not just some of them, unless he was messing with the raws again before generating a world.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 12, 2018, 06:59:08 pm
    But if something like that was the case, then the creature would be invalid in every world/civ, not just some of them, unless he was messing with the raws again before generating a world.

    To clarify, the "No trade" message pops up randomly within a given world. Some areas are clear to trade, some aren't. Since it's not based consistently on latitude, I don't think they're being frozen out, so maybe it's just proximity to a village that can sustain the creatures. I just tried a cloned worm with no biome restrictions and it still had spotty behavior

    Here are the entity raws in their entirety. It could be animal-handling related, but that still doesn't account for why it works in some regions and not others.
    Spoiler (click to show/hide)

    And here is the modified Giant Earthworm:
    Spoiler (click to show/hide)

    On the Leech Men front, the puzzle deepens. I realized Leech Men have no eyes, and also have EXTRAVISION - so I suspected one of those was the culprit. Sure enough, pasting SENSE_CREATURE_CLASS on a Dwarf let him see through walls, but no luck for the Leech Man - even after removing Extravision, and then again after adding eyes. Worse still, I added it to Mosquito Men and it also failed! Pasting it onto a Rat Man worked fine. Maybe something in the materials for mollusc/insects is an issue?...

    Regardless, SENSE_CREATURE_CLASS works correctly when they acquire it via syndrome. Very strange.

    EDIT: Looks like I got it to work this time. Turns out you need either [PET] or [PET_EXOTIC] in combination with the rest to make it work.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 13, 2018, 01:00:08 pm
    You got the worms working? Cool!

    I spent last night tweaking the antman civ and revelling in the knowledge i could literally buy more workers off the caravans. Which are kinda lame wince they dont have wagons, but whatever. I gave them the reactions to build the same axe adventurers have access to, in case they lack metals to make weapons.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 15, 2018, 12:10:31 am
    Man, importing servants sounds spiffy. May have to get the raws from you on that one.

    Yet another bug rears its head. I copied some stuff from Corrosion and made necessary adjustments, but now I'm finding it's not working correctly...

    Bullet making reaction:
    Spoiler (click to show/hide)

    A relevant stone;
    Spoiler (click to show/hide)

    I have all the pieces, but the reaction is still invalid because I lack a GUN-class stone.

    For comparison, steel-making reaction:
    Spoiler (click to show/hide)

    And a flux stone:
    Spoiler (click to show/hide)

    As far as I can tell the formatting is correct, so do custom REACTION_CLASS entries not work?

    I ask because I've imported enough steel to start building guns, and I'm eager to test the new "weapons matter" code against the cheetah men who cost me ten dwarves this spring...
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on March 15, 2018, 02:43:48 pm

    " [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.01: wild creature can join a civilization. "
    It's nice on yeti, sasquatch, goblin adventurer, wandering monk human.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 16, 2018, 04:21:44 pm
    Well, the tick men murdered everyone. So much for revenge. I'll just tweak the bullet reactions to use saltpeter or brimstone respectively. On to new worlds!

    Turns out LAYS_UNUSUAL_EGGS works for both genders if it's not caste-level. Tested this on dogs to see if it'd work as a byproduct for my Mule Worms, so now they have [LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:FIRE_CLAY]. I only have anecdotal forum evidence for this not interfering with reproduction, so a longer-term fort test will be necessary.

    Edit: ARRRRGH. Muleworms/packbugs are failing to give full coverage again. Man, this is vexing!
    Title: Re: What's going on in your modding?
    Post by: Rumrusher on March 18, 2018, 02:15:46 am
    so kinda found out what happens when you add an Animal_classes: General_poison to a entity,
    you get access to the pre-generated races. still no signs of bogeymen though, so I might need to look into their raws to see any common animal Class traits. but it's possible to embark with say angels, and forgottenbeasts then have another fort deal with those beasts lurking about your place.

    You can get access to generated beasties without DFHack or a hex-editor? Mahahaha. Amazing.

    If nothing else, I suppose it would be good for an eldritch, let's-eat-reality-for-breakfast type civ. Though you'd have to exclude every raw-defined creature, which would be a pain no matter how you do it.


    Having used the aforementioned hex-editor method, I can say that bogeymen are no great shucks outside of night ambushes. Although I do love that idea you had with gnomes riding them into battle (or was it bogeyman on cats?)

    Bogeymen on flufflywamblers due to their Size being 1:2

    though with the whole animal mount and pack animal tokens my set up has it where you can embark and randomly get any type of creature, so you could end up with animalmen pulling a wagon, or becoming merchant pack animals for hauling your trades.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on March 20, 2018, 07:49:04 am
    in my modding... there is good success today:


    Yess!
    " Kulet Tithlethlogem, Blacksmith has slipped into depression...
    Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "

    Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)

    " `Led stressed', Beekeeper has been found dead, contorted in fear! " yess
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 20, 2018, 11:30:44 am
    You got stressed ghosts too huh?
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 20, 2018, 05:26:32 pm
    in my modding... there is good success today:


    Yess!
    " Kulet Tithlethlogem, Blacksmith has slipped into depression...
    Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "

    Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)

    " `Led stressed', Beekeeper has been found dead, contorted in fear! " yess


    Oh, please share that if you'd be so kind! I'm going to do some tests to see if I can get multiple syndromes working for blood and a stain-stress mechanic would be perfect.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on March 20, 2018, 07:24:19 pm
    All right, for reasonable-stress dwarves, edit your materials a little.

    ICHOR : thanks to Iceball3 for syndrome.
    Spoiler (click to show/hide)

    SWEAT:
    Spoiler (click to show/hide)

    I have split blood into three:
    - dwarf blood (or whatever fort civ you have) : no syndrome
    - people blood
    - animal and beast blood
    You can try moddding your everyone-blood with the following syndrome:
    Code: [Select]
    [SYNDROME]
    [SYN_NAME:blood stains] --animal blood, medium syndrome for dwarves.
    [SYN_IDENTIFIER:GROSS_BLOOD_COVER]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_CONTACT]
    --SYN_INJECTED]
    [SYN_NO_HOSPITAL]
    [CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
    [CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
    [CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
    [CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
    [CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:65:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
    [CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:45:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
    On people_blood I have
    Spoiler (click to show/hide)

    If the everyone-blood causes zero social skills on migrants, then you gotta separate dwarf blood from all other blood and have no syndrome on dwarf blood.
    Note: don't add glumness to TEARS because causes forever-tears loop. I have no syndrome on tears now.
    Note: too long duration (over 180) might stop all social skills learning. Not sure. I better reduce my sweat_syndrome duration now.

    You got stressed ghosts too huh?
    I guess a mega-stressed (230k) dwarf met a ghost and got a heart attack, hecking rare
    Title: Re: What's going on in your 90s FPS DEATH BATTLE?
    Post by: Enemy post on March 20, 2018, 10:47:00 pm

    With this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=133300986) for Gmod, Doom and Half Life characters can be brought together in basically their original form. Sometime, I should set up some fights between my Half Life creatures and ZM5's Doom ones. After that, I could run the originals against each other and see how close the results are between the games. If ZM5 doesn't mind, of course.



    Wouldn't mind seeing the results, think it'd be a pretty fun experiment.



    Ladies and Gentlemen, welcome to the Doom V Half Life gladiatorial showdown! I will do whatever combinations seem appealing, and then run the same fights in both games to see how it turns out.


    Set One:Zombiemen vs Headcrab Zombies

    First off, we have 10 zombiemen vs 10 headcrab zombies. In ZM5's mod, the zombiemen have the equipment of Dwarf Fortress humans. I gave them crossbows and iron armor.


    Spoiler: Dwarf Fortress (click to show/hide)


    Not going to do extra rounds for Gmod fights. I found that the relatively more restrictive combat system meant that if a fight ended in a certain way, it was likely to end up the same way every time.
    Spoiler: Gmod (click to show/hide)


    Set Two:Pinkies vs Antlions


    These fights are packs of 10, again.


    Spoiler: Dwarf Fortress (click to show/hide)


    Spoiler: Gmod (click to show/hide)

    Set Three:Lost Souls vs Manhacks


    Spoiler: Dwarf Fortress (click to show/hide)


    Spoiler: Gmod (click to show/hide)


    Set Four:Hell Knights vs Bullsquids


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)


    Set Five:Arachnotrons vs Hunters


    All fights here are 10 vs 10.


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)


    Set Six:Imps vs Headcrabs


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)


    Set Seven:Revenants vs HECU marines.


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)


    Set Eight:Cacodemons vs Combine soldiers.


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)


    Set Nine:Spider Mastermind vs Gargantua.


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)


    Final Set:Cyberdemon vs Strider.


    Spoiler: Dwarf Fortress (click to show/hide)



    Spoiler: Gmod (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 21, 2018, 02:06:09 am
    Quote
    Eventually the HECU were reduced to a sole survivor. He accidentally killed himself with a grenade.
    Bravo Nolan. (http://www.reactiongifs.com/r/2012/09/Billy-D_Approves.gif)

    This was something amazing - I love arena fights. The Hell Knight gouging the bullsquid's eye only for the entire skull to collapse was damn gruesome.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on March 21, 2018, 04:24:09 pm
    Okidoke - turns out I've been horribly wrong! Multiple syndromes on one material does appear to work! My SYN_INGESTED for blood drinkers is functioning perfectly well alongside your blood stress syndrome!

    However, I'm puzzled by the mention of skills. Does having any syndrome cause skill gains to freeze for the duration? If so, that's quite grim.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on March 21, 2018, 07:38:07 pm
    So, I tried to do some of that, and as it turns out 1. Mega mewtwo Y is ABSURD at murdering things without being hurt, such as murdering 2 cyberdemons without being hurt, and then murdering 4 with severe injuries and 2. Mega mewtwo Y is also apperently dragonfire proof as it murdered Godzilla with nothing more than fat being melted
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on March 21, 2018, 08:19:40 pm
    Okidoke - turns out I've been horribly wrong! Multiple syndromes on one material does appear to work! My SYN_INGESTED for blood drinkers is functioning perfectly well alongside your blood stress syndrome!
    However, I'm puzzled by the mention of skills. Does having any syndrome cause skill gains to freeze for the duration? If so, that's quite grim.

    If too much bad emotions on sweat & blood, migrants will arrive with no social skills whatsoever.
    I had to fine-tune lots. You'll have a totally-zero-social-skills fort if the syndromes are the wrong emotions (glumness?) or too long (or too strong??)

    Don't know if combat skills stop advancing while suffering from blood_stains, sweaty_pits, ichor_stains.
    One can try to have a bathing pool or water-mist-fall to wash 'em up. Or maybe cats licking dorfs clean.
    Title: Re: What's going on in your modding?
    Post by: Nihilist on March 21, 2018, 09:10:32 pm
    My current efforts are on a combat rework... and I'm finding really really weird material behavior.

    The old formulas for edged deflection no longer seem to apply. Matching shear yield values seems to effectively make a material unable to cut(even with 10x fracture values!), and even just slight values over allows it to be cut like butter.(Edit: I knew that same fracture values caused blunting, but didn't know it was the same for yield).

    The good news is that there seems to be some rhyme and reason to this, but I've ran into other strangeness, namely armor taking damage on a deflection. I've been able to break a breastplate without puncturing it. So far I'm uncertain if this is from impact(though I don't think so as no damage went through at all) or some other mechanic.

    Once I have more findings, I think I'll make a a new 44.xx:Material science thread.

    It's also possible that I'm totally wrong, but it's not working nearly how I expected.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on March 22, 2018, 12:10:11 pm
    So, I tried to do some of that, and as it turns out 1. Mega mewtwo Y is ABSURD at murdering things without being hurt, such as murdering 2 cyberdemons without being hurt, and then murdering 4 with severe injuries and 2. Mega mewtwo Y is also apperently dragonfire proof as it murdered Godzilla with nothing more than fat being melted

    I wonder how the fat got melted if Mewtwo was immune to fire. My guess is that while Mewtwo was immune to fire, Godzilla heated the air itself enough to cause burns.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on March 22, 2018, 12:55:54 pm
    All I know for sure is that other than the fat melting, Mewtwo had no injuries, but they ARE susceptible to being bled to death by lava, after flying out of it (after I put them into it by assuming control, mostly to dispose of those that DO receive injuries
    Title: Re: What's going on in your modding?
    Post by: Enemy post on March 22, 2018, 01:18:51 pm
    In the Arena, it's possible to instant-kill anything by putting water and lava into their space. It instantly freezes into rock, which deletes the character.
    Title: Re: What's going on in your modding?
    Post by: Jerry The Hellbound on March 22, 2018, 07:30:42 pm
    What's going on is me trying to find a fix to the game crashing while loading some sites, and not being able to load the world again after.
    Such as a cave, and before it was a hall, but i just crash a lot just randomly.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on March 25, 2018, 06:32:20 pm
    Testing raids and tribes, trying to provoke one of my skulking animal person tribes into attacking to see if it's possible. ([SKULKING] should prevent them from attacking generally, but I'm hoping raids bypass that).

    Unfortunately lost the fortress to a tribe of yetis instead (not skulkers, somewhat op). They ambushed right by my gate and didn't hang around before charging in (thanks to latest siege bug fix!).

    Strange thing is, none of my tribal civs (skulkers or non-skulkers) has siege triggers (all set to 0). So, besides the ones I provoke, they shouldn't, in theory, attack at all. Very interesting.

    Yeti tribe's non-siege triggers are all set to 1, so maybe that's effecting ambushes? Or maybe it's just that the yetis don't like me picking on defenseless skulking monkey people.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on April 02, 2018, 07:13:30 pm
    I decided to add War Worms and Battle Beetles for my Bugmen mod, and I may have gone overboard. War Worms can kill two Giants in a row with their bite attacks and giant mandibles. Adjustments may be necessary.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 02, 2018, 09:40:06 pm
    Strange mood hit and have now added creature classes to (almost) everything. Makes my animal-person tribe entities' raws much neater.

    Whoever knew there were such a variety of monkeys? But, oh no, now the realization that most of them don't have giant or animal-person forms is gnawing at the back of my mind...
    Title: Re: What's going on in your modding?
    Post by: Needle_fingers on April 03, 2018, 03:25:22 am
    In an effort to add a ton of gross descriptions to goblin gear i have found that 3192 extra items for the game to parse may cause it to crash. hmmph.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 03, 2018, 04:24:28 am
    Strange mood hit and have now added creature classes to (almost) everything. Makes my animal-person tribe entities' raws much neater.
    Heh, modding really is a lot like strange moods isn't it? I've been on a bit of a roll myself with my good biome revamp - nearly halfway done with all the creatures, though I'll still have to do plant types and weather types later. Can't wait to embark on a good marshland and have my citizens start defending themselves against human-sized centipedes (https://i.imgur.com/dh44SQs.png). That's gonna be a lot of fun.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 03, 2018, 04:47:46 pm
    Just remembered my animal-speeds data, which I gathered for the huge 2014 update. Might be useful to someone.
    Some numbers are burst speeds, some sustained multi-hour speeds.

    Code: [Select]
    170 kph white-throated needle-tailed swift
    145-160 kph spine-tailed swift
    153 frigate bird
    140 kph horse-fly-insect?
    135 swan_best flight
    109 sailfish swim
    98 antelope_best burst, hummingbird, cheetah_burst
    900:300:200:100:1900:2900] 87+ kph horse burst?, ostrich burst, my_unicorn, pigeon_best_flight
    900:327:218:109:1900:2900] 80 kph tiger & lion burst, cougar_burst, gazelle_burst, wildebeest_best, my_faedog, DUCKFLIGHT, biggest_bird_bustard(6-18-21kg), my_pegasus_flight, pigeon_avg, marlin swim
    900:345:230:115:1900:2900] 76 kph quarter horse burst, eagle_best,
    900:366:244:122:1900:2900] 72 kph elk burst, goose_sus, hare
    900:375:250:125:1900:2900] 70 kph horse burst?, wolf burst, my_direwolf, tuna
    900:381:254:127:1900:2900] 69 kph coyote, greyhound_max, big kangaroo, shark_best_swim
    900:387:258:129:1900:2900] 68 kph dolphin burst, Banteng-cattle hybrid(fastest bovine) burst,
    900:393:262:131:1900:2900] 67 kph vulture glide,
    900:411:274:137:1900:2900] 64 kph ostrich run, zebra, ass, hyena, fox, camel burst, swordfish
    900:432:288:144:1900:2900] 61 kph pheasant flight,
    900:438:292:146:1900:2900] 60 kph giraffe burst,
    900:447:298:149:1900:2900] 59 kph dog, lion, bat flight, eagle flight
    900:471:314:157:1900:2900] 56 kph llama, jackal, tiger, rabbit?, bear?, polarbear_burst, my_ibex
    900:480:320:160:1900:2900] 55 kph moose, rhino burst
    900:498:332:166:1900:2900] 53 kph tiger shark swim,
    900:507:338:169:1900:2900] 52 kph T-Rex one estimate
    900:519:346:173:1900:2900] 51 kph reindeer
    900:528:352:176:1900:2900] 50 kph giraffe_sustained
    900:549:366:183:1900:2900] 48 kph waterbuffalo, my bulldog, _deer_, warthog, wolverine, _bear_, cat, lynx, horse gallop (for 3km, not burst), eagle/crow sus, gazelle_sus, barracuda
    900:585:390:195:1900:2900] 45 kph human_best_burst, my_dragon_flight
    900:612:408:204:1900:2900] 43 kph DF_rabbit, my_guineafowl, my_grizzly
    900:627:418:209:1900:2900] 42 kph greater roadrunner (who can still fly)
    900:657:438:219:1900:2900] 40 kph donkey, turkey, elephant_tinyburst, gorilla_tinyburst, wombat, camel_sustained_run, biglizard_burst, duck_flight_relaxed, eland_slowestantilope_b
    900:675:450:225:1900:2900] 39 kph DF_human burst
    900:683:468:237:1900:2900] 37 kph
    900:687:474:244:1900:2900] 36 kph gentoo penguin swim,
    900:691:482:251:1900:2900] 35 kph medium dinosaur,
    900:695:489:258:1900:2900] 34 kph minke whale burst swim,
    900:699:497:266:1900:2900] 33 kph
    900:703:505:274:1900:2900] 32 kph crippled_coyote, crocodile swim, hippo run, bighorn sheep, blue whale, penguin swim, my_dragon_run, my_spaniel
    900:707:513:283:1900:2900] 31 kph DF_cavy_rodent, yak?
    900:711:521:293:1900:2900] 30 kph DF_dwarf, my_goblin, alpaca?
    900:714:529:303:1900:2900] 29 kph amphibian_best run, rabbit, house sparrow flight (quite slow),
    900:722:545:325:1900:2900] 27 kph cow?
    900:726:553:338:1900:2900] 26 kph jerboa bouncy rat,
    900:730:561:351:1900:2900] 25 kph sheep, 3ton_elephant_burst_or_sustained, my_crundle, my_demon
    900:734:568:366:1900:2900] 24 kph raccoon_burst, capybara, manatee_swim, sea turtle, honeybee,
    900:738:576:382:1900:2900] 23 kph [wildfire spreading speed]
    900:742:584:399:1900:2900] 22 kph my_cavy, eland_sustain, Beluga whale swim
    900:746:592:418:1900:2900] 21 kph
    900:750:600:439:1900:2900] 20 kph big_elephant burst, penguin_swim, dugong_swim_burst,
    1161:938:716:462:2200:3300] 19 kph goat, squirrel, roadrunner_run, turkey run, snake_best_burst, butterfly_migration_average,
    1422:1127:831:488:2500:3700] 18 kph DF_pig, T-Rex walk upper estimate, 18.7 human marathon winners,
    1683:1315:947:516:2800:4100] 17 kph, crocodile burst 11-14-17-18,
    1945:1504:1062:548:3100:4500] 16 kph horse lope gait, elephant seal swim, ghost crab walk,
    2206:1692:1178:585:3400:4900] 15 kph dolphin cruise, my_mummy
    2467:1880:1294:627:3700:5300] 14 kph chicken?, humpback whale cruise,
    2728:2069:1409:675:4000:5700] 13 kph otter swim,
    2990:2257:1525:731:4300:6100] 12 kph my_iron_statue
    3251:2446:1640:798:4600:6500] 11 kph snake_best
    3512:2634:1756:878:4900:6900] 10 kph big_elephant sustain,
    4122:3330:2541:975:5411:7233] 9 kph  8.8 average female marathoner sustain,
    4732:4026:3327:1097:5922:7567] 8 kph duck walk, American woodcock flight is world's slowest, wolf_travelspeed
    5341:4723:4112:1254:6433:7900] 7 kph 6.7 fastest beetle
    6561:6115:5683:1755:7456:8567] 5 kph cockroach, raccoon swim
    1.77 kph spider
    9000:8900:8825:8775:9500:9900] 1 kph
    0.24 kph sloth



    kit: pick one of top 3
    [APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:691:482:251:1900:2900] 35 kph
    [APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:675:450:225:1900:2900] 39 kph
    [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED

    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [SWIMS_INNATE]
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]

    lizard:[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA

    vanilla human:
    [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph BIPED
    [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA

    worm:
    [GAIT:WALK:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]
    [GAIT:CRAWL:Crawl:2900:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY]

    monkey:
    [APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
    [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph, NO DATA
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
    [NATURAL_SKILL:CLIMBING:15]
    [SWIMS_INNATE]

    big python:
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_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
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA [SWIMS_INNATE]
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on April 05, 2018, 06:12:15 am
    So this is neat: I managed to figure out in-creature material/tissue edits, and successfully made it so that eating a "beating dragon heart" grants you fire breath. My first attempt was to remove the old material and put in a new one, but this worked a lot more efficiently.

    Spoiler (click to show/hide)

    Next step: Giant hearts and cyclops eyes!

    Edit: well, that's a bummer. Forgot about cannibalism ethics.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 07, 2018, 04:26:32 pm
    Maybe give them an interaction on fleeing that would remove their intelligence and ability to speak temporarily, making them "go berserk" or "lose their mind." If they use it before the player kills them, then the body parts can be consumed. You could also try making an inorganic extra butcher object associated with the body parts, the way gizzard stones are, iirc those dont count as part of the creatures remains, technically, but the object used could be a piece of meat.

    I tried to make bones shearable for a creature, but it doesnt seem to have worked. Will require more study.
    Also i still cant recreate that stupid creature being made of cheese bug. It is taunting me.

    Im going to make a bunch of animals made entirely out of animate cheese just for the hell of it.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 08, 2018, 12:27:49 pm
    currently testing if removing my custom sweat syndrome makes military skills level up quicker. 

    Can attach this to your world's SWEAT material:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: deathpunch578 on April 09, 2018, 12:20:00 pm
    currently making some small edits on kobold camp to make it a bit more kobold like (if that makes sense)
    Spoiler: edits made (click to show/hide)
    there are a few things I'm trying to figure out how to do
    1. change beds so kobolds sleep on planks of wood, a large smoothed rock, or some cloth (but also have normal beds still exist for other races)
    2. make dragons rulers of civilazations
    3. make kobolds able to butcher and eat other races
    4. have kobolds not have any favorite drinks
    5. a way to distill water/store water
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 09, 2018, 12:52:15 pm
    1, 3 and 4 wouldn't be possible to my knowledge. Don't think 5 is either for fort mode races?
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on April 09, 2018, 01:19:21 pm
    I'm preparing to take a stab at more revised animal-men in the vein of the Bugmen mod, so I decided to tackle a particular challenge: Vegetarians!

    Due to the lack of a [VEGETARIAN] counterpart to the [CARNIVORE] tag, the only way to forbid animal-persons from eating meat is to define a bunch of SPECIFIC_FOOD tags. Pandas prove that one creature with multiple such tags works correctly.

    Here's the complete list, sorted into like categories - this only covers plants with an EDIBLE_RAW leaf, fruit, or nut, and only covers plants that make sense to eat raw - no biting into onions or lemons. Since this was based off DF Revised 1.5.1, some nuts may not be properly edible if you use these with vanilla raws.

    Because adventurers can't gather plants (yet), applying these to a playable race means you'll have to trade for edibles like a civilized person rather than being a flesh-eating murder hobo.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on April 09, 2018, 01:20:23 pm
    You can make a reaction to make beds out of cloth or rock or rags or whatever you want, and they probably would function just as well.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 09, 2018, 01:24:20 pm
    changed their language to goblin (for now, if I can find a translated version of the d&d draconic language I will use that)

    This site seems to be your best option. They've dug up as much information as they can on Draconic to make as close to a "canon" translator as possible. (http://draconic.twilightrealm.com/)
    Title: Re: What's going on in your modding?
    Post by: deathpunch578 on April 09, 2018, 03:45:45 pm
    changed their language to goblin (for now, if I can find a translated version of the d&d draconic language I will use that)

    This site seems to be your best option. They've dug up as much information as they can on Draconic to make as close to a "canon" translator as possible. (http://draconic.twilightrealm.com/)
    Thanks for posting this.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 10, 2018, 01:03:04 pm
    Made a "let's use barrels of milk to prevent hospital dehydration deaths" reaction, milk into water. Haven't tested reaction yet.
    Because "mine ice, press ice into hospital water" is slow.

    Spoiler (click to show/hide)

    also give your civ the reaction:
    [PERMITTED_REACTION:ICE_TO_WATER] --by Malecus
    [PERMITTED_REACTION:PRESS_PLANTS_WATER] --by Malecus
    [PERMITTED_REACTION:MILK_TO_WATER] --by TomiTapio
    Spoiler (click to show/hide)

    ------------

    1. change beds so kobolds sleep on planks of wood, a large smoothed rock, or some cloth (but also have normal beds still exist for other races)
    5. a way to distill water/store water
    water: in goes bucket of water, out comes blarf_storage_item. reverse reaction would take in blarf_storage_item and output a bucketful of water. Or dig a pond.

    cloth-and-stone bed:
    Spoiler (click to show/hide)

    water beds: 3 leather, 3 buckets of water, out comes waterleather bed.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 10, 2018, 01:55:42 pm
    Perhaps if your reaction produced powdered milk or cheese as a byproduct, it would add additional economic benefit at the same time. You could rehydrate milk later, or use it in cooking
    Title: Re: What's going on in your modding?
    Post by: D_E on April 12, 2018, 07:00:25 pm
    Merged most of Adventurecraft into the Zelda mod.  Still have to do the poison stuff and add the new reaction classes to the Zelda mod materials.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 12, 2018, 10:27:41 pm
    Fed up with [Animal_present:always] ending up with long lists of various giant beasts for the tiniest of my animal person tribes. But without it, they get none. Solved by letting giant beasts roam wherever they please (removed [Savage] from them). Nice balance of regular and giant beast owning tribes thriving now. Monkey people seem to lose all their monkeys though. Wrong climate probably. Will give them [Always] back. I guess once pet pops are fixed tribes might choose their animals more sensibly. Wild human tribes retain their huge horse herds for now.

    A little nervous about how 44.10 stress balance will hit my Wild Dwarves. For all their masked, murderous ways, they're delicate little snowflakes psychologically.
    Title: Re: What's going on in your modding?
    Post by: D_E on April 13, 2018, 06:28:20 am
    Fed up with [Animal_present:always] ending up with long lists of various giant beasts for the tiniest of my animal person tribes. But without it, they get none. Solved by letting giant beasts roam wherever they please (removed [Savage] from them). Nice balance of regular and giant beast owning tribes thriving now. Monkey people seem to lose all their monkeys though. Wrong climate probably. Will give them [Always] back. I guess once pet pops are fixed tribes might choose their animals more sensibly. Wild human tribes retain their huge horse herds for now.

    A little nervous about how 44.10 stress balance will hit my Wild Dwarves. For all their masked, murderous ways, they're delicate little snowflakes psychologically.

    You can add multiple ANIMAL tokens and use custom creature class to guarantee that a civ always has certain creatures.  For example, the feathered zora in the Zelda mod now always get large birds like ostriches to haul their trade goods, as well as whatever other birds happen to live nearby:
    Code: [Select]
    [ANIMAL]
    [ANIMAL_CLASS:AVIAN]
    [ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
    [ANIMAL_FORBIDDEN_CLASS:MONSTER]
    [ANIMAL_FORBIDDEN_CLASS:FAIRY]
    [ANIMAL]
    [ANIMAL_CLASS:AVIAN_TRADE]
    [ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
    [ANIMAL_FORBIDDEN_CLASS:MONSTER]
    [ANIMAL_FORBIDDEN_CLASS:FAIRY]
    [ANIMAL_ALWAYS_PRESENT]
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 13, 2018, 08:31:59 am
    I'm personally wondering how my Darkest Dungeon mod is gonna interact with the stress changes, given how many of the creatures in it have negative moodlets attached to various interactions. I'd guess I'll have to tone those down once the update is out.
    Title: Re: What's going on in your modding?
    Post by: SlimeOfSteel on April 13, 2018, 08:36:41 am
    I'm making an editor that allows you to edit a unit's wounds. It was partially inspired by the gm-editor script. It's still in development, though.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 13, 2018, 01:29:51 pm
    I'm personally wondering how my Darkest Dungeon mod is gonna interact with the stress changes, given how many of the creatures in it have negative moodlets attached to various interactions. I'd guess I'll have to tone those down once the update is out.
    I'd try tweaking until 7% of dwarves go over 100k stress, after a violent clash where 3-20 people died.
    No-violence peaceful shut-in fortress, goal maybe 1.5% go over 100k stress.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 13, 2018, 04:56:01 pm
    Fed up with [Animal_present:always] ending up with long lists of various giant beasts for the tiniest of my animal person tribes. But without it, they get none. Solved by letting giant beasts roam wherever they please (removed [Savage] from them). Nice balance of regular and giant beast owning tribes thriving now. Monkey people seem to lose all their monkeys though. Wrong climate probably. Will give them [Always] back. I guess once pet pops are fixed tribes might choose their animals more sensibly. Wild human tribes retain their huge horse herds for now.

    A little nervous about how 44.10 stress balance will hit my Wild Dwarves. For all their masked, murderous ways, they're delicate little snowflakes psychologically.

    You can add multiple ANIMAL tokens and use custom creature class to guarantee that a civ always has certain creatures.  For example, the feathered zora in the Zelda mod now always get large birds like ostriches to haul their trade goods, as well as whatever other birds happen to live nearby:
    Code: [Select]
    [ANIMAL]
    [ANIMAL_CLASS:AVIAN]
    [ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
    [ANIMAL_FORBIDDEN_CLASS:MONSTER]
    [ANIMAL_FORBIDDEN_CLASS:FAIRY]
    [ANIMAL]
    [ANIMAL_CLASS:AVIAN_TRADE]
    [ANIMAL_FORBIDDEN_CLASS:INTELLIGENT]
    [ANIMAL_FORBIDDEN_CLASS:MONSTER]
    [ANIMAL_FORBIDDEN_CLASS:FAIRY]
    [ANIMAL_ALWAYS_PRESENT]
    Yes, but I don't want to specify exactly what they can/can't have. I want a selection of all the cats in the game to be available to lion-person villages and see some variety between villages. But with ALWAYS, all the towns end up with a long list of ALL the big cats and their giant varieties. Without ALWAYS they're limited to "what's available in the local biome". Which is working better for all the tribes now that giant creatures are roaming everywhere (except for monkey people, but that's OK, they can have their wild ALWAYS forest retreats swarming with every type of monkey).
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 13, 2018, 05:45:46 pm
    Ah, you can add a "feline" or "avian" creature class to all the cats in the game and in the entity add only

       [ANIMAL]
          [ANIMAL_CLASS:FELINE]

    And that will give the civ every creature in range of them that has the feline creature class. So youd just have to add that class to each of the cats' creature raws.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on April 13, 2018, 05:48:40 pm
    Ah, you can add a "feline" or "avian" creature class to all the cats in the game and in the entity add only

       [ANIMAL]
          [ANIMAL_CLASS:FELINE]

    And that will give the civ every creature in range of them that has the feline creature class. So youd just have to add that class to each of the cats' creature raws.

    I think they've done that already, and the problem they're having is that every village has a very large population of every single cat that they added that creature class to, so there's no variety.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 13, 2018, 05:52:32 pm
    Ah, you can add a "feline" or "avian" creature class to all the cats in the game and in the entity add only

       [ANIMAL]
          [ANIMAL_CLASS:FELINE]

    And that will give the civ every creature in range of them that has the feline creature class. So youd just have to add that class to each of the cats' creature raws.

    I think they've done that already, and the problem they're having is that every village has a very large population of every single cat that they added that creature class to, so there's no variety.
    Yeah, that's it exactly. All my animals have classes now. I guess the overpopulating of every type of beast might be related to this bug:

    http://www.bay12games.com/dwarves/mantisbt/view.php?id=10357

    In the meantime, limiting most of the tribes to what's available locally works OK. Most of the tribes stick to similar biomes to their animal counterparts.

    I imagine giant animals being able to roam wherever they like will make actually playing Fun. We'll see. :)
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on April 13, 2018, 10:31:59 pm
    Was running a test fort when my snowy partly haunted embark caught fire.

    As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.

    'twas funny, if nothing else.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on April 13, 2018, 11:08:37 pm
    Was running a test fort when my snowy pyartly haunted embark caught fire.

    As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.

    'twas funny, if nothing else.

    Sorry! I fixed that in the current version! Don't know if it's made its way to any mods that incorporate Bonfire, though.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 14, 2018, 01:45:18 am
    I did the same thing by making "flaming nuggets" which i used to start fires at workshops while testi g stuff. caravans would sometimes bring flaming nugget stuff and burn everything.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on April 14, 2018, 05:32:26 am
    Was running a test fort when my snowy pyartly haunted embark caught fire.

    As it turned out, scholars with bonfire bound codexes were arriving at my fort, who then swiftly transformed into !!scholars!! standing in a blood snow soaked grass fire.

    'twas funny, if nothing else.

    Sorry! I fixed that in the current version! Don't know if it's made its way to any mods that incorporate Bonfire, though.
    I *think* I fixed it already, but if you have a 2018 version I might as well use that instead.
    I did the same thing by making "flaming nuggets" which i used to start fires at workshops while testi g stuff. caravans would sometimes bring flaming nugget stuff and burn everything.
    Now that you mention it, I saw a burning wagon at one point.  I thought it might have spawned on top of a grass fire, but now that I think about it mugs made out of bonfire or something is a more likely culprit.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 14, 2018, 12:34:44 pm
    Groundhog third caste:
       [CASTE:UNLUCKY_FIRESTART_LIGHTNINGSTRIKE] "oh, we hunted groundhogs, then a bushfire started".
          [POP_RATIO:3]
          [FEMALE]  [BODY: ....
          [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
    Because dry biomes should randomly catch fire. Or should I make a plant who drops flowers seasonally that are of BONFIRE material. Which plants could be good  candidates for dry biome bushfires?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 14, 2018, 12:59:26 pm
    I understand eukalyptus is highly flammable, hence australia going up in smoke every year.
    I would stick to some very rare vermin that only come out in summer in certain biomes and a species of web spinning spider endemic and ubiquitous in those same areas, tbh. Hide the cats, remove the spider webs.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 14, 2018, 06:31:01 pm
    As I scroll around the map selecting a place to embark, the neighbouring Hobbit civ (there's only one) flicks between No Trade areas and blank ones (can trade). Anyone know what might cause this? There's no impassable terrain.

    The only cause I can think of is that they have wagon_pullers but no pack_animals. Every hobbit town has a population of wagon puller animals. Are pack animals needed to trade at longer distance, perhaps?
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on April 14, 2018, 06:45:58 pm
    Groundhog third caste:
       [CASTE:UNLUCKY_FIRESTART_LIGHTNINGSTRIKE] "oh, we hunted groundhogs, then a bushfire started".
          [POP_RATIO:3]
          [FEMALE]  [BODY: ....
          [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
    Because dry biomes should randomly catch fire. Or should I make a plant who drops flowers seasonally that are of BONFIRE material. Which plants could be good  candidates for dry biome bushfires?

    I think an *evil* fire-tree would be a great rarity, for savanna/grassland and the like.

    Also, I recommend you check the 2018 Bonfire update - fixed randomly appearing bonfire objects with [SPECIAL] and [NO_STONE_STOCKPILE].

    EDIT: An unrelated discovery. Civs need animals to spread; if using [ANIMAL_ALWAYS_PRESENT] for forced specific bests, variation-based animals like giants and animal-people are irregular and may result in civs with no available animals, leading to starvation. Lovely.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on April 16, 2018, 12:27:26 pm
    Slowly working on adding animal and giant versions of all the non-sapients that aren't (semi)megabeasts and things like cave dragons and such, turns out adding a "z" as the first letter after creature_ enables you to add creature variations working without modding the original files, presumably because the base creatures are already loaded... also, turns out there is a LOT of sharks and fish
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 16, 2018, 12:56:58 pm
    Maybe you can skip some of the less interesting varieties, then?
    Also, would your shark and fish people be like merpeople with a fish tail they can slither around on or like that one cartoon from the early 90s. Either of those could be pretty badass.

    Gave a civ access to pretty much all animals in their area, they ended up with nasty things like werebeasts and night creatures. There were fatalities. Oops.
    Title: Re: What's going on in your modding?
    Post by: D_E on April 18, 2018, 12:40:26 am
    Turns out, "Able to survive on land" is NOT a requirement for pets to spawn in cities if they were added via the [ANIMAL] entity token

    May have air-drowned an ocean's worth of giant octopi <.<
    Title: Re: What's going on in your modding?
    Post by: scourge728 on April 18, 2018, 12:18:36 pm
    Maybe you can skip some of the less interesting varieties, then?
    Also, would your shark and fish people be like merpeople with a fish tail they can slither around on or like that one cartoon from the early 90s. Either of those could be pretty badass.
    I just copied the sperm whale man raw and changed some values, so whatever it does for sperm whale men is how they work
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 18, 2018, 01:21:43 pm
    Here's a salt-mineral to edible-stuff reaction for y'all

    Code: [Select]
    the reaction:
    [REACTION:CUT_ROCKSALT] --Or could go with skill:milling and need bag, and that plant's mill product.
    [NAME:grind rock salt]
    [BUILDING:GRINDERxxxxxxxxx:NONE]
    [REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
    --cant have plant named SALT, as that is a hardcoded substance.
    [PRODUCT:100:15:PLANT:NONE:PLANT_MAT:saltfromminerals:LEAF] --works
    --any dwarf has the skill for this, it's like dismantling a wall.

    the plant:
    [PLANT:saltfromminerals] --by TomiTapio for 34.11b. Make it out of rock salt boulders at Grinder shop. Plant's name can't be SALT because that's a hardcoded substance of forgotten beasts.
    --value 2 might be correct for cooking balance.
    [NAME:salt crystals][NAME_PLURAL:salt crystals][ADJ:salt crystals]
    [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
    [MATERIAL_VALUE:2]
    [EDIBLE_COOKED]
    [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
    [PICKED_TILE:252][PICKED_COLOR:5:0:0]
    [VALUE:2]
    [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
    [MATERIAL_VALUE:2]
    [EDIBLE_COOKED]
    [SEED:salt crystals:salt crystals:6:0:0:LOCAL_PLANT_MAT:SEED]
    [USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
    [MATERIAL_VALUE:2]
    [EDIBLE_COOKED]
    [DRY]
    [SUMMER]
    [BIOME:ANY_DESERT] --simulate finding exposed old seabed.
    [CLUSTERSIZE:4][FREQUENCY:7][GROWDUR:900] --very rare to see in the desert.
    [PREFSTRING:flavor enhancing]
    [PREFSTRING:inspiring taste]
    [SHRUB_TILE:252]
    [DEAD_SHRUB_TILE:252]
    [SHRUB_COLOR:7:0:0]
    [DEAD_SHRUB_COLOR:0:0:1]
    [GROWTH:LEAVES] keep
    [GROWTH_NAME:salt bits:salt bits]
    [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
    [GROWTH_DENSITY:1000]
    [GROWTH_PRINT:250:6:2:0:0:ALL:1]
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on April 19, 2018, 06:56:53 pm
    PTW
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 19, 2018, 07:12:24 pm
    PTW

    Off-topic. Love your profile.
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on April 20, 2018, 02:49:32 pm
    Thank you. Umiman made it.
    Title: Re: What's going on in your modding?
    Post by: armads on April 21, 2018, 02:43:34 am
    edited the entity raws so all crimes were based entirely around personal matters. No more nobles deciding to have other people beaten. They want them beaten? It's their problem. Of course, that also goes for murder, lying, cheating, ect. Generating worlds tends to have  a lot more murdered dwarves now. Might also be the edited cultural beliefs like making them praise cheating and power while also having high loyalty.

    Still, weirdest thing so far is the random dwarven war crimes.

    Had a goblin siege, some of the goblins ended up in cage traps.

    I find my dwarves butchering the goblins, flaying them and making their fat into tallow. They won't store the butchered remains in the food stockpile, mind. They just dump the sweatbread and other stuff in the corpse stockpile. Essentially, they make a lot more mess.

    I didn't tell them to do this either. Apparently, the dwarves decided captured prisoners go right into the autobutcher extension and that means get to butchering goblins.

    Of course, being a personal matter, I still have a bunch of goblins sitting in my stockpile in cages. But some dwarf decided ol' Stasost Songmallu needed to be prepared like a slab of beef, and his nervous tissue is now in my stockpile along with his organs. They won't even make soap from the goblin. Again, given it's a personal matter I suppose it falls to the individual dwarf to decide whether or not they want to butcher the goblins.

    I think next time I'll put it to acceptable or maybe required and see how the dwarves act. But for now, I want to see if this was a one time thing or if the dwarves really like leaving the untanned skins of their enemies rotting in their stockpiles along with their hearts.
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 21, 2018, 11:25:08 am
    This is what's going on:

    Code: [Select]
    [CREATURE:MAGMA_BLOB]
    [DESCRIPTION:A strange shapeless life form with the prospensity to burn its surroundings.]
    [NAME:magma blob:magma blobs:magma blob]
    [CASTE_NAME:magma blob:magma blobs:magma blob]
    [CREATURE_TILE:'o'][COLOR:4:0:1]
    [CREATURE_CLASS:POISONOUS]
    [PETVALUE:50]
    [PET_EXOTIC]
    [FREQUENCY:8]
    [BIOME:SUBTERRANEAN_LAVA]
    [LARGE_ROAMING][AMPHIBIOUS][UNDERSWIM]
    [UNDERGROUND_DEPTH:3:4]
    [EXTRAVISION][MAGMA_VISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
    [NOBONES][HOMEOTHERM:12500][FIREIMMUNE]
    [NATURAL]
    [POPULATION_NUMBER:250:500]
    [CLUSTER_NUMBER:2:3]
    [PREFSTRING:boiling hot fluid]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:PARCHMENT:PARCHMENT_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:FLUID:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:cooled magma blob fluid]
    [STATE_NAME_ADJ:ALL_SOLID:cooled magma blob fluid]
    [STATE_NAME:LIQUID:molten magma blob fluid]
    [STATE_NAME_ADJ:LIQUID:molten magma blob fluid]
    [STATE_NAME:GAS:boiling magma blob fluid]
    [STATE_NAME_ADJ:GAS:boiling magma blob fluid]
    [STATE_COLOR:ALL:SCARLET]
    [PREFIX:NONE]
    [MAT_FIXED_TEMP:12000]
    [TISSUE:SKIN]
    [TISSUE_NAME:skin:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
    [TISSUE_MAT_STATE:SOLID]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
    [TISSUE:FLUID]
    [TISSUE_NAME:fluid:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLUID]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]
    [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLUID]
    [SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [BODY_SIZE:0:0:20000]
    [ALL_ACTIVE]
    [NO_SLEEP]
    [NO_DIZZINESS]
    [NO_FEVERS]
    [CANNOT_JUMP]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
    [TL_COLOR_MODIFIER:SCARLET:1]
    [TLCM_NOUN:skin:SINGULAR]
    [SET_TL_GROUP:BY_CATEGORY:ALL:FLUID]
    [TL_COLOR_MODIFIER:SCARLET:1]
    [TLCM_NOUN:skin:SINGULAR]
    [SELECT_MATERIAL:FLUID]
    [BOILING_POINT:15000]
    [MELTING_POINT:12000]
    [SPEC_HEAT:1450] specific heat capacity of lava
    [SELECT_MATERIAL:SKIN]
    [BOILING_POINT:NONE]
    [MELTING_POINT:NONE]
    [SELECT_MATERIAL:ALL]
    [HEATDAM_POINT:NONE]
    [IGNITE_POINT:NONE]

    It's a modified cave blob. It is full of extremely hot fluid instead of blister-inducing fluid. If you pierce it's flesh and allow it's innards to leak on the ground, it will eventually cool. These things die in cold conditions because their fluid will solidify, having the boiling point of magma.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 21, 2018, 12:41:57 pm
    That would be awesome, if not for the near guarantee that they will show up in the third caverns and literally burn it to the ground, which will seriously harm a players fps. I would make sure they only ever appear in the magma sea, they can crawl up into the cavern if they have access then but wont spawn in the caverns.

    In my own modding, i think i got those stupid shearable lizards to work correctly finally. You can shear them for their ivory scutes, they lay eggs and their scutes make them pretty much invulnerable to the claws and punches of other similarly sized creatures. They only cover the head, neck, both body halves and tail though, and the club at the end of their tail, which is an effective weapon. Maybe ill make them trainable as guard animals. Theyd make a decent compliment to war dogs
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 21, 2018, 01:53:48 pm
    Decided to do a test embark on a good biome, since I'm more or less done with my good biome revamp.
    (https://puu.sh/A7N2Y/f393547c0a.png)
    Looking neat so far. No creatures have showed up yet, but I'm glad atleast the plants and trees are working.
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 21, 2018, 09:38:45 pm
    That would be awesome, if not for the near guarantee that they will show up in the third caverns and literally burn it to the ground, which will seriously harm a players fps. I would make sure they only ever appear in the magma sea, they can crawl up into the cavern if they have access then but wont spawn in the caverns.

    Currently their fluid only leaks out when (smitten, pierced, etc), so it may not be as much of a problem. The fluid currently has no ignite temperature because otherwise it would have kept burning to death. If I have the [FIREIMMUNE] tag, can I safely remove [IGNITE_TEMP:NONE]? Would it be immolate or would only the fluid ignite grass?
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 21, 2018, 09:39:27 pm
    Decided to do a test embark on a good biome, since I'm more or less done with my good biome revamp.
    (https://puu.sh/A7N2Y/f393547c0a.png)
    Looking neat so far. No creatures have showed up yet, but I'm glad atleast the plants and trees are working.

    How did you do that? I want to try
    Title: Re: What's going on in your modding?
    Post by: FallingWhale on April 22, 2018, 12:33:34 am
    I have been out of the game for a very long time.

    As things are is there anyway to make a syndrome kick in when a creature reaches adulthood? I want to make things make themselves into cocoons.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 22, 2018, 04:25:40 am
    I have been out of the game for a very long time.

    As things are is there anyway to make a syndrome kick in when a creature reaches adulthood? I want to make things make themselves into cocoons.
    Unfortunately thats still impossible.

    How did you do that? I want to try
    Its simple - I added grass, plant and tree types that only appear within a specific good biome (in this case its grass/shrublands).
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 22, 2018, 08:19:52 am
    That would be awesome, if not for the near guarantee that they will show up in the third caverns and literally burn it to the ground, which will seriously harm a players fps. I would make sure they only ever appear in the magma sea, they can crawl up into the cavern if they have access then but wont spawn in the caverns.

    Currently their fluid only leaks out when (smitten, pierced, etc), so it may not be as much of a problem. The fluid currently has no ignite temperature because otherwise it would have kept burning to death. If I have the [FIREIMMUNE] tag, can I safely remove [IGNITE_TEMP:NONE]? Would it be immolate or would only the fluid ignite grass?

    The fireimmune token doesnt actually give immunity to anything, so their materials still need to be modified, yes. And they still have the secretion tag for their fluid in that raw text you posted, so they do leak fluid everywhere. I would guess its hot enough in game to just ignite everything around it, but you should test it and find out
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 22, 2018, 08:44:34 am
    The fireimmune token only affects the AI, I might as well add - as in, they wont get stuck if surrounded by fire and they'll just walk through it as long as they have that token, regardless if their materials are immune to heat damage or not.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 22, 2018, 09:12:27 am
    How did you do that? I want to try
    Grass modding like separate text file plant_grasses.txt
    Code: [Select]
    plant_grasses
    [OBJECT:PLANT]
    [PLANT:savage polar grass]
    [NAME:lichen][NAME_PLURAL:lichens][ADJ:lichen]
    [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
    [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
    [GRASS]
    [GRASS_TILES:'.'.'.'.'.'.'.']
    [GRASS_COLORS:2:0:0:2:0:0:6:0:0:6:0:0]
    [WET]
    [DRY]
    [SAVAGE]
    [BIOME:TUNDRA]
    try the infinity symbol for your ascii grass. Or animated grass:
       [GRASS_TILES:242:243:169:170]
       [ALT_GRASS_TILES:243:242:170:169]      [ALT_PERIOD:200:100]
       [GRASS_COLORS:5:0:0:5:0:0:5:0:0:0:0:1]
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 23, 2018, 09:03:25 pm
    What’s going on in my modding:

    Making a very small humanlike creature, which can move at the current maximum speed (87 kph) and it comes to your map, steals an item, and flees. It appears in good and evil regions. (Also it has trapavoid haha)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 24, 2018, 11:27:28 am
    I always thought the good and evil tags were mutually exclusive. Does it actually show up in both in play?

    Decided to do a test embark on a good biome, since I'm more or less done with my good biome revamp.
    Looking neat so far. No creatures have showed up yet, but I'm glad atleast the plants and trees are working.
    You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 24, 2018, 12:37:35 pm
    You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?
    Thanks for the offer, but I'm good - I've made some of my own, recently had a cloud of magical smoke (https://i.imgur.com/1W6kece.png) (didn't think the clouds would be that huge tbh) drift harmlessly next to my fort. Causes a temporary but long-term loss of physical and mental attributes in most creatures - beings of nature are strengthened by it instead, i.e living plant creatures or sentient servants of nature. I've got 7 other types in good biomes now - may add more later once I'm done with evil biomes - got some weather types planned for that as well.
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 24, 2018, 10:10:21 pm
    Thanks for the offer, but I'm good - I've made some of my own, recently had a cloud of magical smoke (https://i.imgur.com/1W6kece.png) (didn't think the clouds would be that huge tbh) drift harmlessly next to my fort. Causes a temporary but long-term loss of physical and mental attributes in most creatures - beings of nature are strengthened by it instead, i.e living plant creatures or sentient servants of nature. I've got 7 other types in good biomes now - may add more later once I'm done with evil biomes - got some weather types planned for that as well.

    You’re really loving the Mirthful and Joyous regions of DF, aren’t you?

    You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?

    I would love to see them myself.
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 24, 2018, 10:13:30 pm
    I always thought the good and evil tags were mutually exclusive. Does it actually show up in both in play?

    Apparently it only is for plants.

    But no, I haven’t tried it in gameplay.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on April 25, 2018, 12:08:32 am
    Getting back into modding again with an apocalypse project.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 25, 2018, 03:52:21 am
    You’re really loving the Mirthful and Joyous regions of DF, aren’t you?
    Heh, I think I'll like them a lot more now. My issue with them in vanilla is that they were kinda boring, with not much going for them - no weather types and few unique creatures, none of which (aside from unicorns) were much of a danger. I maaaay have gone a bit overboard with the latter since I have a total of 238 creatures made for the good biomes. I should probably add more vermin types since I only have 1 that appears in tundras, taigas and glaciers - maybe I'll do that once I'm done with the evil biome creatures, for which I have an equally large number to do.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 26, 2018, 01:18:30 pm
    *bursts in thorough the wall*
    Did someone say unicorns?!?

    Unicorns can have fun like:
       [NATURAL_SKILL:WRESTLING:7]
       [NATURAL_SKILL:DODGING:9] elite
       [NATURAL_SKILL:BITE:5]
       [NATURAL_SKILL:GRASP_STRIKE:2]
       [NATURAL_SKILL:STANCE_STRIKE:6] elite kick
       [NATURAL_SKILL:SITUATIONAL_AWARENESS:7] forest master
      [SOUND:ALERT:100:2000:VOCALIZATION:whinny:whinnies:a hollow echoing snort]
      [SOUND:PEACEFUL_INTERMITTENT:40:2000:VOCALIZATION:shuffle:steps forward:quiet rustling]
     [APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:300:200:100:1900:2900] 87+ kph
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on April 27, 2018, 09:06:45 pm
    *bursts in thorough the wall*

    I can’t believe there is another human (or possibly a tree) other than me who finds that funny
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on April 28, 2018, 05:55:41 pm
    *bursts in thorough the wall*
    Did someone say unicorns?!?

    Unicorns can have fun like:
       [NATURAL_SKILL:WRESTLING:7]
       [NATURAL_SKILL:DODGING:9] elite
       [NATURAL_SKILL:BITE:5]
       [NATURAL_SKILL:GRASP_STRIKE:2]
       [NATURAL_SKILL:STANCE_STRIKE:6] elite kick
       [NATURAL_SKILL:SITUATIONAL_AWARENESS:7] forest master
      [SOUND:ALERT:100:2000:VOCALIZATION:whinny:whinnies:a hollow echoing snort]
      [SOUND:PEACEFUL_INTERMITTENT:40:2000:VOCALIZATION:shuffle:steps forward:quiet rustling]
     [APPLY_CREATURE_VARIATION:STANDARD_WALKING_GAITS:900:300:200:100:1900:2900] 87+ kph

    That's nifty - but why not some !!magic!!, eh?

    Part 1: Unicorn blood transforms livestock into (murderous) unicorns.

    Code: [Select]
    [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
    [SYNDROME]
    [SYN_NAME:unicorn transformation]
    [SYN_AFFECTED_CREATURE:HORSE:ALL]
    [SYN_AFFECTED_CREATURE:MULE:ALL]
    [SYN_AFFECTED_CREATURE:DONKEY:ALL]
    [SYN_INGESTED][SYN_CONTACT]
    [CE_BODY_TRANSFORMATION:START:0]
    [CE:CREATURE:UNICORN:FEMALE]
    [CE_ADD_TAG:CRAZED:START:2:END:500:ABRUPT_START:ABRUPT_END]

    Part 2: Butchering a unicorn grants regeneration!

    Code: [Select]
    [USE_MATERIAL_TEMPLATE:GLITTER:STONE_TEMPLATE]
    [DISPLAY_COLOR:5:1:0]
    [STATE_NAME:ALL_SOLID:unicorn glitter]
    [STATE_ADJ:ALL_SOLID:unicorn glitter]
    [STATE_NAME:LIQUID:unicorn glitter]
    [STATE_ADJ:LIQUID:unicorn glitter]
    [STATE_NAME:GAS:unicorn glitter]
    [STATE_ADJ:GAS:unicorn glitter]
    [BOILING_POINT:9000]
    [MAT_FIXED_TEMP:9001]
    [NO_STONE_STOCKPILE]
    [PREFIX:NONE]

    [SYNDROME]
    [SYN_NAME:unicorn glitter]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:UNICORN:ALL]
    [SYN_INHALED]
    [CE_BODY_TRANSFORMATION:START:0:END:1:ABRUPT_START:ABRUPT_END]
    [CE:CREATURE:REVITALIZED:DEFAULT]    <-- "Dwarf has transformed into a revitalized creature!"
    [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GUTS]
    [EBO_ITEM:BOULDER:NONE:LOCAL_CREATURE_MAT:GLITTER]

    regeneration dummy creature, which I also use for eating hydra hearts:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 29, 2018, 12:26:17 am
    You know i actually have a bunch of good/evil interactions and stuff. Would you like me to upload them so you can use them in your mod?

    I would love to see them myself.

    I suppose ill do that, probably tomorrow. None of it is by any means complete or sane, but i checked and everything seems to actually work just fine.

    [edit] Here it is: http://dffd.bay12games.com/file.php?id=13714 have fun I guess

    I actually added a couple megabeasts ive been thinking about recently. A giant boar ala an ancient greek story i recall about heracles killing a boar or something, a tentacle demon because why not, a fairy king/queen with some magic powers (quite small though) and a leviathan, a nearly-max-size dragon-like creature that breathes ice and water webs instead of fire. Ill probably stuff them in with the regional interactions? I dunno, i like them.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on April 29, 2018, 08:30:18 pm
    I started an animorph mod
    Title: Re: What's going on in your modding?
    Post by: Kazimuth on April 30, 2018, 04:01:37 pm
    I'm working on a mod with giant multi-tile worms / serpents / dragons: https://gfycat.com/HotPerfumedBanteng (https://gfycat.com/HotPerfumedBanteng)

    It's just a DFHack lua script that teleports a bunch of "segment" creatures around behind a leader, lol. It should be pretty cool once I can get the segments to stop fighting / fleeing each other   :)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 30, 2018, 04:32:57 pm
    Wow, that's genuinely brilliant. Good work!
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on May 01, 2018, 03:38:13 am
    I just managed to get a reaction-trigger compatible spawn-liquid ruby script working.

    Operations "rocks to magma" and "magical infinite water pump" are a go.
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on May 01, 2018, 04:43:52 pm
    This is what's going on in my modding, using the caste system to it's absolute limit

    These are generic stereotypical slimes, generalized from many other games and inspired partially by Terarria.

    I intend to add more castes
    Code: [Select]
    creature_slime

    [OBJECT:CREATURE]

    [CREATURE:SLIME]
    [DESCRIPTION:A strange, shapeless creature.]
    [NAME:slime:slimes:slime]
    [CREATURE_TILE:'o'][COLOR:7:0:1]
    [CREATURE_CLASS:SLIME]
    [PETVALUE:50]
    [PET_EXOTIC]
    [BIOME:ANY_LAND]
    [BIOME:SUBTERRAINEAN_CHASM]
    [UNDERGROUND_DEPTH:1:3]

    [CASTE:GREEN]
    [MALE]
    [CASTE_NAME:green slime:green slimes:green slime]
    [POP_RATIO:100]
    [CASTE_TILE:248][CASTE_COLOR:2:0:1]
    [CASTE:BLUE]
    [MALE]
    [CASTE_NAME:blue slime:blue slimes:blue slime]
    [POP_RATIO:50]
    [CASTE_TILE:248][CASTE_COLOR:1:0:1]
    [CASTE:YELLOW]
    [MALE]
    [CASTE_NAME:yellow slime:yellow slimes:yellow slime]
    [POP_RATIO:25]
    [CASTE_TILE:'o'][CASTE_COLOR:6:0:1]
    [CASTE:RED]
    [MALE]
    [CASTE_NAME:red slime:red slimes:red slime]
    [POP_RATIO:25]
    [CASTE_TILE:'o'][CASTE_COLOR:4:0:0]
    [CASTE:PURPLE]
    [MALE]
    [CASTE_NAME:purple slime:purple slimes:purple slime]
    [POP_RATIO:10]
    [CASTE_TILE:9][CASTE_COLOR:5:0:0]
    [CASTE:ORANGE]
    [MALE]
    [CASTE_NAME:orange slime:orange slimes:orange slime]
    [POP_RATIO:10]
    [CASTE_TILE:9][CASTE_COLOR:4:0:1]
    [CASTE:PINK]
    [FEMALE]
    [LITTERSIZE:20:50]
    [CASTE_NAME:pink slime:pink slimes:pink slime]
    [POP_RATIO:5]
    [CASTE_TILE:248][CASTE_COLOR:5:0:1]

    [SELECT_CASTE:GREEN]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen green slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen green slime]
    [STATE_NAME:LIQUID:green slime]
    [STATE_NAME_ADJ:LIQUID:green slime]
    [STATE_NAME:GAS:boiling green slime]
    [STATE_NAME_ADJ:GAS:boiling green slime]
    [STATE_COLOR:ALL:GREEN]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:pound:pounds]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [BODY_SIZE:0:0:1000]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:GREEN:1]
    [TLCM_NOUN:slime:SINGULAR]

    [SELECT_CASTE:BLUE]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen blue slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen blue slime]
    [STATE_NAME:LIQUID:blue slime]
    [STATE_NAME_ADJ:LIQUID:blue slime]
    [STATE_NAME:GAS:boiling blue slime]
    [STATE_NAME_ADJ:GAS:boiling blue slime]
    [STATE_COLOR:ALL:AZURE]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [SYNDROME]
    [SYN_NAME:slime slowing]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_SPEED_CHANGE:SPEED_PERC:60:START:0:END:8400] (lasts a week)
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:pound:pounds]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [SYNDROME]
    [SYN_NAME:slime slowing]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_SPEED_CHANGE:SPEED_PERC:60:START:0:END:8400]
    [BODY_SIZE:0:0:1500]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:AZURE:1]
    [TLCM_NOUN:slime:SINGULAR]

    [SELECT_CASTE:YELLOW]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen yellow slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen yellow slime]
    [STATE_NAME:LIQUID:yellow slime]
    [STATE_NAME_ADJ:LIQUID:yellow slime]
    [STATE_NAME:GAS:boiling yellow slime]
    [STATE_NAME_ADJ:GAS:boiling yellow slime]
    [STATE_COLOR:ALL:LEMON]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [SYNDROME]
    [SYN_NAME:slime calmness]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:-20:FACET:VIOLENT:-20:FACET:HATE_PROPENSITY:-20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
    [CE_FEEL_EMOTION:EMOTION:PLEASURE:START:0:END:120]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:pound:pounds]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [SYNDROME]
    [SYN_NAME:slime calmness]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:-20:FACET:VIOLENT:-20:FACET:HATE_PROPENSITY:-20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
    [CE_FEEL_EMOTION:EMOTION:PLEASURE:START:0:END:120]
    [BODY_SIZE:0:0:2000]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:LEMON:1]
    [TLCM_NOUN:slime:SINGULAR]

    [SELECT_CASTE:RED]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen red slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen red slime]
    [STATE_NAME:LIQUID:red slime]
    [STATE_NAME_ADJ:LIQUID:red slime]
    [STATE_NAME:GAS:boiling red slime]
    [STATE_NAME_ADJ:GAS:boiling red slime]
    [STATE_COLOR:ALL:MAROON]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [SYNDROME]
    [SYN_NAME:slime anger]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:20:FACET:VIOLENT:20:FACET:HATE_PROPENSITY:20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
    [CE_FEEL_EMOTION:EMOTION:RAGE:START:0:END:120]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:pound:pounds]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [SYNDROME]
    [SYN_NAME:slime anger]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_CHANGE_PERSONALITY:FACET:ANGER_PROPENSITY:20:FACET:VIOLENT:20:FACET:HATE_PROPENSITY:20:START:10:PEAK:120:END:480:DWF_STRETCH:4]
    [CE_FEEL_EMOTION:EMOTION:RAGE:START:0:END:120]
    [BODY_SIZE:0:0:2500]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:MAROON:1]
    [TLCM_NOUN:slime:SINGULAR]

    [SELECT_CASTE:PURPLE]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen purple slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen purple slime]
    [STATE_NAME:LIQUID:purple slime]
    [STATE_NAME_ADJ:LIQUID:purple slime]
    [STATE_NAME:GAS:boiling purple slime]
    [STATE_NAME_ADJ:GAS:boiling purple slime]
    [STATE_COLOR:ALL:VIOLET]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [SYNDROME]
    [SYN_NAME:slime disorientation]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_DIZZINESS:START:10:PEAK:2400:END:4800]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:pound:pounds]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [SYNDROME]
    [SYN_NAME:slime disorientation]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:SLIME:ALL]
    [SYN_CONTACT][SYN_INGESTED]
    [CE_DIZZINESS:START:10:PEAK:2400:END:4800]
    [BODY_SIZE:0:0:3000]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:VIOLET:1]
    [TLCM_NOUN:slime:SINGULAR]

    [SELECT_CASTE:ORANGE]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen orange slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen orange slime]
    [STATE_NAME:LIQUID:orange slime]
    [STATE_NAME_ADJ:LIQUID:orange slime]
    [STATE_NAME:GAS:boiling orange slime]
    [STATE_NAME_ADJ:GAS:boiling orange slime]
    [STATE_COLOR:ALL:PUMPKIN]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_LEAKS]
    [TISSUE_SHAPE:LAYER]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:IMPALE:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:impale:impales]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PENETRATION_PERC:100]
    [ATTACK_FLAG_EDGE]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [BODY_SIZE:0:0:3000]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:PUMPKIN:1]
    [TLCM_NOUN:slime:SINGULAR]

    [SELECT_CASTE:PINK]
    [BODY:BASIC_1PARTBODY_THOUGHT]
    [USE_MATERIAL_TEMPLATE:SLIME:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen pink slime]
    [STATE_NAME_ADJ:ALL_SOLID:frozen pink slime]
    [STATE_NAME:LIQUID:pink slime]
    [STATE_NAME_ADJ:LIQUID:pink slime]
    [STATE_NAME:GAS:boiling pink slime]
    [STATE_NAME_ADJ:GAS:boiling pink slime]
    [STATE_COLOR:ALL:PINK]
    [PREFIX:NONE]
    [TISSUE:SLIME]
    [TISSUE_NAME:slime:NP]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SLIME]
    [TISSUE_MAT_STATE:LIQUID]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:100]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
    [TISSUE_LAYER:BY_CATEGORY:ALL:SLIME]
    [EXTRACT:LOCAL_CREATURE_MAT:SLIME]
    [APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [ATTACK:POUND:BODYPART:BY_CATEGORY:BASIC_1PARTBODY_THOUGHT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:pound:pounds]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_PRIORITY:MAIN]
    [BODY_SIZE:0:0:1000]
    [SET_TL_GROUP:BY_CATEGORY:ALL:SLIME]
    [TL_COLOR_MODIFIER:PINK:1]
    [TLCM_NOUN:slime:SINGULAR]
    [SELECT_MATERIAL:ALL]
    [MULTIPLY_VALUE:5]

    [SELECT_CASTE:ALL]

    [NOT_BUTCHERABLE]
    [PREFSTRING:squishiness]
    [FREQUENCY:20]
    [CLUSTER_NUMBER:2:10][LOOSE_CLUSTERS]
    [LARGE_ROAMING]
    [EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
    [NOBONES]
    [NATURAL]
    [ALL_ACTIVE]
    [NO_SLEEP]
    [NO_DIZZINESS]
    [NO_FEVERS]
    Title: Re: What's going on in your modding?
    Post by: PlumpHelmetMan on May 01, 2018, 04:48:08 pm
    Should probably warn you that you spelled subterranean wrong (obviously the tags will only work if everything is spelled correctly :P).
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on May 01, 2018, 05:24:23 pm
    Should probably warn you that you spelled subterranean wrong (obviously the tags will only work if everything is spelled correctly :P).

    Oh thanks lol. That’s what I wanted, constructive criticism.
    Title: [QUESTION] Re: What's going on in your modding?
    Post by: ShinyandKittens on May 02, 2018, 03:45:48 pm
    Do negative values work for sphere alignment?

    Eg

    Code: [Select]
    [SPHERE_ALIGNMENT:LAW:-128]

    Thanks
    Title: Re: What's going on in your modding?
    Post by: ShinyandKittens on May 02, 2018, 08:51:39 pm
    Another question:

    will this work?

    Code: [Select]
    [USE_EVIL_ANIMALS]
    [USE_EVIL_PLANTS]
    [USE_EVIL_WOOD]
    [USE_GOOD_ANIMALS]
    [USE_GOOD_PLANTS]
    [USE_GOOD_WOOD]

    Trying to make entity definitions for my Streakers, which should appear in both good and evil biomes. I am trying to make it so they settle in both too.
    Title: Re: What's going on in your modding?
    Post by: overseer05-15 on May 02, 2018, 09:22:11 pm
    Another question:

    will this work?

    Code: [Select]
    [USE_EVIL_ANIMALS]
    [USE_EVIL_PLANTS]
    [USE_EVIL_WOOD]
    [USE_GOOD_ANIMALS]
    [USE_GOOD_PLANTS]
    [USE_GOOD_WOOD]

    Trying to make entity definitions for my Streakers, which should appear in both good and evil biomes. I am trying to make it so they settle in both too.

    Should, yeah. I don't recall those being exclusive.
    Title: Re: [QUESTION] Re: What's going on in your modding?
    Post by: Warlord255 on May 07, 2018, 10:05:02 pm
    Do negative values work for sphere alignment?

    Eg

    Code: [Select]
    [SPHERE_ALIGNMENT:LAW:-128]

    Thanks

    Some spheres are opposed to other spheres. A civ or creature having an alignment towards one sphere will give it tangential connections to friendly spheres, and restrict any connections with opposed spheres.
    Title: Re: What's going on in your modding?
    Post by: Melchizedek on May 09, 2018, 10:58:28 pm
    I'm creating some castes to simulate disorders and birth defects, to add difficulty and flare. Some are going to be purely decorative, such as dwarves whose eyes are completely one colour, while others are going to be more severe, such as dwarves with prehensile tails, or dwarves who are born without vital organs. Here's the first caste, which represents a severe defect known as gully syndrome.
    Code: [Select]
        [CASTE:GULLY]
        [MALE]
        [CASTE_NAME:gully dwarf:gully dwarves:gully dwarf]
        [BABYNAME:dwarven baby boy:dwarven baby boys] Revision: added baby names.
    [CHILDNAME:dwarven boy:dwarven boys] Revision: added child names.
    [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
    [MAXAGE:20:30]
        [NOFEAR]
        [HUNTS_VERMIN]
        [ADOPTS_OWNER]
        [DESCRIPTION:A short, sturdy man fond of babbling and rat-catching.]
    [POP_RATIO:5]
        [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
    [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
    I wanted to give this disorder [UTTERANCES] but doing so changes the language used by all dwarves in naming themselves and their civilizations to that of [UTTERANCES]. Might give it [TRAINABLE], just so they aren't completely useless.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on May 09, 2018, 11:29:03 pm
    Really? the Wiki states UTTERANCES is caste level. However considering it does allow that race to "make up" works (gibberish) I can possibly see that bleeding into the main entity.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on May 10, 2018, 05:02:38 am
    I'm creating some castes to simulate disorders and birth defects, to add difficulty and flare. Some are going to be purely decorative, such as dwarves whose eyes are completely one colour, while others are going to be more severe, such as dwarves with prehensile tails, or dwarves who are born without vital organs. Here's the first caste, which represents a severe defect known as gully syndrome.

    Remember to add learning disabilities with skill_rates.
    And STR DEX CON via [PHYS_ATT_RANGE:AGILITY:850:880:900:1100:1200:1200:1200] commands.
    Charisma penalty by having only 1% skill gain rate in talk_charm type skills.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 10, 2018, 09:48:39 am
    Well, i got that cheese critters bug to show up briefly. I made a new tree for good forests, suddenly geese are supposed to be made of cheese. Still no closer to actually figuring out why. It also disappeared again as soon as i defined yet another tree.

    The trees are working pretty good though. Theyre huge and colorful, which gives good forests a totally different feel from mundane ones.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on May 10, 2018, 10:46:59 am
    I love this cheese bug, because atm no one can fix it because no one understands it
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 10, 2018, 05:45:13 pm
    Apparently i and one other person who downloaded my spellcrafts mod are the only ones to have encountered it? I certainly didnt see anyone else fretting about why their game thinks turkeys, or gila monsters or in this case geese should have cheese defined but dont, and i have asked.

    Im just going to tear my objects folder apart until i find the source of this. This is stupid. It has to be a function of spellcrafts, but why the hell would it only show up when there are certain numbers of objects defined in certain files?! That other fellows errorlog said the gila monster that was supposed to be made of cheese was in creature_spellcrafts_wizards, so i went through that with a fine toothed comb and found jack shit out of the ordinary, messed with the order of things and saw nothing, now goose cheese after making a perfectly mundane tree. It really doesnt make sense.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on May 10, 2018, 06:06:06 pm
    Did you add a plant type that uses skin as a material (or any material that has a byproduct - skin has leather, for example)? I had a weird issue with flesh-trees at one point, since I used skin for one of their components - I made a new, nearly identical material without the byproduct and that fixed it.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 10, 2018, 06:35:30 pm
    I actually used milk as a material for a plant, which also produces cheese (and has both its milk and cheese defined and everything), maybe thats it, but if the materials been defined and used, properly as far as im aware, then how could it be "leaking" into other object definitions? And why so far down the line? That part makes zero sense.

    So taking away the milk and replacing it with an extract with the milk reaction class and everything does remove the error, but it also prevents me from making cheese from it. Oh well, if thats the price of not having to hear about chicken cheese ever again, then whatever.

    Whats weird is this plant has been setup that way for over a year or two now with no problems until january...
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on May 10, 2018, 10:19:16 pm
    Today I was most impressed by my Wild Dwarves as they showed off their [Abuse_Bodies] tags and impaled a bunch of humans on sticks after razing their village. Good show fellas.

    Dammed humans in the corpse pile have driven half the forteess insane...
    Title: Re: What's going on in your modding?
    Post by: ZM5 on May 11, 2018, 04:49:13 am
    I actually used milk as a material for a plant, which also produces cheese (and has both its milk and cheese defined and everything), maybe thats it, but if the materials been defined and used, properly as far as im aware, then how could it be "leaking" into other object definitions? And why so far down the line? That part makes zero sense.

    So taking away the milk and replacing it with an extract with the milk reaction class and everything does remove the error, but it also prevents me from making cheese from it. Oh well, if thats the price of not having to hear about chicken cheese ever again, then whatever.

    Whats weird is this plant has been setup that way for over a year or two now with no problems until january...
    Its weird, and I'm not exactly sure why it happens - I haven't noticed the bug on my end either for a long time until the errorlog started vomiting up stuff about gila monster leather and parchment material being undefined.

    EDIT: (https://puu.sh/AkcZY/42063e56c0.png)
    This is gonna be fun to see in adventure mode.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 11, 2018, 12:13:36 pm
    Well thanks for the help, i honestly hadnt suspected a thing of that poor plant. Now it just brews into irish creme liquor, so thats still tasty right?

    I am officially commemorating tbe defeat of the dairy products with animals literally made of wax-encased cheese and nothing else. They are delicious. Habe you ever wanted to walk up to a turkey, take a big bite out of it and then let it go back to doing turkey things? Now you can, because they dont even bleed or feel pain, theyre just animate cheese! Not for the lactose intolerant, unfortunately.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on May 12, 2018, 06:42:52 pm
    Playing with my Wild Dwarves to see how the new stress additions effect them. It's upsetting them a little too much, but I guess it's upsetting regular dwarves too right now, so that's fine.

    For some reason a human trade wagon has arrived. This shouldn't happen. One of the disadvantages of playing wild dwarves in my game is that they are Item_Thieves, so hostile to most everyone else except minotaurs and kobolds neither of whom trade.

    So that's caravans only once a year, and the risk of attack by humans, dwarves, elves, goblins, dark elves, hobbits and various animal tribes. But you don't have to face down armies of giant steel-clad raging horned death from the minotaur cities (usually) so that balances nicely.

    One summer ago, a human diplomat arrived at the tavern, hung out for a while, then left without comment. Interesting. Spy perhaps? His civ appeared in my civ list. A year later and here are the wagons. Somehow this hostile civ are no longer hostile. That's new.

    --edit
    Hmm. The Outpost Liasion is an ex-criminal. Possibly unrelated. Civ screen says the usual offerings of "terror" and "vengeance" (although I'll check again after the merchants and liaison go home).

    OK. I see what happened. He's the human liaison of my civ. That's not unusual, but following him through history and he's always been a member of the human civ. In the year 189 he settled in the human town of Packrusset (after 30 years of being a criminal in Packrusset) and...became the outpost liasion for a hostile wild dwarf civ. Packrusset remains part of the human civ, no-one's been kidnapped or enslaved.

    History appears to be somewhat screwed up.
    Title: Re: What's going on in your modding?
    Post by: Aurum System on May 13, 2018, 01:12:31 am
    It's likely too late now, but I have plant milk and cheese and I've never had any problems from it, but I made Material templates for them. (They're mostly the some as the creature milk and cheese ones though.)
    Spoiler: Material templates (click to show/hide)
    Spoiler: Plant (click to show/hide)

    Edit: Let me know if you try anything with it.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on May 15, 2018, 05:54:38 pm
    In my continuing quest to add animal men/giant variation to all the creatures without them that aren't intelligent or a (semi-)Megabeast, I realized there are a LOT of vermin without said varieties, like, probably close to doubling the mod size more (I haven't actually COUNTED that though) I thought I was almost done hah-hah-hah-haaah
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 15, 2018, 09:35:44 pm
    Cheese critters work. Theyre made of cheese and you can eat it. The egg layers even lay cheese eggs that can be eaten raw, but still hatch correctly.

    I also made a horrible, horrible giant hornet that turns critters into hornets like itself and even have a werecurse associated with them. I am now making a weresnail with iron scales and shell (https://en.wikipedia.org/wiki/Scaly-foot_gastropod), because frankly thats terrifying.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 15, 2018, 11:15:14 pm
    Cheese critters work. Theyre made of cheese and you can eat it. The egg layers even lay cheese eggs that can be eaten raw, but still hatch correctly.

    I also made a horrible, horrible giant hornet that turns critters into hornets like itself and even have a werecurse associated with them. I am now making a weresnail with iron scales and shell (https://en.wikipedia.org/wiki/Scaly-foot_gastropod), because frankly thats terrifying.

    If you're going to make a metallic snail, why not make it a flail snail?
    Spoiler (click to show/hide)

    On the subject of metallic insects, I've added Silver Scorpions, Tin Termites, Copper Crustaceans and Brass Beetles to the caverns. Each one has an item-related ALTTLE, such as the Scorpion flashing between "S" and "$". It feels pretty neat.
    Title: Re: What's going on in your modding?
    Post by: Pumble on May 15, 2018, 11:34:57 pm
    That snail is beautiful.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 16, 2018, 01:14:30 am
    It is terrifying. I actually gave mine a venomous stinger on a tail (made of iron of course) and a rasping tongue (covered in iron scales like a living chainsaw) in place of a radula. It is quite deadly.
    Also you should totally share those metallic insects, im interested
    Title: Re: What's going on in your modding?
    Post by: voliol on May 16, 2018, 12:34:51 pm
    I've been adding some various real-life creatures, ranging from bears to whales to beetles (and also chanterelles on the "plant" side). Today I added stag and hercules beetles, and discovered that the b_detail_plan exoskeleton tissue layers have the horns being made out of the exoskeleton material by default, instead of the standard horn material and cartilage, as is the case if you use vertebrate tissue layers.
    A nice detail, considering there are no vanilla creatures with both an exoskeleton and horns, as far as I know.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on May 16, 2018, 10:39:12 pm
    I really need to update my mods soon, I don't like them falling so far back in the lists. I'll probably do something soon to get Jawa Fortress up to date with Solo.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 18, 2018, 01:23:16 am
    So theres this weird exploit ive been using; civs that start in cave_detailed sites on mountains but have no settlement biomes will never create another site, theyre bound to their initial fortress unless they successfully conquer someone elses site and take over. Which os awesome for civs that arent supposed to sprawl out indefinitely.

    But if you change any of that, from letting them start in any other biomes or try to do the same with cities or forest retreats, it just doesnt work. Other site types can found new sites around their mountain range even if they dont have any settlement biomes described. And if you try to set their biome preference for mountains to 0 the civ wont show up, at all. If they start in any other biomes theyll build as many hillocks as possible in a dense cluster around their fortress, but never mountain halls or new fortresses.

    This behavior is really weird, and it drives me nuts that i cant find any other ways to get similar behavior. Ive spent all day running worldgen trying to find other reliable ways to stall civs development. The next best thing is to make their biome preferences so restrictive there are only a miniscule quantity of locales in a given world that suit their needs, but even that doesnt seem to be reliable, and of course you cant guarantee a worldgen where those sites are truly scarce unless you use perfect world or something where youre generating the same terrain repeatedly, which gets boring frankly.
    Title: Re: What's going on in your modding?
    Post by: Amdy_vill on May 18, 2018, 07:25:40 am
    i am working on make more realistic animal birth rates.
    Title: Re: What's going on in your modding?
    Post by: Melchizedek on May 20, 2018, 09:33:40 am
    Making a race of Fluffy Wamblermen. I might make them fortress playable, with no digging or metal access. They'll have access to Giant Wamblers, which, being humanoid, will be able to do labour as well as be trained for war and hunting.
    Title: Re: What's going on in your modding?
    Post by: Asin on May 20, 2018, 09:49:29 am
    Updating one of my race expansions for my mod Culture Shock.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on May 25, 2018, 01:56:43 pm
    My most recent tweak to Adventurecraft in a nutshell:

    https://www.youtube.com/watch?v=NE1-dKc6R_I (https://www.youtube.com/watch?v=NE1-dKc6R_I)
    Title: Re: What's going on in your modding?
    Post by: SoggyGoat on May 25, 2018, 06:55:00 pm
    Howdy! I'm making a somewhat large mod so there are a lot of minor-ish changes to gameplay (some that might be considered heresy  ;D) and new critters. Didn't realize [FIREIMMUNE_SUPER] wasn't actually enough to make a character fireproof so I was real confused when he kept dying in his own fires in the Arena. Also I copy-pasted several tags and my errorlog was filled with errors because I forgot to put a "t" in a cobalt. Also experiencing the worse kind of crash, the crash-on-save  >:(

    But other than that I'm having fun. My mod is based on a popular licensed franchise which I will reveal when it's finished and it's kind of ironic to see a lot of the things that are played silly or cute within the franchise are much more disturbing within the context of DF.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on May 25, 2018, 07:42:15 pm
    At the behest of slow-travel archer-ranger goodness, I'm adding an elective animal pack to up-skill some aboveground predators (lions, tigers and bears!).

    When your novice skill peasant can treat a bear like an XP farm punching bag, things just aren't quite right. Naturally, many large animals frown at this, alligators scowl, etc.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on May 25, 2018, 08:18:56 pm
    Speaking of, it seems allowing anacondas to grapple with their tails doesn't make them any less pathetic when tagged with a titan tooth spear...
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 25, 2018, 08:31:48 pm
    Part of the discrepency is probably that all animals share the same skin/muscle/fat/bone tissue ratios and bodypart relsizes and attribute values that humans have, when in reality thats not the case; some species just pack more muscle and less fat per cubic centimeter than humans do. So df is treating every animal like its just a different-sized quadrapedal human.
    You could make them more muscular (increase the ratio of muscle vs skin and fat), give them higher average strength values, and maybe low natural skills to compensate.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on May 25, 2018, 08:47:26 pm
    Part of the discrepency is probably that all animals share the same skin/muscle/fat/bone tissue ratios and bodypart relsizes and attribute values that humans have, when in reality thats not the case; some species just pack more muscle and less fat per cubic centimeter than humans do. So df is treating every animal like its just a different-sized quadrapedal human.
    You could make them more muscular (increase the ratio of muscle vs skin and fat), give them higher average strength values, and maybe low natural skills to compensate.

    Ah.

    IIRC size magnifies everything else (ie. large dwarf ragdolls average human, can meet grappling STR for some night trolls), so for "giant" animals perhaps that'll be enough.

    I'd been thinking maybe this to start:

       [NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
       [NATURAL_SKILL:MELEE_COMBAT:1]
       [NATURAL_SKILL:BITE:2]
       [NATURAL_SKILL:TRACKING:3]
       [NATURAL_SKILL:SNEAK:3]

    And having say 3 tiers, skill lvl 2 = adequate, skill 4 is skilled, skill 6 is talented = you get a night trollish animal biter. But yeah, pretty undecided about it all.

    Don't even recall/know if the sneak/tracking will impact game play. You always find the historical animal before it finds you.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on May 28, 2018, 11:15:30 am
    He (https://i.imgur.com/9Q3RLft.png) he (https://i.imgur.com/19T2xCA.png) he (https://i.imgur.com/RKFe2lv.png) he (https://i.imgur.com/eb8IHja.png). I forgot how fun modding can be once you're in your element.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on May 28, 2018, 01:09:13 pm
    That first one has me firmly imaging a three headed minecraft creeper with snake eyes
    Title: Re: What's going on in your modding?
    Post by: ZM5 on May 28, 2018, 02:19:25 pm
    Nah, its definitely not supposed to be that - just a mutated snake.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on May 28, 2018, 11:50:41 pm
    Speaking of, it seems allowing anacondas to grapple with their tails doesn't make them any less pathetic when tagged with a titan tooth spear...

    Snake tails are very small though.  Allow them to grapple with their bodies instead.  Nothing will break that grip.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on May 29, 2018, 10:59:46 am
    Speaking of, it seems allowing anacondas to grapple with their tails doesn't make them any less pathetic when tagged with a titan tooth spear...

    Snake tails are very small though.  Allow them to grapple with their bodies instead.  Nothing will break that grip.

    Does grip strength actually have anything to do with body-part size though? Last I checked the only factors were overall creature size, strength, and wrestling skill (with the first factor being disproportionately important).

    EDIT: No, t͎͈̟̼͈͉h̹̠̫é̼̮̜̹͇y̨͈̯̱ ̸̮͎̹̳̲̹d̫͕̤̥̹͚͠ͅo̱̝n͇̤̰̪͙'̢̮̟̼̻ͅt̩͚̳̜͎͕̖.̘̳

    (https://cdn.discordapp.com/attachments/173908541088858113/451054022372098048/remove_kebab.png)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 01, 2018, 03:24:26 pm
    Making some long overdue changes to how i handle materials in all my mods. Gotta put them in a creature instead of organics, ive been lazy. Too many forgotten beasts made of weird things...
    It takes a long ass time and i cant decide what i want the creatures to be, if anything. Does a monster that includes all of the materials in a mod like my regional interactions and creatures make a good megabeast? Would that many poisons be overdoing it?
    Title: Re: What's going on in your modding?
    Post by: Aurum System on June 01, 2018, 05:14:44 pm
    Yes, it would make a good megabeast. :V
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on June 01, 2018, 06:32:33 pm
    Making some long overdue changes to how i handle materials in all my mods. Gotta put them in a creature instead of organics, ive been lazy. Too many forgotten beasts made of weird things...
    It takes a long ass time and i cant decide what i want the creatures to be, if anything.

    You can leave custom materials that make sense as an INORGANIC by just adding [SPECIAL] this won't make them Candy Spires or Circus Floor, as both [DEEP_*] Tags make use of [SPECIAL] this ensures civs and RNG stay away from that material. For me it's normally Quick Silver (Mercury) or thinks like Oil of Vitriol (Sulfuric Acid) altho a FB made of acid would sound cool, it'd be too weak to be of use

    But if you do have stuff that is supposed to be organic (Flesh, meat, etc) it's better to put it in a creature. For me it just eases my paranoia that something won't get stockpiled correctly, or used in a job right. I know the tags like IMPLIED_ANIMAL_KILL and some STOCKPILE_ options are there, but I feel better if I can just setup a creature to house materials, Plus if I'm making fire-proof stuff I can just do SELECT_MATERIAL:ALL and tweak the TEMP settings
    Title: Re: What's going on in your modding?
    Post by: Enemy post on June 01, 2018, 06:37:57 pm
    I saw Solo and finished with working on Zoo Tycoon. Time to get back to updating my mods here.
    Title: Re: What's going on in your modding?
    Post by: squamous on June 03, 2018, 06:11:30 am
    I added six different schools of martial artists that massively boost a single stat when learned, and depending on the stat boosted the player can choose to adopt a certain fighting style. The focus-oriented school would be good for a ranger, for example, while the strength-oriented school would be good for a hammer-user or wrestler, and so on.

    Yes this works in fortress mode as well as adventure mode. If you steal a slab, you can have your dwarves (or whatever race you play as) read it and start a martial artist dojo.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on June 03, 2018, 06:53:38 am
    Wandering monster: a human of martial arts.

    Spoiler (click to show/hide)

    Note the    [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on June 03, 2018, 11:24:52 am
    That's...interesting actually. Only problem I see if it is there is no real mechanical difference between the two types of kicks, and they seem to have no difference from normal kicks except for not being slower than the norm.

    Punches also seem to have no change except a smaller contact area, which I think is a straight upgrade in the same way that smaller contact area is generally good for weapons.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 04, 2018, 11:59:59 am
    Should be, since force is spread out over contact area, and force is calculated separately.

    Ive been plugging away at writing up some semi-deities that represent the source of power of some of the schools of magic in my spellcrafts mod. Im reimagining all of the details to make that work, and im not sure if i like it much. But the details of making it anything more than an industrial reaction to make special stuff will always escape me i guess. What would an avatar of hyazir even be, anyway? A golem made of ever-burning water ice?

    Maybe instead of deities ill just use golems you can "construct"?
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on June 05, 2018, 01:46:16 pm
    I've considered a similar idea in fact, but it would depend on whether DOES_NOT_EXIST critters can become a secret source, which I doubt.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on June 12, 2018, 01:07:46 am
    Meanwhile...Adventurecraft update.

    Quote
    * Reworked strawberries, fisher berries, prickle berries, and sun berries to behave sanely.
    * Made pod-bearing plants work like rock nuts instead.
    * Converted abaca and banana trees into shrubs so they'd actually show up.
    * Fixed cave floaters and cave blobs having megabeast-tier skin.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 12, 2018, 11:31:43 am
    Made soulless servants for the wizard entities. Humans that literally lack personal will or ambition, feel no real emotions and are immune to stress and totally obedient, making them the perfect servants and guards for mad magic scientists to use. 90% of them can learn and speak despite lacking personality, the rest can only be war trained.

    Like pawns from dragons dogma, kinda. Or living zombies. Thinking about ways to acquire them other than buying them off caravans and breeding them. Maybe wizards can turn goats and stuff into mindless, soulless people or something.

    Theres also gotta be a way to show that most non-slaving civilizations, like normal dwarves, believe this to be unethical, while still technically allowing the player to do it. Something that gives your dwarves bad thoughts for making them do this.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on June 12, 2018, 01:53:17 pm
    Made soulless servants for the wizard entities. Humans that literally lack personal will or ambition, feel no real emotions and are immune to stress and totally obedient, making them the perfect servants and guards for mad magic scientists to use. 90% of them can learn and speak despite lacking personality, the rest can only be war trained.

    Like pawns from dragons dogma, kinda. Or living zombies. Thinking about ways to acquire them other than buying them off caravans and breeding them. Maybe wizards can turn goats and stuff into mindless, soulless people or something.

    Theres also gotta be a way to show that most non-slaving civilizations, like normal dwarves, believe this to be unethical, while still technically allowing the player to do it. Something that gives your dwarves bad thoughts for making them do this.

    You can make "slaved" creatures give bad thoughts via interaction on greeting for those that would find it unethical. So players that do make use of such things would be keeping the normal folks from the slaved folks. Giving off that whole illusion that no one knows of the evil that is fueling the fortress.

    ZM5 runs into the issue of traded folks not properly integrating into the civ/fort. And transforming something that is a PET doesn't remove the PET flags. You could make special POP_RATIO:1 breeder castes in the slaves that are tradeable (or can transform pets into to) and their children are the sapient citizens
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 12, 2018, 02:36:07 pm
    Yeah I already set it up to make the breeders unintelligent pets, the can_learn ones dont even have the pet tag, but from research on antmen they are labelled as pets, and ideally youd transform goats into or purchase the dumb ones for breeding stock and either embark with the smart ones or wait a year for them to become adults (im just assuming accelerated growth)

    The question though with the slave species is, how can i ensure people of different civs have different reactions? The game doesnt yet support ethics based decision making/reactions to situations or people/species. Maybe if the wizards (these are normal dwarves/humans species wise, just a different civilization) have an ubitquitous food or drink that delivers a syndrome that makes them an invalid target to the soulless slaves interaction, but should that be permanent or what?
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on June 12, 2018, 03:59:11 pm
    I'd just give creatures that count as "slaved" have an interaction that can only target intelligent creatures, that are not already Slaves, and ignore creatures that wouldn't care (goblins, elves?, wizards)

    if you know what races should be more or less affected, then you can tailor syndrome portions to those type (filter by who interaction can affect, then filter by SYNDROME for the effects on what reaches that audience)
    Title: Re: What's going on in your modding?
    Post by: ZM5 on June 30, 2018, 09:10:50 am
    Got done with the things for my horror pack update. Should be pretty interesting to deal with - wild ones will have a chance of infecting creatures on attacks, at which point there'll be a chance the infected will transform into a berserk thing once in combat - meanwhile there'll also be ones formed by deity curses, which may or may not visit forts - I'm not sure what'd be a good non-obvious way to spread the infection though - for now if you drink or even make skin contact with the imitator's blood there's a chance for infection.
    Title: Re: What's going on in your modding?
    Post by: Asin on June 30, 2018, 10:41:00 pm
    I decided to take a quick break from my post apocalypse mod and other such mods I'm working on to make a quick personal mod which adds in a civilization of Miis. Yes, those little guys from the Wii and other such Nintendo consoles. Why'd I do it? ...I dunno, thought it'd be interesting.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on July 01, 2018, 08:14:31 am
    Currently experimenting with Sver's idea of weapon sets (http://www.bay12forums.com/smf/index.php?topic=170474.0) for ranged units. Because SKILL:CROSSBOW defines equipment population, those pairings likely have to be less martial and perhaps more utility, hunter-ish.

    Expanding this to some SKILL:PIKE melee units. A melee unit with a maul, which I now have as a slow 4:4 3K velocity 50 contact blunt KO unit, might also generate with a set like "maul/large dagger" which pretty much takes us into the whole Swiss Army knife universe that pollaxes inhabit. Not what I have for pollaxe, but for example, a vanilla-oriented pollaxe is pretty much war hammer + pick + large dagger (top spike) + large dagger (butt spike).

    Not doing a combat overhaul as Sver, Grimlocke and others have a better more comprehensive vision. Why remake the wheel? Though the thinking for SKILL:PIKE melee units that I have, regarding AI concerns and player advantage in Adventure Mode, is they generally need to make overwhelming first contact, or your tick counting adventurer Kisat Durs them into the ground.

    There's often no way to work around certain core factors that heavily influence outcomes. Kinda brings me to upping halfling size from 30k to somewhere around 40-45. At their current 30K size, hardy halflings crumple like kobolds when struck by 60K dorf/elf/gobbo. Not very sturdy at all. A stat like toughness can't change the value swing of size.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on July 11, 2018, 11:13:20 pm
    Got done with the things for my horror pack update. Should be pretty interesting to deal with - wild ones will have a chance of infecting creatures on attacks, at which point there'll be a chance the infected will transform into a berserk thing once in combat - meanwhile there'll also be ones formed by deity curses, which may or may not visit forts - I'm not sure what'd be a good non-obvious way to spread the infection though - for now if you drink or even make skin contact with the imitator's blood there's a chance for infection.

    Sneezes worked well for my Plump Helmet Plague. Have a long-cooldown "greet" or "clean self" interaction that spews a spore cloud - with a chance to infect others with the same, as well as a chance to infect with a worse progression of the disease. A tier or two of progressive infection later, hideous transformation!
    Title: Re: What's going on in your modding?
    Post by: EpicMadness on July 11, 2018, 11:40:36 pm
    so... i replaced the bee's vermin_bite material from VENOM to MEAD and ended up with the most hilarious hive.

    ever seen a drunk cat?

    edit: on a side note, this seems to have made it potentially lethal, i've a few cats and dogs that died from alcohol poisoning.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on July 12, 2018, 03:53:43 am
    so... i replaced the bee's vermin_bite material from VENOM to MEAD and ended up with the most hilarious hive.

    ever seen a drunk cat?

    edit: on a side note, this seems to have made it potentially lethal, i've a few cats and dogs that died from alcohol poisoning.
    Yeah, you need to make the injected concentration lower - when I first made alementals for my Warcraft pack, their bites would inject alcohol into the blood and due to the concentration being too high the bite would always result in lethal alcohol poisoning.
    Title: Re: What's going on in your modding?
    Post by: EpicMadness on July 12, 2018, 05:12:42 am
    so... i replaced the bee's vermin_bite material from VENOM to MEAD and ended up with the most hilarious hive.

    ever seen a drunk cat?

    edit: on a side note, this seems to have made it potentially lethal, i've a few cats and dogs that died from alcohol poisoning.
    Yeah, you need to make the injected concentration lower - when I first made alementals for my Warcraft pack, their bites would inject alcohol into the blood and due to the concentration being too high the bite would always result in lethal alcohol poisoning.

    how low is "lower" exactly?
    i'm trying to make my bees somewhat lethal but it'll require seriously prolonged exposure.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on July 12, 2018, 05:18:20 am
    I set the concentration level to be 5:5 iirc, so while a single bite wouldn't be lethal, repeated ones would end up causing fatal alcohol poisoning.
    Title: Re: What's going on in your modding?
    Post by: EpicMadness on July 12, 2018, 07:07:35 am
    well i settled with 2:2 concentration but i've increased the duration by 10times, and lowered the severity by 80%.
    this makes sure that getting away from the source would drastically lessen the lethality.

    technically this should be 80% of 5:5 concentration with the basic syndrome, but the lengthened duration makes for a much more potent stacking effect.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on July 12, 2018, 12:52:14 pm
    And here I thought geese laying live bees was the most fucked-up element of modded apiculture.

    Meanwhile in Adventurecraft, I only recently realized that I didn't apply the saner DWF_STRETCH to plant potions like I did with other stuff. So now barbed haze will make you go berserk a lil more properly.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on July 12, 2018, 05:13:44 pm
    Aw  man why didnt i think of laying bee swarms...

    I tried to make a shrub with log and spear shaped growths. Waiting to find out if that actually worked. The errorlog doesnt like the spear one, though. I guess it cant accept an item group and subgroup? More after i actually encounter one of these things. I want to gnow what sort of item growths work.

    Maybe it can grow bees?
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on July 12, 2018, 06:32:28 pm
    Aw  man why didnt i think of laying bee swarms...

    I tried to make a shrub with log and spear shaped growths. Waiting to find out if that actually worked. The errorlog doesnt like the spear one, though. I guess it cant accept an item group and subgroup? More after i actually encounter one of these things. I want to gnow what sort of item growths work.

    Maybe it can grow bees?

    Bee Berry Bush :P

    Weird since GROWTHs have [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF] I'd assume you could set it with ITEM_SUBTYPEs as well maybe you typo'd?
    Title: Re: What's going on in your modding?
    Post by: scourge728 on July 12, 2018, 10:14:36 pm
    Why is the first reaction to experimenting always make it create bees
    Title: Re: What's going on in your modding?
    Post by: EpicMadness on July 12, 2018, 10:50:39 pm
    bees are fairly flexible, they can be made a creature or a vermin.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on July 14, 2018, 08:08:04 pm
    I'm trying to update my mods. I noticed that my "mythical"/not actually real creatures leave "nothings" in the list of creatures available in the art menus. It has something to do with their castes.

    It doesn't seem to be a real issue, but I'm not sure where the problem is coming from. Here's one of the creatures as an example, does anyone see what's wrong.

    [CREATURE:STARDESTROYER]
       [NAME:star destroyer:star destroyers:star destroyer]
       [CREATURE_TILE:'V'][COLOR:7:0:0]
       [FANCIFUL]
       [DOES_NOT_EXIST]
       [PREFSTRING:resemblence to pizza]
          [PREFSTRING:ominous shadows]
          [PREFSTRING:gigantic wreckage]
       [ALL_ACTIVE]
    Title: Re: What's going on in your modding?
    Post by: overseer05-15 on July 14, 2018, 09:02:40 pm
    I'm trying to update my mods. I noticed that my "mythical"/not actually real creatures leave "nothings" in the list of creatures available in the art menus. It has something to do with their castes.

    It doesn't seem to be a real issue, but I'm not sure where the problem is coming from. Here's one of the creatures as an example, does anyone see what's wrong.

    [CREATURE:STARDESTROYER]
       [NAME:star destroyer:star destroyers:star destroyer]
       [CREATURE_TILE:'V'][COLOR:7:0:0]
       [FANCIFUL]
       [DOES_NOT_EXIST]
       [PREFSTRING:resemblence to pizza]
          [PREFSTRING:ominous shadows]
          [PREFSTRING:gigantic wreckage]
       [ALL_ACTIVE]

    Castename is missing.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on July 14, 2018, 10:17:21 pm
    Thanks, I'll try that.

    *Alright, that works. It doubles the names instead of making them nothings, but that's an improvement.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on July 15, 2018, 01:02:15 pm
    For good measure, when I was informed of this bug, in Adventurecraft I also gave the non-existent creatures descriptions, though I don't think that comes up very often.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on July 15, 2018, 04:56:19 pm
    My cheese critters make more magic wax than cheese when butchered. It currently has no use, sits in the food stockpile in globs and doesnt rot. What should i do with it? Should it be an alchemy ingredient, or just be used to turn more normal critters into cheese critters?

    In other mods, this mountain boar semi-megabeast is insanely tough to kill and deadly as hell. The fairy kings not so much. They get their asses handed to them by unarmed recruits.

    And im trying to create enough underground vegetation that not all underground regions have all plants. I dont have a number to aim for, really, but it obviously takes a lot, because with 30 every possible civ has access to every plant. And im running out of dumb ideas for plants.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 15, 2018, 11:30:28 pm
    My cheese critters make more magic wax than cheese when butchered. It currently has no use, sits in the food stockpile in globs and doesnt rot. What should i do with it? Should it be an alchemy ingredient, or just be used to turn more normal critters into cheese critters?
    Magic wax, might make a wax coating for weapons, in form of magic wax gems. Refine wax to wax2 to wax gem/crystal. Maybe a shaman/alechemist toy item that can be only made from wax.
    Wax figurines and statues at waxworks workshop?
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on July 16, 2018, 01:04:16 am
    might make a wax coating for weapons

    No practical reason for that, as decorations do not have any impact on combat.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on July 17, 2018, 12:16:13 am
    My cheese critters make more magic wax than cheese when butchered. It currently has no use, sits in the food stockpile in globs and doesnt rot. What should i do with it? Should it be an alchemy ingredient, or just be used to turn more normal critters into cheese critters?

    In other mods, this mountain boar semi-megabeast is insanely tough to kill and deadly as hell. The fairy kings not so much. They get their asses handed to them by unarmed recruits.

    That's pretty cool. Was going to do a similar Calydonian Boar semi and a corresponding "Giant Stag" semi. Semi in size tho, but lvl 6 across for stats. From an adv mode POV, the vanilla power hierarchy has always been kinda messed up Demon > Angel/Weapon lord > bogeymen > mega/night troll/werebeast/titan/FB/mino > mid-tier bandit/spouse > other semi. I also  tried putting in a Shelob-like GCS, but never found a record of one in Legends. Hmmm...

    Re:wax, why not make it part of a type of cheesemaking? Could use it to get rid of rot/miasma. Long-haul cheese for midnight dwarven truckers adventurers.
    Title: Re: What's going on in your modding?
    Post by: Kraloth on July 20, 2018, 04:41:22 pm
    Mostly experimenting with, and attempting to figure out why, my tree people seem to be so comparatively fragile, dying in 2-3 pages against unarmed/unarmoured/untrained dwarves.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on July 20, 2018, 06:28:52 pm
    Re:wax, why not make it part of a type of cheesemaking? Could use it to get rid of rot/miasma. Long-haul cheese for midnight dwarven truckers adventurers.

    Thats one possibility. Magic, aged cheese.
    Should totally have a reaction to strip the magic from it to make plain bees wax for crafting. That sounds reasonable. Dunno what sort of toys wizards would play with.

    So ive been wondering, since vermin count as items, and plant growths are items, can plants/trees grow vermin? It doesnt like weapons or armor it seems. This will require testing.

    I already made a tree that grows muscle tissue as flesh, and im about to find out if my bonesprout shrubs really grow pickable log items made of bone. Maybe bushes that grow ivory "body parts"? I wonder if that would crash the game...
    Title: Re: What's going on in your modding?
    Post by: Asin on July 20, 2018, 09:36:55 pm
    Been trying to think of how to make an alcoholic soured milk drink work recently.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 20, 2018, 11:28:21 pm
    Been trying to think of how to make an alcoholic soured milk drink work recently.
    To assist you, here's a "bucketful of milk into bucketful of hospital water".
    Spoiler (click to show/hide)
    And the fruit-into-plantmat's-drink vanilla reaction
    Spoiler (click to show/hide)

    Maybe an approach of: two milk buckets in, any unrotten plant in, out comes one sourmilk_alcohol.
    Can attach the alcohol material to a plant or a creature or have it be a lone material (just include [ALCOHOL_CREATURE] in your sourmilk_alc standalone material, I guess).
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on July 22, 2018, 07:12:32 am
    Oh, a new error in the errorlog. Nothing's gone wrong noticably, but I've managed to achieve a "HOBBIT trying to generate musical form without speech or instruments".
    The rest of them don't have any issues with creating musical forms, so it's either a resident plump helmet man reaching beyond it's role in life again, or a hobbit with it's tongue cut out.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on July 24, 2018, 11:51:18 pm
    Been desconstructing the whole cleaning/had a soapy bath reduces "dirtiness level" thing for Adv Mod.

    Made an inorganic fix temperature material called "soapy water" with all the soap tokens SOAP, SOAP_LEVEL, etc. Gave it a contact syndrome that temporarily boosts disease resistance and a good thought, to just register that it's working.

    Added it to a reaction menu with 2-part instructions. One, how to get covered in soapy water, and two for the player to follow this with a cleaning interaction. The basic cat-derived cleaning interaction gives the hardcoded thought, "content after a bath."

    So yeah, sandwich these two things together as I'm not sure how much "dirtiness level" is reduced just from the interaction alone and really don't know if being covered in liquid_misc with soap tokens will help.
    Title: Re: What's going on in your modding?
    Post by: Herodian on July 30, 2018, 03:56:09 pm
    I've never produced a mod in my life, but I'm stumblingly attempting to throw together an interesting revamp of Humans. Very simple stuff at the moment, just making guild-based castes and some military castes. I'm going to try to throw in a new workshop for gunsmithing and maybe some other stuff to shake up trading. I'm gathering that the only way to transform an individual within a fort to another caste is with dfhack shenaniganry, but if anyone's got any other way to pull it off I might try to set up joinable guilds and military organisations.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on July 31, 2018, 12:34:50 am
    Finally updated Jawa Fortress. I should do the Fallen Kingdom dinosaurs for my other mod next.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 31, 2018, 03:14:10 am
    I'm gathering that the only way to transform an individual within a fort to another caste is with dfhack shenaniganry

    Could try a reaction in a workshop that releases a syndrome-cloud. And the cloud _alters_ attributes, see http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Special_Effects

    Messenger: CE_SPEED_CHANGE   run faster
    Soldier: CE_PHYS_ATT_CHANGE   strength, endurance
    Bard, sage, clerk: CE_MENT_ATT_CHANGE  better memory and learning

    CE_BODY_TRANSFORMATION : "Transforms into another creature." (but their personality and xp and attributes probably reset to random...)
    Title: Re: What's going on in your modding?
    Post by: Herodian on July 31, 2018, 07:25:23 am
    CE_BODY_TRANSFORMATION : "Transforms into another creature." (but their personality and xp and attributes probably reset to random...)

    It's worth a go, at least. Thanks!
    Title: Re: What's going on in your modding?
    Post by: Nahere on July 31, 2018, 02:22:21 pm
    Personality, skill xp, and mental attributes are stored in the soul, and should be unaffected by transformations. Physical attributes will indeed be randomised though.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 01, 2018, 03:51:12 am
    ** imagines a smokepoof-workshop that transforms all visiting crap bards into frogs **
    Title: Re: What's going on in your modding?
    Post by: Enemy post on August 01, 2018, 10:49:49 am
    Got the dinosaurs done much quicker than I expected. Just need to some testing and upload. It makes me feel kind of tempted to do a dedicated prehistoric creatures mod.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on August 01, 2018, 11:34:04 am
    Got done with the Darkest Dungeon mod update - working a bit on giving various creatures sounds and the like. Oddly more difficult than I thought it'd be, atleast when thinking up of how to properly describe some of them.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on August 01, 2018, 06:38:20 pm
    I just found out Toady was talking about making usable mounts. I'll probably make a few cars and motorcycles for my creature pack when that comes out.
    Title: Re: What's going on in your modding?
    Post by: Sver on August 02, 2018, 07:19:10 am
    Currently testing a new rebalance for ranged weapons. By design, bows now will loose velocity from heavier (e.g. silver) projectiles, but have a constant momentum, while crossbows will have a constant velocity, but gain momentum from heavier projectiles.

    Although I've run all the calculations using the ranged momentum formula from the wiki, it would be really handy to have some way of measuring the precise momentum in the game - you never know which values DF may be rounding up and in what direction. Also, I'm not sure if the projectile's velocity has any actual effect on combat, when the momentum is constant.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on August 02, 2018, 03:36:10 pm
    The P&F Mod has always been a junk assemblage that resembles a 5-year old's first pasta studded collage, where everything is tacked on. It also has unintentionally comical results from misunderstanding inorganics, like your adventurer finding pools of green tea near sewer openings in the day, wondering why they were there, and then later, on the way back from the catacombs, finding that those pools had frozen into green tea floor grates, now covering those very openings at night. In the same world, there was that sausage statue of humans at a temple.

    So, over the past weekend, having had the idea to put in chocolate, I was led to the sweet pod raws (milled sugar and extracts), and there I actually learned something, instead of stumbling about in my usual modding haze: I could shift as much of the food/drink reactions from inorganic to plant, to avoid a world where some of the inorganics chosen for town building aren't meat stew.

    So yup, plenty of clean up.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 02, 2018, 03:50:37 pm
    Currently testing a new rebalance for ranged weapons. By design, bows now will loose velocity from heavier (e.g. silver) projectiles, but have a constant momentum, while crossbows will have a constant velocity, but gain momentum from heavier projectiles.

    Although I've run all the calculations using the ranged momentum formula from the wiki, it would be really handy to have some way of measuring the precise momentum in the game - you never know which values DF may be rounding up and in what direction. Also, I'm not sure if the projectile's velocity has any actual effect on combat, when the momentum is constant.
    I would bet someone made a dfhack plugin that can measure velocity of objects, just to measure velocity and momentum of minecarts. try the dfhack thread maybe?
    Presumably velocity measures only travel time, so long as the objects mass makes up for the difference in momentum, so if a projectile moves too slowly, maybe it will miss just because the target is no longer there? idk if things can be that slow, though.


    I'm fighting with making a fish vermin with dozens of castes that each must be made of a single material with a syndrome attached to it, for spellcrafts purposes. So each one needs to have its own material and tissue defined, needs to have a unique ID etc. Its a pain in the arse tbh but fish items inherit their caste's name with no further modifiers which makes it easy to ensure the name is correct. Meat items want to be called "[species] [material] chops" and thats just annoying to work with.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on August 02, 2018, 05:18:07 pm
    Yeah MEAT is annoying like that with the whole "creature_name material_name" + optional "meat_name"

    You can make your life easier by making a CV that adds a new meat material with a _suffix plus a tissue that also comes with a _suffix followed by a [TISSUE_MATERIAL:meat-id_suffix] then layer the meat tissue.

    Then layer on you can just use SELECT_MATERIAL:MUSCLE_SUFFIX and add your syndromes to it.

    example (which you can probably use as is)

    Code: [Select]
    Arg1 is the suffix
    [CREATURE_VARIATION:ADD_SUFFIXED_MEAT_TISSUE_LAYER]
    --create suffixed material and tissue, and assign tissue material
    [CV_NEW_TAG:USE_MATERIAL_TEMPLATE:MUSCLE_!ARG1:MUSCLE_TEMPLATE]
    [CV_NEW_TAG:USE_TISSUE_TEMPLATE:MUSCLE_!ARG1:MUSCLE_TEMPLATE]
    [CV_NEW_TAG:TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE_!ARG1]
    --Layer suffixed muscle
    [CV_NEW_TAG:TISSUE_LAYER:BY_CATEGORY:ALL:MUSCLE_!ARG1]

    you'd use it in the caste like:

    Code: [Select]
    [APPLY_CREATURE_VARIATION:ADD_SUFFIXED_MEAT_TISSUE_LAYER:TOXIC]
    which would make the meat material MUSCLE_TOXIC, make the tissue MUSCLE_TOXIC which then instantly uses the new material. And then layers everything with MUSCLE_TOXIC

    then at the end you can just use [SELECT_MATERIAL:MUSCLE_TOXIC] --Add syndromes here
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 02, 2018, 05:35:19 pm
    Ill give that a try, if nothing else it would reduce the size of the file overall.

    It definitely works, thanks. The game doesnt seem to have a problem with that many castes or anything which is nice.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on August 06, 2018, 05:25:48 pm
    While I was never able to get animal milk booze to populate tavern barrels (seems all Adv Mode alcohols are pulled from plant raws), I did get taverns to sometimes provide generic coffee, generic tea and hot chocolate.

    Originally I had varying types of coffee/tea as plant extracts for adventurer crafting reactions, but taverns don't use extracts, so everything is once again a drink.

    Also a very odd thing happened in a test world where a marksdwarf was world-genned with an equipment item from ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES, despite being from ENTITY:MOUNTAIN. Definitely odd.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on August 06, 2018, 08:14:36 pm
    For some reason, I spent a while tallying up creature diversity in every biome. If somebody wants to read over the results, here they are.

    Spoiler (click to show/hide)

    I hadn't realized just how many more types of creatures there are in most Savage biomes before.
    Title: Re: What's going on in your modding?
    Post by: Caz on August 07, 2018, 05:43:30 am
    is there a way to allow a creature to mine without having a pickaxe equipped?
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 07, 2018, 05:58:14 am
    is there a way to allow a creature to mine without having a pickaxe equipped?
    Invader creatures and cave creatures can not dig. It's a citizen labor, invading army cannot dig. Yet.
    It's a design decision that only pick-using citizens can dig.


    In my modding, I'm racking up TODO entries...
    Spoiler (click to show/hide)

    For some reason, I spent a while tallying up creature diversity in every biome. If somebody wants to read over the results, here they are.
    I hadn't realized just how many more types of creatures there are in most Savage biomes before.
    GIANT variants account for most of the savage creatures, I suppose. Giant versions of tiny insects too.
    Title: Re: What's going on in your modding?
    Post by: Caz on August 07, 2018, 06:01:32 am
    is there a way to allow a creature to mine without having a pickaxe equipped?
    Invader creatures and cave creatures can not dig. It's a citizen labor, invading army cannot dig. Yet.
    It's a design decision that only pick-using citizens can dig.


    Wasn't there a way to do digging invaders through dfhack or did I imagine that?

    Really puts a damper on antman fort if they have to use pickaxes :( shame
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on August 07, 2018, 12:20:36 pm
    is there a way to allow a creature to mine without having a pickaxe equipped?
    Invader creatures and cave creatures can not dig. It's a citizen labor, invading army cannot dig. Yet.
    It's a design decision that only pick-using citizens can dig.


    Wasn't there a way to do digging invaders through dfhack or did I imagine that?

    Really puts a damper on antman fort if they have to use pickaxes :( shame
    *ahem* (http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#digginginvaders).  No idea if it still works, but I was considering using it myself at some stage, so tell me how it goes.
    Title: Re: What's going on in your modding?
    Post by: Abyzou on August 08, 2018, 09:25:45 pm
    So because I'm a huge anime nerd (and after being inspired by Putnam's fantastic DBZ Mod) I've set about creating several mods based on various anime. Most of these are just beings/creatures added to the raws, but I'm also planning at least one total conversion mod.

    The first thing I made was an Elfen Lied mod that gives dwarves/humans an extremely rare Diclonius caste with extra body parts (vectors - made of slade!) that can tear enemies apart. And a random chance to give themselves a syndrome making them CRAZED  :D

    After testing in the arena, I find that they can wipe the floor with groups of up to four unarmed humans without injury (though groups larger than 6 do result in the Diclonius getting injured - and a large enough group will eventually kill them). I'm trying to think of how to make them more lethal while still keeping them faithful to the source material (e.g. no super strength or cotton candy skin or anything like that).

    Edit: Ok so after tripling the number of vectors, and adding [ATTACK_VELOCITY_MODIFIER:10000], [ATTACK_PENETRATION_PERC:10000] and [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] to the vector attack, my Diclonius has become far more deadly in combat, able to reduce crowds to minced meat in moments. Unfortunately she's still vulnerable in melee - in one arena test run a human killed her with a lucky punch to the upper body. The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...
    Title: Re: What's going on in your modding?
    Post by: Enemy post on August 08, 2018, 10:56:00 pm
    Just found out the MEANDERER tag ruins war animals. That's unfortunate, I'll have to patch my mods to account for that.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 09, 2018, 05:20:54 am
    The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...
    A breath attack that does a little stun, and the breath attack can be used every other turn?
    Title: Re: What's going on in your modding?
    Post by: Abyzou on August 09, 2018, 05:35:15 am
    The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...
    A breath attack that does a little stun, and the breath attack can be used every other turn?

    Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like physical limbs, not projectiles/beams/etc. They have to physically grab and rip things apart). Also a breath attack would leave residue everywhere.

    My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on August 09, 2018, 04:03:43 pm
    can make the "breath" attack just a direct interaction that just stuns for a sec to allow them to get in range
    Title: Re: What's going on in your modding?
    Post by: Abyzou on August 09, 2018, 04:52:19 pm
    can make the "breath" attack just a direct interaction that just stuns for a sec to allow them to get in range

    That could work. It's not an ability they're supposed to have, but I suppose I have to take some creative liberties to make it work  :-\. I also had to add NOEXERT to stop her from getting tired out from using her vectors.

    On the plus side, my Diclonius is an absolute Terminator even without a stun ability, sending opponents flying across the arena with a single blow.

    Edit: Worked like a charm. The Diclonius is now totally invincible in melee combat - anything that gets within one tile of them is instantly paralyzed, and open to attack. Your only real hope of killing one is with ranged weapons (or getting it to accidentally dodge off a cliff or into magma etc...).
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 10, 2018, 03:31:34 pm
    I think OldGen's mind flayers could use that direct interaction, could you share the successfully tested one?
    Title: Re: What's going on in your modding?
    Post by: Abyzou on August 10, 2018, 05:10:26 pm
    I think OldGen's mind flayers could use that direct interaction, could you share the successfully tested one?

    I kind of just went with an interaction that inflicts a paralysis syndrome for a short amount of time. I'm not sure what it means to "stun" someone with an interaction.

    Spoiler (click to show/hide)

    It seems to suit my purposes just fine, and stops non-Diclonius opponents from killing the Diclonius in melee - leaving ranged attacks the preferred option.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on August 11, 2018, 03:17:46 pm
    Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).

    Perhaps you could just take ticks off the ATTACK_PREPARE_AND_RECOVER:3:3?

    At 1:1 an opposing melee unit would never get a chance to respond. A ranged unit (depending on skill) would have 1-2 shots at 20 tile distance (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#VIEWRANGE) before the Diclonius gets to vector-maul them.
    Title: Re: What's going on in your modding?
    Post by: Abyzou on August 11, 2018, 04:17:27 pm
    Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).

    Perhaps you could just take ticks off the ATTACK_PREPARE_AND_RECOVER:3:3?

    At 1:1 an opposing melee unit would never get a chance to respond. A ranged unit (depending on skill) would have 1-2 shots at 20 tile distance (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#VIEWRANGE) before the Diclonius gets to vector-maul them.

    I did that. It seems to work fine against single enemies. Not so much against crowds - the Diclonius usually gets injured against groups larger than six (sometimes fatally). So I feel the stun attack is still necessary.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on August 11, 2018, 07:51:44 pm
    Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).

    Perhaps you could just take ticks off the ATTACK_PREPARE_AND_RECOVER:3:3?

    At 1:1 an opposing melee unit would never get a chance to respond. A ranged unit (depending on skill) would have 1-2 shots at 20 tile distance (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#VIEWRANGE) before the Diclonius gets to vector-maul them.

    I did that. It seems to work fine against single enemies. Not so much against crowds - the Diclonius usually gets injured against groups larger than six (sometimes fatally). So I feel the stun attack is still necessary.

    Ah. I must have misread. Sorry about that.

    But yeah, NPC combat AI sucks: if NPC can path to enemy, then path followed by targeting for attacks of opportunity(!)/adjusted for armor_level. Ignore all else -_-

    I had mucked around with making an animal god, and it kinda needed the slade skin & legendary skill sets along with the 1:1.
    Title: Re: What's going on in your modding?
    Post by: Demonic Gophers on August 13, 2018, 05:02:51 pm
    Updating a mod, I had a crash in the first few years of world gen.  To locate the problem, I first deactivated my files one at a time, then added back the creatures from that file one at a time, then changed each mildly nonstandard token one at a time.  Apparently world gen doesn't like pets with the LIGHT_GEN tag.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 14, 2018, 06:08:13 am
    Apparently world gen doesn't like pets with the LIGHT_GEN tag.
    Good find. I have glowfrogs with pet_exotic that aren't pets very often. And a light_gen dwarf caste (pyrokinetic forge masters, Obsidian Clan).

    I had worldgen crash from hyena male and female castes being declared twice. The "finalizing sites" stage crash. http://www.bay12games.com/dwarves/mantisbt/view.php?id=10548#bugnotes
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on August 15, 2018, 07:09:44 pm
    Finished up a beta for generalized materials, and the framework to support it (fk you tissue_cloning, I have surpassed you. Thanks CVs I wish I experimented with you sooner)

    Also streamlined some creatures, with the help from other fellow modders, shout out to NewtonSolo who is also streamlining plants.

    Now I'm thinking of streamlining and adding more blobs/slimes.
    Title: Re: What's going on in your modding?
    Post by: Splint on August 17, 2018, 08:23:25 am
     Evidently the binary gods don't like it when you try to make something yield divine metals and give you magma instead, and if you happen to be using a wooden craftsman workshop to test the reaction... I have learned that divine metals as outputs get you burned down buildings.

    Upside is I have a building and some new materials and reactions sorted. Hopefully.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on August 17, 2018, 11:50:39 am
    Working on the BFA content update - very nearly done with the Zuldazar end of the wild creatures, just got two more left on that front.
    Actually pretty excited to work on the Kul Tiras stuff since the wicker constructs (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/c/c8/Wicker_golem1.jpg?version=e4a977d779279fc97bd77bd3e593bd7f) from it are more my style, along with the weird half-plant versions of animals (https://d1u5p3l4wpay3k.cloudfront.net/wowpedia/5/5f/Ulfar.jpg?version=387445fb5841177c97d09b2044eb1c31). Then it's just the civilized races and megabeasts which is actually gonna be pretty fun.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 17, 2018, 11:47:11 pm
    Got essence fish critters working it seems. Got wizards spewing their gasses around hopefully. Reduced the size of the wizard syndrome so it only can teach a small selection of spells, but they get a few more spells all to themselves for making critters companionable and able to speak and learn. In the next version hopefully you can start as a wizard with a familiar and immediately teach them how to speak and learn. Its kind of overpowered, but the natural wizard creatures are supposed to be overpowered, theyre not mere mortals with some hat tricks. Kinda like in Tolkien literature. But extremely fragile. So theyre kinda mortal

    Hat tricks is all the game really gives at the moment, or so it sometimes seems.

    So their evil counterparts, evil sorcerors, i wanted to work on too. They have some relatively powerful elemental spells to attack with, but otherwise are simply little men with a megabeast tag. An adventurer could just get a lucky shot and bean them with a fluffy wambler from a distance.

    And in my fort there was this one critter, just a dumb animal in a pasture, that would occasionally cast a spell on itself. Not while it was in combat or anything, and i have no idea how it could have gotten hold of a magic essence or anything. And i was never visited by a wizard. Not even one of my dwarves knew magic because i hadnt been testing those reactions. But here gobbles the fucking magic turkey.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on August 18, 2018, 01:19:48 am
    ...

    And in my fort there was this one critter, just a dumb animal in a pasture, that would occasionally cast a spell on itself. Not while it was in combat or anything, and i have no idea how it could have gotten hold of a magic essence or anything. And i was never visited by a wizard. Not even one of my dwarves knew magic because i hadnt been testing those reactions. But here gobbles the fucking magic turkey.

    What is the usage hint that is just randomly casts stuff? I've been dying to find a way to make interactions that trigger now and then or close to when I want them too for awhile now.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 18, 2018, 06:32:14 pm
    That one i think is clean_self dependent.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on September 19, 2018, 04:42:06 pm
    I took over the Necrothreat mod. In the process, I added motorcycles in anticipation of the new Adventure Mode mounts.
    Title: Re: What's going on in your modding?
    Post by: Lethildiren on September 20, 2018, 12:54:59 pm
    He-llo. First post (well, on this forum; I've poked around the DF Subreddit before, at least), and a rather belated one at that, but my current modding endeavor has run into a roadblock that I can't solve on my own, so I might as well. (I was going to have to pop up to post it here, anyway, so-- ha.)

    Anyway. So, I'm trying to make a mod adding in a new type of creature based off of humanity, with its own unique (flimsy) tissue and material layers. (You'll probably be able to guess the inspiration looking at the creature names in a second, of course.) Most of the new creature has gone swimmingly - their unique interactions work, their castes work, even their blood and corpses turning to dust in the air works perfectly. And then I load their raws up in any way, from the arena to worldgen, and this happens:

    Spoiler (click to show/hide)

    As I'm reasonably sure I applied all the new tissues and materials properly, I'm not quite sure what's going on and will need help from someone slightly more experienced than me. If you can make do with just the error messages, that's great, but I can also supply the actual files if they're needed.

    ...

    I'm sorry, this is for funny anecdotes, isn't it? Uh.

    Well, I made a skeletal machine gun last night. I think that counts for something.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 20, 2018, 01:52:51 pm
    It looks like you might have made a typo somewhere on the names of tissues defined versus where they're called for placement in the body detail plan. like maybe you defined a tissue called SKIN_MONSTROUS but in the detail plans you told it to look for one called SKIN_ONSTROUS or something. The program doesnt like typos, so I'd check for that first.


    My own modding endeavors have made the next release look more and more distant, as I appear to be digging myself a bigger hole as I become more ambitious. I need to stop this somewhere.
    One of the users requested that the mod be more openly modular in itself, that not all parts be necessarily installed simultaneously, and I thought that would be an easy enough thing to ensure, but as soon as reactions and entities and items become involved each file starts to become more and more dependent on the others, so I've only gotten as far as separating out the files that are necessary for everything else to function, the files that then work stand-alone from one-another so long as those base necessities are in place, and tossed the entities and reactions and stuff in their own bin where organization is becoming a pain in the ass. And while this is all good for modularity it's terrible for user friendliness because someone who doesnt understand how raws work at all will need special instructions that must themselves be easy to find, so they can install just the parts they want, if they dont want to go with the "just dump everything in the objects folder" option which of course has to be included. So the file structure for the modular option has to be carefully curated, and I'm a lazy git and have no skill whatsoever in planning or organizing anything so of course this takes forever.
    And on top of that the need to modify vanilla game files to incorporate support for the mod better becomes more and more attractive, but that opens up the gateway to mod inter-compatibility hell that I always want to avoid, and users dont want to have to touch the raws themselves to fuse my mod with someone elses, and providing clear instructions for how to do that, especially for someone who doesnt understand the raw file structure themselves, is a nightmare.

    I did successfully turn livestock into useful magical creatures/"enchanted furniture" in fortress mode, which is nice. But there was a crash occurring intermittently about that time in both modes of play that I havent sourced yet. I double checked the raws I was working on and they appear to be up to snuff as far as I can tell, but that just means its something I havent seen that's causing the crash which will be a bitch to find, again. Especially since the crash isnt exactly replicable, it's just happening apparently at random from what I can tell.

    I want some mtn dew and doritos right about now. maybe a rubber ducky to talk to.
    Title: Re: What's going on in your modding?
    Post by: Lethildiren on September 20, 2018, 02:20:12 pm
    It looks like you might have made a typo somewhere on the names of tissues defined versus where they're called for placement in the body detail plan. like maybe you defined a tissue called SKIN_MONSTROUS but in the detail plans you told it to look for one called SKIN_ONSTROUS or something. The program doesnt like typos, so I'd check for that first.
    No dice; everything (except the hair tissue, which was missing a "_T" I chucked at the end last night to differentiate it from the material) is exactly the same as the definitions in the files.

    Manually defining everything from skin to cartilage didn't help, either - and, as VERTEBRATE_TISSUE_LAYERS should cover everything the creature has, there's no good reason to change it. I am completely lost.

    Well, at least it doesn't crash when I load the game.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 20, 2018, 02:34:04 pm
    vertebrate_tissue_layers is looking for tissue layers with the vanilla names in most of the parts it defines, you'll have to write your own new detail plan asking for the renamed tissues or leave the tissue names identical to the normal ones. that's probably the issue then
    Title: Re: What's going on in your modding?
    Post by: Lethildiren on September 20, 2018, 03:00:52 pm
    Oh holy fucking shit it was the hair tissues the whole time and I didn't realize. Aaarrrgggghhhhh.

    ...

    I fixed it.

    Now I just need to finish off entities and stuff, and I might have something vaguely release-worthy. Huh.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on September 21, 2018, 05:40:22 pm
    Been playing around with golems. They're 100k sized versions of Toady's element men. Varieties are the folklorish clay and mud, plus two nods to Kingdom of Loathing (https://en.wikipedia.org/wiki/Kingdom_of_Loathing) in a meat golem and a hedge golem.

    Partially inspired by Hugo_The_Dwarf's New Mod Ideas thread (http://www.bay12forums.com/smf/index.php?topic=168096.msg7848805#msg7848805) and the old immolation tackle attack from the now defunct MUD Grendel's Cave (https://en.wikipedia.org/wiki/Grendel%27s_Cave), I added in a primary tackling attack for golems:

    Code: [Select]
    [ATTACK:PUSH:BODYPART:CATEGORY:BODY_UPPER]
    [ATTACK_SKILL:WRESTLING]
    [ATTACK_VERB:tackle:tackles]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_VELOCITY_MODIFIER:200]
    [ATTACK_PREPARE_AND_RECOVER:4:4]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    It trains wrestling (though that's moot as these golems can't learn), but works like a strike:
    Spoiler (click to show/hide)
    Since a tackle is a collision/charge, I figure it needs the 4-prepare to start up, and a 4-recover to wind down, and can't be used as a multi- attack without penalty. 200 as ATTACK_VELOCITY_MODIFIER has been working well enough as it can be a kill-shot. In an arena mode test, a meat golem collided with/killed a 500k body sized centaur with a tackle.

    Kinda thinking about giving this to the regular adventurer types (human/dorf/elf/gobbo/gnome/halfling), minus the ATTACK_VELOCITY_MODIFIER. Not quite sure about NPC AIs having their attack menues loaded up with yet another attack, that will be the least good choice, given their penchant for attack of opportunity on non-vital targeted body parts.
    Title: Re: What's going on in your modding?
    Post by: Senator Jim Death on September 22, 2018, 04:17:15 pm
    A person really has to start modding DF before they can have a true appreciation of how profoundly unfinished it is. That is when it really hits you that things like "people spitting" and "necromancers" are merely illustrative examples of what the engine is capable of doing.

    I was modding in a race with horns, and I thought to myself that, well, these horns should be used for butting instead of the more usual goring. That got me to thinking: why can't every creature with a head be capable of a headbutt? And there's no real reason they can't--it's just not something that's actually in the game. Development focus is on making an environment capable of doing all this stuff, rather than the stuff itself.

    Anyhow, I'm not griping. It's active, long-term development, and that's all fine. In fact, it's really very admirable that the game is in any kind of playable condition at all, considering that there is major development planned for a decade out from now.
    Title: Re: What's going on in your modding?
    Post by: Hugo_The_Dwarf on September 22, 2018, 05:40:02 pm
    Been playing around with golems. They're 100k sized versions of Toady's element men. Varieties are the folklorish clay and mud, plus two nods to Kingdom of Loathing (https://en.wikipedia.org/wiki/Kingdom_of_Loathing) in a meat golem and a hedge golem.

    Partially inspired by Hugo_The_Dwarf's New Mod Ideas thread (http://www.bay12forums.com/smf/index.php?topic=168096.msg7848805#msg7848805) and the old immolation tackle attack from the now defunct MUD Grendel's Cave (https://en.wikipedia.org/wiki/Grendel%27s_Cave), I added in a primary tackling attack for golems:

    I have also made these attacks too:

    Code: [Select]
    [ATTACK:ELBOW_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:JOINT]
    [ATTACK_SKILL:GRASP_STRIKE]
    [ATTACK_VERB:strike:strikes]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_VELOCITY_MODIFIER:1500]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    [ATTACK:KNEE_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:LEG_LOWER:BY_TYPE:JOINT]
    [ATTACK_SKILL:STANCE_STRIKE]
    [ATTACK_VERB:strike:strikes]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:4:5]
    [ATTACK_VELOCITY_MODIFIER:2000]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    [ATTACK:SHOULDER_TACKLE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_UPPER:BY_TYPE:JOINT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:tackle:tackles]
    [ATTACK_CONTACT_PERC:5000]
    [ATTACK_PREPARE_AND_RECOVER:3:4]
    [ATTACK_VELOCITY_MODIFIER:5000]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    [ATTACK:LOWER_ARM_BASH:BODYPART:BY_CATEGORY:ARM_LOWER]
    [ATTACK_SKILL:GRASP_STRIKE]
    [ATTACK_VERB:bash:bashes]
    [ATTACK_CONTACT_PERC:50]
    [ATTACK_PREPARE_AND_RECOVER:2:2]
    [ATTACK_VELOCITY_MODIFIER:1250]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]

    You can probably tweak the prepare:recovery but should work for most means
    Title: Re: What's going on in your modding?
    Post by: Amdy_vill on September 25, 2018, 12:43:51 pm
    I am currently working on giving all animals realistic birth rates by making more female caste with different ranges. I am working on renaming all creature to have more complex names(toad is now common toad), and lastly i am working on adding more things.I am adding more creatures currently dinosaurs. my plane for this mod is to make a mod with more realistic items and creature with an expanded wild life selection.
    Title: Re: What's going on in your modding?
    Post by: vettlingr on September 25, 2018, 01:34:12 pm
    (https://i.postimg.cc/pdXCHCvg/Crundle.png)

    And lots of other things
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 25, 2018, 05:14:35 pm
    Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on September 25, 2018, 09:06:24 pm
    Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.
    You were the only one.

    Now I can't unsee it.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on September 25, 2018, 09:12:06 pm
    Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.
    You were the only one.

    Now I can't unsee it.
    same
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on September 25, 2018, 09:32:25 pm
    Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.
    You were the only one.

    Now I can't unsee it.
    same
    me too. also, pyramid.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on September 25, 2018, 09:43:18 pm
    Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.
    To me it looks like it’s putting its hands behind its head as if lying on the floor.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on September 25, 2018, 09:58:54 pm
    Very nice - dunno if I'm the only one, but to me it looks like its doing the "angry mom with hands on her hips" pose.
    To me it looks like it’s putting its hands behind its head as if lying on the floor.
    I see what you mean.  It depends on whether you look at the middle set of horn/claw like things as claws coming from the hands or horns protruding from just below the shoulders (and whether the shoulders are at eye height or just above hip height).

    This is becoming far more confusing than a lizard-toad-demon-thing sprite has any right to be.
    Title: Re: What's going on in your modding?
    Post by: vettlingr on September 25, 2018, 10:24:26 pm
    It's a Crundle, and it wants you all to shape up
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on September 25, 2018, 10:50:55 pm
    Been playing around with golems. They're 100k sized versions of Toady's element men. Varieties are the folklorish clay and mud, plus two nods to Kingdom of Loathing (https://en.wikipedia.org/wiki/Kingdom_of_Loathing) in a meat golem and a hedge golem.

    Partially inspired by Hugo_The_Dwarf's New Mod Ideas thread (http://www.bay12forums.com/smf/index.php?topic=168096.msg7848805#msg7848805) and the old immolation tackle attack from the now defunct MUD Grendel's Cave (https://en.wikipedia.org/wiki/Grendel%27s_Cave), I added in a primary tackling attack for golems:

    I have also made these attacks too:

    Code: [Select]
    [ATTACK:ELBOW_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:JOINT]
    [ATTACK_SKILL:GRASP_STRIKE]
    [ATTACK_VERB:strike:strikes]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:3:3]
    [ATTACK_VELOCITY_MODIFIER:1500]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    [ATTACK:KNEE_STRIKE:CHILD_BODYPART_GROUP:BY_CATEGORY:LEG_LOWER:BY_TYPE:JOINT]
    [ATTACK_SKILL:STANCE_STRIKE]
    [ATTACK_VERB:strike:strikes]
    [ATTACK_CONTACT_PERC:100]
    [ATTACK_PREPARE_AND_RECOVER:4:5]
    [ATTACK_VELOCITY_MODIFIER:2000]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    [ATTACK:SHOULDER_TACKLE:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_UPPER:BY_TYPE:JOINT]
    [ATTACK_SKILL:MELEE_COMBAT]
    [ATTACK_VERB:tackle:tackles]
    [ATTACK_CONTACT_PERC:5000]
    [ATTACK_PREPARE_AND_RECOVER:3:4]
    [ATTACK_VELOCITY_MODIFIER:5000]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]
    [ATTACK_FLAG_BAD_MULTIATTACK]

    [ATTACK:LOWER_ARM_BASH:BODYPART:BY_CATEGORY:ARM_LOWER]
    [ATTACK_SKILL:GRASP_STRIKE]
    [ATTACK_VERB:bash:bashes]
    [ATTACK_CONTACT_PERC:50]
    [ATTACK_PREPARE_AND_RECOVER:2:2]
    [ATTACK_VELOCITY_MODIFIER:1250]
    [ATTACK_FLAG_WITH]
    [ATTACK_PRIORITY:MAIN]

    You can probably tweak the prepare:recovery but should work for most means

    Those are nice! Also had no idea attack names could be defined like that, which is why I had PUSH, but have renamed as TACKLE:
    Spoiler (click to show/hide)
    While I'd rather have ARM_UPPER (briefly used this for smaller humanoids)—or as you have it, by JOINT—because it "seems" as though the damage is lower given the volume of the body part, for simulation purposes, BODY_UPPER allows only 1 attack (there's no left or right side). I think that's in keeping with it being gross motor skill movement pattern, where there is no sense of distinction/awareness of detail.
    Title: Re: What's going on in your modding?
    Post by: MrOrangeHorseman on September 26, 2018, 12:16:26 am
    I’m currently working on a sort of mini-dragon. Their bite causes blisters and pain(yeah, a bite that causes pain), but they breathe normal fire instead of dragonfire. I’m also creating this giant poison bat. I’m not entirely sure what the syndrome for it will do just yet, but I know it’s gonna be a very !!fun!! syndrome.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on September 26, 2018, 03:53:24 am
    In news from the "ponies with firearms and energy weapons" front, I am currently working on a multi-shot script that will permit two really, really cool things:
    A big part of the hassle with it is making it compatible with another script I have lying around, which is a variable fire rate script that can simulate automatic firearms (as well as things like Chinese repeating crossbows and similar weapons).  What I have done so far is refactored off a bit of the fire rate script (the loop that executes on eventful.onProjMovement), expanded it to include explicitly orderable script execution, secondary projectile handling and a tag system so that scripts have a means of communicating with each other, and expanded what is left of the fire rate script to include some basic tag support and orderable execution.  Testing is difficult without a proper set of scripts to try all the features out with, but the variable fire rate script still works after all the alterations I made at the very least, so I should be able to debug any other problems that crop up as I go without serious difficulty (I hope). 

    Right now I have copied the rate of fire script and am altering the boilerplate argument validation/processing to something appropriate for the multi-shot script, which is the boring crap I have to do before getting to the meat and potatoes of actually writing the code spawning projectiles.  I will probably need to write another more general purpose script that can alter projectile velocities (to avoid overloading the multi-shot script any more than it will be already), but after that I should be able to convert all the super-heavy metallic glob interaction based projectile weapons in FoE:R to real bullet lobbers, make laser and plasma weapons behave like laser and plasma weapons should, and also throw in automatic shotguns while I am at it because why not.

    The nice thing is that with the framework I have, scripts can be mix and matched in ways that are really powerful.  I have plans down the line to add a script that can alter items on the firing unit, and this can be used to, for example, change a worn "rifle grenade pouch(frag)" into an "empty pouch" and set the firer's firing delay appropriately when a "grenade" glob is fired, with a tag thrown on that is looked for by a "replace a grenade glob with a frag grenade when the 'grenade_frag' tag is present".  Combine that with a "rifle+underbarrel grenade launcher" item that has an item-trigger script associated with it that grants a "launch grenade" glob interaction and another script to spawn a bunch of projectiles on top of a grenade impact to simulate a fragmentation warhead, and you have a really neat weapon.

    As far as less "modern warfarey" style stuff goes, I believe it would also be possible to, with the appropriate scripts, make "throwing knife" ammo (or shurikens or whatever) give a glob interaction through item-trigger, and when a knife glob is thrown the following procedure happens:Yes, if I can get this thing fleshed out, it will be fabulous.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on October 04, 2018, 05:46:46 pm
    Making a buttload of "enchanted" variants of all the vanilla weapons that are supposed to be useful beyond the mundane forms in particular ways, not sure just how much to change things tbh. I want their utility to be palpable in normal gameplay without being totally overpowered. Like the quickened ones have their prepare/recover steps set to 1:1 on some of them, 1:2 on others. Thats a pretty big bonus right? Others only get a ~50% velocity bonus and the 2-handed sword gets 3× bonus to velocity, 2× penetration depth, and 50% bonus to contact area. Which is a lot, obviously, but that enchantment is the only one that i really intended to be overpowered.

    And of course these can only be made via special reactions, so i have to make reactions for each one. And then comes the reactions to spit out the same items with a special material, which dont all make sense.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 05, 2018, 07:01:08 pm
    Finally got done with the Ars Goetia demons - took a while, but I should be ready to release tomorrow once I wake up, bit too late on my end to do a release - should be able to focus on making a Diablo mod now.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 21, 2018, 10:07:33 pm
    I've been playing this game for about six years, and I've never seen this before.

    I was in the object testing arena, testing things, when I finally found proof that it's actually possible to have literal werewolves.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Asin on October 21, 2018, 10:34:32 pm
    I've been running through my legends in Culture Shock and found an anaconda man named Subawarailad Goredhungers (just gonna call him Suba for short) who became an ice mage (just shoots ice balls and freezy webs) who also was chosen by the "ancestor-speaker" (druid kinda boys for a new race coming soon) to be the "ancestor-chosen king".

    Most of Suba's history is his subjects getting suspicious that he's not appearing to age, laying down oppressive laws, then removing the laws, then it repeats. He's been doing this practically every season for about 144 years ever since his placement into the throne in 56.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on October 22, 2018, 04:01:25 pm
    Finishing up this update for my mod and thinking about future updates. Im putting off a lot of the new content because of a need for the bugfixes, which i should have pushed a long time ago...

    Part of the new mod design demands different options for entities, so im including my old Evil civilizations mod. Picking a non-vanilla option will now require replacing at least the vanilla creature_standard file, because im gonna have to replace the normal playable races and megabeasts
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 24, 2018, 11:50:52 am
    Slowly nearing the end of the wild creatures from the Diablo series - did (https://puu.sh/BPNDM/aca47c2399.png) a few (https://puu.sh/BQewZ/e7581b239d.png) arena tests (https://puu.sh/BQ8Ox/57f6b48809.png), so should be fun once they're actually in the world. Only the races and megabeasts to do afterwards, so maybe by early next week I'll be able to make a release.

    I'm thinking of doing some touch-ups to vanilla megabeasts after I'm done with this to make them more in-line with the other ones I do, since the vanilla ones feel unthreatening by comparison - stuff like making minotaurs larger and giving them unarmed combat skills as well and maybe an enrage interaction, cyclopes having stuff like tusks and horns along with some interactions, bronze colossi having different castes made of different metals, etc. Think lastly I'll just do some minor creature additions to my main pack.
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on October 27, 2018, 02:48:09 pm
    I've been playing this game for about six years, and I've never seen this before.

    I was in the object testing arena, testing things, when I finally found proof that it's actually possible to have literal werewolves.

    Spoiler (click to show/hide)
    Yeah, when you enter arena mode, it procedurally generates one were. You just happened to get a wolf.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 27, 2018, 05:43:00 pm
    Sure, but my point was that after six years that was the first actual wolf I've seen.

    I've even intentionally restarted Arena mode over and over to try and generate a wolf, but it didn't work at the time.
    Title: Re: What's going on in your modding?
    Post by: Sver on November 16, 2018, 06:35:04 am
    Alright, that used to be just an uncertain assumption, but now I'm almost convinced that the AI understands the difference between armored and unarmored bodyparts and aims for the latter when possible. Not sure whether or not this is dependent on skill(s) - and which skill(s) if so - but in a battle where both sides have full armor except for upper legs, there are pages upon pages of perepetual striking at the upper legs, until the target bleeds to death.

    For context, all troops are equiped with shields, so there is no wrestling removal of armor going on - that would otherwise prompt removing the helmet and attacking the head of an unconscious opponent. All troops have Professional skill in Weapon, Fighter, Observer, Wrestler, Armor User and Discipline.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on November 16, 2018, 02:30:12 pm
    Maybe it relates to the mechanic that shows you, in adventure mode, which body parts are currently the easiest/hardest targets? Body armor adds difficulty to hit on the body parts it covers, and the ai is choosing the easiest targets?


    Now ive had some bizarre behavior recently too, and i cant find a reason for it;
    I made these neat war animals, like a giant crocodile with four grasping forelimbs, sextudiles (sextuple-crocodiles, for six legs, get it? Sextudiles) Now when i generated the world they were war animals, but not a large_predator or prone_to_rage, noemotion, nofear killers, which i added when i saw the adult, war-trained animals running away from intruders instead of attacking them.

    Now theyre aggressive and go after intruders like theyre supposed to. However, when i penned all the hatchlings in into my depot enclosure and let a couple goblins in, they went totally nuts. Not just on the goblins, but each-other. The goblins got torn to shreds and only did meager damage to a few, but the sextudile hatchlings continued to tear each-other to pieces. In the end 10 or so were dead and i butchered a few more that lost the ability to stand.

    Later i had a werebeast visitor transform in the middle of the tavern. Not just that werebeast but every visitor in the tavern at the time went mental and started attacking dwarves (which is anomolous but id chalk it up to the visitors being from the same civ as the werebeast and siding with it when dwarves recognized it as a threat, somehow). Dwarves fled the tavern into the sextudile pen, visiting mercenaries followed, and the sextudiles again attacked the mercenaries and then one-another. These were war-trainwd adults, the parents of the crazed hatchlings.

    I still have no idea why theyre doing this. It doesnt make sense.
    Title: Re: What's going on in your modding?
    Post by: Jerry The Hellbound on November 17, 2018, 01:21:16 pm
    Crashing. Lots of them.
    Specifically crashing when entering towns. Anyone know what's happening?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on November 17, 2018, 03:17:43 pm
    Check the errorlog and then the creature definitions of every species the sites and pops export file says should be present in that town, load each caste of each of those species in the arena and see if any of them cause problems, then try replacing their raws with something you know works and regenning the world. Stuff like missing materials/tissues could be the cause. Check whichever creatures you were working on last, maybe something got misplaced?
    Title: Re: What's going on in your modding?
    Post by: Sver on November 22, 2018, 03:36:09 pm
    Maybe it relates to the mechanic that shows you, in adventure mode, which body parts are currently the easiest/hardest targets? Body armor adds difficulty to hit on the body parts it covers, and the ai is choosing the easiest targets?

    Checked this out and nope, seems like the usual hit chance distribution to me, which is mostly all over the place. Also, the hit chance on unconscious opponents is 100% for all bodyparts indiscriminately, but the AI was going specifically for the vulnerable upper legs and not the helm-covered head, unlike in earlier versions of the game. May well be another sneaky little AI improvement from Toady.
    Title: Re: What's going on in your modding?
    Post by: sketchesofpayne on November 22, 2018, 08:15:20 pm
    ... (sextuple-crocodiles, for six legs, get it? Sextudiles) ...
    I'm partial to "hexagator" myself.
    Now theyre aggressive and go after intruders like theyre supposed to. However, when i penned all the hatchlings in into my depot enclosure and let a couple goblins in, they went totally nuts. Not just on the goblins, but each-other.
    I've observed similar behavior in tamed badgers in my fort.  They weren't "war trained" but fully domesticated.  They would occasionally attack and kill one another in their walled-off pasture.


    Crashing. Lots of them.
    Specifically crashing when entering towns. Anyone know what's happening?
    Towns would cause me to crash in adventure mode until I turned off TWBT.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on November 24, 2018, 01:05:41 am
    I've observed similar behavior in tamed badgers in my fort.  They weren't "war trained" but fully domesticated.  They would occasionally attack and kill one another in their walled-off pasture.
    Could it be related to the prone_to_rage tag? Worth a shot removing that i guess.
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on November 24, 2018, 02:33:08 am
    Sure, but my point was that after six years that was the first actual wolf I've seen.

    I've even intentionally restarted Arena mode over and over to try and generate a wolf, but it didn't work at the time.
    I had to do something similar; werelizards are massively overrepresented. Per Toady, it's because "lizard" is a rather generic label. Still seems a bit much, if you ask me.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on November 25, 2018, 01:37:54 am
    I had to do something similar; werelizards are massively overrepresented. Per Toady, it's because "lizard" is a rather generic label. Still seems a bit much, if you ask me.

    I didn't know Toady had talked about the rationale for werecreature populations. Where was that?
    Title: Re: What's going on in your modding?
    Post by: that_eye on November 25, 2018, 02:38:28 pm
    I wanted to give myself an easy enough example to start modding, so I grabbed someone's gnoll civilization mod and someoen else's gnome civilization mod then editted their raws to be more personal. I'm taking a modding break to play in the world with the gnoll and gnomes. Next project is going to be kobolds, I want to make then get taken over by dragons
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on November 26, 2018, 10:57:39 am
    Took rage tag away from sextudiles. Sextudiles still go apeshit during combat and attack one another. And dwarves, it turns out. One dwarf ended up putting down two of them on his own.
    Once combat ends, sextudiles continue to be docile pet creatures.
    I just butchered the last of them, though. It was quite a bloodbath topside. Ill order some more off the caravans and see if freshly spawned ones take on a less crazed manner.

    Maybe its the noemotion or nofear tags? I dont want them "experiencing emotional shock" during combat and freezing up while intruders stab them to death, but hopefully some better discipline and willpower will make up for those?
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on November 29, 2018, 12:20:55 pm
    Maybe its the noemotion or nofear tags? I dont want them "experiencing emotional shock" during combat and freezing up while intruders stab them to death, but hopefully some better discipline and willpower will make up for those?
    Maybe some [PERSONALITY:STRESS_VULNERABILITY:0:45:100] for that.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 10, 2018, 09:26:47 pm
    Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.

    What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?

    The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.

    EDIT: Serious question, is this too edgy?
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on December 10, 2018, 11:50:17 pm
    Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.

    What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?

    The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.
    Fallout Equestria has a slave trader civ, and the way I implemented slaves (after changes to DF AI rendered the previous implementation non-functional) was by adding special slave creatures to the slaver civ using the ANIMAL token and then running a custom reaction with a script attached that converts them to a second kind of creature and adds various data to make them count as citizens (I literally just copied, tweaked and stuck a wrapper around part of the create-unit script).  For something that was fixed to the point of "unfinished but basically functional" and left so that I could focus on updating/fixing/expanding other things, it works mostly fine (I get very rare crashes when running the script, but those go away when reloading after a precautionary quicksave so *shrugs*).  I don't know how close that is to what you want, but it is at least a starting point.
    Quote
    EDIT: Serious question, is this too edgy?
    I doubt it.  Being edgy requires having wide standing social boundaries to cross.  As the home of bearded midgets igniting knife eared hippie cannibals with the blood of the earth for !!Science!!, we don't really acknowledge those round these parts.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 11, 2018, 12:22:51 am
    Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.

    What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?

    The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.
    Fallout Equestria has a slave trader civ, and the way I implemented slaves (after changes to DF AI rendered the previous implementation non-functional) was by adding special slave creatures to the slaver civ using the ANIMAL token and then running a custom reaction with a script attached that converts them to a second kind of creature and adds various data to make them count as citizens (I literally just copied, tweaked and stuck a wrapper around part of the create-unit script).  For something that was fixed to the point of "unfinished but basically functional" and left so that I could focus on updating/fixing/expanding other things, it works mostly fine (I get very rare crashes when running the script, but those go away when reloading after a precautionary quicksave so *shrugs*).  I don't know how close that is to what you want, but it is at least a starting point.
    Quote
    EDIT: Serious question, is this too edgy?
    I doubt it.  Being edgy requires having wide standing social boundaries to cross.  As the home of bearded midgets igniting knife eared hippie cannibals with the blood of the earth for !!Science!!, we don't really acknowledge those round these parts.

    Thanks! That does sound pretty complex, but I think it might just be worth it.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on December 11, 2018, 12:34:03 pm
    I'd been in a bit of a slump lately and not doing much with my DF mods, but a couple days ago I got some sudden inspiration.

    Quote
    44.10 1.7: Variable value ranges for humans, based on old fixed values, also including knowledge. Fixed kobolds having mannerisms for hair. Added kobold-specific profession names and more varied coloration. Added caste-specific profession names to various sentients for flavor. Restored civilian use of non-metal caps, made metal/wood mask wearable as armor. Added footwraps. Added to kobold and Resurfaced clothing/armor.
    44.10 1.8:  Rebalanced layering of masks and helms so that one can wear all three but can't double up on masks, applied flavor profession names to the Resurfaced species that don't use creature variation.

    So far testing it has been a rather mundane affair, quickly digressing into a local lizard man killing too damn many titans (because I set titan number to the max), walking into a vault that was completely empty (because none of the civs that generated had deities), realizing that the slab had been outside in a shrine next to the vault the whole damn time, then invading the goblins to claim a lizard demon waifu.

    Only things of note would be this was where I discovered what led to that very latest update, as I found the local tribes would wear two masks at once, and that I missed a few critters when I was handing out some custom profession names.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 22, 2018, 12:42:24 am
    Working on a big update, and, while testing, I noticed something.

    Removing 2 of the 3 Medieval Western-Central Europe civs (that is to say, removing the Bremans and Velaise and keeping the Rovalians) seems to really reduce the crash rate when genning a large world.

    Next update might not have them. Or I might just put them in a separate folder bundled with it. Plus, I mean, I don't think they really add much either in terms of gameplay or setting.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on December 23, 2018, 03:03:08 pm
    Check the creatures available to them? They might be trying to get leather from something that doesnt have leather properly defined or something to that effect.
    Also check entity positions, sometimes things like CHAT_WORTHY or responsibilities like religion conflict with being a military squad leader.

    My own modding has consisted of trying to test new night creatures, and some new alchemy potions/reactions. The thing is night creatures like spouse converters are extremely rare in the world most of the time, and arena tests dont reveal everything more often than not.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 23, 2018, 04:09:45 pm
    Thanks, but it doesn't seem to be a matter of instability so much as just the mod having tons of shit and getting potentially occasionally finicky when you try to gen a large world with it.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 24, 2018, 12:46:11 am
    Doing more tests with large map and 350 year history. Noticing, in Adventure Mode in cities, that movement turns kinda take a while. Also noticing a bit of a dogsplosion (just stupid amounts of various dog breeds everywhere), and I'm pretty sure the two are related.

    Guess I'll need to think of a way to make those various dog breeds show up less (without just giving them MULTIPLE_LITTERS_RARE which would make no sense). Making them more expensive doesn't seem to do much. Though it mostly seems to have happened after I added some more cattle (one of which every civ seems to love and have thousands of according to LegendsViewer).

    Could a civ having tons of cows possibly cause a dogsplosion? If so, how? Because that doesn't make any sense.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on December 24, 2018, 01:35:07 pm
    I've working on a new mod since August and finally finished it. I think I'll release it on Christmas.
    Title: Re: What's going on in your modding?
    Post by: Asin on December 24, 2018, 10:27:57 pm
    I'm finally getting work done on the Monstrous Humanoids mod. Gonna hopefully get the first update ever since I've revamped it from just having goblinoids and orcs to now having all sorts of other... well, monstrous humanoids.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on December 25, 2018, 12:06:53 am
    And it's up. (http://www.bay12forums.com/smf/index.php?topic=172869.0) I made dinosaurs. 5 months of dinosaurs. I have now had sufficient dinosaurs.*

    *That sentence is a lie.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on December 25, 2018, 10:34:12 am
    And it's up. (http://www.bay12forums.com/smf/index.php?topic=172869.0) I made dinosaurs. 5 months of dinosaurs. I have now had sufficient dinosaurs.*

    *That sentence is a lie.
    I've been completely outmodded :P
    Title: Re: What's going on in your modding?
    Post by: Teneb on December 25, 2018, 02:10:17 pm
    Continuing work on the remake of my old Warhammer mod and it's the third time I rewrite the Warriors of Chaos. First as a generic "Warriors of Chaos" creature and entity with only simple castes (marauder, chosen, sorcerers), to splitting it into 5 (one for each god + undivided), and now retooling it as a single creature and entity again, but split into a ton of castes representing mutations.

    14 castes done (combining male and female into a single one for sake of counting) and still a ton of mutations to go. The file is getting confusing.
    Title: Re: What's going on in your modding?
    Post by: Asin on December 25, 2018, 02:35:18 pm
    Just finished an update to the Monstrous Humanoids mod.
    Added in the sun-worshipping Girtablilu, the near-ethicless Gnolls, the multi-headed (depends on the caste) Taiga Trolls, and the tribal nature-loving goat men known as the Kagh.
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on December 25, 2018, 04:47:08 pm
    I had to do something similar; werelizards are massively overrepresented. Per Toady, it's because "lizard" is a rather generic label. Still seems a bit much, if you ask me.

    I didn't know Toady had talked about the rationale for werecreature populations. Where was that?
    I asked him about it in Future of the Fortress a year or two back.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on December 25, 2018, 04:47:56 pm
    Thanks.
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on December 25, 2018, 05:15:16 pm
    Thanks.
    No problem.
    Here's my question (http://www.bay12forums.com/smf/index.php?topic=140544.msg6746676#msg6746676) and Toady's response is somewhere in here (http://www.bay12forums.com/smf/index.php?topic=140544.msg6781176#msg6781176).
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 25, 2018, 11:02:02 pm
    I've got everything smoothed out and optimized, bug fixed the ever living hell out of Slaves of Raius, but for some reason the Sarvanian entity specifically seems to be crashing the game. I have no idea why. I don't even remember changing or adding anything that might do this. I have gone over the entity file with a fine-tooth comb and I can't see literally anything that even might be doing this. I have literally no idea what it could be.

    Everything else works perfectly at this point, except for the Sarvanians (both Imperial and nomadic variants, I did try both) who cause the game to ctd with no error while loading, the moment it starts loading entities. No idea why it started doing this all of a sudden. It doesn't crash when I remove the Sarvanian entity file. It DOES still crash if I just change the associated creature, though, so it's specifically the entity file and not the Sarvanians themselves.

    This is really pissing me off, gotta be honest, and I'm not posting an update unless I can get this fixed. But then again, I guess it is a good excuse to go sultanates with the Akhadians.
    Title: Re: What's going on in your modding?
    Post by: Asin on December 25, 2018, 11:17:28 pm
    Hmm... Show the Sarvanian entity file to other modders. Perhaps we as a community can figure out the issue.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 25, 2018, 11:34:13 pm
    Thanks. Here's the first part of the raws. Looks like I'll have to split it up into multiple parts as I can't post the whole thing in a single comment (too long, apparently).

    Spoiler: First Part (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 25, 2018, 11:35:01 pm

    EDIT: Oh jeez I did not intend to have partial raws be a page starter.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 25, 2018, 11:35:45 pm

    EDIT: The reason those -ALLOWED_CLASS:NOBLE- things are there, or rather, that they have hyphens rather than brackets, is because I thought "hey maybe there's just too many class restricted positions and that's what's doing it" and tried removing some restrictions. It didn't work.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on December 26, 2018, 08:29:16 pm
    ... I copied the Sarvanians from the zip of the last version I uploaded, manually remade the changes, and now they work fine. I then used it to remake the nomadic variant, and they also work fine.

    What the hell, did the .txt files get corrupted? How the hell does that even happen? I swear I'm being trolled by fate.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on December 27, 2018, 06:46:05 pm
    When Murphy's Law is in effect, apply Okham's razor; it's probably a typo or one little flag you missed somewhere the first time around.

    So I've made a great library of reactions to allow one to cheat with maximum inefficiency. If you have at least one log or boulder to make a craftsdwarf's workshop, you can then cheat to make pretty much every necessary resource from adamantine to sheep wool cloth/thread. Its so easy a cavedorf could do it.

    Reactions dont seem to produce plants real well, so it cannot create plump helmets right now, unfortunately.
    Title: Re: What's going on in your modding?
    Post by: Levity on January 01, 2019, 07:35:53 am
    Almost finished my dragon rework mod:

    Fire Dragon - Reworked vanilla with [FLIER][POWER]. All further dragons follow this theme.
    Ice Dragon - Similar to fire but with icy, translucent skin and a freezing breath and aura.
    Forest Dragon - A dragon with blight swilling and dripping from its mouth and claws. Nasty syndrome.
    Earth Dragon - A dragon from the mountains that emits seismic roars and throws up chunks of rubble (why not :P)
    Dead Dragon - A zombie dragon with the power to animate corpses and blood that resurrects and turns the living into thralls at touch.

    All dragons (except Dead) have steel-strength dragonscale, bone, teeth and claws. Dragonscale and bone can be worked into armour and weapons respectively. The dragons also have swirling eyes and scales of their relevant type.

    Now I just have to finish up the dragonkin, or drakken (haven't decided on the name yet) — a race of dragon humanoids that have descended from these above types, with similar variant castes and a bloodthirsty ethic. I'm also toying with the idea of a holy/heavenly dragon with the power to resurrect, the drakken of which could accompany sieges and resurrect those fallen.

    EDIT: Oh, and there will be no dead drakken; for the undead dragon is certainly some aberration that only spawns in evil areas. Think one of the other types, but corrupted.
    https://imgur.com/H05iNaF
    Title: Re: What's going on in your modding?
    Post by: Teneb on January 03, 2019, 05:22:05 pm
    Decided to do a design change in the warhammer revival. The multi-caste abomination that was going to be the new warriors of Chaos is now "the lost and damned", while the warriors are a bit more classic in their form.
    Title: Re: What's going on in your modding?
    Post by: that_eye on January 03, 2019, 08:39:10 pm
    Decided to make a bunch of psionic powers to help myself learn. The first batch work! Inflict horror on your friends, cause someone to never feel happiness again, or bliss yourself into next week.

    Levity, I might borrow your dragons. My own chromatic dragons cause the game to crash with no clues
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on January 04, 2019, 11:24:16 pm
    EDIT: Nevermind, I seem to have figured it out. Apparently Fortress Mode just doesn't like loading near lakes.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 06, 2019, 10:29:33 pm
    Now that I'm done with Primal, I'm doing a test by combining all my mods so I can find all the various duping problems between them. After that I'll probably add a couple more animals to Primal to get it to 500 creatures.

    *The various tests and editing are done. Jawa Fortress, my creature pack, and the LOLmod are all updated and set for compatibility. I'll release the improvements to Primal after making the new animals for it.
    Title: Re: What's going on in your modding?
    Post by: Levity on January 12, 2019, 08:34:39 am
    Levity, I might borrow your dragons. My own chromatic dragons cause the game to crash with no clues

    I'll be creating a thread where people can download my creations on a modular basis, and it's my plan to be finished with these dragons by the end of today! ^^

    I have a ton of other things I want to mod in. I think next up it'll be the Rabbit of Caerbannog from Monty Python, as a megabeast xD
    https://www.youtube.com/watch?v=pmu5sRIizdw
    Title: Re: What's going on in your modding?
    Post by: Levity on January 18, 2019, 03:19:48 pm
    So I've started creating my boozelings: which are squat, gleeful creatures that wield two large mugs instead of hands that perpetually brim with different kinds of alcohol. My first caste: the Whiskey Boozeling, I gave blood with inebriating qualities, and made the inebriation apply on contact. Then, I made the creatures continuously secrete boozeling whiskey from their skin... But I forgot to make them immune... Here is the horrifying result:
    Spoiler (click to show/hide)

    The boozeling almost immediately started to cry euphoric tears, just before the vomiting started. Then the dizziness got worse, moving on to full unconsciousness. It's worth noting that I made the boozeling tears also made of whiskey.

    He is stuck in a state of severe, chronic drunkenness.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 18, 2019, 03:59:41 pm
    Thats awesome. Though they probably shouldnt go catatonic, or they cant walk around being drunk.

    I was messing with new and exciting night creatures. My yeti kidnapper isnt interesting enough to keep, but i like my sandman. His "spouse" ends up being a catatonic human child thats constantly losing consciousness and experiencing horrible nightmares, from which more sandmen appear. The sandman also uses something similar on the player. Since the sandmans fingernails and teeth are made of glass, passing out would prove fatal.
    Title: Re: What's going on in your modding?
    Post by: Levity on January 18, 2019, 04:52:37 pm
    Oh wow that sounds horrifying! How do you make the extra creatures appear from his nightmares?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 18, 2019, 05:12:16 pm
    You dont, really, but its a spouse converter so the new sandman is actually born as per normal, its just lore fluff and a syndrome that keeps the female spouse, a small fleshy humanoid caste of the sandman, which is otherwise made of sand, falling in and out of consciousness. The sandman os supposed to be a supernatural entity not, not biological or even bound to normal physical laws, so "the terror of eternal nightmares" is supposed to be what creates the sandman.

    Im pretty sure worldgen only allows adults to be kidnapped and converted, so technically the "child" was an adult when she was kidnapped, but whatever, close enough.

    The other half of the fluff, then, could be that the sandmans influence over a person begins in their youth, and continues into adulthood, depending on their mental strength. Eventually they give in, and revert back to a youthful, childlike state mentally and physically, and remain as such forever.


    Or do we think thats all too disturbing? I could also make the spouse a basic portal to hell or something.
    Title: Re: What's going on in your modding?
    Post by: FantasticDorf on January 18, 2019, 06:40:57 pm
    Finished with my distribution of races in a DFhack folder, making little playstyles and such out of the main 4 races i might release them as a mod seperately for next version depending on how well post-44.12 goes, whether i can actually detail to figure out the changelog of what i did in entirety and finish up some loose ends and concepts i wanted to do regarding greater use of workshops & industries for the other playable races.

    There's more i could elaborate and do regarding the playable elves for instance since you can hit end-game industry soonish, and a greater emphasis on trap parts in workshops i think would be good (gave my humans a sawmill that depends on embarking/smithing a serrated disc)

    Now im just making a new 'bugfixed' vanilla DF version which is as hopefully full of vanilla friendly content as possible, notable additions being the re-introduction of the Arsenal Dwarf which according to the wiki, with a appearance alongside the sheriff works correctly but i have yet to try them due to how busy actually playing tends to be with werebeast attacks. Though trival, the Arsenal Dwarf in theory tied up with a manager position should keep my militia dwarves in check and ill look for other effects/enhancements/drawbacks to having them. Toady didn't do a good job removing them entirely if the old behaviour can be reactivated by breathing life into it.

    Other typical things, assigning [ANIMAL] entity groups, tweaking what to use and also modifying [CAPTAIN] positions to remove animal recruits from passive conscription.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 20, 2019, 06:38:45 pm
    I boosted Primal to 500 creatures. Took significantly longer than I should thanks to burnout. Maybe I'll mess with RPG maker or something for a bit next.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on January 20, 2019, 07:07:06 pm
    Took significantly longer than I should thanks to burnout.
    me_irl rn
    EDIT: I don't know how to add flamingos to the game, being as they are 5 feet tall but only weigh 8 pounds...
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 20, 2019, 09:51:38 pm
    The game doesn't care about height, only volume as measured in cubic centimeters. All you need to do is set the adult size to 3629.

    Also, I'm surprised flamingos are that light.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on January 20, 2019, 09:58:48 pm
    The problem I was thinking of is that it might make combat unrealistic, not really sure tho
    Title: Re: What's going on in your modding?
    Post by: Shaso on January 20, 2019, 10:56:06 pm
    I hadn't messed with dwarf fortress in a while, been doing other things...

    But I recently decided to come back and mod up a fortress full of fox people. I wanted something very specific, which was to have one male who would reproduce with 7 different females who each had litters of 5 to 7 young and populate the entire fort with them.

    Boy, what a pain it was to make it work trying to juggle and get around things like marriage requirements, but I finally did it and now everyone in the fortress is a child of that one male and one of the 7 females. All the offspring are asexual but strangely, they seem to be sex crazed. All of the scholars and scribes just keep making up new books like "Uncanny Reproduction", "Mating for the Beginning Practitioner", "It All Begins With Mating", "Mating Within Reason", "An Offering Of Reproduction"...

    This is the first time ive played in this new version that has a library at all, so i'm not sure if this is unusual or not, but these asexual fox people sure are thirsty. They're becoming world famous smut peddlers.
    Title: Re: What's going on in your modding?
    Post by: YomToxic on January 21, 2019, 01:08:11 am
    ...these asexual fox people sure are thirsty. They're becoming world famous smut peddlers.

    This explains... everything.

    -

    Trying to make a Lunatic Mode conversion for DF. The outside world is much more dangerous now. Inspired by the Nothings (http://www.bay12forums.com/smf/index.php?topic=53107).
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 21, 2019, 03:20:18 pm
    How on earth did they all end up asexual anyway? What are the odds on that?
    Title: Re: What's going on in your modding?
    Post by: FantasticDorf on January 21, 2019, 04:46:30 pm
    Turns out my experiments with Arsenal dwarves worked, dwarves can't quite store things in weapon/armor racks, but they're compulsively hoarding bits for uniforms and putting them in squad equip zones, besides putting away food inside personal cabinets. Im still checking it out.

    The game doesn't care about height, only volume as measured in cubic centimeters. All you need to do is set the adult size to 3629.

    Also, I'm surprised flamingos are that light.

    Small creatures splatter easier from falls for reference, height affects multiple things including damage area for attacking seperate to the height trait which adds artifical volume.

    (https://cdn.discordapp.com/attachments/173908541088858113/532562073557925903/unknown.png)

    pictured dwarf must be very high on the scale of height regarding their 60k volume, or the human is quite small (alternatively the viewer might be representing it oddly)
    Title: Re: What's going on in your modding?
    Post by: Shaso on January 21, 2019, 06:23:47 pm
    How on earth did they all end up asexual anyway? What are the odds on that?

    Really good when they have a genderless caste with a very high pop ratio.

    The male and female castes are so unlikely to occur naturally they might as well be impossibilities. However, they're marked as pets I can embark with. This ensures my fortress always starts with 1 male, 7 females, and however many asexuals I want, each with a lifespan of 3 years while the male and female are ageless immortals.

    I'll often use dfhack to increase my embark numbers to something like 30 just to get the base up and running sooner, though this isn't required. Then i'll save the game, go edit the save file to remove the max ages from the genderless caste. It won't affect the ones already living and they'll all die out in 3 years (after the fortress is already up and running and they are no longer needed). By the time they die out, new kits will have been born. With 5-7 litter sizes and 7 wives, they average 42 new members per year, each of which all share the same father but with one of the 7 mothers. These newborns though, are immortal like their parents.

    Works out beautifully once I got everything figured out and setup properly.

    The father and mothers also have their own noble ranks where they handle just about all leadership roles except for things like justice, hammering, etc and all they do is mate and lead their children.

    Since the offspring are now immortal, they can be assigned permanent, lifelong burrows including their work space and personal residences directly above, like an upstairs apartment, and I never have to worry about them dying of old age or anything. After all positions of society are full, everyone else is drafted as soldiers and spend 100% of their time between training and patrolling.

    If any soldiers die, it doesn't really matter too much as they can pop out 42 new offspring each year to recoup losses. I just wish I had a way to auto assign the offspring to the military immediately. :( Then I could just leave the world basically running on autopilot for a few years and see what happens.
    Title: Re: What's going on in your modding?
    Post by: SQman on January 22, 2019, 10:05:16 am
    Cracked open Meph's tileset to nab gemforge and glassforge. Spent way too much time properly integrating them with Rhenaya's drow mod, but here it is:

    (https://i.imgur.com/ck34lae.png)

    All weapons, non-chain armor and metal clothing available to drows can be made out of gems and glass. Now it's just a matter of testing and I can upload the updated modpack.
    Title: Re: What's going on in your modding?
    Post by: Levity on January 27, 2019, 06:06:01 am
    All of the scholars and scribes just keep making up new books like "Uncanny Reproduction", "Mating for the Beginning Practitioner", "It All Begins With Mating", "Mating Within Reason", "An Offering Of Reproduction"...

    That's actually so interesting. I wonder what's causing it? There's so much grey area surrounding Toady's more recent patches...
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 27, 2019, 04:40:21 pm
    Maybe theyre all aspiring naturalists but mating behavior is the only information they have available to write about regarding animals. Or we're just not seeing everything theyre writing.

    Im thinking about making a playable dwarf civ specifically to get wiped out and allow me to play as a dead civ. I know how to limit them to a single mountain hall (take away their settlement biomes), so its not hard, but what other features do i want, like a special mithril inorganic, or unique pets. Its all decisions, all the way down.
    Title: Re: What's going on in your modding?
    Post by: Teneb on January 27, 2019, 08:38:57 pm
    Taking a break from Warhammer stuff to make creatures from various sources for my miscmod (since I think they don't justify a full standalone mod).

    Currently making creatures from Evolve because while it wasn't that great as a game, it had some really nice designs.

    EDIT: Also decided to go through most of my stuff and up the population numbers on wild creatures, because I feel that keeping to vanilla numbers result in species getting extinct really fast.
    Title: Re: What's going on in your modding?
    Post by: Strik3r on January 29, 2019, 03:07:15 pm
    With version 0.1.5, the "Dark Skies" project is finally starting to show some thorns it seems.

    In a small world, by the end of worldgen at year 550, the entire eastern half of the map was over-run with what im calling "ghouls".

    The total number of Ghouls by year 550 was 3093 with 1874 of them still being "alive". All of this stemmed from merely 3 ghouls all of whom were originally humans, "infected" because they profaned a temple. The "Patient Zero" of the outbreak was a human by the name of Thon Chirpclean, a fishery worker and criminal ringleader, who profaned a temple in a town named "Eyewhipped" in year 84, then proceeded to infect 15 people and kill 24 over the course of the next 198 years before being shot and killed by an elf. The other two outbreaks were uninteresting, each only managing to infect one person.

    While the ground zero for the outbreak, "Eyewhipped" became a host to a sizeable ghoul population of 32 ghouls, "living"(more like existing) in the wilderness near the town, the largest concentration of ghouls is way south-east of "Eyewhipped", is around a human town with a population of 2417 named "Ashenbastions", on the same tile exists a lair with ghoul population of 231 ghouls and just about every tile near the town has a lair with at least 10 ghouls. The largest single lair however is just north of "Ashenbastions", near a town with a population of over 2500 humans named "Horsefortune", the lair there has 242 ghouls. Even the elven lands north of "Eyewhipped" weren't doing so well, there was a ghoul lair on just about every tile that the elves own. Dwarves never got off the ground, likely due to the constant conquests by a nearby evil civ, the dwarves only had 3 remaining sites by the end of worldgen. Not even my moon-worshipping lizards were safe from the terror, their sites small and scattered, they had to contend with ghouls in the east, despite being immune to the infection(for now), and Sloghs(giant slug demons) in the west.

    The competing ghoul strain(codename "tengu") did not succeed unfortunately, only producing a total of 15 infected, 14 of whom are alive as of year 550. The Patient Zero for this strain was "Pimra Seerbrim", a human scout. Interestingly, Pimra fought with a ghoul and escaped without being infected, 16 years prior to profaning a temple in Horsefortune in the year 201 and unleashing the second strain upon the world.

    All this with a background of standard werebeast diseases(and a special, custom one) as well as stuff that is way, way more dangerous in play than in world gen(Boy am i glad breath interactions don't get triggered in worldgen) and I'm far from done with this mod.
    Title: Re: What's going on in your modding?
    Post by: asialsky on January 30, 2019, 01:28:58 pm
    At the request of one of my friends, I added a few custom races / transformations. First up, yuan-ti dwarves and a ritual "workshop" to summon a syndrome "potion" bar that promptly detonates, giving them fangs and a long-lasting venom that causes numbness, dizziness, and eventual necrosis if untreated for a long time.

    Secondly, warframes. My fortress now has a "Helminth Nest" to turn new recruits into a random warframe. Thanks to the caste system, making variants of "metal creature xyz" is fairly simple. Ember throws fire in balls and jets, Excalibur gets an integrated sword-arm, Mesa gets a hack-job gun using material emission, and Titania gets a similar ability but can fly. It'll take me a little bit to finish them, but the error log is clean so far.

    Oh, and airships. I made a custom pet that uses the wagon body token, flies, and is also mountable. It only gets weird when a caravan arrives with an airship in a cage. I'm still debating adding a rare variant of it with guns, because why not.

    Lastly, I'm considering making a 1x1 workshop that gives dwarves a transformation syndrome into either a gun emplacement, or a landmine. Thanks to various material emission possibilities, I may have a new use for those pesky nobles. EDIT: Turret done, adding landmines now.

    (https://i.imgur.com/nMygNEa.png)
    ...
    (https://i.imgur.com/sKzCu3k.png)
    Title: Re: What's going on in your modding?
    Post by: TechnoScrabble on February 01, 2019, 07:05:15 am
    At the request of one of my friends, I added a few custom races / transformations. First up, yuan-ti dwarves and a ritual "workshop" to summon a syndrome "potion" bar that promptly detonates, giving them fangs and a long-lasting venom that causes numbness, dizziness, and eventual necrosis if untreated for a long time.

    Secondly, warframes. My fortress now has a "Helminth Nest" to turn new recruits into a random warframe. Thanks to the caste system, making variants of "metal creature xyz" is fairly simple. Ember throws fire in balls and jets, Excalibur gets an integrated sword-arm, Mesa gets a hack-job gun using material emission, and Titania gets a similar ability but can fly. It'll take me a little bit to finish them, but the error log is clean so far.

    How are you managing to turn one creature into another and still have it on your side?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 01, 2019, 02:11:26 pm
    As long as the transformation doesnt include a [crazed] or [opposed_to_life] tags in the syndrome or the creature it should still respect all its original allegiances and relationships. Turning them into [night_creature_hunter]s or (semi)[megabeast]s might also trigger hostilities that didnt exist before.
    Title: Re: What's going on in your modding?
    Post by: asialsky on February 01, 2019, 06:53:21 pm
    How are you managing to turn one creature into another and still have it on your side?

    Insta-boil material + Syndrome +
    Code: [Select]
    [CE_BODY_TRANSFORMATION:PROB:20:START:1]
    [CE:CREATURE:DWARFWF:EXCALIBUR]
    [CE_BODY_TRANSFORMATION:PROB:20:START:1]
    [CE:CREATURE:DWARFWF:EXCALIBURUMBRA]
    [CE_BODY_TRANSFORMATION:PROB:20:START:1]
    [CE:CREATURE:DWARFWF:EMBER]
    [CE_BODY_TRANSFORMATION:PROB:20:START:1]
    [CE:CREATURE:DWARFWF:TITANIA]
    [CE_BODY_TRANSFORMATION:PROB:20:START:1]
    [CE:CREATURE:DWARFWF:MESA]
    "DWARFWF" is a copy of 90% of the normal dwarf raws, so it behaves basically the same, minus the need to eat, drink, sleep, or breathe. There's also the whole metal body thing, but w/e.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on February 01, 2019, 08:35:13 pm
    More things need to be improved. There were two duplicate buildings (the east and west versions of the pagan shrine IIRC were accidentally doubled), and I'm also adding a number of flowers, perfume, and a perfume industry (mostly for the Akhadians, but the Sarvanians, Agerans, and possibly Sand Elves will also have them). Also really fleshing out Akhadian paganism.

    Is there by any chance a way to make custom chairs? Not chairs, but objects that act like chairs. Say, a way to make, for instance, custom cushions or carpets that can be used as chairs? Is such a thing possible?

    EDIT: Well, I mean, of course making cloth chairs is no problem. But would I be able to use... possibly DFHack to just call the cloth chairs cushions? Or, would I be able to make custom carpets, with an entirely different sprite, that can be used as chairs?
    Title: Re: What's going on in your modding?
    Post by: FantasticDorf on February 02, 2019, 12:38:06 pm
    Types are hardcoded but materials are not, you could make a silk chair but it's always going to be named a 'chair' unfortunately.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 02, 2019, 03:08:10 pm
    This inspires me. I must now decide whether or not to make a trampoline tool like the stepladder, that can only be made of cloth and leather. So our tiny little dwarves can bounce up into the trees to pick fruit.

    Last night on a whim i made a bunch of colored variants of marble as veins in normal white marble. No other important attributes besides covering all the available color spectrum.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on February 02, 2019, 05:58:07 pm
    Types are hardcoded but materials are not, you could make a silk chair but it's always going to be named a 'chair' unfortunately.

    I see, I was afraid of that. Thanks though.
    Title: Re: What's going on in your modding?
    Post by: asialsky on February 02, 2019, 11:05:38 pm
    Further added other creature conversions:
    Pets can now be turned into Helminth Chargers, a.k.a. alien dogs with a chitin exoskeleton. They make nice war animals.
    Lacking a better solution, they can now also be turned into sentry drones. Every warframe needs either a doggo or a drone to keep the elves at bay.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on February 03, 2019, 05:06:28 pm
    Been playing with splitting ammo types into edged and blunt for adventure mode crafting, though not at the entity level as you wouldn't want NPCs with useless blunt ammo.

    In my mod, stone, bone and metal missiles require feathers for fletchings and the vanilla arrow/bolt could cut a small bird so that its remaining corpse pieces are too small to butcher, making the endeavor a waste of ammo and of NPC life.

    But that's weighed against keeping the missile crafting menus as stripped down as possible. Currently arrow/bolt crafting is one page each.

    I think I've been okay with keeping menu and reaction sprawl fairly low.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 03, 2019, 07:20:38 pm
    Latest Adventurecraft progress:

    Someone requested being able to forge metal furniture in adventure mod. Since I added forging I figured sure, why not. I found out that the construction menu claims it's looking for wooden chairs, tables etc but it actually permits metal ones too.

    During testing I also found out that character creation's skill menu was using the "-woman" variant for all characters of a species that had that flavor change. I soon found the cause was simply me forgetting to use CASTE_PROFESSION_NAME instead of PROFESSION_NAME, doh.

    Now it actually uses the flavor profession names only if it's decided ahead of time that your character will start off female, meaning you can see what gender the game picked one screen early. If you change it and go back it'll likewise reflect that change in the skill menu.
    Title: Re: What's going on in your modding?
    Post by: asialsky on February 04, 2019, 02:04:57 am
    Currently trying to making 3-tile creatures work using tokens like [WAGON_BODY], with varying levels of success. With any luck, I should have my tanks/airships mobile and armed.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on February 04, 2019, 06:18:32 pm
    Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 05, 2019, 03:16:12 pm
    Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?

    Could be interesting.

    I really oughta revive that post-apoc mod idea I was toying with so I can release it. I'm gonna need a new name for it though. I was gonna go with an ash theme for the name since the central flavor that developed involved essentially mutated creatures of living ash and alien plant life resembling burnt grass, but there's already a post-apocalyptic mod with ash-something in the name...
    Title: Re: What's going on in your modding?
    Post by: Kyubee on February 07, 2019, 06:22:15 am
    im doing some caverny work, amongst other things, on a misc mod that salvages some bits and pieces from my older work. a friend of mine pulled me back into activity on the game, so im pretty happy.

    I have an old AD&D Monster Manual from my folks' old house sitting around which im using as part of my inspiration
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 07, 2019, 05:56:30 pm
    I've discovered that my sandman's magic sand syndrome, with all its emotional detractors, can actually cause a person to go insane from repeated exposure. Neat.

    If I pair a similar effect with a personality modifier that makes them extremely angry all the time and vulnerable to stress, they should go berserk! Neato!
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 09, 2019, 09:24:06 am
    Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?
    Wandering Goblin Adventurers are fun.
    I removed the male and female parts to be more vanilla-compatible. Some body parts might still complain, check errorlog when adding.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 09, 2019, 08:05:22 pm
    Hmm, i see a note in there regarding lack of equipment. Have you considered adding appropriately named tissue layers or even body parts as pseudo-clothing/armor? That would offer a layer of protection youd expect, if made of leather.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 13, 2019, 08:53:31 am

    Working on worn clothes into useful thread, for OldGenesis. Got it mostly working.
    How to specify that an ITEM_xxxx reagent must be damaged? I prevented leather-clothes-into-thread with a custom reaction class.

    Someone who edits the DF wiki a lot, please add the names of the workshops, for modders. Took a while to find that "CLOTHES" was the valid workshop name, found it in the string dump.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 13, 2019, 01:06:43 pm
    How to specify that an ITEM_xxxx reagent must be damaged? I prevented leather-clothes-into-thread with a custom reaction

    Don't know a way to do that. I'd be using it in Adventurecraft if that was an option.

    Someone who edits the DF wiki a lot, please add the names of the workshops, for modders. Took a while to find that "CLOTHES" was the valid workshop name, found it in the string dump.

    Reaction page: http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building)

    It might be good to duplicate this list in the page for building tokens, as modders might be searching for building names there as you'd expect with the pages for skill and unit type tokens.
    Title: Re: What's going on in your modding?
    Post by: Teneb on February 15, 2019, 08:19:36 pm
    Yeah, I don't think there's any way to detect item quality for reactions. Only options are to either add a description urging the player to link the workshop to a tattered-only stockpile, or probably dfhack.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 16, 2019, 12:52:43 am
    Can it be linked to a refuse stockpile? Dwarves are supposed to throw away damaged clothing iirc
    Title: Re: What's going on in your modding?
    Post by: Kyubee on February 16, 2019, 10:03:06 am
    I realized how low default raw populations of cave creatures and even savage creatures are. so I'm making a quick raw edit mod that increases a lot of the lower populations and lifespans, because mass extinctions need to be more difficult to achieve.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 16, 2019, 11:33:08 am
    I realized how low default raw populations of cave creatures and even savage creatures are. so I'm making a quick raw edit mod that increases a lot of the lower populations and lifespans, because mass extinctions need to be more difficult to achieve.

    Sounds interesting. One thing I wonder is whether this will make underground critters less rare in adventure mode, as I don't know if population really ties in very strongly with how spread out they are.
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on February 16, 2019, 11:52:41 pm
    More playtesting, found some more bugs (apparently it was impossible to make bread in the previously uploaded version of Slaves of Raius and I just never noticed. I'm fixing that, among other things, and adding more things).

    Also, is there any way to simulate, say, ancient Persian burial towers? That is to say, to have a civ where exposing the dead at some high place is a good idea and won't just lead to people noticing the corpse and being horrified every time they pass by? Both burial (at least while there's still flesh on the bones) and cremation are... not right for the Sarvanians, as they would view the dead, rotting corpse as both polluting to the earth, and polluting to the sacred fire.

    Would roving bands of living, but possessed and murderous, humans/elves/dwarves be scary? Or would it seem odd and implausible for a landscape otherwise mostly inhabited by ghosts, zombies, and demons?
    Wandering Goblin Adventurers are fun.
    I removed the male and female parts to be more vanilla-compatible. Some body parts might still complain, check errorlog when adding.

    Spoiler (click to show/hide)
    Hey, you and Deon's Genesis mod is pretty good. What's you guys' policy on credited borrowing? Because my mod does borrow some things from Genesis (and other mods), but it does give credit (to all mods that I "borrowed" from). Both in the raws themselves and in a separate credits file.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 17, 2019, 04:17:35 pm
    Hey, you and Deon's Genesis mod is pretty good. What's you guys' policy on credited borrowing?
    Because my mod does borrow some things from Genesis (and other mods), but it does give credit (to all mods that I "borrowed" from). Both in the raws themselves and in a separate credits file.
    Borrow away, Deon and I give permission to everyone. OldGenesis mod has only 110-230 users.
    I think I'm most proud of the leather tiers and wood tiers. Deon made most of the dwarf castes, I added learns-military and learning-disability and posh-noble castes.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on February 18, 2019, 03:38:18 pm
    Just got back into modding after a bit of a hiatus. Rather than continue the FoE robotics partial overhaul that I am halfway into, I decided to get a proof-of-concept working for something I have been meaning to do for a while.
    Spoiler (click to show/hide)
    That is a pulse rifle on the left (firing in shotgun mode), and a sub-machine gun on the right. Note the lack of projectile travel time. That is because I wrote a script that rearranges the doubly linked list that projectiles are stored in while DF is processing them. That way, I can trick the projectile handling algorithm into processing a projectile multiple times until it hits something or my script stops fiddling with the list.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 18, 2019, 04:18:02 pm
    Doing some rebalancing - seems like 12000 fixed temp works for having creatures still cause melting with grabs and the like, but it doesnt cause fires to pop up (atleast in the arena's grassy area) - meanwhile still allows my Burning Wrath megabeast to survive its magma blood and have its corpse burn up on death.
    Might have some releases out this week, currently working on adding sounds for biome revamp creatures, rewrote some descriptions of them too - also have a civilized race addon nearly finished for it.
    Title: Re: What's going on in your modding?
    Post by: Teneb on February 19, 2019, 11:56:05 am
    Doing some rebalancing - seems like 12000 fixed temp works for having creatures still cause melting with grabs and the like, but it doesnt cause fires to pop up (atleast in the arena's grassy area) - meanwhile still allows my Burning Wrath megabeast to survive its magma blood and have its corpse burn up on death.
    Might have some releases out this week, currently working on adding sounds for biome revamp creatures, rewrote some descriptions of them too - also have a civilized race addon nearly finished for it.
    That's a pretty nice discovery. But couldn't you make the materials the creature is made of be fireimmune?
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 19, 2019, 12:24:13 pm
    That's a pretty nice discovery. But couldn't you make the materials the creature is made of be fireimmune?

    I'm guessing the reason is the mentioned "burns up after death" thing, if I recall making the critter immune to fire affects materials too to some extent.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 19, 2019, 12:52:34 pm
    Yeah, the material stuff that makes the creature actually immune to heat damage would prevent the corpse from burning up.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 19, 2019, 01:25:17 pm
    So i was thinking, as i have things now dwarves have to eat the spell essences to learn magic, so the player has to tightly control food distribution to make sure the right dwarves learn the right spells. But this morning i had a thought; maybe if it was a live vermin the reaction produced with a 100% chance to bite, delivering the spell syndrome. It would allow high transmission rates, quickly, with less micromanagement (only have to keep cats out of the magic station.)

    However, i also wanted to implement essence copying, and although having vermin all over the place biting people would technically allow other candidates to wander in and get bit, but the vermin would wander off and get eaten eventually anyway. So it wouldnt reliably allow one to save the essence for later education.

    What if, the first "research" reactions produce a tool or something related to the essence, and then another "learning" reaction consumes that and creates the vermin? Is that too many steps for a new player? You also have to create aether residue to "fuel" essence production in the first place.
    Title: Re: What's going on in your modding?
    Post by: Teneb on February 19, 2019, 02:04:23 pm
    Yeah, the material stuff that makes the creature actually immune to heat damage would prevent the corpse from burning up.
    I misunderstood. I thought you wanted to prevent that.


    EDIT:
    So i was thinking, as i have things now dwarves have to eat the spell essences to learn magic, so the player has to tightly control food distribution to make sure the right dwarves learn the right spells. But this morning i had a thought; maybe if it was a live vermin the reaction produced with a 100% chance to bite, delivering the spell syndrome. It would allow high transmission rates, quickly, with less micromanagement (only have to keep cats out of the magic station.)

    However, i also wanted to implement essence copying, and although having vermin all over the place biting people would technically allow other candidates to wander in and get bit, but the vermin would wander off and get eaten eventually anyway. So it wouldnt reliably allow one to save the essence for later education.

    What if, the first "research" reactions produce a tool or something related to the essence, and then another "learning" reaction consumes that and creates the vermin? Is that too many steps for a new player? You also have to create aether residue to "fuel" essence production in the first place.
    Why not just rely on evaporating rocks instead of hoping for a vermin bite? Sure, there is a chance the dwarf won't breathe in the spell-teaching gas but you can handwave that away as "failure to learn".
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 19, 2019, 02:18:30 pm
    That was actually the 2.0 version, and it was working so poorly that a lot of players complained, hence why ive been looking for a better alternative. Its really a nightmare in general without a way to just read a book and learn like its a secret, and secrets are hard to come by.

    Als9 you quoted that post twice :v
    Title: Re: What's going on in your modding?
    Post by: Teneb on February 19, 2019, 02:42:49 pm
    That was actually the 2.0 version, and it was working so poorly that a lot of players complained, hence why ive been looking for a better alternative. Its really a nightmare in general without a way to just read a book and learn like its a secret, and secrets are hard to come by.

    Als9 you quoted that post twice :v
    Thanks for pointing that out.

    In that case, yeah, you are kind of out of luck. Food is probably the most reliable form, since there's no guarantee the vermin's AI will go for an attack.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on February 19, 2019, 03:29:13 pm
    That was actually the 2.0 version, and it was working so poorly that a lot of players complained, hence why ive been looking for a better alternative. Its really a nightmare in general without a way to just read a book and learn like its a secret, and secrets are hard to come by.

    Als9 you quoted that post twice :v
    Serious question. How committed are you to not using DFHack?

    Because implementing this using DFHack is very straight forward. Create the syndrome that gives your creature the interaction (which you presumably already have), add a reaction with the items you want your magic learning to need as reagents ([PRESERVE_REAGENT] if they are reusable), and then stick a 1 line script call in onLoad.init which would look something like this:
    Code: [Select]
    modtools/reaction-trigger -reactionName ARBITRARY_CUSTOM_REACTION -resetPolicy ResetDuration -syndrome "Syndrome that grants Magic Interactions"
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 19, 2019, 05:55:51 pm
    Pretty much 100% no dfhack or other 3rd party dependencies. Ive been trying very hard to make sure this  is something that works out of the box with as little setup as possible. And thats where i end up beating my head against the wall that stands between currently implemented features and future possibilities, and all these weird workarounds.

    Ill probably try the vermin method and see how reliable that is. The food thing totally works, but its still pretty awkward.
    Title: Re: What's going on in your modding?
    Post by: that_eye on February 19, 2019, 09:27:16 pm
    I have been playing with a very sparsely modded game... a secret of telepathic powers, some more creatures that [DOES_NOT_EXIST], and that's it. Until I got a truly !!FUN!! idea to make bronze colossi reproduce via asexual budding

    he he he
    Title: Re: What's going on in your modding?
    Post by: Dunmeris on February 22, 2019, 08:46:22 pm
    Hey, you and Deon's Genesis mod is pretty good. What's you guys' policy on credited borrowing?
    Because my mod does borrow some things from Genesis (and other mods), but it does give credit (to all mods that I "borrowed" from). Both in the raws themselves and in a separate credits file.
    Borrow away, Deon and I give permission to everyone. OldGenesis mod has only 110-230 users.
    I think I'm most proud of the leather tiers and wood tiers. Deon made most of the dwarf castes, I added learns-military and learning-disability and posh-noble castes.
    Thanks!
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on March 02, 2019, 08:43:45 am
    A creature from my custom civ was turned into a werebeast in 124 and died in 181 of.. old age??? Not sure were I messed up but I thought werebeasts don't age, do they?
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on March 02, 2019, 09:14:39 am
    Ones that were directly cursed by a god don't age, but those bitten can still die of old age.
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on March 02, 2019, 09:37:59 am
    That explains it! Thanks
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 02, 2019, 08:26:00 pm
    So the vermin thing definitely works, but only really reliably in confined spaces. I dont think ill go with that as a primary means of acquiring spells, but maybe an option?

    Ive decided to move nosferatu off the caverns list, but i might make other changes instead. They appear on almost 100% of embarks, despite being frequency:1 and having all these other cavern critters available. And theyre dangerous and annoying enough on their own to warrant sealing off the caves.

    I think its just time to give dwarves the magic they need to keep cavern critters from overwhelming a fortress without having to wall off the map edges. For that i had various idea like spells for killing particular species or cavern critters in general. But i also thought about "ensnare" spells that paralyze (and add nobreathe to) cave critters that attack your dwarves for a day or two.
    And then i wanted to give dwarves other powers like supertough skin when underground or spreading euphoria when drunk, if they learned those abilities. Or adding nonausea/nobreathe when appropriate

    But theres a bigger question; i wanted to allow innate, natural abilities or curses again. I thought about using castes but i dont want to go and edit every single race to add castes and everything be dependent on that framework. But i could use a syndrome to have a similar effect, without any further edits to the race itself.
    So i thought, how can i reliably get a syndrome into everybody? But i can do that with booze and recurring interactions. One guy takes a swig, gets a greeting interaction he uses on everybody he meets for a couple weeks, who also get the greeting interaction and cast it on everyone they meet. At the same time theyre plied for their racial profile by the interaction, and get a random chance-based selection of abilities or, potentially, curses. Since this is all part of the same interaction set, and the abilities are permanent, a simple cannot_target_if_already_affected string is all thats necessary to prevent it going on indefinitely. Yet at the same time, i want some individuals to get none of these powers and not be eligible for round 2+, so a flat 100% chance or something of getting something totally worthless, like flipping off people they dont like, should prevent further propogation.

    Does that all make sense? Do i have to worry about a memetic, ever-spreading interaction bogging the game down?
    I know this wont work in adventure mode, either. Theres always that old trick of dissolving/liquifying materials like making an inorganic cloth thats available to almost everybody for clothesmaking and promptly turns to liquid, infecting them with a contact syndrome that carries a self-clean interaction for a brief while, triggering the racial interaction.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 05, 2019, 02:22:33 pm
    (https://i.imgur.com/o0brdT1.png)

    Aww, look at this delightful flock of sheep gathered around a pond, aren't they just wonderful?

    (https://i.imgur.com/JbFANR8.png)

    Wait a minute, is that... a stem? Those are not real sheep!

    Barometz, more commonly known as the vegetable lamb of Tartary, is a legendary plant said to grow sheep as fruit. The sheep would graze on grass around its mother plant, and once all grass within its reach was eaten, both plant and sheep would die.

    My barometz is a plant, alright. If I understand correctly, I can create a fake 'barometz' creature, and make a reaction that turns barometz lamb fruit into barometz meat, yarn and leather.
    Those plants bear no seeds, and can be only foraged in good mountains, tundras and taigas.

    That's the plan for now. I was supposed to be working on entities for the modpack for my next story fort, but strange moods hit out of nowhere.

    Edit:

    (https://i.imgur.com/GOpIbDN.png)

    Great success! The lamb gets butchered for 8 meat, 1 leather and 7 thread, just like planned!
    Title: Re: What's going on in your modding?
    Post by: Teneb on March 05, 2019, 08:24:31 pm
    Just finished the first megabeast in my D&D pack: the Demilich. Balancing it was tough, because its size is a measly 300 (it's a floating skull), meaning that it could very, very easily be struck down since in DF size is so important. To counteract that it has some ludicrously dangerous interactions (including one "save or die"), rank 10 in dodging, only takes 1/10th of all damage through usage of material force multiplier, and the damn thing flies.

    I'm moving on to Demons now, and I think I'll handle them by having each individiual demon be a lone wandering creature, and also creating a Tanar'ri civ as late-game invaders.

    EDIT: After reading a bit about size on the wiki, and how tiny creatures are actually hard to hit, I nerfed a bit the natural dodging skill and general resistance to damage on the demilich.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 06, 2019, 04:30:18 pm
    First time dipping my toes in body plan raws. Looked scary at first, but now the only scary thing is the power in my hands. Reality can be whatever I want now.

    (https://i.imgur.com/und6fWf.png)

    Oh, and I made a three-legged bird. Am I a real modder now?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 06, 2019, 04:36:56 pm
    I thought the great thief Yatagarasu was just a young girl and not a freak of nature?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 06, 2019, 06:56:29 pm
    Am I a real modder now?

    Not until youve abused this power to concoct something entirely too lewd like putting boobs on everything. Only then have you fully adopted the modding.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 07, 2019, 03:57:37 am
    I thought the great thief Yatagarasu was just a young girl and not a freak of nature?

    You can't convince me a girl who sticks a key into her hair as a fashion statement isn't a freak of nature.
    Title: Re: What's going on in your modding?
    Post by: Snowdrift on March 07, 2019, 02:15:04 pm
    I've just put up a simple mod that adds proper fish tails (plus a few flavor changes) to merpeople. I wrote it just to learn the body programming as well as a base for some future modding plans, (I'm avoiding DFHack for now to spare myself getting caught up in it).

    As result of avoiding DFHack, I started work on a possible overhaul mod in the world of Monster Hunter (I'm surprised to find it hadn't been done yet.) I've modded in more powerful humans, their wyverian allies, and the bases of all the primary weapon types. I'm working on basic creatures right now, and have only got as far as finishing aptonoth (dino-cows) and kelbi (colorful deer/goats), but hoping to get to bird wyvern soon. (A few of the weapon types have no chance of functioning faithfully without DFHack, but I've estimated them as best I could.)

    Combat seems to be somehow more brutal with my weapons. Bowguns reliably chip bone on unarmored targets, and a single 1h-sword user was able to reliably and quickly win against aptonoth (bleeding) and kelbi (decapitation, with rather unnerving frequency). Things are bound to get crazier when I get towards later end enemies. Greatswords and Longsword spirit blade attacks are incredibly devastating.

    At the moment, I'm not sure if I can prevent the player from just making weapons with basic metal aside from removing standard forging ability (most weapons are made with combinations of monster pieces, metals, and bone in the series). The same applies to ammo types (which I think is bound in the system in the same way), so you can make pheremone shots out of iron or silver. I'm currently working with putting all the weapon stuff in its own respective crafting stations with corrected recipes.

    If there is interest then I'll probably try and take it to a total overhaul, but for now I'm just adding things to it. I'll probably stick the files up too at some point like I did with the merpeople files. I've got some other ideas that I'd like to work on as well, but I'm not sure if I'll ever get to them.
    Title: Re: What's going on in your modding?
    Post by: Sver on March 08, 2019, 03:53:39 am
    Been playing around with giving combat skills a very high value in SKILL_LEARN_RATE, and it actually works in worldgen and such! I've been overlooking this tag in favor of NATURAL_SKILL, but it appears that the former is much more effective and versatile: unlike the latter, it does not screw with unit types (natural weapon skills turn every visiting adventurer into an axeman), and it actually works for player-controlled adventurers. Also, worldgen battles are not as one-sided as with the use of NATURAL_SKILL, yet war veterans are notoriously more skilled than fresh levies, so the old-favorite goblin weapon masters are back on menu!

    However, I've yet to test extensively how difficult it is to defeat such a force. The current weapon skill setting of 1500 just might be too hardcore. Regardless, prolonged melee is a really bad idea now, as the invaders "adapt" to fighting even an all-legendary militia.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 08, 2019, 10:51:11 am
    Made the essences spawn as vermin which can bite, infusing their power and dying. Now the "learning" reaction has a chance of spawning those as well as the consumable item.
    Also, each school is its own species now, which allows me to make them default pets for some entities, allowing them to trade the essences in caravans and such, but only of those schools their entity is familiar with. Want to make a more sensible "learning" system out of it, too, but how im not sure.
    Maybe ill go with creating a slate for each essence, which duplicate that particular essence reliably. Because the current random chance to create any of a number of essences is kinda silly as a system of teaching your pupils. But does fit more with the theme that magic isnt something that can be accurately catalouged and understood.

    Its a shame you cant get any old interactions to be written down in a book even if you have the tags for all that, and trigger it with the syndrome. Because that would be so much easier. Tried it, either they had to work as a secret and wouldnt be "contracted" through a syndrome, or syndrome-obtained interactions never get written down.

    I also made most of the vanilla large wildlife milkable, where i thought it made sense. So i can milk moose and rhinos as well as muskoxen.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 08, 2019, 04:47:45 pm
    Feels weird that people talk about advanced stuff like vermin-based magic systems and whatnot, and I just keep going on about my babby steps into modding. Whatever.

    Today I learned about creature variations. Had to make a new body plan and a new variation so that my yatagarasu people can have three legs as they should. Sure, tripedalism kinda defeats the purpose of an animal person, but bipedalism defeats the purpose of a three-legged crow.

    Spoiler: Look, three legs! (click to show/hide)

    Also, I think my barometz reaction was working entirely on wishful thinking before. Getting fruit involved in reactions really makes things complicated. I think I handled that somehow, but I need to test it properly.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 08, 2019, 05:10:32 pm
    To be fair, body detail plans and creature variations turn out to be at the root of like 2/3 of the mistakes i make. That shit isnt easy.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 11, 2019, 01:44:58 pm
    (https://i.imgur.com/NCXbtzm.png)

    My dwarves are now ready to face any Terror From The Deep. I resorted to a clunky workaround where a single projectile is called 'sonic blast', but plural is 'sonic blasta rifle clips'. Just now I realized it's supposed to be 'sonic-blasta' with a hyphen. Also, 'whips' isn't really the best word to use.

    I know copper sonic blasts seem silly, but I wasn't serious even for a while when making this.

    Edit: Added aqua plastics and zrbite that will only be available to deep ones through special reactions. Aqua plastics is a metal for weapons and armor, but cannot be made into ammo. Zrbite is as valuable as platinum, as dense as silver, but can only be used for ammo because zrbite is used for powering sonic-blasta rifles.
    Title: Re: What's going on in your modding?
    Post by: that_eye on March 11, 2019, 01:53:55 pm
    I put the finishing touches on my psionics mod and have released it on the mod releases sub-forum! I would love some feedback from you guys if you're interested. I plan on expanding it in the future, but I'm just so happy to have released something on these masterwork forums. Couldn't have done it without you all!
    Title: Re: What's going on in your modding?
    Post by: SQman on March 12, 2019, 04:38:41 am
    (https://i.imgur.com/wbahJTP.png)

    I have lost control of my life.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 12, 2019, 06:21:54 am
    Is this foreshadowing for Dungeonevened 2?
    Title: Re: What's going on in your modding?
    Post by: SQman on March 12, 2019, 07:31:40 am
    It's just me doing absolutely everything other than working on those damn entities for Dungeonevened 2. Seriously, making luminous/metalwood/glass/gem reactions for all relevant weapons from mods is ridiculously tedious. Adding Jojo references is much more fun.

    Code: [Select]
    [PERMITTED_REACTION:METALWOOD_PICK]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_PICK]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PICK]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PICK]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PICK]

    WEAPONS:

    SWORDS:
    [WEAPON:ITEM_WEAPON_SWORD_SABER]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_SABER]
    [PERMITTED_REACTION:METALWOOD_SABER]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_SWORD_SABER]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SWORD_SABER]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SWORD_SABER]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SWORD_SABER]

    [WEAPON:ITEM_WEAPON_RAPIER_ZM5]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_RAPIER]
    [PERMITTED_REACTION:METALWOOD_RAPIER]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_RAPIER]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_RAPIER]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_RAPIER]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_RAPIER]

    [WEAPON:ITEM_WEAPON_SWORD_2H]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_2SWORD2]
    [PERMITTED_REACTION:METALWOOD_2SWORD2]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_SWORD_2H2]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SWORD_2H2]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SWORD_2H2]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SWORD_2H2]

    AXES:
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_AXE]
    [PERMITTED_REACTION:METALWOOD_RAPIER]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_RAPIER]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_RAPIER]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_RAPIER]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_RAPIER]

    [WEAPON:ITEM_WEAPON_HALBERD]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_HALBERD]
    [PERMITTED_REACTION:METALWOOD_HALBERD]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_HALBERD]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HALBERD]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HALBERD]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_HALBERD]

    HAMMERS:
    [WEAPON:ITEM_WEAPON_HAMMER_WAR]
    [PERMITTED_REACTION:METALWOOD_HAMMER]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_HAMMER_WAR]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HAMMER_WAR]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HAMMER_WAR]
    [PERMITTED_REACTION:CRYSTALLEAR_GLASS_ITEM_WEAPON_HAMMER_WAR]

    [WEAPON:ITEM_WEAPON_MAUL]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_MAUL]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MAUL]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MAUL]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MAUL]
    [PERMITTED_REACTION:METALWOOD_MAUL]

    [WEAPON:ITEM_WEAPON_HORSEMANS_PICK_ZM5]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_HORSEMANS_PICK]
    [PERMITTED_REACTION:METALWOOD_HORSEMANS_PICK]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_HORSEMANS_PICK]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_HORSEMANS_PICK]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_HORSEMANS_PICK]

    MACES:
    [WEAPON:ITEM_WEAPON_MORNINGSTAR]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_MORNINGSTAR]
    [PERMITTED_REACTION:METALWOOD_MORNINGSTAR]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_MORNINGSTAR]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MORNINGSTAR]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MORNINGSTAR]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MORNINGSTAR]

    [WEAPON:ITEM_WEAPON_MACE]
    [PERMITTED_REACTION:METALWOOD_MACE]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_MACE]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MACE]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MACE]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MACE]

    SPEARS:
    [WEAPON:ITEM_WEAPON_SPEAR]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_SPEAR]
    [PERMITTED_REACTION:METALWOOD_SPEAR]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_SPEAR]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_SPEAR]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_SPEAR]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_SPEAR]

    [WEAPON:ITEM_WEAPON_STAFF]
    [PERMITTED_REACTION:METALWOOD_STAFF]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_STUDDED_STAFF]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_STUDDED_STAFF]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_STUDDED_STAFF]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_STUDDED_STAFF]

    PIKES:
    [WEAPON:ITEM_WEAPON_PIKE]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_PIKE]
    [PERMITTED_REACTION:METALWOOD_PIKE]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_PIKE]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PIKE]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PIKE]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PIKE]

    WHIPS:
    [WEAPON:ITEM_WEAPON_DDU_CAT_O_NINE_TAILS]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_CAT]
    [PERMITTED_REACTION:METALWOOD_CAT]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_CAT]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_CAT]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_CAT]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_CAT]

    KNIVES:
    [WEAPON:RHENAYAS_DROW_ITEM_WEAPON_DAGGER]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_KNIFE]
    [PERMITTED_REACTION:METALWOOD_KNIFE]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_KNIFE]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_KNIFE]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_KNIFE]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_KNIFE]
    GUNS:
    [WEAPON:ITEM_WEAPON_PISTOL]
    [PERMITTED_REACTION:METALWOOD_PISTOL]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_PISTOL]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_PISTOL]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_PISTOL]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_PISTOL]

    [WEAPON:ITEM_WEAPON_MUSKET]
    [PERMITTED_REACTION:METALWOOD_MUSKET]
    [PERMITTED_REACTION:GEM_ITEM_WEAPON_MUSKET]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_WEAPON_MUSKET]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_WEAPON_MUSKET]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_WEAPON_MUSKET]

    [AMMO:ITEM_AMMO_BULLET]
    [PERMITTED_REACTION:KO_DF_MAKE_LUMINOUS_BULLET]
    [PERMITTED_REACTION:METALWOOD_BULLET]
    [PERMITTED_REACTION:GEM_ITEM_AMMO_BULLET]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_AMMO_BULLET]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_AMMO_BULLET]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_AMMO_BULLET]


    [ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
    [PERMITTED_REACTION:METALWOOD_BREASTPLATE]
    [PERMITTED_REACTION:GEM_ITEM_ARMOR_BREASTPLATE]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_ARMOR_BREASTPLATE]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_ARMOR_BREASTPLATE]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_ARMOR_BREASTPLATE]
    [ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
    [PERMITTED_REACTION:METALWOOD_MAIL_SHIRT]
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
    [ARMOR:ITEM_ARMOR_COAT:COMMON]
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
    [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
    [ARMOR:ITEM_ARMOR_CAPE:COMMON]
    [ARMOR:ITEM_ARMOR_VEST:COMMON]
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]
    [HELM:ITEM_HELM_HELM:COMMON]
    [PERMITTED_REACTION:GEM_HELM]
    [PERMITTED_REACTION:GLASS_CLEAR_HELM]
    [PERMITTED_REACTION:GLASS_GREEN_HELM]
    [PERMITTED_REACTION:GLASS_CRYSTAL_HELM]
    [PERMITTED_REACTION:METALWOOD_HELM]
    [HELM:ITEM_HELM_CAP:COMMON]
    [PERMITTED_REACTION:METALWOOD_CAP]
    [PERMITTED_REACTION:GEM_ITEM_HELM_CAP]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_HELM_CAP]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_HELM_CAP]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_HELM_CAP]
    [HELM:ITEM_HELM_HOOD:COMMON]
    [HELM:ITEM_HELM_COIF_ZM5:COMMON]
    [PERMITTED_REACTION:METALWOOD_COIF]
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
    [PERMITTED_REACTION:METALWOOD_GAUNTLET]
    [PERMITTED_REACTION:GEM_ITEM_GLOVES_GAUNTLETS]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_GLOVES_GAUNTLETS]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_GLOVES_GAUNTLETS]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_GLOVES_GAUNTLETS]
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
    [GLOVES:ITEM_GLOVES_MITTENS:UNCOMMON]
    [SHOES:ITEM_SHOES_SHOES:COMMON]
    [SHOES:ITEM_SHOES_BOOTS:COMMON]
    [PERMITTED_REACTION:GEM_ITEM_SHOES_BOOTS]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHOES_BOOTS]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_SHOES_BOOTS]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHOES_BOOTS]
    [PERMITTED_REACTION:METALWOOD_HIGH_BOOT]
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
    [PERMITTED_REACTION:GEM_ITEM_SHOES_BOOTS_LOW]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHOES_BOOTS_LOW]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_SHOES_BOOTS_LOW]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHOES_BOOTS_LOW]
    [PERMITTED_REACTION:METALWOOD_LOW_BOOT]
    [SHOES:ITEM_SHOES_SOCKS:COMMON]
    [SHOES:ITEM_SHOES_SANDAL:COMMON]
    [SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
    [HELM:ITEM_HELM_TURBAN:RARE]
    [HELM:ITEM_HELM_VEIL_FACE:RARE]
    [HELM:ITEM_HELM_SCARF_HEAD:RARE]
    [PANTS:ITEM_PANTS_PANTS:COMMON]
    [PANTS:ITEM_PANTS_GREAVES:COMMON]
    [PERMITTED_REACTION:GEM_ITEM_PANTS_GREAVES]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_PANTS_GREAVES]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_PANTS_GREAVES]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_PANTS_GREAVES]
    [PERMITTED_REACTION:METALWOOD_GREAVES]
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
    [PERMITTED_REACTION:METALWOOD_LEGGINGS]
    [PANTS:ITEM_PANTS_SKIRT:COMMON]
    [PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
    [PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
    [PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
    [SHIELD:ITEM_SHIELD_SHIELD]
    [PERMITTED_REACTION:METALWOOD_SHIELD]
    [PERMITTED_REACTION:GEM_ITEM_SHIELD_SHIELD]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHIELD_SHIELD]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_SHIELD_SHIELD]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHIELD_SHIELD]
    [SHIELD:RHENAYAS_DROW_ITEM_SHIELD_PARRY_DAGGER_LARGE]
    [PERMITTED_REACTION:METALWOOD_DAGGER_PARRY]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_SHIELD_KNIFE]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_SHIELD_KNIFE]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_SHIELD_KNIFE]
    [PERMITTED_REACTION:GEM_ITEM_SHIELD_DAGGER]
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
    [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
    [TRAPCOMP:ITEM_TRAPCOMP_KO_DF_NEEDLEMASS]
    [TRAPCOMP:ITEM_TRAPCOMP_KO_DF_NECKBREAK]
    [TRAPCOMP:ITEM_TRAPCOMP_KO_DF_FAN]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_GIANTAXEBLADE]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_SPIKEDBALL]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_LARGESERRATEDDISC]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_MENACINGSPIKE]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_GIANTAXEBLADE]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_SPIKEDBALL]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_LARGESERRATEDDISC]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_MENACINGSPIKE]
    [PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_GIANTAXEBLADE]
    [PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
    [PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_SPIKEDBALL]
    [PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_LARGESERRATEDDISC]
    [PERMITTED_REACTION:GLASS_CRYSTAL_ITEM_TRAPCOMP_MENACINGSPIKE]
    [PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_GIANTAXEBLADE]
    [PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
    [PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_SPIKEDBALL]
    [PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_LARGESERRATEDDISC]
    [PERMITTED_REACTION:GLASS_GREEN_ITEM_TRAPCOMP_MENACINGSPIKE]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_NEEDLEMASS]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_NEEDLEMASS]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_NECKBREAK]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_NECKBREAK]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_NECKBREAK]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_NECKBREAK]
    [PERMITTED_REACTION:GEM_ITEM_TRAPCOMP_FAN]
    [PERMITTED_REACTION:CLEAR_GLASS_ITEM_TRAPCOMP_FAN]
    [PERMITTED_REACTION:GREEN_GLASS_ITEM_TRAPCOMP_FAN]
    [PERMITTED_REACTION:CRYSTAL_GLASS_ITEM_TRAPCOMP_FAN]
    Those are weapons, armors and trap components for the first entity, the high men. A lot of reactions were already made by the mods' authors (Meph, GoblinCookie, than402), but there was a lot to be done regardless.

    Every weapon needs at least five new reactions, and sharp weapons require one more. I've decided to use more generic gear after all to spare myself extra work. At least now that I have high men finished, and all drow reactions made beforehand, I can just copy whole blocks of reactions for other entities.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 12, 2019, 11:54:35 am
    You got a lot on your plate for sure! How did it end up needing reactions for each item? Can they not be generically made or what?


    In my own efforts, ive come up with a few new interactions wizards can teach. Im trying to make their teachings more unique to them and less spitting out the same spells you can get from any of the schools, and balancing it with their being a sort of true/neutral good character archetype like a race of gandalfs, not handing out dangerous or all-powerful spells to mortals like candy. So most of the cruder or evil-oriented spells, and really any fire spell since they could set the world ablaze, are right out.

    For now, all they can teach are magic missile, which is just a weak aether bolt. They now also have Vanish, a hide effect which i dont even know if it will work with the sneak/observation mechanics thwt were implemented a while back. Theyve also gained self polymorphy, which just turns you into a normal fox, and Lucky Whisper, which is a self-only 200% skill roll on 100% of attempts, for 5 ticks adventure mode or 80 ticks dwarf mode. The last is "party Tricks," which is a greeting that spews a gas which gives people strong good thoughts like delight and joy.

    Im really just struggling to come up with doable in-game, unique, morally neutral or good, not-all-powerful spells for them to teach. And i also disnt want them making your life difficult in fort mode, like turning all your livestock sentient and stuff. Theyve already got a big repertoir of their own.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 12, 2019, 11:59:46 am
    You got a lot on your plate for sure! How did it end up needing reactions for each item? Can they not be generically made or what?

    Not sure what you meant by that. They can all be made out of metal, but I want to implement Meph's glass- and gemforge, Direforged's hall of light, and than's wonderworker workshops. It would be weird if only vanilla weapons were craftable in those while the civs have access to all sorts of modded stuff.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 12, 2019, 12:07:30 pm
    Ah, i see.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 12, 2019, 04:08:50 pm
    Instead of making those reactions I started designating animals to civs. After a while I got bored and this is the result:

    Code: [Select]
    [CREATURE:BOO_SQ]
    [DESCRIPTION:A miniature version of a gigantic rodent used to power gnomish spelljammers.]
    [NAME:miniature giant space hamster:miniature giant space hamsters:miniature giant space hamster]
    [CASTE_NAME:miniature giant space hamster:miniature giant space hamsters:miniature giant space hamster]
    [CREATURE_TILE:249][COLOR:7:0:0]
    [CREATURE_CLASS:MAMMAL]
    [PETVALUE:10]
    [VERMIN_EATER][PENETRATEPOWER:2][FREQUENCY:50][VERMIN_HATEABLE][VERMIN_GROUNDER]
    [GNAWER:gnawed]
    [BENIGN][SMALL_REMAINS][NATURAL][PET]
    [VISION_ARC:50:310]
    [NOT_BUTCHERABLE]
    [BIOME:NOT_FREEZING][SAVAGE]
    [POPULATION_NUMBER:250:500]
    [PREFSTRING:fierceness]
    [PREFSTRING:going for the eyes]
            [PREFSTRING:righteous rage]
    [BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:5TOES_RQ_REG:MOUTH:RODENT_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]
    [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
    [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:0:0:150]
    [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:18:20]
    [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:GRASP_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]
    [CREPUSCULAR][NOCTURNAL]
    [HOMEOTHERM:10067]
    [SWIMS_INNATE]
    [MUNDANE]
    [CASTE:FEMALE]
    [FEMALE]
    [CASTE:MALE]
    [MALE]
    [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
    [SELECT_CASTE:ALL]
    [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
    [TL_COLOR_MODIFIER:MOTTLED_WHITE_BROWN:1]
    [TLCM_NOUN:hair:SINGULAR]
    [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:BLACK:1]
    [TLCM_NOUN:eyes:PLURAL]

    Mostly a renamed hamster, obviously, but if you see a Rashemi berserker around here, don't tell him I said it. It's a legitimate D&D monster though, and I'm surprised nobody included it in their mod.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on March 13, 2019, 11:37:55 am
    Suddenly, I'm much more interested in making tiles.
    Title: Re: What's going on in your modding?
    Post by: Teneb on March 13, 2019, 12:55:47 pm
    Suddenly, I'm much more interested in making tiles.
    I've been trying to learn for a while, since it's an area where I am lacking and want to not lack in. It's damn frustrating.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on March 13, 2019, 03:21:53 pm
    I just now realized in order for my mods to be usable on steam graphics thing I'd probably have to learn tile making as well... might not, depending on how well the game can handle a mix of graphics and ascii
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 13, 2019, 03:37:32 pm
    Yeah, I wouldn't be looking forward to having to have tiles for all the modding work I've done. From what I gather ASCII will still be an option so presumably it'll just do the old "symbols for creatures without defined tiles" when using the new graphics set rather than bugging out.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 13, 2019, 04:28:36 pm
    Well shit, i dunno what im gonna do. Ive never made critter graphics before.

    Gotta wonder just what "enhanced graphics support and audio" is going to mean.

    Alright, so ive made the decision to give wizards familiars. The only way i know to easily assign a particular pet to a particular individual is through war training, but thats okay in this case; the familiar also has a set of combat powers of its own to defend its master. Theyre born dumb but get a self-only interaction which will grant them intelligence. That way they remain pets so you can war train and assign them.
    And when they flee from combat, they get a transformation interaction into a bigger, meaner form of themselves.

    Their main purpose, though, is eating the bad vermin. I just wanted to make them a vermin-gobbler of a "bad magic vermin" class which ill use. These bad magic vermin will partly or totally replace the gaseous rocks that are created in learning reactions that give harmful syndromes, much like im adding vermin forms of the magic essences that can bite and inject their essence. So biting "bad" essences also float around, and your familiar hunts them. Im just not sure how active the gobbler token will make them in this role, as they need to be pretty quick on their feet to make sure they catch these.

    Presumably in the next version players can start their adventuring party with a familiar pet already chosen, and fortresses could import familiars their civ has tamed. But it begs the question in the first place, should familiars all be unique species, because i wanted to add familiar cats and such, and cats of course already exist. But at that point i have to modify vanilla creatures, which i wanted to save for only the special version of the mod, to preserve compatibility with other mods. But if theyre different species, they cant breed with what is supposedly their own species, which is something they should be able to do.

    Ill probably just go with different species anyway
    Title: Re: What's going on in your modding?
    Post by: SQman on March 17, 2019, 11:33:26 am
    Just found out it's not CLEAR_GLASS, CRYSTAL_GLASS and GREEN_GLASS, but CLEAR_GLASS, GLASS_CRYSTAL, and GLASS_GREEN.

    Why?

    Edit:
    After weeks of procrastinating, two entities finished! It's only downhill from now on until it becomes uphill again! And it will, and boy, am I not looking forward to making all those reactions for Hito weapons!
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 18, 2019, 09:57:58 am
    Nearly (https://i.imgur.com/Kf7NviU.png) done (https://i.imgur.com/PO3xQmv.png) with (https://i.imgur.com/us9EFyI.png) the (https://i.imgur.com/PjI30GM.png) cryptid/urban legend (https://i.imgur.com/eSHuNE7.png) section of a new horror pack update. Only a few creatures left for this, thankfully.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 18, 2019, 11:03:20 am
    Trying to make a critter out of plant material, but it has a brittleness issue, which makes every attack fracture something, and even blunt attacks can send limbs flying off because of it. Need to figure out how to make the plant tissue less likely to separate, more likely to bruise, from blunt attacks, like skin and muscle does.

    Ive also set up several new entity definitions for this critter, the wizard civ, and some aggressive thieving cave bandits. Will also make other bandit gangs later.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 18, 2019, 11:47:19 am
    I have made a separate plant material for my main pack and cave/biome packs for that very reason - especially when I started noticing a giant-sized creature was getting its limbs punched off by a human. I'd recommend basing it off the regular skin template and adding some more MAX_EDGE and shear values to it so it can use its limbs for edged attacks.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 18, 2019, 12:01:44 pm
    I actually gave them metallic "porcelain" claws for edged attacks. I might very well go with just using a skin duplicate, thanks. im too lazy for this mess :P


    I checked out a skin duplicate - the only difference property wise is the strain at yield line, which for wood is like 1000 and skin, muscle etc is 50000. And wood having a shear strength value of 40000 where skin/muscle is 10000, so i went with 40000 shear strength and set all the strain at yield lines to 50000. I broke down and made a whole new set of body detail plans for plant material critters to use now.

    Komengs no longer burst like pinatas when you smack them. In fact, they now seem to be able to take on multiple humans in naked unarmed combat, even if the skill sets are stacked against them, and komengs are the same size as humans. It looks like the komengs just break a bone somewhere, causing the human to pass out. Humans seem to be doing a lot of superficial damage, but komeng fatalities almost all revolve around bleeding out (they have amber sap) after passing out from exhaustion, (so their hematite skull might be a bit of overkill), and komengs seem to not tire as quickly either (i didnt change their endurance value). So now theyre a little too tough. But i mean, they are made of wood and stone, so maybe that makes sense?

    I made their ceramics new body parts and set them up to cover/surround appropriate body parts, but it doesnt seem to be working, like at all. Which is stupid, because ive done the same for other things before and it worked fine. Ill have to work it out tomorrow.
    Title: Re: What's going on in your modding?
    Post by: Ptasznikt on March 24, 2019, 06:55:50 am
    Dissapointed by the real-world metals and their possible applications in Dwarf Fortress with some problems of balance(sometimes more complex methods give lesser results), I have laid down the basics of the fantasy new metals and alloys by Urist Mendeleev, added multitude of possible reactions, made my eyes bleed with Greek dictionary and finally proceeded to raw editing. So far, I'm on the wonderful stage of generating worlds and writing down possible embarks. In the meantime, I'm getting through all the reactions, and I'm as happy as a child, when it all goes in the right way, even though it is rather simple editing.
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on March 30, 2019, 07:29:16 am
    Today I learnt that changing ETHIC:EAT_SAPIENT_OTHER from JUSTIFIED_IF_EXTREME_REASON to ACCEPTABLE means I can now embark with animal people "products". All I wanted was to be able to butcher those cavern trolls.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on March 30, 2019, 10:55:36 am
    I just now realized in order for my mods to be usable on steam graphics thing I'd probably have to learn tile making as well... might not, depending on how well the game can handle a mix of graphics and ascii

    I've had...some spriting experience with a different roguelike, so once we get a thorough look at the details and general style I might eventually be able to cook stuff up.

    The real question is gonna be how easy it'd be for a mod to add its own tiles to a separate tileset. Dunno how clunky it is in DF currently, nor if a "mod_tileset" equivalent will be implemented for Steam Fortress.
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on April 01, 2019, 06:42:07 am
    I removed all animals from my civ. Aside from not getting a caravan from my home civ ( which was the end goal) I wasn’t getting any other migrants after the second wave. Home civ was definitely not dead or struggling.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 01, 2019, 12:36:47 pm
    Migrant waves after rhe first two depend on trade information, so does elves and humans coming to trade, so if your civ doesnt send caravans of any sort, then you wont get any other caravans either, which means you wont get any more migrants.

    You could demand tribute from or conquer neighbors, that might trigger migration or at least trade with other civs.

    Or wait for children to grow up/rely on marriages to increase your population.
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on April 01, 2019, 01:38:46 pm
    I knew that the migrant waves were tied to some extend to the caravans but I wasn't expecting it to have such a drastic effect.

    The other civs were sending caravans just fine*, only my home civ didn't and it seems that's the only one that matters. I'm not sure if I'll restore the pack animals. Having minimal ties with the home civ fits a lot with my current idea and there are always the visitors that can join the player's fort.
    On the bright side, in six years, I didn't get any werebeast either :P

    *I'm using production triggers.
    Title: Re: What's going on in your modding?
    Post by: JAK on April 04, 2019, 09:51:44 am
    I tried to add an Onza cat, which in reality is a cryptid from Mexico, and it won't actually use the Z tile I assigned it. Not sure why. Putting the RAW below. Anyone see anything wrong that's blocking the Z?

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Sver on April 04, 2019, 01:46:35 pm
    Try 90 instead of 'Z'. There are no vanilla creatures using this letter as their tile, so the game might not read it properly, somehow.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 05, 2019, 08:45:44 pm
    It works for me. Try changing the line from [CREATURE_TILE:'Z'][COLOR:0:6:0] to [CREATURE_TILE:'Z'][COLOR:0:0:6]. As it is, you're coloring the background of the Z rather than the Z itself.
    Title: Re: What's going on in your modding?
    Post by: SQman on April 06, 2019, 02:36:49 pm
    I think i did it guys, I made a creature that isn't simply renamed/recolored existing creature.

    (https://i.imgur.com/71NTCRb.png)
    (https://i.imgur.com/oRKS1zM.png)(https://i.imgur.com/sRdwv0F.png)(https://i.imgur.com/Vthkd8a.png)

    In case plump helmet men weren't wacky enough, here is the dimple cup cow - a creature that can be milked for mushroom milk or butchered for dye. Now for the interesting part: its milk can also be made into dye! I've spent the whole evening making and testing those guys; you wouldn't beieve how relieved I was when I realized the only reason the reaction wasn't working was because the milk was frozen.

    Also made a zee-bat (cat-sized vermin-hunting bat), a beak terrier (miniature vermin-hunting beak dog), an elk goose (tiny elk bird), and a cave raptor. Those creatures will be some of the pets of good drows in my new story fort and maybe I'll release them in a separate pack, working title: Dwarven Utility Pet Assortment (DUPA for short).

    Next on the list is properly testing the barometz reactions since I learned about reaction classes.

    Edit:
    In case anyone wanted my dimple cow for any reason.
    Spoiler: creature (click to show/hide)
    Spoiler: plant (click to show/hide)
    Spoiler: reaction (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on April 07, 2019, 02:06:03 pm
    Been working on adding weapon variations in the "short sword has the same #s as the scimitar way."

    Noticed how DF and D&D have this nice overlap after reading through dragonsfoot.org (via "footman's mace" site:www.dragonsfoot.org) because of the whole two_handedness aspect of the vanilla raws.

    When you think of item population in NPC melee unit inventory—particularly with shield-using humans who have been assigned large weapons they'd actually need to two_hand to avoid the hit/dmg(?) penalty—you realize how borked recruitment gets in Adv Mode.

    Unless you are combat overhauling, it's not a thing to tamper with.
    Title: Re: What's going on in your modding?
    Post by: Sver on April 07, 2019, 02:48:55 pm
    Using a two-handed weapon with a shield impacts the roll to hit aka accuracy, yes. However, in Adv Mode, at a sufficiently high weapon skill, this becomes pretty irrelevant, since the comparative defensive skills for most of the DF populace are about the Novice level. Also, most companions will surrender their shield for a couple of coins.

    Fort Mode invaders really do suffer from the way shield distribution works though.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on April 07, 2019, 03:30:15 pm
    Thanks for the clarification. Had no idea which.

    Yeah, I'm mainly thinking along the lines of a player recruiting the average novice skilled melee unit. And while you can customize your team, I don't want the opposition to be handicapped because they're AI with no player help.

    This is in relation weapons I've added in. The vanilla weapons that cause the melee unit to suffer penalty to hit are just one of those things like OP bites and scratches.
    Title: Re: What's going on in your modding?
    Post by: TheRedwolf on April 10, 2019, 09:56:36 pm
    Currently working on a sort of ghostbustery workshop and reactions. It revolves around spirit cores that drop from ghost creatures, that can be distilled into spirits, specturite, or an energy source if I ever figure out how to make a material work like coke.
    Title: Re: What's going on in your modding?
    Post by: thefriendlyhacker on April 10, 2019, 10:00:44 pm
    ...
    or an energy source if I ever figure out how to make a material work like coke.
    As a suggestion, use the spirit cores to transmute worthless stone into coke or something.
    Title: Re: What's going on in your modding?
    Post by: Teneb on April 11, 2019, 02:28:19 pm
    Currently doing a round of debugging so I can do another Monstrous Manual release. I think from now on I'll test for bugs after each addition instead of doing it in batches, because otherwise it can get tricky to identify certain issues.
    Title: Re: What's going on in your modding?
    Post by: SQman on April 22, 2019, 12:16:18 pm
    I'm currently making an animal pack. First it was supposed to be only deer and antelopes since there are like 10 different species of gibbons, but the only antelope is the (hornless for some reason) impala. Now I'm planning to go wild and keep adding things until I feel the job is done. So far I've made:

    Spoiler: Goats (click to show/hide)
    Spoiler: Deer (click to show/hide)
    Spoiler: Bovines (click to show/hide)
    Spoiler: Antelopes (WIP) (click to show/hide)

    Once I finish artiodactyla I'm gonna upload the first version to DFFD.

    If some very obvious species are missing, it's because I was avoiding adding animals included in scourge728's mods, Voliol's Various Vivants and Enemy Post's Primal.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on April 24, 2019, 04:46:44 pm
    I have been struck by modder's block again. I struggle to force myself to implement my plans.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 25, 2019, 06:48:31 am
    I'm working on better toys/crafts/clothes from suede/fur/thickleather/birchbark/best_wood/carveable_rock.
    Easier bulk manufacturing, and these custom reactions won't waste armor-type leather on clothing.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Craftsdwarf boi on April 25, 2019, 10:17:41 pm
    Here is a list of mod ideas
    (Listed From Plausible and rudimentary task to the implausibly sophisticated and nearly impossible (or impossible) mega-projects)
    0.Reading the raws
    1.Adamantine ,divine metal, and slade forgotten beasts(FUN, also known as inevitable defeatism)(Being worked on)
    2.Formations and field commanders
    3.Neural network-powered entities
    4.Graphic tileset powered by neural network, supports sRGB coloration system
    5.Distinct (random) civilizations and macroscopic phenomenons with completely CPU-improvised tech trees.
    6.DNA-based organisms
    7.Simulation of entire solar systems, each with multiple #5s and eccentric geological formations

    (Do not expect them to be released or developed)
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 25, 2019, 11:43:19 pm
    Reassembling my mod folder after computer problems deleted most of my stuff. Should take care of the LOLmod addition from Voliol tomorrow unless something comes up.
    Title: Re: What's going on in your modding?
    Post by: SQman on April 27, 2019, 01:27:56 am
    This would be trivial to most modders, but I've finally managed to fix my sable antelope so that all tissues are in place, and the colors on male and female castes are how they should be. I'm so damn proud of myself right now. Now to do the same thing with the blackbuck, fix color modifiers on duikers, then I can move to squeezing out hogs making pigs.

    (https://i.imgur.com/9Co1xdD.png)
    (https://i.imgur.com/jHwTVdO.png)
    Title: Re: What's going on in your modding?
    Post by: Sver on April 28, 2019, 07:22:35 am
    Apparently, adventurers hunting wildlife in worldgen automatically train crossbow skill, even if their civ has no crossbows whatsoever, which hilariously results in highly trained crossbowmen who come to fight barefisted. Guess the reason I've never noticed it earlier is because the only default civ with no crossbows is also vegetarian. It does affect my "tactical" civs, however. I've made some "fake crossbows" (actually just copies of two-handed melee weapons with non-existing ammo) as a temporary solution, but figured there must be a more interesting way to flesh this out. Dedicated hunting melee weapons using crossbow skill, perhaps? Or just move the throwing spears into crossbow skill  ::)
    Title: Re: What's going on in your modding?
    Post by: SQman on April 28, 2019, 11:36:09 am
    Apparently, adventurers hunting wildlife in worldgen automatically train crossbow skill, even if their civ has no crossbows whatsoever, which hilariously results in highly trained crossbowmen who come to fight barefisted.

    Oh so that's the reason why there was an unarmed legendary dark elf markswoman leading the siege in one of my forts. The more you know.

    Edit:
    My animal pack has over 150 creatures now, all even-hooved ungulates. Only whales left to do and then I can do something more interesting.
    Title: Re: What's going on in your modding?
    Post by: Teneb on May 05, 2019, 04:12:53 pm
    I just got the inspiration (and motivation) I needed to reboot my Warhammer Fantasy mod. Which is very nice.

    This time though, instead of just jumping straight to editing the raws, I'm going to write an extensive design document beforehand. Also, instead of going for an "all or nothing" approach when it comes to playable fort mode races, I'll focus on a select few (while having others still around to interact with) and make them as unique from each other as I can.

    Damn it feels good to be motivated again after weeks of crushing anxiety.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on May 06, 2019, 08:11:24 am
    I always get so sad when I come here, looking at all the motivation you people have to do things...
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on May 06, 2019, 11:54:31 am
    I always get so sad when I come here, looking at all the motivation you people have to do things...

    Same. I haven't really had the energy or motivation to do anything DF-related lately, nor have I had any ideas just yet. When the big DF update comes out I might get a flood of new things to tinker with, or I might merely need to update my raws. I don't know 100% just what I'll end up being able to do.
    Title: Re: What's going on in your modding?
    Post by: FantasticDorf on May 06, 2019, 01:24:52 pm
    Waiting for the new version to put some of my plans in motion because i've achieved peak of what i can do at the moment regarding the fine balance between - being happy i have enough content / having the motivation to fix what im not happy with.

    Next one is a big one anyway, likely will be working on a intrigue based race of super sleuths/conspirators, maybe inverse-bolds obsessed with justice trenchcoats noir and fedoras. I did also consider the other side, i guess the Kollector from the recent MK11 game (Naknadas) with the blue skin, glowing eyes (pull yellow eyes off gremlins maybe) could do the job for a greedy conspirator race to root its way into societies with a bit more social subtlety than goblin violence.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 06, 2019, 11:38:56 pm
    I fixed a bug someone found, and worked out how I'm going to proceed with the dwarves cultural powers.

    Basically using rune stones, built into a workshop, which create magical effects or items when reactions are performed. This also leads into golem crafting, which will call upon multiple magic systems, including runestones, enchanted armor, and conjured souls binding to sacrificial animals, to finally create a dwarven armored golem.
    Title: Re: What's going on in your modding?
    Post by: D_E on May 07, 2019, 04:22:00 pm
    Playing a fortress as a surface-dwelling, aquatic race (Zora).

    They are all having nervous breakdowns on account of how it's a rainy biome and they keep getting caught in the rain >_<
    Title: Re: What's going on in your modding?
    Post by: BluealienDio on May 07, 2019, 04:58:31 pm
    Mostly just learning piece by piece how to make proper creatures and testing them out in the arena.

    I can actually make a lil’ dog-thing that doesn’t have three separate bodies due to me messing up the body and not connecting things correcting.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on May 07, 2019, 08:50:56 pm
    Playing a fortress as a surface-dwelling, aquatic race (Zora).
    They are all having nervous breakdowns on account of how it's a rainy biome and they keep getting caught in the rain >_<
    Nasty world with acid rain, from nearby ash-spewing volcanoes :^)  :'(
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on May 08, 2019, 04:39:12 am
    Today I righteously corrected the description of Toad women from "a dark green man with the distinct head of a toad" to the neutral "a dark green humanoid...".

    Then, noticing that Legends Viewer has issues with caste names sometimes, I helped it out by renaming the creature TOAD_PERSON.
    Toad person, Toad-folk, Toad person.

    And then a strange mood struck and I'm stuck here for the next few days renaming all those damn men (luckily it seems like only the Toad Man's actual description was problematic).
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on May 09, 2019, 08:15:53 am
    Hmm. No modding at all done recently besides the above, but looking at today's devblog I think that without any adjustments at all my worlds are prime candidates for widescale zombie apocalypses.

    My minotaurs dominate worldgen, all die very young and love to build tombs. It's a recipe for disaster.   :)
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on May 09, 2019, 06:54:10 pm
    Had modded in role-playery bedrolls and began thinking, if I run an outsider, could I skip using a backpack despite being able to craft one? A minimal minimalist might actually be from Baroque Works.

    So anyways, added a PREPARE:RECOVER to the bedroll allowing it to be strapped to the body. Figured I'd also do this with jugs and the pouch. We always see NPCs with pouches attached to their clothing, but for player characters, pouches end up in backpacks.

    Will also add in scabbards of varying sizes due to coming across Wyrdean's (http://www.bay12forums.com/smf/index.php?action=profile;u=116576) post. (http://www.bay12forums.com/smf/index.php?topic=173849.0)

    Probably go with small for daggers/knives, standard (=no adj modifier) for short swords/scimitars, long for long swords, and large for 2H'ers. Made from either leather, wool, or wood.

    While PREPARE:RECOVER allows a tool to be strapped to the body, it also allows it to suffer the accelerated wear that all tools suffer in comparison to weapons. Give dwarves boning/carving/slicing knives andf maybe even a tool oriented short sword in entity.txt and go view an insurrection. Seems like wear's based on item token and then material type. Unfortunate.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 09, 2019, 07:06:45 pm
    You mean accelerated wear from hitting people with it, or do they just decay and fall apart while being worn on the body?
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on May 09, 2019, 07:08:14 pm
    You mean accelerated wear from hitting people with it, or do they just decay and fall apart?

    From people hitting other people.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 09, 2019, 07:09:15 pm
    Neat, so just adding that people whack each other with them huh. That's good to know
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 10, 2019, 10:59:21 pm
    Looking to add specific creature classes and Sound-Vocalizations in one fell swoop... and there are just too many bird subcategories for sounds. Arrgh! I'll probably have to start simple with a blanket treatment for giant bugs.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on May 11, 2019, 07:21:51 am
    Looking to add specific creature classes and Sound-Vocalizations in one fell swoop... and there are just too many bird subcategories for sounds. Arrgh! I'll probably have to start simple with a blanket treatment for giant bugs.

    Feel free to grab some soundmessages from me; towns are _quite_ livelier when citizens shout and mutter.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 11, 2019, 11:26:06 am
    Looking to add specific creature classes and Sound-Vocalizations in one fell swoop... and there are just too many bird subcategories for sounds. Arrgh! I'll probably have to start simple with a blanket treatment for giant bugs.

    Feel free to grab some soundmessages from me; towns are _quite_ livelier when citizens shout and mutter.

    Spoiler (click to show/hide)

    Wow, thanks! I hadn't considered using these on sentients... I don't play enough Adventure mode, but in my experience towns tend to be super overwhelming as-is. Still, it might warrant inclusion.

    Do you know if vermin use vocalizations? I can't spawn them in the arena to test it, but if not then it'll be a little strange adding them to giant beasts exclusively. I'm also not sure if creature variations can remove SOUND.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 11, 2019, 01:42:20 pm
    Vermin technically count as items, I doubt they work with the vocalizations tokens
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 12, 2019, 05:43:02 pm
    Alright. Vocalizations have been handled for now - applying them to vermin that turn into animal/giant variants should be fine, as they carry over.

    New problem: Is there any way for a syndrome to add a prefix instead of a suffix? e.g. "vampiric dwarf" instead of "dwarf vampire." Search has come up empty so far.
    Title: Re: What's going on in your modding?
    Post by: Teneb on May 12, 2019, 07:09:57 pm
    Alright. Vocalizations have been handled for now - applying them to vermin that turn into animal/giant variants should be fine, as they carry over.

    New problem: Is there any way for a syndrome to add a prefix instead of a suffix? e.g. "vampiric dwarf" instead of "dwarf vampire." Search has come up empty so far.
    There ain't
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 13, 2019, 08:23:47 pm
    Welp, testing vocalizations in the arena is busted. But I made an adventurer, and discovered to my dismay that passive/peaceful vocalizations occur during combat - though if that was from off-screen members of the same dingo pack that quickly murdered me, I can't say.

    Better news: I found a way to override the GRAVITATE_BODY_SIZE function within the creature variation system, so I don't have to manually replace animalmen with dwarf-sized variants anymore!

    Spoiler (click to show/hide)

    Adding APPLY_CREATURE_VARIATION for this after APPLY_CREATURE_VARIATION:ANIMAL_PERSON results in an animalman with neither large nor small armor, which a dwarf can easily wear! This will be super helpful for the next iteration of Vanilla-Spice, which is to buff animalmen for adventure/fort mode looting and trading.
    Title: Re: What's going on in your modding?
    Post by: FantasticDorf on May 14, 2019, 01:13:35 pm
    Better news: I found a way to override the GRAVITATE_BODY_SIZE function within the creature variation system, so I don't have to manually replace animalmen with dwarf-sized variants anymore!

    Adding APPLY_CREATURE_VARIATION for this after APPLY_CREATURE_VARIATION:ANIMAL_PERSON results in an animalman with neither large nor small armor, which a dwarf can easily wear! This will be super helpful for the next iteration of Vanilla-Spice, which is to buff animalmen for adventure/fort mode looting and trading.

    Very nice, the backward logic is that you can also create the inverse effect of large and small standardised creatures, badgermen being smaller, or not massively overbearingly large elephant or moose men using a large or extra-large template. So you can just look at a creature like a human or slightly over lion man and instantly assume the correct sizing.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 14, 2019, 02:01:10 pm
    That's what I first thought, setting all the really small critters to like just over kobold size, the smallish ones to just under dwarf size like 56000, the small-medium ones to 60k (dwarf size), medium ones to 65k (between human & dwarf) then 70k, and 75k, which is like the largest you can be and wear human sized clothing.
    Title: Re: What's going on in your modding?
    Post by: Wyrdean on May 20, 2019, 12:49:20 pm
    I created a scabbards mod for adventure mode, allowing you to craft and use scabbards as you would expect. They can also be used as a decent mace as well.
    http://www.bay12forums.com/smf/index.php?topic=173938.0
    Title: Re: What's going on in your modding?
    Post by: Wyrdean on May 20, 2019, 12:53:35 pm
    Had modded in role-playery bedrolls and began thinking, if I run an outsider, could I skip using a backpack despite being able to craft one? A minimal minimalist might actually be from Baroque Works.

    So anyways, added a PREPARE:RECOVER to the bedroll allowing it to be strapped to the body. Figured I'd also do this with jugs and the pouch. We always see NPCs with pouches attached to their clothing, but for player characters, pouches end up in backpacks.

    Will also add in scabbards of varying sizes due to coming across Wyrdean's (http://www.bay12forums.com/smf/index.php?action=profile;u=116576) post. (http://www.bay12forums.com/smf/index.php?topic=173849.0)

    Probably go with small for daggers/knives, standard (=no adj modifier) for short swords/scimitars, long for long swords, and large for 2H'ers. Made from either leather, wool, or wood.

    While PREPARE:RECOVER allows a tool to be strapped to the body, it also allows it to suffer the accelerated wear that all tools suffer in comparison to weapons. Give dwarves boning/carving/slicing knives andf maybe even a tool oriented short sword in entity.txt and go view an insurrection. Seems like wear's based on item token and then material type. Unfortunate.

    Huh... I made scabbards based on the code you gave me and made them craftable in adventure mode.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on May 21, 2019, 05:49:55 am
    @Wyrdean, you floated the idea first, so that's why I credited you as the point of origin for scabbards. Without your post, I just wouldn't have thought about them making for good adv-mode simulation.

    ------------------------------------

    Being a bit lazy lately, but have been compressing multiple tools into one item for P&F's crafting reactions. For example, instead of requiring a thimble, needle, eyelet awl and shears to make clothes, now you'll only need a set of (material type) clothesmaking tools, whose description lists those 4 constituent parts.

    This was primarily the result of coming across the tumblr of Paul Weber (https://dm-paul-weber.tumblr.com/post/149233853987/over-300-downloadable-printable-dd-cards-i).

    Currently thinking that while the single player sandlot aspect of DF sorta offers more playroom than the collaborative adventuring experience of DnD, the multiple tool feature of P&F has run its course. Though for now that's just for travel oriented crafting. Something settler/sedentary like metalsmithing wont get that overhaul.

    The whole point of tools for me was that a martially-inclined hack and slash player can always covet and prize their ☼masterwork weapon/armor item☼, while a player who only wants to perform civilian activity is generally ignored in regard to their accoutrements.

    I think tool compression here serves this need more effectively than what was offered before. If you're a tailor it's better that you have a ☼set of apple wood clothesmaking tools☼ as opposed to ☼apple wood sewing needle☼, but all the rest having quality of varying level.

    And yeah, I know it's perhaps 1% of adventure mode players who avoid combat/questing altogether and instead muck around as clothier Urist, thinking purely in terms of dyes and rope reeds.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 24, 2019, 03:00:32 pm
    I squashed another bug. It was a teeny tiny ugly little bad skin color modifier that caused the game to crash whenever you viewed the critters description.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 25, 2019, 05:04:28 am
    I've been playtesting Vanilla-Spice Revised more, and the addition of a positive thought syndrome to cheese is changing my gameplay in surprising ways.

    No longer a prestige goal, cheesemaking is actually a priority in my fort now - because it allows me to target stressed-out dwarves with a happiness boost in the form of cheese stockpiles in their private dining rooms, or to just boost happiness overall. This is a wonderful level of control to have. Also, buying cheese in bulk from traders is suddenly worth something now, as is defending your livestock from invaders instead of shrugging when they're murdered.

    With that in mind, I'm debating adding more "cheeses;" specific-effort foods that provide a happiness boost. My first thought is sausage; with intestines being limited, you only get a handful of units per animal killed. Charcoal as a reagent (smoked yak sausage) would be nifty too, and prevent infinite Korean cuisine without surface access like cheese. I'll get that working before I consider anything else; plant-based options might be too easy, though "candied fruit" using sugar and surface plants would require both effort and surface access.
    Title: Re: What's going on in your modding?
    Post by: Sver on May 25, 2019, 05:08:20 am
    I've been playtesting Vanilla-Spice Revised more, and the addition of a positive thought syndrome to cheese is changing my gameplay in surprising ways.

    No longer a prestige goal, cheesemaking is actually a priority in my fort now - because it allows me to target stressed-out dwarves with a happiness boost in the form of cheese stockpiles in their private dining rooms, or to just boost happiness overall. This is a wonderful level of control to have. Also, buying cheese in bulk from traders is suddenly worth something now, as is defending your livestock from invaders instead of shrugging when they're murdered.

    With that in mind, I'm debating adding more "cheeses;" specific-effort foods that provide a happiness boost. My first thought is sausage; with intestines being limited, you only get a handful of units per animal killed. Charcoal as a reagent (smoked yak sausage) would be nifty too, and prevent infinite Korean cuisine without surface access like cheese. I'll get that working before I consider anything else; plant-based options might be too easy, though "candied fruit" using sugar and surface plants would require both effort and surface access.

    This is actually awesome! And a very nice (and literal) example of "fluff is crunch".
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 25, 2019, 12:45:56 pm
    Heh, thanks Sver.

    Digging into the issue, it looks like I'd have to add new tissues to each creature with a sausage product, since cheeses are defined the same way to get the animal-named cheese. So piggybacking off Taffer's "tough intestines" might be helpful there by using the same creatures and skipping those which don't make sense. Like, who's gonna make sausage with rabbit guts?

    Either way, it'll be a lot more work than I originally considered... but first I need to find reactions to make cheese and/or meat in a reaction.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 25, 2019, 01:49:58 pm
    You can actually use a material reaction product like tanning uses and add it to the normal creature tissue definitions, saving time. "Make sausages" automatic reaction at the butcher shop that requires the animals intestines and meat. Every time an animal gets butchered, the reaction auto-selects any intestines and meat the animal may have had, and produces a "sausage" material product as the mat reaction product of the specific intestines used. So it always ends up being "rabbit sausage" if it was made with rabbit intestines. And yes I would totally try rabbit sausage. Probably gamey like venison.

    The bonus is you don't have to modify any creatures; you just add the mat reaction product string to intestines and point it at the sausage material, which you only have to add to the standard material definitions and maybe some weird critters like floating guts that don't use the standard definitions.
    Title: Re: What's going on in your modding?
    Post by: Teneb on May 25, 2019, 02:40:12 pm
    Can you add syndromes to material templates? Because if so you can affect all cheeses, even those of modded creatures, without too much hassle. Same for any similar things.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 25, 2019, 08:35:40 pm
    Can you add syndromes to material templates? Because if so you can affect all cheeses, even those of modded creatures, without too much hassle. Same for any similar things.

    Yep - it's how alcohol works. Vanilla-Spice revised currently has SYN_INGESTED perks for cheese, meat, structural plant material and blood (for leech men and their ilk.)
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on May 27, 2019, 11:57:37 am
    I am working on a demonic goatman civ as a harder alternative to the vanilla goblins. I figured I would share this brutal scene:

    Title: Re: What's going on in your modding?
    Post by: SQman on May 27, 2019, 03:08:28 pm
    I'm forcing myself to be productive! This is my new baby:

    (https://i.imgur.com/1SgrEtJ.png)

    It's a giant cicada nymph infected with a parasitic strain of pig tails. It's a cheap, fast breeding, non-grazing alternative to rothe. There is a minor problem...

    (https://i.imgur.com/uOh4jKF.png)

    Pig tail hosts don't produce much. It's a balancing measure, because they lay up to 7 eggs in a single clutch and reach maturity and full size in just a year.

    (https://i.imgur.com/f9PYQl8.png)

    The cloth is yarn, not plant cloth. It would probably be possible to make a reaction that turns the yarn into actual pig tail thread, but I don't see much reason for that.

    (https://i.imgur.com/cgqkszj.png)

    Yeah, it's a woolly insect, that's all there is to it.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on May 27, 2019, 03:22:55 pm
    I'm forcing myself to be productive! This is my new baby:

    (https://i.imgur.com/1SgrEtJ.png)


    Have you considered making the parasitic fungus a syndrome that can effect any creature including dwarves to spread the fungus? It could eventually turn the creature into some fungus creature which could then be harvested. Could remove the eggs and make it so you have to infect other creatures to farm the pig tail. Could even have the fungus spread through dust or something similiar.
    Title: Re: What's going on in your modding?
    Post by: SQman on May 27, 2019, 03:57:47 pm
    I may try to do something with infectious fungi later, but this creature is meant to be a simple, low maintenance source of wool that Rhenaya's drows normally lack (with rothe being a large grazer) . It also wouldn't really fit thematically, since the drow civ I'm assigning the pig tail hosts to is of the good kind, not the kind that would spread mind-controling fungus to make socks.

    I was considering making an underground creature pack after I'm done with story fort stuff and Animal Diversification Project (that I should be bugfixing for the update right now). I'll have to learn to work with syndromes and interactions sooner or later, I guess.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 28, 2019, 06:37:22 pm
    GOOD NEWS: I think I finally cracked what I need to do for sausage. LOCAL_CREATURE_MAT materials that aren't created by butchering, but are created by other reactions, can be added through b_detail_plan_default. So adding [ADD_MATERIAL:SAUSAGE:SAUSAGE_TEMPLATE] lets me define a SAUSAGE_TEMPLATE in material_template_default and use MATERIAL_REACTION_PRODUCT:SAUSAGE_MAT:LOCAL_CREATURE_MAT:SAUSAGE on the various lung/kidney/other organ meats as valid materials to make sausage from.

    BAD NEWS: This approach would be indiscriminate, enabling sausage made from giant flies or great white sharks. That could be an issue. Bird sausage, while uncommon due to undercooked-birdmeat-spoilage, has some precedent in turkeys...

    To solve this, I would have to clone the organ material templates to make non-sausageable versions and apply a second STANDARD_MATERIALS to large fish (and possibly birds) which is a whole 'nother barrel of work...

    On the upswing, defining a separate material list for fish could allow me to rename their muscle meat (Carp sushi, anyone?) and apply an enjoyment syndrome for discerning animalmen palates, as is the case with my VEGETARIAN creatures. Still... not sure if it's entirely worth it.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on May 28, 2019, 07:20:20 pm
    I dont see a problem with letting all organs be turned into sausages. Nothing says dwarf fortress quite like "Great White Shark Kidney Sausage".
    Title: Re: What's going on in your modding?
    Post by: DerMeister on May 29, 2019, 03:37:51 am
    I dont see a problem with letting all organs be turned into sausages. Nothing says dwarf fortress quite like "Great White Shark Kidney Sausage".
    Yes. More sausages to god of sausages!
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on May 30, 2019, 06:23:27 pm
    After getting sausage working, I decided to re-use the relevant code to add... sushi!
     
    The cheese syndrome added some fun to an otherwise pointless element of the game. Why bother with pastures, livestock and buckets when all you get is +1 food? In that same vein, aquatic animals seem useless. They don't interact with your dwarves (though I added CRAZED to sharks and carp to try and change that) and, even if you go to all the trouble of draining the ocean/river to secure fresh fish corpses, aren't any better than yak meat. Hence: sushi.

    Big fish have their own STANDARD_FISH_MATERIALS which is identical to the common vertebrate template, but with a cloned MUSCLE definition that can produce sushi via MATERIAL_REACTION_PRODUCT. Like sausage, it's an automatic reaction that should come as a pleasant surprise to the player, rather than a micromanaging chore.

    I sat down with a nice seaside embark to test this all out. I built a filter trap lined with cages and glass terrariums, killed everything that moved until a Coelacanth spawned (which took a while) and after some unfortunate savescumming finally got it to flop into my drain trap before it could leave the map. While I had considered keeping it as a pet, it turns out that a bug causes aquatic creatures to air-drown in cages of any kind, while land creatures are immune to the effects of water...

    The end result, however, was a meager pile of sushi and a heaping stack of fish organs, still no better than yaks. Perhaps it'd be worth it to reskin/rename some fish organ meats to "flank" or "fillet" to better give the illusion of the all-meat fish feast. Further tweaks will be tried.

    EDIT: Single-count stacks of organs aren't worth renaming. Fish fat, however, is something of a contradiction - though tallow can already be cooked, trading fat for the "all-meat-fish" and effectively doubling the sushi count seems like a great compromise. It'll just be a matter of renaming a custom fish fat that gets processed to sushi...
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 30, 2019, 06:42:51 pm
    You realize you must now share these delicious discoveries with us, right?

    Ive made the first pass at proper familiar creatures for wizards. I made it easy by simply assigning them as war animals; they're small and fragile, but the intention is that they should pack a powerful magical punch. I'm currently fretting over how hard it will be to acquire more of them; since they're going to be intelligent critters they might not breed without a marriage, and I havent worked out the reaction to produce the glob that should let you transform regular domestic stock into familiars.

    Then we can find out if there will be any issues getting them assigned to a master if they're intelligent and war beasts.
    Title: Re: What's going on in your modding?
    Post by: WonderPsycho on May 30, 2019, 06:57:11 pm
    AS GOD OF MY REALMS I WILL RETURN!!

    uhh… I mean.. anyways

    it's been awhile since I've been on these forums lately, but now i'm in a really dwarfy mood right now, and feel like continuing on working on my advancefortress community developed modpack(yes I mean community developed, however not a single person has decided to assist me on working on my modpack), so yeah while I will be bringing back some of the old civs from the mudpack and upgrading them and such, I will also start adding new creatures, races, civs, and etc to the modpack mainly civs, races, and creatures, but I've been recently getting into making other stuff then just creatures and such like items and maybe some other stuff, I have yet to fully understand how to make diseases in my modding experience sadly, as it's kind of complicated for me to understand, but anyways, i'll return to reviving that modpack since i'm now into playing DF again
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on May 30, 2019, 08:00:22 pm
    Sounds like an opportunity for shameless self promotion!

    You should totally incorporate Spellcrafts into your modpack. It's mostly self-sufficient, there is some setup each new civ needs in order to have full functionality with its features, and its best if new creatures have creature classes MALE and FEMALE assigned to the appropriately gendered castes, just so transformations that can, then know to transform males into the male caste of whatever critter and females into the female caste of it. But it isnt necessary, because if there is no MALE/FEMALE creature class, it just defaults to female IIRC.
    Title: Re: What's going on in your modding?
    Post by: WonderPsycho on May 31, 2019, 09:46:53 pm
    Sounds like an opportunity for shameless self promotion!

    You should totally incorporate Spellcrafts into your modpack. It's mostly self-sufficient, there is some setup each new civ needs in order to have full functionality with its features, and its best if new creatures have creature classes MALE and FEMALE assigned to the appropriately gendered castes, just so transformations that can, then know to transform males into the male caste of whatever critter and females into the female caste of it. But it isnt necessary, because if there is no MALE/FEMALE creature class, it just defaults to female IIRC.
    alright thanks for the tip but for my mudpack now, i'm no longer incorporating mods other people made, rather I want those who want to assist me on working on it to decide for themselves if they want to add a mod they made to the pack, or make a mod in the pack to improve it and such, but anyways again thanks for the tip
    Title: Re: What's going on in your modding?
    Post by: WonderPsycho on May 31, 2019, 09:54:57 pm
    Sounds like an opportunity for shameless self promotion!

    You should totally incorporate Spellcrafts into your modpack. It's mostly self-sufficient, there is some setup each new civ needs in order to have full functionality with its features, and its best if new creatures have creature classes MALE and FEMALE assigned to the appropriately gendered castes, just so transformations that can, then know to transform males into the male caste of whatever critter and females into the female caste of it. But it isnt necessary, because if there is no MALE/FEMALE creature class, it just defaults to female IIRC.
    but since you would like to have your mod readded in my modpack, sure i'll read it in, i'm the only one working on this pack anyways
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on June 04, 2019, 12:55:54 am
    Is there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.
    Title: Re: What's going on in your modding?
    Post by: WonderPsycho on June 04, 2019, 05:35:11 pm
    Is there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.
    in the past it had a goal, but I've sort changed the idea of it from it being a modpack to add more fantasy related stuff to DF, but now I decided it's going to be a modpack where the goal is to put as much fantasy related stuff till the game can't handle it, as in so much to the point that every world being generated are now unrecognizable from it looking like the stereotypical DF world with new civs, languages, words for languages and names for generated sites, races, creatures, !!FUN!!, spheres, magic, jobs for civs, syndromes, interactions, reactions, etc. I also have the idea of including new utilities with the modpack, though I don't know how to program as I wish to have more people/veterans of the community to assist me, for now i'm the only one working on my modpack, so some assistance would be great, right now i'm recreating my foxkai civilization from the original old modpack back into DF's raw folder, and recovering other old stuff from the old modpack by recreating it all from scratch since I created it all in the old modpack thanks to my dedication to the modpack.
    I'm going to update the GitHub repository when i'm finished recreating the foxkai civ and finally get it working, and then i'll share it in the forums for people to add to the pack
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on June 04, 2019, 06:09:59 pm
    Is there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.
    in the past it had a goal, but I've sort changed the idea of it from it being a modpack to add more fantasy related stuff to DF, but now I decided it's going to be a modpack where the goal is to put as much fantasy related stuff till the game can't handle it, as in so much to the point that every world being generated are now unrecognizable from it looking like the stereotypical DF world with new civs, languages, words for languages and names for generated sites, races, creatures, !!FUN!!, spheres, magic, jobs for civs, syndromes, interactions, reactions, etc. I also have the idea of including new utilities with the modpack, though I don't know how to program as I wish to have more people/veterans of the community to assist me, for now i'm the only one working on my modpack, so some assistance would be great, right now i'm recreating my foxkai civilization from the original old modpack back into DF's raw folder, and recovering other old stuff from the old modpack by recreating it all from scratch since I created it all in the old modpack thanks to my dedication to the modpack.
    I'm going to update the GitHub repository when i'm finished recreating the foxkai civ and finally get it working, and then i'll share it in the forums for people to add to the pack


    If you are just trying to dump as much stuff as possible into a mod, you could just ask other modders if you can include their stuff in your pack
    Title: Re: What's going on in your modding?
    Post by: WonderPsycho on June 04, 2019, 06:50:58 pm
    Is there a particular theme or goal to your modpack? I might look at it, and perhaps try it out.
    in the past it had a goal, but I've sort changed the idea of it from it being a modpack to add more fantasy related stuff to DF, but now I decided it's going to be a modpack where the goal is to put as much fantasy related stuff till the game can't handle it, as in so much to the point that every world being generated are now unrecognizable from it looking like the stereotypical DF world with new civs, languages, words for languages and names for generated sites, races, creatures, !!FUN!!, spheres, magic, jobs for civs, syndromes, interactions, reactions, etc. I also have the idea of including new utilities with the modpack, though I don't know how to program as I wish to have more people/veterans of the community to assist me, for now i'm the only one working on my modpack, so some assistance would be great, right now i'm recreating my foxkai civilization from the original old modpack back into DF's raw folder, and recovering other old stuff from the old modpack by recreating it all from scratch since I created it all in the old modpack thanks to my dedication to the modpack.
    I'm going to update the GitHub repository when i'm finished recreating the foxkai civ and finally get it working, and then i'll share it in the forums for people to add to the pack


    If you are just trying to dump as much stuff as possible into a mod, you could just ask other modders if you can include their stuff in your pack
    yeah I tried that before, but i'm done asking modders if they want their mod included in my modpack I decided that people shall choose if they want their mod in it, or choose to make mods that are only for the pack
    Title: Re: What's going on in your modding?
    Post by: Emperor Sheev on June 05, 2019, 10:58:37 pm
    I've started work on a mod to make deserts more interesting, but it is going very slowly, and so far all I have is a half-functional genie.

    I've been considering adding playable elves who are addicted to smoking herbs using a "smoking pipe" work station, or some sort of custom food item, and some shenanigans with interactions and syndromes (they have a withdrawal interaction that gives them nausea, but they can't use it if they are under the effects of pipe smoke or have had it in the last month or so).


    The only problem I can think of is that all of the elves would start vomiting as soon as you went to a forest retreat, since they wouldn't smoke in worldgen.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on June 06, 2019, 05:13:10 am
    I've started work on a mod to make deserts more interesting, but it is going very slowly, and so far all I have is a half-functional genie.
    The only problem I can think of is that all of the elves would start vomiting as soon as you went to a forest retreat, since they wouldn't smoke in worldgen.
    Perhaps a "salt crystals" plant is exposed in the dry deserts, a valuable cooking item. Or collect dry desert-only bushes and compact them into fuel bricks.

    Might try elves sweat giving them the prevention syndrome, that way hard-working sweaty elves treehuggers don't have the nausea.
    Title: Re: What's going on in your modding?
    Post by: SQman on June 07, 2019, 06:14:37 am
    I've been working on diversifying carnivores, starting with dogs.
    I deleted generic wolf, fox and jackal creatures; coyotes and dingoes are alright.

    Generic wolf was replaced by gray wolf, red wolf, arctic wolf, later today I'll make dire wolves. All trainable for war and hunting.

    Vanilla fox is obviously a red fox, so I rekamed it as such. Other than that I added kit fox, fennec fox, corsac fox, arctic fox and tibetan sand fox. I still have to make bat-eared fox, gray fox and maybe culpeo. All foxes are vermin hunters, and their giant variants are war and hunting trainable.

    Vanilla jackal was probably meant to be a golden jackal. It was joined by black-backed jackal, side-striped jackal and red jackal (or ethiopian wolf). All jackals are vermin hunters with their giant variants being trainable, just like foxes.

    Other canines I've already finished are short-eared dog, maned wolf, african wild dog and raccoon dog. I'll also make bush dog, dhole and warrah if I feel like it. Then I'll move to cats.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 08, 2019, 02:09:52 am
    I've found many of my intended features aren't working as intended. Some of them I had tested previously and believed to be functional. Like reactions producing live vermin that escape from the workshop into the room and bite people; the vermin appear to be confined to the workshop they were created in. And vermin gobblers; turns out the gobble vermin class tag does not in fact cause the creature to seek out available vermin of that class like I'd hoped. I guess it's only for critters that root around?

    Anyway, removed vermin from the reactions and made the familiars vermin hunters, though I might remove that and instead have the familiars confer a resistance or immunity to particular syndromes instead. The gaseous boiling stone syndromes are certainly working their magic in making people sick.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on June 08, 2019, 05:38:26 am
    I've found many of my intended features aren't working as intended. Some of them I had tested previously and believed to be functional. Like reactions producing live vermin that escape from the workshop into the room and bite people; the vermin appear to be confined to the workshop they were created in. And vermin gobblers; turns out the gobble vermin class tag does not in fact cause the creature to seek out available vermin of that class like I'd hoped. I guess it's only for critters that root around?

    Anyway, removed vermin from the reactions and made the familiars vermin hunters, though I might remove that and instead have the familiars confer a resistance or immunity to particular syndromes instead. The gaseous boiling stone syndromes are certainly working their magic in making people sick.

    Interesting. What is the gaseous boiling stone syndrome?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 08, 2019, 04:01:33 pm
    Various "magic aura" stones, some just make you sick, one curses your luck for a time and one causes erratic behavior and possibly makes one crazed like a werebeast.

    That plan didn't work out well either, as it turns out syndrome classes can't be used the way creature classes are to grant immunity to a syndrome by being part of that class. I mean, syn_affected_class and syn_immune_class only appear to consider creature classes, not syndrome classes. I would have to make the aura grant an on-self interaction that causes the syndrome, and then the familiars protection interactions makes the creature an invalid target for that interaction. That's the only way to do it that doesn't instead rely on the disease resistance attribute to prevent affliction, as far as I have figured out. But that's unreliable because NPCs will only use clean_self interactions when theyre dirty and players are not obligated to use an interaction on themselves if it could be harmful.

    Ironic, because I ran into this particular brick wall before, with no way to add or subtract creature classes and no way to make syndromes consider syndrome classes without putting an interaction in as a go-between. Aaand then I forgot about it.

    So for now familiars just grant disease resistance.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on June 09, 2019, 04:35:51 am
    Interactions do actually have a IT_CANNOT_HAVE_SYNDROME_CLASS token that works with syndrome classes and can be used to for example have magic immunity - annoyingly, material-based syndromes lack an equivalent token, which really sucks.
    Title: Re: What's going on in your modding?
    Post by: SQman on June 09, 2019, 08:49:42 am
    I wanted to give halflings angora rabbits as pets and a source of wool, but apparently even 20k is too small and the wool can't be spun into thread. Long story short, halflings will now ride grizzly-sized rabbits into battle. Come to think about it, a rabbit the size of a bear is just as horrirfying as an actual bear, if not even more so.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on June 09, 2019, 10:11:40 am
    (https://i.imgur.com/CSmNSS5.png)
    Title: Re: What's going on in your modding?
    Post by: SQman on June 09, 2019, 02:30:45 pm
    Just finished working on halfling pets, most work I've done in a single day in like three months.

    -Ponies are just resized horses, nothing too interesting;
    -Giant angora rabbits, as I've mentioned earlier today, are bear-sized bunnies that are not only shearable, but can also be ridden into battle;
    -Cashmere goats are basically sheep;
    -Pot-belly pigs are smaller pigs that have up to 8 piglets in a litter. They grow to the full size in a year, making them an ideal food source;
    -Silver foxes are vermin hunters with valuable parts;
    -Rheas are small ostriches;
    -fancy pigeons are tiny egg layers, useless for anything else;
    -fancy Velociraptors are vermin hunters that come in many colors, from elegant black to flashy lemon;

    Also made plans for a race with 27 castes, which I'm kinda looking forward to work on.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on June 09, 2019, 03:42:40 pm
    Just finished working on halfling pets, most work I've done in a single day in like three months.

    -Ponies are just resized horses, nothing too interesting;
    -Giant angora rabbits, as I've mentioned earlier today, are bear-sized bunnies that are not only shearable, but can also be ridden into battle;
    -Cashmere goats are basically sheep;
    -Pot-belly pigs are smaller pigs that have up to 8 piglets in a litter. They grow to the full size in a year, making them an ideal food source;
    -Silver foxes are vermin hunters with valuable parts;
    -Rheas are small ostriches;
    -fancy pigeons are tiny egg layers, useless for anything else;
    -fancy Velociraptors are vermin hunters that come in many colors, from elegant black to flashy lemon;

    Also made plans for a race with 27 castes, which I'm kinda looking forward to work on.

    What's the race?
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on June 09, 2019, 09:16:26 pm
    The sausage project continues. A lengthy three-year playtest with a relatively mature fort has yielded very useful data.

    Sausage and cheese syndromes work great and seem to improve the average mood of the fort, but present a dilemma of abundance; cheese is brought in massive quantities by traders, and bounteous provisions of meat bring with them many stacks of intestines for sausage making. Micromanaging the kitchen stocks to disallow each new sausage type (determined by meat used) is tedious, but removing EDIBLE_COOKED would make it difficult to keep track of them. A simpler "dwarven sausage" template could reduce tedium, but would mistakenly imply cannibalism - which is quite disappointing. Between serrated disc traps, livestock culling, forgotten beast bits and imported foods, my fort of 60 has over 1100 prepared meals and "other" (cheese, sausage) in stock. It feels a bit overwhelming, really.

    My considered plan of reducing creature sizes across the board was starting to seem appealing, but I ran into a single massive flaw: Randomly generated beasts and clowns would not respect those rules, and those terrifying titans would become all but invincible if the rest of the world shrinks by comparison. So, for now, it seems there's still no solution to the meat surplus... Sushi, however, remains a pleasant stretch goal; since traders very rarely bring aquatic-beast meat, it's less of a headache than sausage. I think for now I'll multiply the value of cheese again and remove sausage until I can find a less bothersome way to implement it.

    Next addition, when I get to it: an optional module for adventurers. Eat the [beating heart] of a megabeast to gain immortality, and maybe an ability related to its powers...
    Title: Re: What's going on in your modding?
    Post by: SQman on June 10, 2019, 07:47:05 am
    What's the race?

    Anthousai, or flower nymphs. They are an "evil" race that symbolize savage, untamable aspect of nature, also a project undertaken mostly so I have a reason to learn more about castes. I've posted plans for castes in LCM - Twinklestar thread in community games subforum, but there is no harm posting them here too:

    Spoiler (click to show/hide)

    Flowers will contain geldables (pistils for females, stamens for males).

    The only thing I've actually done so far was generating a Hawaiian-based language for them. I know I want them to use enchanted wood metal, but I don't even know what kind of weapons they will be using.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on June 10, 2019, 08:38:00 am
    What's the race?

    Anthousai, or flower nymphs. They are an "evil" race that symbolize savage, untamable aspect of nature, also a project undertaken mostly so I have a reason to learn more about castes. I've posted plans for castes in LCM - Twinklestar thread in community games subforum, but there is no harm posting them here too:

    Spoiler (click to show/hide)

    Flowers will contain geldables (pistils for females, stamens for males).

    The only thing I've actually done so far was generating a Hawaiian-based language for them. I know I want them to use enchanted wood metal, but I don't even know what kind of weapons they will be using.

    This is really cool
    Title: Re: What's going on in your modding?
    Post by: DerMeister on June 10, 2019, 05:42:20 pm
    Will work weapon what is ranged weapon and ammo for self? I want make throwing weapons without dummy.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on June 10, 2019, 06:13:12 pm
    Will work weapon what is ranged weapon and ammo for self? I want make throwing weapons without dummy.

    Sadly, an ammo item cannot also be any other weapon type. An adventurer can stab someone with an arrow or throw a spear, sure, but AI dwarves need clear-cut categories to work with. A Marksdwarf needs a ranged weapon with an associated ammo item.

    One option might be to give your "ammo" and "crossbow" identical attack stats - a throwing axe, for example, would work wonderfully in this regard. But you wouldn't be able to use your final "crossbow" throwing weapon as a ranged option except in adventure mode.
    Title: Re: What's going on in your modding?
    Post by: Teneb on June 11, 2019, 09:03:28 pm
    Making Yet Another Attempt at rebooting my Warhammer mod, and I think I managed to find a nice design that doesn't make me want to scrap it all and restart it.

    It's a fair bit more gamey than my last released attempt, with stuff like "siege weapons" that are actually creatures and simplifying magic by moving it away from secrets.

    Going to probably make about 5 releases of it at least, each with a batch of themed creatures and civs.

    Still, yay.
    Title: Re: What's going on in your modding?
    Post by: DerMeister on June 11, 2019, 09:11:45 pm
    What's the race?

    Anthousai, or flower nymphs. They are an "evil" race that symbolize savage, untamable aspect of nature, also a project undertaken mostly so I have a reason to learn more about castes. I've posted plans for castes in LCM - Twinklestar thread in community games subforum, but there is no harm posting them here too:

    Spoiler (click to show/hide)

    Flowers will contain geldables (pistils for females, stamens for males).

    The only thing I've actually done so far was generating a Hawaiian-based language for them. I know I want them to use enchanted wood metal, but I don't even know what kind of weapons they will be using.
    Work mechanic of geldable females or not?
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on June 12, 2019, 02:36:09 am
    Work mechanic of geldable females or not?
    Both male and female castes can have
    [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
    so yes, all castes can be set to geldable.
    Title: Re: What's going on in your modding?
    Post by: DerMeister on June 12, 2019, 10:02:00 am
    Work mechanic of geldable females or not?
    Both male and female castes can have
    [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
    so yes, all castes can be set to geldable.
    What if geldable female will be gelded?
    Title: Re: What's going on in your modding?
    Post by: SQman on June 12, 2019, 11:35:56 am
    She won't be able to have children, as simple as that. In the context of Anthousai, if you care about fluff like this, a flower without pistils won't produce pollen.


    In this very moment I'm juiced up on Red Bull, listening to hype-ass eurobeat, and furiously modding cats. I plan to finish genera Catopuma, Felis and Leopardus today. Small cats are pretty same-y, so that should go fast.

    Edit:

    There's only so many real animals a man can make before he gets tired, so now for something completely different:

    (https://i.imgur.com/mkqAAMp.png)
    (https://i.imgur.com/GDHqBxr.png)

    Jian, a one-winged bird admired for its romantic symbolism. Even if I could make them merge into a flying jiangjiang, they wouldn't be able to breed, defeating the purpose for the poor birds to even find mates. That's really sad if you think about it.
    Title: Re: What's going on in your modding?
    Post by: Warlord255 on June 13, 2019, 07:25:12 pm
    There's only so many real animals a man can make before he gets tired, so now for something completely different:

    (https://i.imgur.com/mkqAAMp.png)
    (https://i.imgur.com/GDHqBxr.png)

    Jian, a one-winged bird admired for its romantic symbolism. Even if I could make them merge into a flying jiangjiang, they wouldn't be able to breed, defeating the purpose for the poor birds to even find mates. That's really sad if you think about it.

    I see what you did there, you silly weeb. :P
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: SQman on June 13, 2019, 11:49:31 pm
    Maybe I'm just passionate about chinese mythology? Okay, I binge-watched that anime in two days, you're free to judge me. Ichigo best girl

    Edit:
    Finally managed to push myself to work on some original content for LCM. This time it's some of the Hito pets:

    (https://i.imgur.com/qS3ZZA9.png)

    Shiba inu are sorta useless, being third the size of vanilla dogs. They come in three flavors: red, tan and black.

    (https://i.imgur.com/Sjtrp97.png)

    Kabutomushi are half-ton rhinoceros beetles used by Hito for pulling wagons, hauling goods, and as war mounts. They are also building destroyers, because why not. I basically un-verminated Voliol's hercules beetles.

    (https://i.imgur.com/oOGynSs.png)

    Kuwagata are main war beasts for Hito. Those 80 kg stag beetles lay many eggs and grow to full size in just a year (exactly opposite to what real stag beetles are like), but they are grazers, so creating a beetle army isn't as simple as it could be.
    I also used Voliol's stag beetles for this.

    (https://i.imgur.com/5Zo1Gj4.png)
    (https://i.imgur.com/opyuX0y.png)

    Rokubi is a hunting companion for Hito. Foxfire causes dizziness, drowsiness and speed decrease. The interaction is literally Rhenaya's drow mod's faerie fire, while actual faerie fire will be nerfed in LCM.

    (https://i.imgur.com/akLDI8f.png)

    Shisa serve as both mounts and war beasts. They can use Smite Evil interaction from Forgotten Realms Direforged to cause great pain to any creature with [CREATURE_CLASS:EVIL] (that I spent way too long adding to stuff). Non-evil creatures also need to be afraid, because shisa are 300 kg lion-like monsters, magical or not.

    Another edit:

    Remaining Hito pets done!

    (https://i.imgur.com/xi6CptY.png)

    Koi dragons are basically large dogs that are as fast in water as on land. They are the size of a vanilla monitor lizard, and has a dorsal fin and fleshy whiskers.

    (https://i.imgur.com/mYQ9jP7.png)

    Yatagacho are three-legged geese.

    (https://i.imgur.com/mJbaCRl.png)

    The kujara is a reference to Tomba! 2, my favorite PS1 game. These gigantic chicks' feathers are actually wool.

    (https://i.imgur.com/MwU4A6A.png)

    Bound oni are a slave race to Hito. They grow up to 200k and learn mace fighting quickly.

    Yet another edit:

    I've started working on T'lethians. It's going to be my first creature really made from scratch, and just so it's not too simple it's actually 5 creatures in one: pathetic aquatoids, pathetic but psychically gifted aquatoid commanders, unremarkable gillmen, mighty lobstermen, and fearsome tasoths.

    So far I've defined all 9 castes (tasoths are genderless), gave them names, sizes, max ages, body plans, basic stuff like this. I had to make some body parts: antennae and four pincers for lobstermen, processing cells and energy unit for tasoths, sectoid organs (vestigal digestion system) for aquatoids.
    I already have aqua plastics and zrbite for some parts made, but things like lobstermen's bulletproof chitin or aqua-ceramics for processing cells will need new materials and tissues.

    Also, I plan on stealing some interaction for aquatoids' MC panic ability. I'll just keep putting off learning about interactions for as long as possible.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on June 22, 2019, 08:20:09 pm
    I made a couple domestic critter analogs for dwarves/other civs with cavern access. And I'm also branching out into positive mood syndromes from foods. Mostly because I'm sick of dwarves in perfectly good living conditions having mental breakdowns. I suppose I could mod their stress vulnerability directly, but I felt it would be more rewarding to do so through hard work.
    Title: Re: What's going on in your modding?
    Post by: Hetsin on June 25, 2019, 03:37:00 am
    Taking a break from refactoring the creature raws and updating them with more accurate information, to refactor the creatures to make tileset switching less of a pain with existing modded raws. I've done a pass through the material definitions to make them more authentic, trying to keep in mind that a simulation is only as good as its parameters. Made a body detail plan that has humans (and by extension dwaves and to a lesser extent other animals) weigh what they should, give or take, rather than 300+ kg monsters. That combined with the more authentic material properties means that all attacks are now horribly OP. Which means a weapon rebalance is in order after the refactoring is done. Then I can focus on the economic side if things.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on June 26, 2019, 01:36:12 pm
    Figured I'd share something that could be useful - I was doing some material temperature experimenting and got a less OP version of a fireball out of it when used in conjunction with a LIQUID_GLOB interaction. Here's a link (https://mega.nz/#!oM8CjQDB!lc-ZMZsj2GqmokSn5KRYwvqn8DI8gP12lJZRg5nvI7o) - essentially, the moment it strikes a target it'll blow up into a cloud of gas and cause heat damage, however unlike a normal fireball it is still blockable and avoidable - you could lower the temperatures (melting point has to be higher than boiling) to not have a melting effect, but still blow up into a cloud of gas and cause inhaled syndromes instead.
    Title: Re: What's going on in your modding?
    Post by: SQman on June 29, 2019, 02:03:55 pm
    I did it! I managed to create a new creature more or less from scratch! I've mastered tissues and body detail plans, so I'm basically unstoppable now! There are five castes:


    Spoiler: Gillman (click to show/hide)

    Spoiler: Lobsterman (click to show/hide)

    Spoiler: Tasoth (click to show/hide)

    A T'lethian siege will be a great way to paint forts many colors as each caste has blood of different colors - red for gillmen, green for aquatoids, blue for lobstermen, yellow bio-gel for tasoths.

    I started working on this late at night, that's why descriptions are crappy. Welp, I'm gonna go fix them now.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on June 30, 2019, 06:58:59 pm
    I did it! I managed to create a new creature more or less from scratch! I've mastered tissues and body detail plans, so I'm basically unstoppable now! There are five castes:


    Spoiler: Gillman (click to show/hide)

    Spoiler: Lobsterman (click to show/hide)

    Spoiler: Tasoth (click to show/hide)

    A T'lethian siege will be a great way to paint forts many colors as each caste has blood of different colors - red for gillmen, green for aquatoids, blue for lobstermen, yellow bio-gel for tasoths.

    I started working on this late at night, that's why descriptions are crappy. Welp, I'm gonna go fix them now.

    Very cool. Congrats
    Title: Re: What's going on in your modding?
    Post by: SQman on July 02, 2019, 02:18:44 pm
    I've decided to finally throw the rest of my pride away and finally make catgirls/catboys. They are by no mean for domestic ownership, but rather castes for Asin's Culture Shock's Hito that I'm going to use in my modpack.

    Differences from regular humans:
    -Size of 65k
    -Furry ears and tails
    -Claws instead of nails
    -Large eye teeth
    -Catboys lack facial hair
    -Cat-like personality (stubborn, vain, distrustful, ungrateful, basically amiable in every way)


    Only semi-related to the topic of catgirls, but fully related to Animal Diversification Project - I've realized that descriptions for animal people and giant animals are fine when it's about tigers and elephants, but not descriptive enough for chiru, goas and tarucas, because who knows what a person with the head of a taruca would look like.
    That's why I once I finished adding and modifying bears, I went back and started rewriting descriptions. While I'm at it I also change minor stuff such as cluster size, gaits and personality for animal people, and make size less random for giant animals. Bear men will live alone or in small groups, wildebeest people will travel in large herds like their feral version, animal man versions of common pests will steal stuff, etc.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on July 03, 2019, 01:51:52 am
    I'd recommend against giving playable sentient animal men the CURIOUSBEAST_something tokens if you think they'd pop up as visitors, since it seems to have the same issues as sentients with pack animal tokens - they'll be unable to put stuff down in fort mode.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 05, 2019, 12:28:13 pm
    I am working on a mod that I am calling "Goblin Fortress"

    It is a comprehensive playable goblin race.

    Current Features:
    > Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
    > Patrolling armored goblin armies (including underground)
    > Constant conflict and war (including civil wars between tribes)
    > Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
    > Magic: Fire, Blood, Death, Disease, Demon
    > Nobility: King, Tribal Chieftains, War Chiefs, Shamans
    > Diseases: Cave Blight, Lice, Mites, Prions
    > Stone Anvils

    Features in Progress:
    > Bone Furniture
    > Bone Weapons
    > Meat Alcohol
    > Alchemy: Potions and Poisons

    The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.
    Title: Re: What's going on in your modding?
    Post by: UselessMcMiner on July 05, 2019, 01:57:03 pm
    OH GOD NOT AGAIN
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 05, 2019, 02:27:00 pm
    OH GOD NOT AGAIN

    What happened again?
    Title: Re: What's going on in your modding?
    Post by: voliol on July 06, 2019, 06:24:13 pm
    Oh right, I found a kind of useful resource/method a time ago. This website (http://www.onlineconversion.com/object_volume_ellipsoid.htm) that calculates the volume of an ellipsoid object from its height/width/depth can be used to get eggsizes for real creatures, as those are usually described that way by wikipedia.
    Title: Re: What's going on in your modding?
    Post by: Teneb on July 06, 2019, 07:48:59 pm
    Because I am made of good decisions, I decided to add yet another modding project to my list of in-progress mods. Because of course. Ain't gonna spoil it of course, other than it probably being kind of niche and mostly a thing I want for me.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 07, 2019, 09:26:28 am
    I am working on a mod that I am calling "Goblin Fortress"

    It is a comprehensive playable goblin race.

    Current Features:
    > Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
    > Patrolling armored goblin armies (including underground)
    > Constant conflict and war (including civil wars between tribes)
    > Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
    > Magic: Fire, Blood, Death, Disease, Demon
    > Nobility: King, Tribal Chieftains, War Chiefs, Shamans
    > Diseases: Cave Blight, Lice, Mites, Prions
    > Stone Anvils

    Features in Progress:
    > Bone Furniture
    > Bone Weapons
    > Meat Alcohol
    > Alchemy: Potions and Poisons

    The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.

    Almost done with the bone furniture and weapons and then going to add some fermented meat alcohol and some alchemy potions and I should have a v1 ready to go.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 08, 2019, 05:37:32 am

    Violent Brutish Goblin fortress? Maybe they can sacrifice body parts, corpsepieces, corpses on an ALTAR workshop?
    Workshop construction might require a few rare toys, like a "shaman drum" or "bloody chalice" or "shaman scepter", and many daggers/axes, so player can't make a GREAT ALTAR right at the embark.

    Code: [Select]
    reaction_altar

    [OBJECT:REACTION]

    [REACTION:SACRIFICE_NATURE3]
    [NAME:sac rat remains, seeds]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:3:REMAINS:NONE:NONE:NONE] --takes in vermin remains
    --REAGENT:B:1:WOOD:NONE:NONE:NONE]
    [PRODUCT:24:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
    [PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
    [PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
    [PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
    [PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE4]
    [NAME:sacrifice ashes, wood]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:150:BAR:NONE:ASH:NONE]
    [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
    [PRODUCT:8:4:WOOD:NONE:PLANT_MAT:TUNNEL_TUBE]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE1]
    [NAME:sac horns+teeth, seeds]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_HORN_MATERIAL]
    [REAGENT:B:3:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
    [PRODUCT:18:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
    [PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
    [PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
    [PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
    [PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
    [PRODUCT:10:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:A:NONE] --maybe get a dagger made of horn.
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE2]
    [NAME:sac bodyparts, ash+copper]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
    [USE_BODY_COMPONENT]
    [PRODUCT:50:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
    [PRODUCT:10:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE5]
    [NAME:sac more parts, wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:7:NONE:NONE:NONE:NONE]
    [USE_BODY_COMPONENT]
    [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
    [PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
    [PRODUCT:17:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature. usually melts right away.
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE6]
    [NAME:cheese grows fungiwood]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
    [REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
    [PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
    [PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
    [PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
    [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE7]
    [NAME:make ice w nethercap] and air moisture. usually melts right away.
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
    [PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
    [PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
    [PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
    [SKILL:ALCHEMY]

    ---------------------------------------------

    [REACTION:SACRIFICE_WAR1]
    [NAME:sacrifice iron weapon] 25% chance of lead, iron or bronze bars, 4% chance of epic bronze weapon
    [BUILDING:ALTAR_WAR:NONE]
    [REAGENT:A:1:WEAPON:NONE:INORGANIC:IRON]

    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
    [PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BRONZE]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BRONZE]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BRONZE]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BRONZE]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_WAR2]
    [NAME:sacrifice steel weapon] 18% chance of copper, steel or blacksteel bars, 8% chance of epic blacksteel weapon
    [BUILDING:ALTAR_WAR:NONE]
    [REAGENT:A:1:WEAPON:NONE:INORGANIC:STEEL]

    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
    [PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
    [PRODUCT:3:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_STEEL][PRODUCT_DIMENSION:150]

    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SCIMITAR_VIPERLORD:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
    --PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_DREADCLAYMORE:INORGANIC:BLACK_STEEL]
    --PRODUCT:1:1:WEAPON:ITEM_WEAPON_WHIP_HELLSLAVER:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_FLAIL_SOULREAPER:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_HAMMER_CLOUDGOD:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BLACK_STEEL]
    --PRODUCT:1:1:WEAPON:ITEM_WEAPON_PIKE_DRAGONSLAYER:INORGANIC:BLACK_STEEL]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_WAR3]
    [NAME:sacrifice copper weapon] 35% chance of copper bars, 5% chance of steel bars, 2% chance of epic blacksteel weapon
    [BUILDING:ALTAR_WAR:NONE]
    [REAGENT:A:1:WEAPON:NONE:INORGANIC:COPPER]
    [PRODUCT:35:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
    [PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
    [SKILL:ALCHEMY]
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 08, 2019, 07:08:06 am

    Violent Brutish Goblin fortress? Maybe they can sacrifice body parts, corpsepieces, corpses on an ALTAR workshop?
    Workshop construction might require a few rare toys, like a "shaman drum" or "bloody chalice" or "shaman scepter", and many daggers/axes, so player can't make a GREAT ALTAR right at the embark.

    Code: [Select]
    reaction_altar

    [OBJECT:REACTION]

    [REACTION:SACRIFICE_NATURE3]
    [NAME:sac rat remains, seeds]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:3:REMAINS:NONE:NONE:NONE] --takes in vermin remains
    --REAGENT:B:1:WOOD:NONE:NONE:NONE]
    [PRODUCT:24:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
    [PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
    [PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
    [PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
    [PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE4]
    [NAME:sacrifice ashes, wood]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:150:BAR:NONE:ASH:NONE]
    [PRODUCT:15:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
    [PRODUCT:8:4:WOOD:NONE:PLANT_MAT:TUNNEL_TUBE]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE1]
    [NAME:sac horns+teeth, seeds]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_HORN_MATERIAL]
    [REAGENT:B:3:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
    [PRODUCT:18:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
    [PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
    [PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
    [PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
    [PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
    [PRODUCT:10:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:A:NONE] --maybe get a dagger made of horn.
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE2]
    [NAME:sac bodyparts, ash+copper]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
    [USE_BODY_COMPONENT]
    [PRODUCT:50:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
    [PRODUCT:10:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE5]
    [NAME:sac more parts, wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:7:NONE:NONE:NONE:NONE]
    [USE_BODY_COMPONENT]
    [PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
    [PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
    [PRODUCT:17:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature. usually melts right away.
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE6]
    [NAME:cheese grows fungiwood]
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
    [REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
    [PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
    [PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
    [PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
    [PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_NATURE7]
    [NAME:make ice w nethercap] and air moisture. usually melts right away.
    [BUILDING:ALTAR_NATURE:NONE]
    [REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
    [PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
    [PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
    [PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
    [SKILL:ALCHEMY]

    ---------------------------------------------

    [REACTION:SACRIFICE_WAR1]
    [NAME:sacrifice iron weapon] 25% chance of lead, iron or bronze bars, 4% chance of epic bronze weapon
    [BUILDING:ALTAR_WAR:NONE]
    [REAGENT:A:1:WEAPON:NONE:INORGANIC:IRON]

    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
    [PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BRONZE]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BRONZE]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BRONZE]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BRONZE]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_WAR2]
    [NAME:sacrifice steel weapon] 18% chance of copper, steel or blacksteel bars, 8% chance of epic blacksteel weapon
    [BUILDING:ALTAR_WAR:NONE]
    [REAGENT:A:1:WEAPON:NONE:INORGANIC:STEEL]

    [PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
    [PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
    [PRODUCT:3:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_STEEL][PRODUCT_DIMENSION:150]

    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SCIMITAR_VIPERLORD:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
    --PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_DREADCLAYMORE:INORGANIC:BLACK_STEEL]
    --PRODUCT:1:1:WEAPON:ITEM_WEAPON_WHIP_HELLSLAVER:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_FLAIL_SOULREAPER:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_HAMMER_CLOUDGOD:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BLACK_STEEL]
    --PRODUCT:1:1:WEAPON:ITEM_WEAPON_PIKE_DRAGONSLAYER:INORGANIC:BLACK_STEEL]
    [SKILL:ALCHEMY]

    [REACTION:SACRIFICE_WAR3]
    [NAME:sacrifice copper weapon] 35% chance of copper bars, 5% chance of steel bars, 2% chance of epic blacksteel weapon
    [BUILDING:ALTAR_WAR:NONE]
    [REAGENT:A:1:WEAPON:NONE:INORGANIC:COPPER]
    [PRODUCT:35:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
    [PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
    [PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
    [SKILL:ALCHEMY]

    This is a really cool idea. I will add it in before release. The goblin pantheon is Chaos, Darkness, Death, Disease, Murder, Night, Torture and War so maybe I could make a reaction for each. Something like:

    Death Offering:
    >Bones 2 (100%)/ 4 (80%)/ 6 (60%)/ etc.

    Disease Offering
    >Cave Rat meat

    War Offering:
    >Abyssal Spear (1%): deals necrotic damage to non-goblins
    >Abyssal Sword (1%): deals necrotic damage to non-goblins
    >Abyssal Mace (1%): deals necrotic damage to non-goblins
    >Abyssal Flail (1%): deals necrotic damage to non-goblins
    >Abyssal Whip (1%): deals necrotic damage to non-goblins
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 09, 2019, 05:14:42 am
    Sacrifice to Chaos: the workshop might EXPLODE, or make cheese_flowers. And make a poison gas / poisonmaterial_dagger that hurts user.

    Goblin mistake in a workshop: oops a fire started. (use Bonfire mod's two burning materials to start a fire)
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 09, 2019, 07:23:54 am
    Sacrifice to Chaos: the workshop might EXPLODE, or make cheese_flowers. And make a poison gas / poisonmaterial_dagger that hurts user.

    Goblin mistake in a workshop: oops a fire started. (use Bonfire mod's two burning materials to start a fire)

    Awesome idea. I think I might just make one reaction called make offering or whatever and it will have a chance doing numerous things from different spheres in the pantheon. Exploding the altar being one
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on July 09, 2019, 07:15:51 pm
    Well, I'm working on the update of the classic Modest Mod, but also I already have another great project in mind:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on July 11, 2019, 05:50:21 pm
    Well, I can remember seeing IndigoFenix’s Gnomes mod for DF 0.34.xx on these forums somewhere, so that could be useful inspiration for you. I believe his gnomes had access to advanced technology like electricity, etc. on top of being in close communion with wildlife. That could be an interesting mechanic to add, to differentiate the gnomes more from elves. He used DFHack to accomplish that, though, so you would have to code that up or just allow standard dwarven machines if you wanted to include this feature.
    Title: Re: What's going on in your modding?
    Post by: PraiseTalos on July 12, 2019, 12:27:48 am
    New to the forum,
    Friend told me this is one of the threads I should post in to watch.
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on July 12, 2019, 02:50:14 pm
    Well, I can remember seeing IndigoFenix’s Gnomes mod for DF 0.34.xx on these forums somewhere, so that could be useful inspiration for you. I believe his gnomes had access to advanced technology like electricity, etc. on top of being in close communion with wildlife. That could be an interesting mechanic to add, to differentiate the gnomes more from elves. He used DFHack to accomplish that, though, so you would have to code that up or just allow standard dwarven machines if you wanted to include this feature.

    The problem I have with the IndigoFenix’s Gnomes mod, is the high tech. I think that the dwarves would be the steampunk-themed race, and the gnomes the magic/hippie ones. In fact, the original gnomes (those created by Paracelsus) were underground earth elementals related with alchemy, and making them so futuristic is something weird for me.
    However, I want to replace the electricty and the steam with magic and mana, so I'll check better that mod. Thanks for the suggestion!
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 12, 2019, 06:05:03 pm
    I am working on a mod that I am calling "Goblin Fortress"

    It is a comprehensive playable goblin race.

    Current Features:
    > Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
    > Patrolling armored goblin armies (including underground)
    > Constant conflict and war (including civil wars between tribes)
    > Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
    > Magic: Fire, Blood, Death, Disease, Demon
    > Nobility: King, Tribal Chieftains, War Chiefs, Shamans
    > Diseases: Cave Blight, Lice, Mites, Prions
    > Stone Anvils
    > Bone Furniture
    > Meat Alcohol

    Features in Progress:
    > Alchemy
    > Altar
    > Bone Weapons & Armor

    The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.

    (https://i.imgur.com/GUFLniH.png)

    Bone Furniture and Fermented Corpse Alcohol is done and in game. Just have to finish a few alchemy recipes and some altar spells and v1.0 will be ready to go!

    Title: Re: What's going on in your modding?
    Post by: Eric Blank on July 12, 2019, 09:09:31 pm
    Reading and contributing to the "what CREATURE_CLASSES are you using in your mods" thread made me go through my raws and realize I accidentally used not_living as an excemption condition on all the creature transformations for the polybestia school magics, which meant vampires could not transform using those spells, so I fixed that. I basically just whittled it down to can_learn being the only requirement and having no exempting conditions (for now.)

    I've also been planning on messing with the new races and entities, and made a quick WIP of high-elf civilization. All their noble positions have high-and-mighty sounding titles like "lord/lady of records." They're otherwise kinda dwarf-like, live exclusively in mountains and bordering forests, and have their own language thanks to DFlangcreate.

    I created ice giants, they're humanoids covered in fur, totally immune to cold damage/syndromes. Their civ appears in tundras sometimes and they farm mammaroths, giant woolly mammoth-like creatures they can ride.

    I created the dreaded dust bunny, which violently expels its fur when antagonized. Should be great fun in cramped caverns, even though the bunny will probably pulverize itself thanks to the dust flow it creates.

    I also made cheese-elephants, because what's better than an elephant literally made of enchanted cheese?
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 14, 2019, 12:38:27 pm
    I have spent way too long trying to fix this human slave nobility issue lol

    Progress is continuing slowly on Goblin Fortress. Once I fix the nobility issue, I will be basically ready for a release version.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on July 15, 2019, 01:20:25 pm
    Tried to duplicate the inebriation interaction and use that to create alcohols that cause people to develop their racial abilities. Also made that self same material valid for clothing. And the syndrome contact-effective. The results were predictable, if only I had thought ahead about the implications.

    Several dwarves and animals died because their clothes melted and formed puddles and got them "choking on their vomit" drunk. But they started casting their dwarfy magics! So it's technically a success, right?

    I removed the suffocation effect from the syndrome, but dwarves will still migrate and instantly get wasted when their socks dissolve into skin soluble booze.
    The good news is this method ensures almost guaranteed transmission between large segments of the population in both fort and adventure modes, without modifying vanilla raws, adding castes or making their brains ooze syndromy goo like wizards have to, and combined with a cdi that transmits it to the rest, ensures everyone gets a chance at earning their respective racial abilities, but not everybody gets everything (important!)
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 18, 2019, 09:31:14 am
    Goblin Fortress is almost ready for release!

    Bone weapons and armor have been added. The altar has an offering and the nobility issues have been fixed.

    The last thing to do (besides extensive testing) for the v1.0 release is to add the following seven drugs:

    Drug 1 (Exhilarant)
    Duration: Very Long
    Effects: Increased Movement and Work Speed, Exhilarating, Removes the Need to Eat or Sleep
    After Effects: Decreased Movement and Work Speed, Very Tired, Very Hungry
    Other Possible Effects: Erractic Behaivor (10%), Blisters on Mouth (5%), Heart Attack (1%)

    Drug 2 (Euphoric)
    Duration: Medium
    Effects: Euphoria, Bliss, Happiness, Removes the Need to Drink
    After Effects: Depression
    Other Possible Effects: Fever (5%), Kidney Failure (1%)

    Drug 3 (Pain Killer)
    Duration: Long
    Effects: No Pain, Tired
    After Effects: Very Tired
    Other Possible Effects: Unconscious (5%), Lung Paralysis (1%)

    Drug 4 (Courage)
    duration: Short
    Effects: No Fear, Happiness, Removes the Need to Eat or Sleep
    After Effects: Paranoia, Fear
    Other Possible Effects: Erratic Behavior (5%), Anger (5%), Heart Attack (1%)

    Drug 5 (Steroid)
    Duration: Short
    Effects: Increases Physical Stats
    After Effects: Lowers Physical Stats, Very Tired
    Other Possible Effects: Depression (10%), Liver Failure (5%), Heart Attack (1%)

    Drug 6 (Mental Steroid)
    Duration: Long
    Effects: Increases Mental Stats
    After Effects: Lowers Mental Stats, Very Tired
    Other Possible Effects: Paranoid (10%), Confused (10%), Depression (5%), Brain Damage (1%)

    Drug 7 (Hallucinogen)
    Duration: Long
    Effects: Erratic Behavior
    After Effects: None
    Other Possible Effects: Happiness (60%), Bliss (20%), Fear (30%), Euphoria (10%), Depression (10%), Anger (10%), Paranoia (10%), Crazed (5%), Opposed to Life (1%)
    Title: Re: What's going on in your modding?
    Post by: scourge728 on July 18, 2019, 11:07:12 am
    I tend not to test my mods tbh
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 18, 2019, 01:01:56 pm
    I try to test my mods enough to where I at least I know that the features work as intended and dont cause any major issues. There will always be unseen bugs but I would hate to have someone spend a bunch of time creating a new game after installing my mod just to have to report a game breaking bug I should have easily caught.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on July 18, 2019, 03:30:29 pm
    My mods don't really tend to do much more than adding basic creatures, as that's about all I know how to do, so not much testing is really needed
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on July 18, 2019, 11:55:28 pm
    Well, I gave up from the idea of the Gnome Mod, but now I'm working on a much better Illithid Mod.

    There already exists some progress made, and when I develop the psionic powers system (and all the stuff of the ceremorphosis and the Elder Brain), I'll release a playable version.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on July 19, 2019, 07:27:57 pm
    I have been rather busy so I left the drugs out of v1.0 of Goblin Fortress. I will get them added in soon though.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 20, 2019, 04:40:09 am
    I hammered out these reactions yesterday.
    Spoiler (click to show/hide)

    Pretty proud of these reactions:
    Spoiler (click to show/hide)

    my to-do list is way too long.
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on July 20, 2019, 04:12:07 pm
    Made a "wild man" curse and creature last night, wild men are basically cannibal hermits, so a lot different from hunting a traditional werebeast. Seemed appropriate though.

    Might make a rogue conjurer curse too. Just a wizard living in a hole playing with summoned monsters.
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on July 24, 2019, 03:22:48 am
    One small edit in the raws, one set of seeds that will never generate the same world again.

    It seems like removing [RELIGION_SPHERE:TWILIGHT] from my civ resulted in the necromancer's tower to spawn to a different location.
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on July 30, 2019, 01:47:47 pm
    Created a script that turns a sapient enemy of the fortress into a thrall (if you're playing as Illithids), or turns a citizen of the fortress into an invader (if you're not playing as Illithids), or drive an enemy crazy (if called from Adventure Mode).

    Created a script to perform ceremorphosis on your thralls, and convert captured enemies into mind flayers (or ceremorphs) if they're valid targets.

    Now I'm finishing the Elder Brain system, and after that I'll focus on developing an industry for my Illithid civ.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on July 31, 2019, 04:58:28 am
    I split the furniture workshop into "wood furniture shop" and "advanced furniture shop"(glass,metal,bone,stone). All the metal bed variants
    were spamming the workshop interface. Wood furniture shop, looks better now:

    (https://www.dropbox.com/s/7i8t0hot68lpln9/DF%20OG%20wood%20furni%20shop%20new%20%20Untitled.png?dl=1)

    the light wood crafting reactions:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 02, 2019, 10:01:18 pm
    Been revisiting and creating new night creatures. Got some serious weresnails spam going on in almost every world. And a distinct lack of the night trolls I cooked up, sans the ever-present goreophile. Today's project though was making a new one: a wicked witch. Cursed by the gods to never again feel love. Or maybe mated with a demon to fulfill a pact. Can't decide yet.

    Anyway, they get some magical powers, and a transformation during the new moon that turns them into an empowered witch creature with more power and makes them a night creature hunter with a lair. So they aren't just sitting in their house in a hamlet scheming quietly to themselves like vampires. murder hermits, not murder neighbors.
    Title: Re: What's going on in your modding?
    Post by: SQman on August 07, 2019, 04:26:34 am
    Still working on revising existing creatures in ADP.

    I've decided to trim down some of the extinct animal files, most importantly tylopods. Oreodonts, Sespia and Agriochoerus are all perfectly good animals, but they are so unlike any modern animal, and so basic and uninteresting that they just don't fit my vision of what this mod was supposed to be. Other deleted creatures include Anthracotherium and some rhinos, maybe Hyracotherium since it's pretty much the same creature as Merychippus. Pakicetus, Ambulocetus and Georgiacetus will probably get the same treatment.

    I also started making appropriate giant animals into wagon pullers and pack animals. Elven caravans will come with giant gemsboks instead of boring horses hauling their trash.

    For the old boring stuff, cat people were much more fun to edit than antelope people. Cheetah men are natural strikers, crossbowmen and macemen; ocelot people are expert archers; serval people have 100 friendliness; all big cat people have combat skills that should make them a bit more dangerous.
    Next are camels which shouldn't take long, then deer that will absolutely take long.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on August 08, 2019, 04:18:29 pm
    All 118 fish have been added to their respective temperate freshwater biomes with rarities, spawning seasons and times of day. I will probably work on some fish processing reactions next while simultaneously drafting up a tropical freshwater fish list.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 09, 2019, 05:01:30 am
    All 118 fish have been added to their respective temperate freshwater biomes with rarities, spawning seasons and times of day. I will probably work on some fish processing reactions next while simultaneously drafting up a tropical freshwater fish list.
    Two types of fermented fish sauce? Elite and basic, with elite requiring some fruit or fat in it.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on August 09, 2019, 06:07:56 am
    I'll add fish sauce :)
    Title: Re: What's going on in your modding?
    Post by: dalord on August 12, 2019, 06:11:54 pm
    Started doing some rough work on an idea for a mod I had involving playing as a colony of ants. I haven't done much with it yet besides making the ants themselves as well as wasps and bees which I figure would be fair analogues to goblins and elves
    Title: Re: What's going on in your modding?
    Post by: voliol on August 12, 2019, 08:28:30 pm
    Started doing some rough work on an idea for a mod I had involving playing as a colony of ants. I haven't done much with it yet besides making the ants themselves as well as wasps and bees which I figure would be fair analogues to goblins and elves

    That sounds like a very fun idea for a mod, I like it. Some kind of homage to SimAnt.
    Title: Re: What's going on in your modding?
    Post by: bloop_bleep on August 12, 2019, 09:47:31 pm
    IIRC there was a suggestion in the modding forum sometime to make a mod where Dwarf Fortress is converted entirely to a bug's point of view -- the grass stalks become trees, small creatures in vanilla DF like cats and birds become semimegabeasts and megabeasts, etc. That would be an interesting way to go about your mod.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on August 17, 2019, 07:12:14 am
    It has been a busy week at work, but I finally found some time to get back to the fish! I decided to put a hold on the reactions for now (since it is causing me so many problems) and start adding the tropical fish. I have finished setting up the foundation for them, so now all I have to do is plug them in.

    I also didn't realize until this morning that the thread was locked, so I will work on getting that unlocked today.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 20, 2019, 10:17:46 am
    My experiment proved my hypothesis to be correct; you can in fact get your unmarried dwarven ladies knocked up by men they have no relationship to by turning them both into unintelligent critters. It might even be possible by removing the can_learn and can_speak tags with a syndrome.

    The children will even know who their father is, if it was a dwarf. Not sure if they'll recognize their father if it was a pet or animal that never had a name or historical figure info.


    All that should contribute to the birth sphere being more capable of causing "natural" pregnancies, as well as summoning babies directly here in the next version. Which will replace the awkward and kinda-crashy body part fall-off and reanimation effect i have now. That secret could also have interactions that remove sterility from friends and make enemies sterile. Or just swarm enemies with hundreds of summoned babies.

    Hmm, a lust sphere secret could be too obscene for dwarf fortress? I intended to add succubi/incubi as a demon/night creature hunter spouse converter to terrorize the world. Wonder what sort of horrible buggy things could happen from summoning creatures that count as night_creature_hunters anyway in the next version...

    Summoning will change everything anyway. No longer need to use the body part falling off and reanimating trick. That'll elemental summoners less weird.
    Title: Re: What's going on in your modding?
    Post by: SQman on August 20, 2019, 02:54:40 pm
    More on ADP progress; camels required more work than I thought:

    All vanilla and ADP camelids should be able to spit now. That is one- and two-humped camel, llama, alpaca, vicugna, guanaco, Aepycamelus, Poebrotherium, Megacamelus, Camelops and  Titanotylopus.

    All camelids except for Aepycamelus are now shearable and their hair/wool should have correct color if [STATE_COLOR] works the way I think it does.

    Guanaco lives in variety of environments instead of just mountains, bactrian camel lives in temperate grasslands. Extinct camels had their habitats diversified somewhat so there isn't too many simillar extinct animals living in the same biomes; that may be good for mods where extinct species are the main course, but in ADP they are just a bonus.

    Llamas are pack animals as their description states. Giant versions of all camelids are wagon pullers, although it won't really matter with no extra mods in place since elves don't use wagons anyway.

    I also made llamas non-benign because they are sometimes used as guard animals. Since they don't appear in the wild they shouldn't be causing any problems to dwarves.

    Next I'm gonna go back to cats and add Dinofelis, then move to deer. Can't say I'm looking forward to the latter.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on August 21, 2019, 01:13:05 pm
    Got a looot of stuff done across several of my mods, but now comes the arduous moment of making the documentation and help files for it.
    (https://cdn.discordapp.com/attachments/529469746052202506/613773086570840074/unknown.png)
    Should be fun though once I can release the updates.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on August 23, 2019, 10:06:43 am
    I created the succubi and incubi creatures (two different ones so both sexes will kidnap people without the inherent bugginess of a single creature with two spouse converter and converted castes.)

    Already had vampire seducers/seductresses, which are basically identical, but are vampires instead of demons.

    Additional plans include making them capable of cursing additional innocents to the same wickedness. Surely that won't get totally out of control...
    Title: Re: What's going on in your modding?
    Post by: Abyssmo on August 23, 2019, 11:22:15 am
    Been working on the Monster Hunter mod as usual. I got a few new monsters complete and am currently trying to add the weapons into the mod. Probably should have added them in from the beginning of the mods release but hey, better late than never I suppose.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 23, 2019, 04:00:34 pm
    Been working on the Monster Hunter mod as usual. I got a few new monsters complete and am currently trying to add the weapons into the mod. Probably should have added them in from the beginning of the mods release but hey, better late than never I suppose.
    If you're planning on Arena mode testing, ask "how many naked short sword wielding dwarves to defeat one <name of MH monster>?"
    and boost the monster until reach desired amount of sword-dorfs.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on August 27, 2019, 12:15:13 pm
    Making my first mod. It's going to add a hive-mind race and some megabeasts, as well as changing a few vanilla creatures.

    Edit: Also some regular creatures.
    Title: Re: What's going on in your modding?
    Post by: scourge728 on August 29, 2019, 11:31:56 am
    The list of creatures I want to add to my mods continues to grow, while I continue to lack the motivation to actually start adding them, or the willpower to force myself to do it anyways
    Title: Re: What's going on in your modding?
    Post by: Teneb on August 29, 2019, 12:10:24 pm
    Because I clearly hate myself, I decided that my WIP warhammer fantasy/aos mod will have playable civilizations (though not all of them).

    This also means I'll need to rework a bunch of stuff, especially since I was going a very gamey route and now I want to be more roleplay-oriented and, as such, will remove a bunch of complicated mechanics I added to the creatures with the expectation that they'd never be playable. Go me, I guess.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on August 29, 2019, 02:39:22 pm
    Wrote down a bunch of stuff for a necromorph addon for my horror pack, figured it'd be fitting since I already made the L4D infected. Will probably be a while before I get to actually making that though, still wanted to write more help files for other mods I wanted to update, and additional stuff for the assorted creatures pack.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on August 30, 2019, 06:17:29 am
    Just fine-tuning for me this week.

    - silver dagger added.
    - woodcraft skill to moss clan and female jade clan.

    - unicorn: wrestling and punching skills removed.
    - nongiant cave croc nerfed a tiny bit, ultimate croc took 30 pages to defeat, hand axe only bruising fat.
    - thunderbird made a little bit larger, 1.9 tons upped to 2.2 tons.
    - roc reduced from 16 tons to 12 tons.
    - giant grasshopper speed tripled, and dodging given(mega jumps).
    Title: Re: What's going on in your modding?
    Post by: Asin on September 05, 2019, 10:42:16 pm
    Nothing much besides waiting for the Villains Update and faffing about with basic little ideas.

    Though, I do have an idea for a mod where the world is basically the Underworld, yet the circus is basically the Underworld's Underworld in a sense... Think of it as the bottom layer of Hell. Also, all the races would be various types of demons, each scheming and skirmishing against each other, with some being led by demons older than them, AKA our unique demons in regular DF.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on September 06, 2019, 06:03:13 am
    Nothing much besides waiting for the Villains Update and faffing about with basic little ideas.

    Though, I do have an idea for a mod where the world is basically the Underworld, yet the circus is basically the Underworld's Underworld in a sense... Think of it as the bottom layer of Hell. Also, all the races would be various types of demons, each scheming and skirmishing against each other, with some being led by demons older than them, AKA our unique demons in regular DF.

    This is a pretty cool idea. You could have each cavern layer a different layer of hell
    Title: Re: What's going on in your modding?
    Post by: Asin on September 06, 2019, 07:59:46 am
    Nothing much besides waiting for the Villains Update and faffing about with basic little ideas.

    Though, I do have an idea for a mod where the world is basically the Underworld, yet the circus is basically the Underworld's Underworld in a sense... Think of it as the bottom layer of Hell. Also, all the races would be various types of demons, each scheming and skirmishing against each other, with some being led by demons older than them, AKA our unique demons in regular DF.

    This is a pretty cool idea. You could have each cavern layer a different layer of hell.

    That's what I was thinking.

    Though, due to it being a fantasy game, I can change up the order of the circles of hell in a sense, since we don't quite have nine layers to work with.
    Title: Re: What's going on in your modding?
    Post by: Superdorf on September 06, 2019, 08:24:59 am
    You could always use a custom world-gen to up the number of cavern-layers to seven. You wouldn't quite be able to tinker with all seven layers individually, but you'd get your nine-circled hellscape!
    Title: Re: What's going on in your modding?
    Post by: Asin on September 06, 2019, 08:30:05 am
    You could always use a custom world-gen to up the number of cavern-layers to seven. You wouldn't quite be able to tinker with all seven layers individually, but you'd get your nine-circled hellscape!

    Indeed I would get it, even though some layers may be replicated from the 3 kinds of layers, lol
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 06, 2019, 09:04:26 am
    Doesn't it cap at 3 layers though? Or is there some way to bypass it?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 06, 2019, 10:56:09 am
    Nah, 3 maximum, 1 minimum if you want the magma sea and hell to appear at all. The magma sea and hell count as layers 4 and 5 respectively.
    Title: Re: What's going on in your modding?
    Post by: Asin on September 06, 2019, 10:58:03 am
    Nah, 3 maximum, 1 minimum if you want the magma sea and hell to appear at all. The magma sea and hell count as layers 4 and 5 respectively.

    Hm, I see.
    Title: Re: What's going on in your modding?
    Post by: vettlingr on September 06, 2019, 01:35:37 pm
    I've been working on a geology and metal overhaul with a slight fantasy twist.

    (https://i.postimg.cc/4dKt7F9G/thoriumforge.png)
    This is the Thorium forge, used to smelt Thorite and Thorianite into radioactive post steel grade metal.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on September 11, 2019, 12:15:23 pm
    I'm slowly working on SQman's animal suggestions for Primal, and nearly done with that.

    *New animals are done, now to work on the unfinished raws Voliol made for the LOLmod. I might make a bit of stuff for my assorted creatures pack after I'm done with that.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 13, 2019, 12:24:10 pm
    Starting to make some new critters made entirely or partially of plant materials. First one is a "root serpent" that is basically a snake-like critter. Has venomous bite, its teeth are made of my thorn material which is pretty effective. and so is its tail slapping attack and just pushing opponents.

    Thing is, these plant critters are all nearly invulnerable to unarmed combat against normal fleshy critters. They win 99% of unarmed fights, lethal blows are extremely rare. and I'm not sure whether or not I like that? I'll go with it for now, though. I have "blight" spells that can kill them and weapons arent that hard to come by.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on September 13, 2019, 12:28:36 pm
    I'm making megabeasts based on the 7 deadly sins. Currently working on the "beast of sloth" which is a massive, 2 headed, faceless humanoid which is incredibly slow but can turn people to stone.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on September 13, 2019, 01:30:15 pm
    I'm making megabeasts based on the 7 deadly sins. Currently working on the "beast of sloth" which is a massive, 2 headed, faceless humanoid which is incredibly slow but can turn people to stone.

    sounds cool
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 14, 2019, 01:21:36 pm
    (https://cdn.discordapp.com/attachments/529469746052202506/622495204800200754/unknown.png)
    Yeah. Given this kill I should have made an ambulance instead.
    Title: Re: What's going on in your modding?
    Post by: Asin on September 15, 2019, 11:40:01 am
    (https://cdn.discordapp.com/attachments/529469746052202506/622495204800200754/unknown.png)
    Yeah. Given this kill I should have made an ambulance instead.

    Is this a JoJo reference?

    Wow, that is brutal. But, it's to be expected, considering DF.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on September 15, 2019, 09:19:13 pm
    I was making wyverns for a small collection of dragons I'm making. I gave them the usual material temperature regulations that normal dragons have to keep their blood and other internal parts warm. However, they also have scorpion tails. I had to lower their temperature when I discovered that their superheated internal fluids applied to the venom too. This let them vaporize anything in the game in one hit if they could inject their superheated venom. It was a lot of fun to feed them victims to incinerate in the arena, but really unbalanced. A giant elephant would melt the instant the stinger hit.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 16, 2019, 01:24:41 am
    You could also get around it by making the venom material a fixed temperature I think. But the idea of a dwarf spontaneously bursting into smoke is hilarious.

    I created a deer made of plant materials. Also milkable for root beer, drinkable without further processing. Haven't done much testing yet, but got rid of the errorlog entries it was causing because I didn't add hooves and ribs to the body detail plan.

    I now want to change how plant tissue layers are handled so I get an edible fruity layer between bark and wooden core. Have to wait till tomorrow night though, my laptop batteries are low.


    [Edit]

    So I made the fruity flesh their new muscle tissue and replaced all "core" with regular wood, and then decided more of their tissues should be consumables. So I made bark tannable into treated bark that acts like leather, which worked perfectly. But then I got greedy and wanted their wood to be logs. But it provides too many logs. Root deer would produce 23 full size logs every time they're butchered, which was ridiculous. It took a while but I managed to make a reaction to process ten plant_growth "wood" into one actual log.

    I also wanted it to be processable like bone into other crafts, but that part didn't work yet. My experience if the reaction outputs a body part item made of a woody material that has the bone tags, it could make a craft. But you can carve the wood into crafts anyways. What I really wanted was for it to be usable like bone to make armor and stuff.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on September 17, 2019, 11:47:55 am
    You could also get around it by making the venom material a fixed temperature I think. But the idea of a dwarf spontaneously bursting into smoke is hilarious.

    I created a deer made of plant materials. Also milkable for root beer, drinkable without further processing. Haven't done much testing yet, but got rid of the errorlog entries it was causing because I didn't add hooves and ribs to the body detail plan.

    I now want to change how plant tissue layers are handled so I get an edible fruity layer between bark and wooden core. Have to wait till tomorrow night though, my laptop batteries are low.


    [Edit]

    So I made the fruity flesh their new muscle tissue and replaced all "core" with regular wood, and then decided more of their tissues should be consumables. So I made bark tannable into treated bark that acts like leather, which worked perfectly. But then I got greedy and wanted their wood to be logs. But it provides too many logs. Root deer would produce 23 full size logs every time they're butchered, which was ridiculous. It took a while but I managed to make a reaction to process ten plant_growth "wood" into one actual log.

    I also wanted it to be processable like bone into other crafts, but that part didn't work yet. My experience if the reaction outputs a body part item made of a woody material that has the bone tags, it could make a craft. But you can carve the wood into crafts anyways. What I really wanted was for it to be usable like bone to make armor and stuff.

    This is pretty cool. You should use this general body template for a humanoid plant druid race
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on September 17, 2019, 01:10:34 pm
    So I made bark tannable into treated bark that acts like leather, which worked perfectly. But then I got greedy and wanted their wood to be logs. But it provides too many logs. Root deer would produce 23 full size logs every time they're butchered, which was ridiculous. It took a while but I managed to make a reaction to process ten plant_growth "wood" into one actual log.
    One wood haulful is 18 to 40 kilos, I guess a deer-sized one would be 2.7 x 22 kg of wood.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 17, 2019, 02:07:50 pm
    @brolol
    I made Komeng already, and while they're not culturally "druids" or particularly nature focused, they are made of wood and stone. Could still make a druid race of a sort though.

    @tomitapio
    I'll double check and make sure their "butcher" to "final" weight ratio makes sense, I guess. Theyre normal deer sized, so 140,000cc fully grown, and butcher to produce 1 bark/skin, 10-11 fruit, and some quantity of pith, plus the 20 or so bits of wood.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on September 18, 2019, 01:28:42 am
    I released my small dragon pack. Won't be able to mod for a while, but I still need to fix those hamburgers.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 18, 2019, 02:21:16 pm
    Progressing slowly on another 7 deadly sins thing. Got the (https://cdn.discordapp.com/attachments/529469746052202506/623259153053384705/unknown.png) gluttony (https://cdn.discordapp.com/attachments/529469746052202506/623259032509218816/unknown.png), envy, pride and greed afflicted done this week (with wrath done earlier) - will probably be able to finish sloth and lust in the next few days. Still got the weapon/armor sets and unique pets left for them though - then the sin elemental civs too.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 18, 2019, 05:50:40 pm
    Mildly frustrated. Although root beer, being milked from root deer, is ready to go out of the bucket, dwarves wont drink it because they leave it in the bucket. Not sure if there's a trick to convince dwarves to put bucketed items into barrels without a reaction specifically for that, which I really didnt want to add.

    Maybe I'll have them milkable for inedible sap (they already have sap for blood, is it too weird to have blood-sap and milk-sap? Or that only females can actually be milked if theyre being milked for blood that is shared between the sexes anyway?), and then the player can process that into barrels of beer or syrup, sugar, whatever.

    Ive also been unable to change the ratio of fruit to wood reliably. tried changing tissue ratios in the b_detail_plan for them, but they're pretty consistent regardless. The wood buts are working as bones, and thorns can be used like ivory (since Ive been using the thorn tissue for hooves, claws, teeth, horns etc) so the material usages are working as expected.

    The wood weighs 50 urists a piece as corpse pieces, oddly.
    Title: Re: What's going on in your modding?
    Post by: SQman on September 19, 2019, 01:38:38 pm
    I'm still working on LCM V E R Y slowly. The good news is that I'm almost done with Hito:

    (https://i.imgur.com/NE1I2Ix.png)

    (https://i.imgur.com/Ecebvs2.png)

    (https://i.imgur.com/1HFekdS.png)

    Pets, weapons and catgirls are done. Aqua plastics is a material that only T'lethians will have access to, though it's actually just renamed and recolored refined diamondium from Seiggrain's Farming and stuff mod. Back to hito; I was going to give them special armor such as kabuto helmets, dō-maru, etc. but then I remembered I haven't given morions to high men or galeae to high elves. That would only give me more work with gem and glass reactions. I will make custom clothing though.



    On the ADP front, I've been revisiting previously created creatures, but also very slowly. I'm halfway through deer, and I can tell you it's not fun to come up with descriptions for so many giant- and animal man variants of creatures that are all essentially the same.

    I've also been removing extinct animals that don't really fit the theme of the mod. Paraceratherium is not a variant of the rhino despite quite literally being a rhino for example. It's not even a case of popularity; Poebrotherium is staying while Basilosaurus and Chalicotherium get scrapped; I just want to stay true to the initial vision.

    Speaking of extinct animals, I've been changing biomes around so that similar extinct animals don't end up in the same biomes - Megacamelus and Titanotylopus are almost the same, but one is exclusive to temperate grasslands while the other one to temperate shrublands, and then there's Camelops living in temperate savannas.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 19, 2019, 01:58:55 pm
    Finished (https://cdn.discordapp.com/attachments/529469746052202506/624304362117660682/unknown.png) up (https://cdn.discordapp.com/attachments/529469746052202506/624304433844584460/unknown.png) the (https://cdn.discordapp.com/attachments/529469746052202506/624304512865402917/unknown.png) Slothful (https://cdn.discordapp.com/attachments/529469746052202506/624304601314623503/unknown.png). Only Lust left, then the pets for the sin-afflicted humans - then I can do the sin elementals, which tbh I'm looking forward to.
    Title: Re: What's going on in your modding?
    Post by: Sver on September 19, 2019, 04:32:53 pm
    Apparently having nothing better to do, I've decided to bring some sense into the whole TWO_HANDED and MINIMUM_SIZE thing for weapons. Going down the curious hole of square-cube law, I've found out a couple of interesting little facts about humanoid creatures of DF:

    - Bronze colossus, being the largest humanoid monster, is only about 12 m (39') tall. That's about a five story building, if being generous. Not the Colossus of Rhodes I've been picturing, merely a third of that. It's still a ~140 ton bronze dude though.

    - Giants, assuming they have a mostly human build and are not the squat and sturdy type, are about 9 m (29-30') tall. Roughly three and a half stories. Not like in the famous "The Giant and The Wall" strip, probably, but if one stood right by my apartment, I still wouldn't be able to look it into the eyes. Cyclops and ettins are a wee bit shorter, so their eyes could be about right.

    - Ogres would be almost 8 m. Seems a lot closer to giants than I thought, at least, in giant terms. Blind cave ogres are slightly more voluminous, although, I pircture them to be shorter and broader instead.

    - The largest animal person cabable of breathing on land is elephant man, standing at about 6 m (19-20'), if it is more human than elephant in build. Else, it's probably more squat. For a walking and talking fella it's still notoriously terrifying, you'd have to shout for it to hear you from up there. The largest, heaviest spear a human can wield is barely a pointy stick for an elephant man. Two-handed sword handles are easily one-handed to them.

    - Sasquatch and yeti are barely 3 m (9') tall. Meanwhile, trolls and are ~1.5 times taller than humans, so, a little less than 9'. Resent portrayal of bigfoot in games is somewhere at this spot. Minotaurs are only slightly shorter than that.

    - A giant rat standing up would still be looking down on an average human. Same could be said about any upstanding giant vermin.

    - Kobolds are probably conventional halfling height, not smaller, as sometimes assumed. Gnomes are shorter, but the difference is very subtle, not like with garden gnomes. Fire imps are a head shorter and probably more lithe; for them, a dagger is as big as a longsword is for humans.

    - Fairies, at the most generous assumption, are 18 cm, but probably shorter, accounting for wings. Pixies, on the other hand, are insect size.
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on September 24, 2019, 12:45:35 pm
    I'm doing an Elven Mod, motivated by the fact that no other elven mods are actually well-designed to improve the gameplay or are very boring indeed.

    This is the Feature List (most of it is actually planned and not done yet):
    Spoiler (click to show/hide)

    I'm thinking in a better way to obtain amber, but an amber-producing tree doesn't look bad for the moment. Any ideas are welcome.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 25, 2019, 12:20:01 am
    Utterly failed to accomplish a goal tonight. Wanted to make "woven bone" material for a civ to wear. Gotta attach it to a critter to be available and show up on people as clothing, so I made a frog critter, gave it this woven bone material as a hair tissue, and tried to shear it and spin it into yarn.
    That doesn't work, apparently, and I've spent the last five hours trying to do it this way and that, even tried taking normal hair, calling it woven bone and just changing it's material properties to make it tougher, but it won't let me spin that either. I wonder if theres a cap on how tough a material can be in order to be weaveable? Since it was by that point just hair like a sheep produces with modified yield properties I can't imagine what the actual issue is.

    I ended up making bone and reinforced bone metals for the civ to use as armor and weapons, since they won't wear animal bone gear in-game. But that's all I managed to accomplish.

    Brolols suggestion of a woody druid race got me thinking about that earlier while at work, though I didn't even try it tonight. I totally overthought it and decided on a three part species, with plant like lower limbs, mushroom material upper limbs and extras and a fleshy torso, and three castes; one humanlike, one with goat legs like a satyr, and one like a centaur but with a deer's body. Thinking about that now, it's probably best to simplify it... Maybe wooden limbs and fleshy core only? Or just a plain wooden plant race. Or woody limbs and mushroomy torso!

    I just hadn't done anything with mushrooms yet and was thinking about what can be done with them. Gonna see if I can make a creature variation template that can successfully convert normal animals into plant or mushroom variants and fill evil regions with freaks.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on September 25, 2019, 05:16:02 am
    I'm doing an Elven Mod, motivated by the fact that no other elven mods are actually well-designed to improve the gameplay or are very boring indeed.
    Feel free to copy my new trees and barkstrips-leather from OldGenesis. And the wooden and rock weapons.
    We got cheap wood, furniture and broomhandle-class wood, and finest wood for best carving. Even a lightweight-wood reaction class.
    Elves need tea and honey drinks methinks.
    Title: Re: What's going on in your modding?
    Post by: FantasticDorf on September 25, 2019, 06:09:10 am
    I'm doing an Elven Mod, motivated by the fact that no other elven mods are actually well-designed to improve the gameplay or are very boring indeed.

    This is the Feature List (most of it is actually planned and not done yet):
    Spoiler (click to show/hide)

    I'm thinking in a better way to obtain amber, but an amber-producing tree doesn't look bad for the moment. Any ideas are welcome.

    The All Races Playable mod (http://www.bay12forums.com/smf/index.php?topic=140713.msg5478815#msg5478815) does have a basic form of elves i've took on board to try and improve, but i admire you for the challenge you're taking on as even my own stuff exhausted me totally. How much DFhack integration are you planning if any? A.R.P uses mainly Alchemy and planting to juggle things around more than gathering from trees.

    If you want some ideas, some things i learnt while doing my own home-made modifications are that obsidian tools are elf-friendly for picks and axes as long as they are a unique type of weapon, and that elves can cut wood with woodcutting skill but it traumatizes them in doing so with memories. So to play off this, certain activities deliberately require logs, such as from the caravan, emergency cutting trees or ethically grown later by converting seeds into logs.

    Here's the example i used,


    I would put [HARD_MAT] onto that also in retrospect, it wasn't really much but it worked to my purposes. The obsidian was sharp enough to cut down unnatural monsters if i needed to, wood axes also can't cut trees since significant changes post 40.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 25, 2019, 08:38:57 am
    Writing some help files for the horror pack. Pretty dull ngl, but atleast since its forcing me to go through the raws I can make a bunch of changes and make stuff more consistent with my other mods.
    Title: Re: What's going on in your modding?
    Post by: AshTheTiefling on September 27, 2019, 04:55:30 pm
    (Just to let you know, but I'm new to modding, so all I really do is mess about with the raws.)
    I figured out how to make elves fly... I added a flying speed, the [FLIER] tag and 2WINGS to the body plan.
    Didn't change the pathfinding mechanics, though, still broken.

    P.S
    I made a post about something similar a while back, but I'm wondering if anyone knows how to add night vision to vampires?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on September 28, 2019, 03:12:34 am
    Night vision's related to the LOW_LIGHT_VISION token, so no, it can't be added outside of transforming the creature.
    Title: Re: What's going on in your modding?
    Post by: Asin on September 28, 2019, 12:58:19 pm
    Currently waiting for more information for the new Nether Minecraft mobs, that way I can figure out how to add them into DF.

    Otherwise, pondering ideas for new races for potential stand-alone mods.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on September 28, 2019, 01:49:58 pm
    All my notes for Spellcrafts development got thrown away when family decided my desk needed to be "cleaned." They couldn't just go back in my backpack where I usually store them. I am pissed. So now I'm just winging it where I can remember what I wanted to do.

    I threw together a "dryad" race last night from some new mushroom materials on the torso and plant materials in the limbs. Haven't really tested it or works out the kinks yet.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on September 28, 2019, 10:42:20 pm
    Getting ready to rebuild my Dwarf Fortress folder after the dying hard drive I was using finally went out. This'll be annoying. Then I'm going to try to finish that project I was working on with Voliol.
    Title: Re: What's going on in your modding?
    Post by: AshTheTiefling on September 29, 2019, 06:31:22 pm
    Night vision's related to the LOW_LIGHT_VISION token, so no, it can't be added outside of transforming the creature.

    Ah, that makes sense. (Thanks anyway)
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on October 01, 2019, 11:57:56 am
    I gave my primitive civ a reaction for making pickaxes.

    It's still early in my current test run, but I'm happy with how things are developing. My previous solutions of having to embark with copper picks meant that either I embark with a lot of them defeating the whole purpose of not having proper access to metalworking or I limit myself to just a few making any project take too long to complete, which in turn meant that I couldn't have any proper defenses by the time werebeasts start to show up...

    I still have to test them in combat but since they are made out of horn they shouldn't be too powerful.

    edit:typo, I meant "...they shouldn't be too powerful."
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on October 02, 2019, 03:14:05 am
    I have a slight cheat option, allowing to make rock pickaxe

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on October 02, 2019, 04:38:22 am
    For now the concept is to avoid using stones as much as possible (meaning stone use is limited to constructions and crafts), both due to the civ's concept (scavengers that "skipped" the stone age) and mostly because when I was playing with Random Dragon's Kobold Kamp, I found stone weapons to be too easily available and too powerfull for my liking.

    Currently with only bone weapons readily available, the player is always in a dilemma of "do I make crappy weapons, crappy armor or crappy arrows?" (some wooden weapons are also available but these are even crappier :D )

    I must admit that I really like the idea of reactions needing extra food to be used. Thanks for the suggestion :)
    Title: Re: What's going on in your modding?
    Post by: Sver on October 06, 2019, 06:00:50 pm
    With the broad rebalancing following the one-handed weapon nerf, I've finally got to bringing the "military theory" of my mod to the test. Boy, is setting up arena fights tedious, and are the environmental conditions alienated from the fort mode. Still, the general perspective comes together quite nicely, as I've been pleased to observe that anti-light-armor weapons perform drastically better in the fitting scenarios than anti-heavy-armor weapons do - in fact, they can turn a 10 vs 52 battle from a total defeat to a total victory without any other alterations involved.

    And yes, those are mainly Quality vs Quantity (vs Mixed) tests for now. Another, more tedious test I've run has been quite pleasing too, though: due to the tissue changes, the torso armor is definitely more important than the limb armor in the mod, as intended.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 11, 2019, 07:02:31 am
    I finished the update to the Fishing Expanded mod to fix the freshwater animals persons. I am also almost done with a large update to Dog Breeds. I still need to test them, but can expect something for both in the next day or two.

    Once I get those out, I may do a small patch to both Goblin Fortress and Human Fortress before moving back to the normal stuff.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 11, 2019, 08:30:08 am
    Got done with the sin elementals for an assorted creatures addon - did (https://cdn.discordapp.com/attachments/529469746052202506/631848628666892288/unknown.png) some (https://cdn.discordapp.com/attachments/529469746052202506/631849090761883648/unknown.png) quick (https://cdn.discordapp.com/attachments/529469746052202506/631503032579915818/unknown.png) arena (https://cdn.discordapp.com/attachments/529469746052202506/631406571531796490/unknown.png) tests (https://cdn.discordapp.com/attachments/529469746052202506/631406774980706305/unknown.png), so all's good on that front. Still got the pets, weapons and armor sets left for everything though, alongside the entity files.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 11, 2019, 11:57:36 am
    In the spirit of Halloween, would anyone be interested in some were creatures for my mods as optional add-ons? These would be things like werecatfish, werepiranha or werecrawfish for Fishing Expanded and weremastiff, werebloodhound or werepoodle. If there is any interest in this, I may try to pull something small together before Halloween.

    Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on October 11, 2019, 06:17:57 pm
    In the spirit of Halloween, would anyone be interested in some were creatures for my mods as optional add-ons? These would be things like werecatfish, werepiranha or werecrawfish for Fishing Expanded and weremastiff, werebloodhound or werepoodle. If there is any interest in this, I may try to pull something small together before Halloween.

    Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.
    Only if you make a werepug because that would be hilarious.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 11, 2019, 06:47:05 pm
    That sounds fun.
    Title: Re: What's going on in your modding?
    Post by: Unknown72 on October 11, 2019, 09:35:33 pm
    Trying to get Item Syndrome Reborn script to work so that I can start modding in enchanted materials, and pulling my hair out because I spent 5 hours straight doing this and got negative results.

    Other then that, mostly just adding in new inorganic materials and weapons.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on October 12, 2019, 06:49:58 am
    Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.
    Weremummy, werebulldog, werechihuahua
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 12, 2019, 07:14:32 am
    Weremummy, werebulldog, werechihuahua

    weremummy?
    Title: Re: What's going on in your modding?
    Post by: voliol on October 12, 2019, 01:00:18 pm
    Are wererabbits in the game already? For extra halloween-feel, why not werebats, werespiders, werecats, and werepumpkins?
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 12, 2019, 04:21:47 pm
    Alright. I will plan to do a "Dog Breeds - Werecreatures" add on for Halloween.

    werebeagle
    werebulldog
    werechihuahua
    werepug
    werecat

    any other requests?

    Are wererabbits in the game already? For extra halloween-feel, why not werebats, werespiders, werecats, and werepumpkins?

    These are really cool ideas. I may do a mod for these in the future, but right now I was just thinking of adding a couple of werecreatures as an optional add on to my existing mods. I'll add a werecat though.

    That werepumpkin sounds really cool, but may take some work to get the materials, tissues and body just right.

    Title: Re: What's going on in your modding?
    Post by: Abyssmo on October 12, 2019, 11:33:34 pm
    I'm gonna start working on the next batch of creatures for my Monster Hunter mod as well as starting the crossover/event monsters addon which will feature a few spooky subspecies and variants just in time for Halloween (https://vignette.wikia.nocookie.net/monsterhunter/images/e/e0/MHXR-Pumpkin_Uragaan_Render_001.png/revision/latest?cb=20151028152557)!
    Get ready because the next updates gonna be extra sinister, featuring a certain "two-headed dragon".
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on October 13, 2019, 02:54:36 am
    I've got a somewhat trivial but annoying issue. Horn isn't on the list of materials for weapon stockpiles so my modded picks are always scattered around. Any ideas?
    Title: Re: What's going on in your modding?
    Post by: Abyssmo on October 16, 2019, 12:02:31 am
    Just finished up on Nerscylla (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/i/f3d87d28-00d1-41c1-bd38-cfea886543aa/dbwpgjs-e39347bd-a448-4848-976f-54b9d311500a.png) and by Armok, I never knew how much I'd hate creating spider-like creatures. But at least that and another certain multi-limbed monster are done and out of the way.
    On top of that I got a handful of monsters for the crossover/event addon ready to go once Halloween comes around. My only complaint is how most of the creatures in the addon are just reskins of other monsters because either:

    A. Little to no info on them exists beyond a few screenshots and an empty wiki page *COUGH*enma rajang (https://monsterhunter.fandom.com/wiki/Enma_Rajang)*COUGH*

    or

    B. They literally ARE reskins of a monster, thus not really adding anything new beyond just looks.

    but either way i'm oddly proud of what I could make, even if some of them are just recolors.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 16, 2019, 01:57:54 am
    Tbh while I don't know much about MH stuff, I'm guessing stuff like the Enma Rajang is the "stronger palette swap" trope - so you still add it either as an alternate caste with higher combat skills - or if they're in different environments then the same thing but as a separate creature rather than only a caste.
    Title: Re: What's going on in your modding?
    Post by: LadyCookie on October 16, 2019, 11:37:11 am
    Currently I'm trying to delete most of the raws and create my own.
    First, breaking down the world to its most basic parts (much less stone types, a few creatures and plants, etc.) just the minimum for the game be still playable. I'll start expanding from there, I'm trying to learn as much as I can about raw editing. (I might also have a goddess complex and like to create worlds too much)

    I'm aware that Dwarf 4tress From Scratch mod tries to do the same, but I didn't find a "bare-bones" version to use with 44.12, so I want to make my own. I like the amount of flavor and variety the game offers, but I think it's a bit too much for my tastes. And I'm also not that big of a fan of dwarves, elves and western medieval fantasy, even though I like DF's twists on this setting (like dwarves being so much more varied than your classic D&D or WoW dwarf, and magic being almost non-existant).

    I'm also cracking my head to figure out how to work with Overrides on TWBT, for now I managed to make Gemset use different tiles for wooden walls (the original Gemset makes all walls grey-colored and brick-shaped, which I didn't like).
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on October 16, 2019, 01:38:43 pm
    I'm almost finished with the 7 deadly megabeasts series. Just need to make the beast of pride, which is going to be the hardest one to make because it's meant to spawn swarms of enemies.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 16, 2019, 05:57:28 pm
    That'll be easier in the next version.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 16, 2019, 06:55:41 pm
    Well, adding werebeasts was a lot quicker than I thought it would be, so I ended up adding 20 weredogs.

    Wereakita
    Werebeagle
    Werebloodhound
    Wereboxer
    Werebulldog
    Werechihuahua
    Werecorgi
    Weredachshund
    Weredalmatian
    Werehusky
    Werelabrador
    Weremaltese
    Weremastiff
    Werepapillion
    Werepinscher
    Werepitbull
    Werepomeranian
    Werepoodle
    Werepug
    Wererottweiler

    Here is the mod as promised: [44.12] Dog Breeds - Weredogs v1.0 (http://dffd.bay12games.com/file.php?id=14564)

    I was also trying to add an optional dfhack script that spawned a random werecreature on the hunter's moon every year, but for some reason it doesn't like the "modtools/force -eventType NightCreature" command. If I get it figured out, I will make a v2.0 to include it.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 17, 2019, 09:15:03 am
    Finished up (https://cdn.discordapp.com/attachments/245937631848824833/634388872255504384/unknown.png) the Envy elemental pets (https://cdn.discordapp.com/attachments/245937631848824833/634389012806631429/unknown.png) - still got pride, greed, sloth and lust pets left, alongside some despair elementals. Got the body plans for the creatures done already so it shouldn't take all that long, only need to do the abilities for the ones that need them.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 17, 2019, 02:15:48 pm
    werepumpkins

    I don't know why this idea has intrigued me so much, but I think I am going to run with it.

    I get a real Classic Monster Movie vibe from this: Killer Pumkpins from Outer Space!

    So, again in the spirit of Halloween, I'm going to make a giant pumpkin megabeast that bites creatures which in turn become pumpkin creatures that can bite creatures that become... etc.

    Will possibly give the smaller pumpkin creatures a really high frequency to make sure every world turns into a were pumpkin hell. I'm not sure how this will turn out but I'm willing to give it a go lol

    EDIT: I will actually use my hunters moon code for this. On the hunters moon every year 100 werepumpkins and a great werepumpkin will emerge from the darkness
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 17, 2019, 10:52:23 pm
    I'm now returning to modding, currently i'm writing concepts for a mod that tries to strike a balance of realism and fantasy similar to vanilla's. Call it DF+ for now, until i think of a less pretentious title.

    So far, I've added in the mushrooms from my old mod (Shiitakes, Portobellos, and Psilocybin), Pumpkins (Basically renamed, orange squash), and three types of more "domestic" pepper (Chili, Ghost, and Reaper) with syndromes attached (chili and ghost provide erratic behavior, while reapers also induce pain and swelling), cabbage variants (broccoli, cauliflower, and kale, complete with overly expensive leaves and juice), prickly pear cacti, agave (complete with expensive tequila for desert civilizations to export), and sugarcane (because rum)
    Title: Re: What's going on in your modding?
    Post by: SQman on October 18, 2019, 03:26:59 am
    More stuff for ADP which I should probably rename actually:
    -leather, hide and pelt - furry animals will bear furry pelt of appropriate color instead of boring old leather; small ungulates, animals with interesting patterns as well as lions will bear hide of appropriate color; some animals such as elephants and beluga whales will have leather colored appropriately; most whales' skin will be untannable.
    -animal people can't gore with their hornf, I believe. What's the point of having a red deer man who can't impale enemies on its antlers?
    -ossicones - giraffe ossicones are bony growths covered with skin; no horn tissue anywhere.
    -deep ones - aquatic animal men should have legs and be amphibious. Blue whale man infantry, beluga man bards, horde of carp people slaughtering fishermen, this kinda stuff.

    And the animal prople overhaul is sliggishly moving forward. I've been stuck on deer for months but right now it's just grey brocket, whitetail and mule deer.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 18, 2019, 03:32:21 am
    oh, youre overhauling animal people? We certainly needed that massively. I particularly love that one about amphibious sea-people. I always modded that in myself!
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 18, 2019, 10:12:35 am
    werepumpkins

    I don't know why this idea has intrigued me so much, but I think I am going to run with it.

    I get a real Classic Monster Movie vibe from this: Killer Pumkpins from Outer Space!

    So, again in the spirit of Halloween, I'm going to make a giant pumpkin megabeast that bites creatures which in turn become pumpkin creatures that can bite creatures that become... etc.

    Will possibly give the smaller pumpkin creatures a really high frequency to make sure every world turns into a were pumpkin hell. I'm not sure how this will turn out but I'm willing to give it a go lol

    EDIT: I will actually use my hunters moon code for this. On the hunters moon every year 100 werepumpkins and a great werepumpkin will emerge from the darkness

    Well, I am not a sprite artist, but I made a sprite for these werepumpkins for use with 32 graphic sets:

    (https://i.imgur.com/LHMQOUr.png)

    Anyone good with sprite graphics, feel free to give me some pointers lol

    All of the scripting is done for this mod (and working)

    Once I get the body completed (I believe to be done but needs testing) this mod will be ready for release:

    Night of the Werepumpkins!
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 19, 2019, 02:43:05 am
    I just took some time to make reverse goblins; titled Nilbogs as a half-assed D&D reference. Nice lil goblins with inverted colors and a friendly nature. They come all year to sell toys.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 19, 2019, 03:08:30 am
    I hate that its making me think of Troll 2. Angry male dwarves won't allow dwarf children to piss on the nilbogs hospitality.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 19, 2019, 04:46:55 am
    I hate that its making me think of Troll 2. Angry male dwarves won't allow dwarf children to piss on the nilbogs hospitality.

    I'm sorry to remind you of that. Lol. I gotta work on it a bit more since i cant sleep.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 19, 2019, 06:15:13 am
    I hate that its making me think of Troll 2. Angry male dwarves won't allow dwarf children to piss on the nilbogs hospitality.

    I'm sorry to remind you of that. Lol. I gotta work on it a bit more since i cant sleep.
    Lol its fine, I meant it in a jokey way.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 20, 2019, 02:11:55 am
    I finished the Cryptid section of my overhaul mod. Its by no means a comprehensive cryptid list, but its got quite a bit of fun stuff to it! I'm proud of it so far. But now i'm in a spot of writers block
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 22, 2019, 10:05:02 pm
    I made my wood too hot, and now everything is on fire. All my dwarves are dead. My craft stockpile full of wooden crafts/furniture and hauling dwarves has burned to the ground. The fort was going so well too ;w;

    On the bright side, now I know not to set wood to volatile temperatures even if it itself is fireproof.
    Title: Re: What's going on in your modding?
    Post by: Abyssmo on October 22, 2019, 11:00:18 pm
    I made my wood too hot, and now everything is on fire.
    would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...

    reasons.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 23, 2019, 12:23:42 am
    would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...

    reasons.

    Okay, look at Nether cap. Its fixed temperature is 10000, just above freezing. Add even a few hundred, and its dangerously hot. I turned mine up to... 15000. But set it to not get damaged by heat. Its stable in log form, but I guess it explodes when crafted with
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on October 23, 2019, 08:57:41 pm
    That's hotter than magma by 3000 urists. It probably vaporized anything in the workshop with it, plus the workshop, plus the dwarf working with it.

    I've found anything above 10150 is unsafe to work with because some of objects in the vicinity, and dwarves, will be damaged.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on October 23, 2019, 08:59:50 pm
    would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...

    reasons.

    Okay, look at Nether cap. Its fixed temperature is 10000, just above freezing. Add even a few hundred, and its dangerously hot. I turned mine up to... 15000. But set it to not get damaged by heat. Its stable in log form, but I guess it explodes when crafted with

    Why are you not satisfied with a mushroom that lets you make barrels that keep beer COLD, FOREVER!?
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 23, 2019, 09:22:47 pm
    would you mind telling me how exactly you did this? I'm not exactly used to how temperatures work in DF and would like to know for...

    reasons.

    Okay, look at Nether cap. Its fixed temperature is 10000, just above freezing. Add even a few hundred, and its dangerously hot. I turned mine up to... 15000. But set it to not get damaged by heat. Its stable in log form, but I guess it explodes when crafted with

    Why are you not satisfied with a mushroom that lets you make barrels that keep beer COLD, FOREVER!?

    I was hoping to make Dwarven Microwave Wood. Lorewise, its also to be the source of cavern life in mine. the equivalent of a Black Smoker from ocean trenches.
    Title: Re: What's going on in your modding?
    Post by: Atkana on October 29, 2019, 10:29:36 am
    Quote
    Eléde Alithithethe likes corpses and dwarf skin.  When possible, she prefers to consume dwarf blood.  She absolutely detests dwarves. 
    I've been slowly burning through all my old dfhack modtools to get them up to standard + making some new ones. I've just finished with this preference editor, as well as finished making scripts for editing beliefs, personalities, and needs. That just leaves a simple orientation script, something to help with appearance editing, and then finally adding all those to gm-unit before I submit them to the dfhack repo... It's taking a while Q.Q
    Title: Re: What's going on in your modding?
    Post by: Kyubee on October 29, 2019, 07:04:32 pm
    I've hit writers block until just now. Though even this idea isnt the easiest to do. What im thinking is to give a bit of an overhaul to glaciers and tundra next.

    Y'see, while Glaciers and Tundra *are* difficult survival experiences, theyre still utterly boring. Even an evil, savage tundra tends to only have the issue of the occasional undead giant bear. Nothing seems to happen in one, and most creatures have incredibly low populations to compound upon that.

    I think its rather lame when the most dangerous feature of your fortress is the difficulty of farming.

    What kinda creatures do you all think would make good additions to make glaciers and tundras even the mildest bit interesting without ruining the plantless tone?

    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 29, 2019, 07:41:27 pm
    Why not use the mythology of real-world cultures that live in such regions? The Inuit (https://en.wikipedia.org/wiki/Inuit_religion#Creatures_and_spirits) seem like a good start.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on October 30, 2019, 07:04:56 am
    What kinda creatures do you all think would make good additions to make glaciers and tundras even the mildest bit interesting without ruining the plantless tone?
    Reindeer, yak, yeti, sasquatch,
    wandering goblin adventurer, wandering human adventurer,
    undead spirit(not very dangerous in combat),
    mammoth, moose, wolf, snow fox, giant rodent, dire wolf, giant weasel
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on October 30, 2019, 03:36:52 pm
    I used to have an ice wyrm creature, with deadly icy breath that was even more dangerous than dragon fire. It had some sound tokens, and being dropped out of fast travel only to see "you hear a shrill scream" was terrifying. Many adventurers died. It was glorious. Theres an old version of those raws here; http://dffd.bay12games.com/file.php?id=4612

    Haven't updated that stuff in forever. Gonna need gaits information etc to work again, feel free to use it for whatever
    Title: Re: What's going on in your modding?
    Post by: ZM5 on October 30, 2019, 05:48:51 pm
    Could probably go with a bunch of frostbitten undead horrors for the evil arctic regions. After all only the dead could actually dwell in such a place.

    Also yeah, I'll second the idea of using sounds. Its genuinely unsettling to be walking through a blizzard in arctic area and hearing all manners of weird shit on the wind. Same goes for honestly any other area, but the limited visibility adds to the atmosphere.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on October 30, 2019, 06:52:19 pm
    Back to this, so overhauling cooking reactions as part of streamlining.

    While adding the usual tier of Medieval spices (REACTION_CLASS:SPICE) for an open reagent (NONE:NONE:NONE:NONE) entry, noticed that for whatever reason POWDER_MISC alone has issues. The open entry will take GLOB with the proper reaction class token.

    Also playing around with starting kits via SKILL:SPEAR. A little nonsense monty haul can't hurt too much if it's mostly RP.
    Title: Re: What's going on in your modding?
    Post by: Abyssmo on October 30, 2019, 11:06:13 pm
    Just about ready to release the next update for my MH mod alongside the crossover/events addon tomorrow in time for Halloween, or maybe I'll release it tonight at exactly 12:00 pm depending on what I feel like doing.
    Unfortunately this update won't have as many creatures as most of the other updates due to October being a ridiculously busy month for me. Hopefully some of the interesting creatures in the addon will make up for the lack of creatures in the main mods next update.

    What kinda creatures do you all think would make good additions to make glaciers and tundras even the mildest bit interesting without ruining the plantless tone?
    I'd probably recommend adding giant ice construct creatures or maybe even The Thing/Blood Glacier type werecreatures that can infect your Dwarves if you wanna go for more of a horror tone with those biomes.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 30, 2019, 11:11:23 pm
    I've made weredinosaurs for Primal, and now I'm building an Allosaurus man as a template for prehistoric animal men.
    Title: Re: What's going on in your modding?
    Post by: Splint on October 31, 2019, 11:13:34 am
    Presently trying to wrap my head around making dummy plants for a utility mod update, which will be bringing new options to customizing shields and new dyes that can be made from minerals and some vanilla plants.

    Should be a nice little addition so one can make their favorite soldiers even more special, by giving them fancy shields with leather backings, silken straps, and painted surfaces (just some basic decorations, but hey. :P)
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on October 31, 2019, 01:24:01 pm
    I've made weredinosaurs for Primal, and now I'm building an Allosaurus man as a template for prehistoric animal men.

    A wereraptor sounds terrifying
    Title: Re: What's going on in your modding?
    Post by: Enemy post on October 31, 2019, 01:33:55 pm
    There are wereraptors, the full list of werecreatures is as follows:Tyrannosaur, allosaur, raptor, dilophosaur, ceratosaur, ceratopsian, sauropod, stegosaur, pachycephalosaur, hadrosaur, spinosaur, ankylosaur, Smilodon, dodo, megalodon, Dimetrodon.

    I should have more variety for the animal people.

    *The update has been released.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on November 01, 2019, 04:02:07 pm
    I just had the idea to add Kumis to my mod. Basically an alcohol made of milk. Would give all that milk your creatures produce a better use than cheese! It uses the basis of mead and is just renamed, but hey!
    Title: Re: What's going on in your modding?
    Post by: Abyssmo on November 05, 2019, 10:15:26 pm
    I've been working on the MH mod as per usual but I've been thinking of starting a total conversion mod mostly for practice.
    I don't exactly know what kind of total conversion mod I should do. I had two ideas: One being a paranormal mod set in modern America with cryptids, demons, etc mostly based off of games like FAITH, Condemned, S.T.A.L.K.E.R and a bit of Trevor Henderson's artwork (https://trevorhenderson.format.com/)
    while the other... well, it's kinda hard to explain due to being an original setting I recently thought up of. Lets just say it involves punching and fist-related imagery, LOTS (https://www.youtube.com/watch?v=BbaaI5xf4y8) of it.
    Does anyone have any general tips and advice when it comes to massive projects like total conversion mods?
    Title: Re: What's going on in your modding?
    Post by: Enemy post on November 05, 2019, 10:53:42 pm
    I've found it crucial to keep notes. List the things you have to make, and check them off as you finish them.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on November 05, 2019, 11:49:52 pm
    I am almost done with the 7 deadly sins megabeasts. Just need to get the pride creature to actually use the summoning interaction I gave it.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on November 06, 2019, 07:00:36 am
    I've found it crucial to keep notes. List the things you have to make, and check them off as you finish them.
    Yep, a changelog (for users and self) and a pile of to-do items.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: ZM5 on November 06, 2019, 07:28:39 am
    I keep stuff around as well for to-do lists for creatures and the like. Comes in handy and its kind of motivating to check off stuff thats done and see the list shrink.
    Title: Re: What's going on in your modding?
    Post by: Kyubee on November 06, 2019, 10:15:55 pm
    I keep stuff around as well for to-do lists for creatures and the like. Comes in handy and its kind of motivating to check off stuff thats done and see the list shrink.

    Explains why i never have the drive lol. No list
    Title: Re: What's going on in your modding?
    Post by: DerMeister on November 07, 2019, 07:21:36 am
    I want add incubators (for solve sentient eggs bug) and reaction of milking sentient creature by DFhack. Can anyone make this for me?
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on November 07, 2019, 04:37:36 pm
    Making violent, hateful forest elves. They won't trade, only slaughter in the name of their trees. But aren't item or baby snatchers. Just assholes. Should they have local banditry? Or just kill neutrals?

    But that makes me rethink the regular elves. Maybe tone down their fanatical hate of damaging plant or animal life.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on November 08, 2019, 04:42:05 am
    Making violent, hateful forest elves. They won't trade, only slaughter in the name of their trees. But aren't item or baby snatchers. Just assholes. Should they have local banditry? Or just kill neutrals?

    But that makes me rethink the regular elves. Maybe tone down their fanatical hate of damaging plant or animal life.
    Short of thieving/snatching there isnt really a way to guarantee goblin-style hostility I don't think. With KILL_NEUTRAL they'll attack you on sight in adv mode but I dont think it makes them automatically send sieges in fort mode.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on November 08, 2019, 05:52:17 am
    If you are using dfhack check out my night of the werepumpkins code. It forces an entity to send timed (or random) sieges.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on November 08, 2019, 06:07:55 am
    Here is the write up for it:

    Code: [Select]
    This script counts down to a specific date, displays a pop-up window and then finds
    a random surface location and spawns a creature at that location a set number of times.

    I originally planned for this to be done in one event, as one function
    "function wp_moon_hunters()" that displayed a pop-up window and spawned 100 creatures
    at random locations around the surface of the map. However, running multiple lines of
    code (in this case thousands) at the same time crashes the game. So, instead this script
    is done using multiple spawning wave functions. Each wave is separated by a day (1200 ticks)
    and consists of 20 creatures; however, these numbers could be manipulated for more variety.

    The countdown function is the countdown to the event. Note that it is not called until the
    last line of the script file (after everything is read). It calls each event wave at the date
    specified by finding the difference between the current date and the specified event date
    and then using "dfhack.timeout(ticks+1,'ticks',FUNCTION_NAME)", like so:

       local ticks = date_moon_hunters_START - current_tick

    The total ticks in a year is calculated with the following equation. This variable never changes:

       local year_tick_total = 1200*28*12

       This is equivalent to 403200 (1200 ticks in a day * 28 days in a month * 12 months in a year)

    The current tick is calculated using:

       local current_tick = df.global.cur_year_tick

    The specific event date is calculated using:

       local date_moon_hunters_START = 1200*(7*28+9)
       
       This is (1200 ticks in a day * (# of months * 28 days in a month * # of days)

       The # of months starts at Granite (not January) and the # of days is up to the date (the day
       before the day of the event)

    Knowing this, we can do some interesting things here. Using a random number, we can now choose
    a random date (within a date range) and not just use a specific date. Lets say that we want this
    event to happen between June to September. We can now roll a four sided die and set the result
    to the month, like so:

       local m = math.random(4) + 3
       local date_of_event = 1200*(m*28+9)

       This will choose a random number between 1 and 4 and then add 3 to it. Assuming we got a
       random number of 2, this event would happen on the 10th of July. We can further complicate
       this date like so:

       local m = math.random(4) + 3
       local d = math.random(28) - 1
       local date_of_event = 1200*(m*28+d)

       This event will now happen sometime between the 1st of June and the 28th of September.
       Remember that the random number will be between 1 and 28 and the # of days is the day before
       the event. Assuming we got the random numbers 3 and 12, this event would happen on August 12th.

       Note that these variables would change everytime the game was loaded.

       You can do the same thing with years in the future as well. This code here says that if the
       difference between the current date and the specified event date is less than 0, the event
       has already passed this year and will take place next year.

       if ticks < 0 then
        ticks = ticks + year_tick_total
       end

       By multiplying another random number to year_tick_total, you can have this event happen
       multiple years in the future. Once again, this would change everytime the game was loaded.

       local y = math.random(5)
       if ticks < 0 then
        ticks = ticks + year_tick_total * y
       end

    The wave functions make up the actual actions of the events. For this script, they display a
    pop-up notification or spawn a creature at a random location, but could do anything that you
    want to happen in the event.

       The pop-up notification is as follows. Note that this does not pause the game. I also read
       that it should come after a creature is spawned, but I have not noticed any issue with that.
       If you are using a pop-up notification and a creature spawn at the same time, I suggest
       that you put the pop-up notification at the end:

       dfhack.gui.showPopupAnnouncement("announcement", COLOR_WHITE , true )

       The creature spawn is a simple dfhack.run_command(). Note that this only accepts a string.
       If you want to pass a variable that isn't a string, you have to convert it into a string
       first. The "modtools/create-unit" has ambush tags, but you will get a pop-up notification
       for every creature that is spotted. So, if you are spawning 100 creatures, that is 100
       notifications. I suggest that you use your own pop-up notification if you want to announce
       an ambush and are using multiple creatures.

       The actual spawn loop could be done in a for loop (and is probably the correct format), but
       I like while loops, so that is what I used. You can spawn a random number of creatures here:

       local n = 0
       local t = math.random (11) + 9
       while n < t do
        dfhack.run_command("modtools/create-unit")
        n = n + 1
       end
     
       This will spawn anywhere from 10 to 20 creatures. You can also set a percentage chance trigger
       here for anything to even happen:

       local event_chance = math.random(10)
       if event_chance == 1 then
        local n = 0
        local t = math.random (11) + 9
        while n < t do
         dfhack.run_command("modtools/create-unit")
         n = n + 1
        end
       end

       This means that the event only has a 10% chance of happening. You can change this percentage
       chance by changing the equation:

       local event_chance = math.random(10)
       if event_chance < 5 then
        local n = 0
        local t = math.random (11) + 9
        while n < t do
         dfhack.run_command("modtools/create-unit")
         n = n + 1
        end
       end

       This means that the event now has a 40% chance of happening. You can further complicate
       this by setting different chances to different amount of creature spawns.

       local event_chance = math.random(10)
       if event_chance < 5 then
        local n = 0
        local t = math.random (11) + 9
        while n < t do
         dfhack.run_command("modtools/create-unit")
         n = n + 1
        end
       else
        local n = 0
        local t = math.random (5)
        while n < t do
         dfhack.run_command("modtools/create-unit")
         n = n + 1
        end
       end

       Now this means that the event will happen. However, there is a 40% chance that 10 to
       20 creatures will spawn and a 60% chance that 1 to 5 creatures will spawn. To complicate
       this further, let's remove the event guarantee:

       local event_chance = math.random(10)
       if event_chance < 5 then
        local n = 0
        local t = math.random (11) + 9
        while n < t do
         dfhack.run_command("modtools/create-unit")
         n = n + 1
        end
       elseif event_chance == 5 or event_chance == 6
        local n = 0
        local t = math.random (5)
        while n < t do
         dfhack.run_command("modtools/create-unit")
         n = n + 1
        end
       else
        -- do nothing
       end

       Now there is a 40% chance that 10 to 20 creatures will spawn, a 20% chance that 1 to 5
       creatures will spawn and a 40% chance that the event will not happen.

       You can also add in population requirements, like so:

       local k = 0
       local event_chance = math.random(10)
       for i,unit in pairs(df.global.world.units.active) do
        if dfhack.units.isDwarf(unit) then
         k = k + 1
        end
       end
       if k > 79 then
        if event_chance < 5 then
         local n = 0
         local t = math.random (11) + 9
         while n < t do
          dfhack.run_command("modtools/create-unit")
          n = n + 1
         end
        else
         local n = 0
         local t = math.random (5)
         while n < t do
          dfhack.run_command("modtools/create-unit")
          n = n + 1
         end
        end
       end

       This code counts all of the dwarves on the map and then requires at least a count of 80
       for the event to happen. If there are 80 dwaves, there is a 40% chance that 10 to 20
       creatures will spawn, a 60% chance that 1 to 5 creatures will spawn and a 40% chance that
       the event will not happen.

       Once again, you can add an else/elseif to the population minimum if statement to make
       a fewer number (or a different creature(s)) spawn depending on the current population:

       local k = 0
       for i,unit in pairs(df.global.world.units.active) do
        if dfhack.units.isDwarf(unit) then
         k = k + 1
        end
       end
       if k > 79 then
        -- spawn 50 to 100 creatures
       else if k > 49 then
        -- spawn 20 to 50 creatures
       else if k > 19 then
        -- spawn 5 to 10 creatures
       else
        -- do nothing
       end

    I highly suggest using the print output while testing your script. You should put a
    print output at the start of each function and for each important variable.

    For example, this line of code will tell you the date of the event (in ticks), the current
    tick and the difference between the two. This is a good way to find out when the event
    should happen (e.g. 100 ticks from now or 10,000):

    print("event tick:", date_event, "current tick:", current_tick, "ticks to event:", ticks)

    This is also a good way to see what random number was chosen so that you can make
    sure that the code is working as intended:

    local n = math.random(5) + 3
    printf(n)

    I hope this helps with your own events, pre-determined random encounters and custom sieges!

    Let me know if you have any questions.
    Title: Re: What's going on in your modding?
    Post by: Asin on November 11, 2019, 02:23:39 pm
    I'm currently in the planning stage of my own take on the "expanded underground/cavern mod." Still figuring out what sorts of things to add.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on November 12, 2019, 12:01:37 pm
    (https://cdn.discordapp.com/attachments/245937631848824833/643854612130037761/unknown.png)
    (https://cdn.discordapp.com/attachments/245937631848824833/643856188311601152/unknown.png)
    Hahahaha. Soon (https://cdn.discordapp.com/attachments/245937631848824833/643856130866413599/latest.png).
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on November 16, 2019, 10:15:04 am
    Realized it'd be more sensible to strip mine my old mod instead of streamlining it.

    This time clear and organized instead of wild electrical wire sprawl. The raws should be intelligible. Started from the core with woodworking (bowyering/carpentry) and wearables (clothier/leatherworker), and now working outward.

    For an adventure mod crafting mod, I think the easily achievable ideal/constraint is a single, clean main-menu page, with most reaction topic submenu pages at 1 (unlikely for some reactions). Topic submenus should be intuitive and self-contained requiring no travel to other topics.
    (https://i.imgur.com/xxgYqzk.png)

    The experiment involving intermediate stage products has reached its end. For adventure mode, you can't have crafting granularity without  tedium. For example, before feather = fletching, branch = shaft, raw material = missile head, then combine to make missile. Those 4 dreadful steps I've compressed into 1. Feather + branch + (say) stone = 12 stone arrows/bolts.

    We'll see how it goes.
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on November 19, 2019, 12:30:48 pm
    Centaur Tribes :) And a lot of new scripts that some modders can find useful. I'll upload some of them soon.

    Scripts that I'll upload: cavernEmbark (Embark in any of the three cavern levels!), infoExtractor (Useful for me, it allows you to see tile types, tile captions, building coords, item properties, etc), discover (Learn new reactions and unlock new workshops for your fort [Only for your fort]).

    Spoiler: Elven Mod (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Tentacle Demon on November 19, 2019, 12:41:44 pm
    Realized it'd be more sensible to strip mine my old mod instead of streamlining it.

    This time clear and organized instead of wild electrical wire sprawl. The raws should be intelligible. Started from the core with woodworking (bowyering/carpentry) and wearables (clothier/leatherworker), and now working outward.

    For an adventure mod crafting mod, I think the easily achievable ideal/constraint is a single, clean main-menu page, with most reaction topic submenu pages at 1 (unlikely for some reactions). Topic submenus should be intuitive and self-contained requiring no travel to other topics.
    (https://i.imgur.com/xxgYqzk.png)

    The experiment involving intermediate stage products has reached its end. For adventure mode, you can't have crafting granularity without  tedium. For example, before feather = fletching, branch = shaft, raw material = missile head, then combine to make missile. Those 4 dreadful steps I've compressed into 1. Feather + branch + (say) stone = 12 stone arrows/bolts.

    We'll see how it goes.
    Now your mod is better.
    Title: Re: What's going on in your modding?
    Post by: Dragula on November 21, 2019, 11:05:34 am
    I tried to make a mammoth graphic tile, but now the game just crashes.
    Title: Re: What's going on in your modding?
    Post by: Voidfull on November 23, 2019, 03:32:36 pm
    So i'm totally new to this. But im interested in converting units from the game Dominions 5 over to DF. Ive been trying out several ideas but im considering keeping it simple by kicking it off like this:

    i am using the Dominions 5 Mod Inspector, i choose MA Mictlan as a starting point. Why? I like the nation. It appeals to me and i feel like i should make the hard part of learning to mod as fun and interesting as possible to help me over the humps.

    I already made a conceptual Mictlan entity. But it rubs me the wrong way seeing it in game. I generated some worlds and it works all fine, But i immediately realized a conceptual disconnect by seeing a given nation appear as that given nation over several different instances of worlds. Its good training wheels though. But the beauty of DF is giving History free reign to surprise you. The disconnect is premised on the idea that worldgen creates a semblance of different nations and culture based on fantasy species and branching from there? Putting in a nation based on established culture feels like cutting corners and forcing it in. I like being surprised. Id love to get some thought on this by the way. I like the idea of worlds surprising me and this is something im interested in exploring the limits off and if possible break them. (for example id love the idea of procgen created cosmology in DF and its reverbaration on cultures)

    But okay im new so i need to set my sights on something attainable in the foreseeable future. My idea right now is that im considering focusing on just making a little creature pack based on MA Mictlan. Make the generic creatures first. Get them in there. Flesh them out. Pick another Dom5 nation. Get the units in DF. Flesh them out. and so on. Until eventually i can release a big Dom5 inspired modpack.

    This way it seems like  every step is a reasonable goal to me and helps me get my feet wet. Id also love to get feedback and thinking in terms of "blocks" of Dom5 nations feels like a good way to release something self contained while still working on an overall larger goal.

    Beyond this whole Dom5 project i was really wondering if its possible to leverage the raws in dynamic ways like HUMAN CIV branch has 80% chance of using naming systems WAR:violence (or whatever) 20% WAR:peace
    to differentiate cultures and worlds a bit more.

    Title: Re: What's going on in your modding?
    Post by: ZM5 on November 25, 2019, 12:00:34 pm
    (https://cdn.discordapp.com/attachments/529469746052202506/647082775723376650/Dwarf_Fortress_OwcELVmRo7.png)
    (https://cdn.discordapp.com/attachments/529469746052202506/647085920905854987/Dwarf_Fortress_iidcYe3ZTl.png)
    I got bored.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on November 25, 2019, 09:26:51 pm
    (https://cdn.discordapp.com/attachments/529469746052202506/647082775723376650/Dwarf_Fortress_OwcELVmRo7.png)
    (https://cdn.discordapp.com/attachments/529469746052202506/647085920905854987/Dwarf_Fortress_iidcYe3ZTl.png)
    I got bored.
    (click thumbnail to expand)
    (https://i.imgur.com/zw9vgq7.jpg)
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on November 26, 2019, 04:55:32 pm
    (https://cdn.discordapp.com/attachments/529469746052202506/647082775723376650/Dwarf_Fortress_OwcELVmRo7.png)
    (https://cdn.discordapp.com/attachments/529469746052202506/647085920905854987/Dwarf_Fortress_iidcYe3ZTl.png)
    I got bored.
    (click thumbnail to expand)
    (https://i.imgur.com/zw9vgq7.jpg)
    The guitar should be made of flesh.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on November 26, 2019, 06:03:48 pm
    The guitar should be made of flesh.
    Funny that you should mention that (https://puu.sh/EJ2a8/5093f40b57.png), one of the spawned legendary fighters I put in this series of battles against some megabeasts did have a flesh guitar.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on November 26, 2019, 06:30:33 pm
    The guitar should be made of flesh.
    Funny that you should mention that (https://puu.sh/EJ2a8/5093f40b57.png), one of the spawned legendary fighters I put in this series of battles against some megabeasts did have a flesh guitar.
    Yeah I saw that, I didn't realize that this wasn't that one.
    Title: Re: What's going on in your modding?
    Post by: MachoNacho on December 06, 2019, 05:14:04 pm
    I finished the "7 Deadly Beasts" portion of my mod which doesn't have a name yet. Currently taking a break from megabeasts and adding regular, non-MB monsters instead.
    Title: Re: What's going on in your modding?
    Post by: Ulfarr on December 09, 2019, 09:52:11 am
    Added atlatls/javelins in my primitive civ mod for testing.

    Two years and a couple hundreds of wooden/bone javelins thrown later, my four hunters are all adept/expert (level 7-8) throwers and have exactly 0 kills among them. Damn have I missed the mark.
    Title: Re: What's going on in your modding?
    Post by: Broms on December 09, 2019, 10:03:18 am
    I'm creating a "Disassembly Workshop" that uses stonecrafting/leatherworking/weaving/woodcrafting/furnace operating (and fuel) to disassemble every item in the game by category and then by material at the bottom level. There are almost 400 reactions and are categorized into three tiers. Just fixing the last few keybinds and it'll be ready to share.

    The idea is to be able to take things apart and get your resources back on a 1:1 ratio as much as possible.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on December 09, 2019, 10:16:29 am
    That is a metric buttload of reactions.

    I was thinking of making a reaction to turn one generic meat type into any meat of any creature (just taking a stack of 10 or whatever and turning into one of each of the meat/organ types), to satisfy the weird food preferences, but declared that to be too finicky. Not only because of all the reactions but that it won't help with modded creatures or if tissues have been modified.
    Title: Re: What's going on in your modding?
    Post by: Broms on December 09, 2019, 10:50:32 am
    Yeah there are quite a few but I'm doing it with an excel spreadsheet so the same formula makes every reaction, a lot less work then doing them individually.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on December 13, 2019, 08:46:36 am
    Well, it took awhile, but I am almost done with v1.0 of Elf Fortress. I added the ability to grow wood logs (for wall, floor and roof construction), but it is a slow process. For all other items, it is quicker to grow them directly from their seed (e.g. grown birch cage from a grown birch seed). I also added all of the bone weapons, armor and furniture from goblin fortress to allow for use of the bone resource as well.

    Here are some elves in a wasteland that they are starting to convert into a forest.

    (https://i.imgur.com/frvRKxj.png)


    Title: Re: What's going on in your modding?
    Post by: brolol.404 on December 13, 2019, 05:12:59 pm
    I am thinking of other possible races for my fortress series. Are there any races that you guys would like to see added as a playable race in fortress mode as the next race for my fortress series?

    Here are some ideas:

    Kobold
    Gnoll
    Mountain Gnome
    Dark Gnome
    Centaur
    Troglodyte
    Gremlin
    Plump Helmet Man
    Ogre
    Satyr
    Hobogoblin
    Ent
    Giant
    Cyclops
    Ettin
    Minotaur
    Illithid
    Drider
    Sahuagin
    Naga

    Any other ideas?
    Title: Re: What's going on in your modding?
    Post by: Enemy post on December 13, 2019, 06:16:25 pm
    How about trolls? They're always subjugated by the goblins in the vanilla game, and are rarely the subject of mods. It could be interesting to see what an independent troll society might look like.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on December 13, 2019, 09:58:24 pm
    How about trolls? They're always subjugated by the goblins in the vanilla game, and are rarely the subject of mods. It could be interesting to see what an independent troll society might look like.
    This is a cool idea. I will think about how this society would look. I could probably do ogres after trolls as they would share some of the same ideas/concepts.
    Title: Re: What's going on in your modding?
    Post by: Just Some Guy on December 14, 2019, 01:51:46 am
    Jeez, it's been ages since I've posted here.

    Anyway, I made this... thing.
    Spoiler: I'm Sorry (click to show/hide)

    I also made kobold lay 100-200 eggs each. Not sure how that effects anything yet.
    Title: Re: What's going on in your modding?
    Post by: brolol.404 on December 14, 2019, 06:38:24 am
    lol wtf
    Title: Re: What's going on in your modding?
    Post by: ZM5 on December 14, 2019, 10:07:55 am
    (https://cdn.discordapp.com/attachments/529469746052202506/654333035503943731/unknown.png)
    I got bored again. Made a shitpost megabeast based on this image (https://cdn.discordapp.com/attachments/563359458483240961/654089752735383562/99fdf600cf4049b19bb5b9777b06727e_display_large.png). It screams out senator Armstrong's lines and charges a fire jet attack before releasing it. Also bigger than a full-grown dragon.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on December 14, 2019, 02:26:01 pm
    Spent a night writing up a couple new megabeasts. First one was based on the legend of the Am Fear Liath Mor (https://en.wikipedia.org/wiki/Am_Fear_Liath_M%C3%B2r). Took a giant and gave it powers to terrify enemies at range and even zombify someone it catches. It is terrifying. Havent gotten to test it in adventure or fort mode at all, but if it works right it will be quite the challenge with militia dwarves or companions seizing up instead of fighting and the possibility of fighting a rogue husked ally. Which sadly would probably cause a loyalty cascade.

    Thinking of making its powers either subject to the silence spell or make a counter-spell like a resist fear/psychic effects or something, if it proves too powerful.

    The other beastie was a giant man-eating tree with deadly venom from its thorned limbs. I think the thorns pop off if you smack them with a mace successfully, so that could be a smart strategy, but it has thorns on all six arms plus the trunk, and theyre razor sharp, so its very threatening nonetheless.

    Thinking of what to do next, and couldnt help but notice I never got around to doing ghostly/incorporeal creatures. Mostly because that's technically impossible with the game requiring some form of tissue. So I'm back to deciding yet again whether theres more merit in making them super soft and easy to dispatch with a single blow and just, like, resurrect one-another endlessly in some cases or nearly adamantine-tough and requiring adamantine or other enchanted materials to damage them. The latter could be interesting, but a pain in the ass if you dont have anything made of the required materials on-hand.

    ...still havent fully implemented all the enchanted basins and potions I intended to. Gotta finish that too.

    But I did get most of the civ-specific content separated so the player could choose to play with only the vanilla races + wizards or a bunch of other fantasy races.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on December 31, 2019, 08:33:17 pm
    Finally saw Rise of Skywalker, so I should update Jawa Fortress. It's been a while since I touched that mod, I'll add stuff from The Mandalorian along with the movie.
    Title: Re: What's going on in your modding?
    Post by: SQman on January 17, 2020, 04:15:26 am
    I'm ready to officially announce that I'm working on LCM 3. What does that stand for? Well...

    LCM, Less Crazy Modpack, was an overambitious project in merging as many mods as possible without making the game world too chaotic. Not being able to read raws or errorlogs was a major setback, but I managed to make everything work by bruteforcing and wishful thinking.

    LCM 2 was a dhort-lived project that I started when I learned the very basics of modding. While I sure did learn a lot, especialy about body plans and tissues, the project was being made for a sequel to my story, not as a celebration of mods and their creators.

    LCM 3 was started when I realized I can actually fix most issues that errorlogs point out. Since there was too much errors in the old modpack, I've decided to start from scratch. So far there's no errorlog with some big mods included.

    Currently I'm working on properly including ZM5's Lufia addon into the new modpack. I didn't expect there would be so many creatures in that one, but I'm getting close to the end so everything is fine. I'll start a dedicated thread soon.

    I'm also considering getting back to Animal Diversification Project, because I'm really feeling it again.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 17, 2020, 04:13:39 pm
    What mods are you including?

    Currently, I just finished that update I had delayed for too long on Jawa Fortress. I've got some ideas for Primal. Just some new animals mostly, and now that the werecreatures give me an excuse to do outdated depictions I can add the Crystal Palace-era versions of Iguanodon and Megalosaurus as lycanthrope strains. After that I'll probably just wait for the update.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on January 17, 2020, 05:38:22 pm
    Bug fixes an tests. And do-overs. And tests. Frankly I'm burned out on DF modding at the moment. I just want to push this update and murder people in gta until Toady releases the new version, then sit on that for a couple months.
    Title: Re: What's going on in your modding?
    Post by: ChaosPotato on January 17, 2020, 11:44:37 pm
    Still working on Age of Myth. I have a few ideas for monsters but I haven't actually added them yet.

    Maned eel: Giant, eyeless eel with a "mane" made of strange filaments (Imagine a catfish. Now imagine its whiskers on an eel with no eyes. Then duplicate the whiskers a ridiculous amount of times so they encircle the entire head. Finally, make it huge. There, now you have a maned eel). Spawns underground.

    Not named yet: Rarely spawns in all wetlands. Appears as a bound woman and cries for help until approached, after which it will become hostile and change form. Not sure what the "active" form should be yet.

    Wight: Undead. Occasionally spawns instead of mummies. Can transmit wight infection through biting (accomplished via giving them infectious pus/blood and using an oozing/bleeding syndrome on their teeth), as well as reanimate corpses as wights.

    Maybe some clockwork creatures? I already have a clockwork megabeast (With a GUN. On its HEAD.).
    Title: Re: What's going on in your modding?
    Post by: Asin on January 20, 2020, 10:29:15 pm
    Currently making an underground themed mod. Trying to think up ideas for creatures and plants.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on January 22, 2020, 08:05:12 am
    Only tiny changes, based on encounters, happening in OldGenesis mod, such as

    - cow value increased to 1100.
    - substance-throwing Mephits are too deadly compared to ogres and minotaurs and young ents, reduce from 40 kg to 22 kg.
    - cave croc nerfed a little from 330 kg, was too deadly.
    - moledogs reduced in size a little bit.
    - giant stoat enlargened.
    - giant moles are a little smaller now.
    - giant ants bite better.
    - fewer tropical buffaloes, as they massively destroy workshops now.

    Currently making an underground themed mod. Trying to think up ideas for creatures and plants.
    Could look at old scifi movie posters  :-*
    Title: Re: What's going on in your modding?
    Post by: Valikdu on January 30, 2020, 01:59:45 pm
    *sounds of rusted-shut gears turning, sloooowly*
    Title: Re: What's going on in your modding?
    Post by: Enemy post on January 30, 2020, 02:00:54 pm
    Hey, welcome back Valikdu!
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on January 30, 2020, 03:07:58 pm
    Mostly I am trying to find an item quality other than artifact. Numbers and EXCEPTIONAL don't seem to do anything.
    [INTERACTION:GIFT_WEAPON]
       [I_TARGET:A:CREATURE]
          [IT_LOCATION:CONTEXT_CREATURE]
          [IT_MANUAL_INPUT:obsidian]
       [I_EFFECT:CREATE_ITEM]
          [IE_TARGET:A]
          [IE_IMMEDIATE]
          [IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:INORGANIC:ADAMANTINE]
          [IE_ITEM_QUALITY:ARTIFACT]

    From Nahere, a vanilla way to obsidianize:
    [INTERACTION:OBSIDIANIZE]
       [I_TARGET:A:CREATURE]
          [IT_LOCATION:CONTEXT_CREATURE]
          [IT_MANUAL_INPUT:obsidian]
       [I_EFFECT:CREATE_ITEM]
          [IE_TARGET:A]
          [IE_IMMEDIATE]
          [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE]
       [I_EFFECT:CREATE_ITEM]
          [IE_TARGET:A]
          [IE_IMMEDIATE]
          [IE_ITEM:100:3000:LIQUID_MISC:NONE:INORGANIC:NONE]
    Title: Re: What's going on in your modding?
    Post by: Taras on January 30, 2020, 03:42:38 pm
    What tokens give demons and necromancers an ability to spread evil surroundings and make experiment creatures?
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on January 30, 2020, 04:29:13 pm
    What tokens give demons and necromancers an ability to spread evil surroundings and make experiment creatures?
    NIGHT_CREATURE_EXPERIMENTER and maybe [SPREAD_EVIL_SPHERES_IF_RULER]
    Title: Re: What's going on in your modding?
    Post by: Taras on January 30, 2020, 04:42:38 pm
    What tokens give demons and necromancers an ability to spread evil surroundings and make experiment creatures?
    NIGHT_CREATURE_EXPERIMENTER
    Example [CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NIGHT_CREATURE_EXPERIMENTER:START:0:ABRUPT]
    Thanks!
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on January 31, 2020, 07:31:36 am
    Moved my personal mod over to the new version. There are some hobbits who have both [EVIL] and [GOOD] tags. Mainly the idea was for their merchants to come with all sorts of weird and wonderful food. Very hobbity (I think).

    Still, it was greatly satisfyingly to discover The Beer of Circumstance. An army of hobbits lead by a Capybara demon unleashed from hell by dwarves digging too deep. Ha ha.

    I love that typical gobbo invasions from hell result in impalements, flaying and other nastiness. The hobbits just razed the dwarven tavern and built their own.  :D
    Title: Re: What's going on in your modding?
    Post by: ChaosPotato on February 01, 2020, 08:32:35 am
    New version is a major setback in Age of Myth's development.
    :(
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 01, 2020, 09:05:04 am
    New version is a major setback in Age of Myth's development.
    :(
    Not that much raws changes, maybe 1.4 hours of looking at WinMerge code comparison tool (vanilla 4412 vs 4701) and putting new things into one's mod.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Untrustedlife on February 01, 2020, 04:48:57 pm
    Tried to create a custom experiment interaction. It didnt stop my summoners from being created but with the custom interaction as an option they were, strangely enough, unable to build towers. When i got rid of it they worked. With it they did the whole vampire, "go from village to village" thing. Not sure if thats  abug.
    Title: Re: What's going on in your modding?
    Post by: Taras on February 02, 2020, 04:22:21 pm
    New version is a major setback in Age of Myth's development.
    :(
    Not that much raws changes, maybe 1.4 hours of looking at WinMerge code comparison tool (vanilla 4412 vs 4701) and putting new things into one's mod.

    Spoiler (click to show/hide)
    Yes, who can spit. Harpies can pet animals, when satyrs can't.
    Title: Re: What's going on in your modding?
    Post by: ChaosPotato on February 02, 2020, 04:35:35 pm
    Ok, so it wasn't as much of a setback as I thought it was. Apparently the crash (which happened, by the way) was caused by something other than Age of Myth. I updated the beast of pride creature to use the new summoning system instead of dropping and reanimating eggs. It now creates WAY more swarmers than it used to, which is great because that's the whole point of this thing. Oh, and all the sin creatures now spread evil when they take over towns.
    Title: Re: What's going on in your modding?
    Post by: Strik3r on February 02, 2020, 04:40:31 pm
     Just me playing with SHARP_ROCK material emissions earlier:

    You launch a spine!
    The spinning sharp Spined Salamander Man 1's spined salamander man spine strikes Human 1 in the head, tearing apart the muscle, chipping the skull and bruising the brain!
    A tendon in the skull has been torn!
    Human 1 has been shot and killed.

    This is just ridiculous. The Text part, that is. Tearing up people with sharp spines is intended behaviour. Coming to dark dark blendec pits and blackwing seiges near you, soon... hopefully.
    Title: Re: What's going on in your modding?
    Post by: ChaosPotato on February 03, 2020, 03:36:41 pm
    When I release my mod, elves may or may not have war wyverns.
    Title: Re: What's going on in your modding?
    Post by: Mohreb el Yasim on February 03, 2020, 05:43:39 pm
    just added to both CREATURE_VARIATION:ANIMAL_PERSON
    Code: [Select]
    [CV_CONVERT_TAG]
    [CVCT_TARGET:AQUATIC]
    [CVCT_REPLACEMENT:AMPHIBIOUS]
    to my raws ... so those underwater animal-mens can get pay a visit and do something ... octupus men here we come :D
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 03, 2020, 08:53:33 pm
    Started the work on updating the LOLmod, since it looks like it'll be simpler than Jawa Fortress.
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on February 03, 2020, 09:53:07 pm
    Zerg/Tyranid-like race mod!

    They'll be called the Mantids, like the ones from World of Warcraft but with next to no relation.

    Two castes: Worker Mantid and Warrior Mantid. The first can't learn military skills, and the last can't learn working skills. They're both male.

    In order to obtain more citizens, you will need to order Drones (intelligent arachnids that can't learn skills) on embark, or buy them from your civ caravan. The drones will produce (summon) larvae, once per year and only two each time. These larvae can be turned into different monsters if you pasture them around a Pylon (an immobile creature) and wait for a year or two.

    Spoiler: Pylons (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: 9joseph9 on February 04, 2020, 12:37:37 am
    I decided to nerf goblins in my world by making them mortal and require food and water.

    But more interestingly, I've added hobgoblins to the game. Essentially red, human-sized goblins who live in towns in the desert. They have dwarven strength and an honor/truth based value system intended to put them in contlict with the vanilla goblins.

    Hopefully with two evil races that tend to fight eachother just as much as they fight everybody else, the good races will have some breathing room.
    Title: Re: What's going on in your modding?
    Post by: Untrustedlife on February 04, 2020, 12:38:33 am
    http://www.bay12forums.com/smf/index.php?topic=174887.msg8044294#msg8044294

    Updated my big Monsters Of Majesty Mod
    Title: Re: What's going on in your modding?
    Post by: ChaosPotato on February 04, 2020, 03:06:00 pm
    Zerg/Tyranid-like race mod!

    They'll be called the Mantids, like the ones from World of Warcraft but with next to no relation.

    Two castes: Worker Mantid and Warrior Mantid. The first can't learn military skills, and the last can't learn working skills. They're both male.

    In order to obtain more citizens, you will need to order Drones (intelligent arachnids that can't learn skills) on embark, or buy them from your civ caravan. The drones will produce (summon) larvae, once per year and only two each time. These larvae can be turned into different monsters if you pasture them around a Pylon (an immobile creature) and wait for a year or two.

    Spoiler: Pylons (click to show/hide)
    I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.
    Title: Re: What's going on in your modding?
    Post by: SQman on February 05, 2020, 06:29:30 am
    In wait for a few mods to be updated, I've started working on Animal Diversification Project again. Incidentally, I've been overhauling dog people and giant dogs before the hiatus, so I started by making dog people able to pet dogs. What can I say, it's a dog-pet-dog world.
    Title: Re: What's going on in your modding?
    Post by: Gashcozokon on February 05, 2020, 09:24:55 am
    When i use Green Glass this works fine. I tried Clear Glass for the first time and it crashed. Any ideas why?
    Code: (reaction_other.txt) [Select]
    [REACTION:CUSTOM_CART_GLASS]
        [NAME:Construct glass minecart]
        [BUILDING:CRAFTSMAN:NONE]
        [REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
        [PRODUCT:100:1:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
     [SKILL:GLASSMAKER]
    Edit: okay it Used to work for green glass. But now that 7yalso crashes,  so this whole thing is broken.
    Edit2: Nevermind! Found and fixed the issue.
    Code: [Select]
    [PRODUCT:100:1:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
    Is now:
    [PRODUCT:100:1:TOOL:ITEM_TOOL_MINECART:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
    Works as intended now. Except the description and name just say 'minecart' i don't see the material type.
    Title: Re: What's going on in your modding?
    Post by: Taras on February 05, 2020, 11:47:30 am
    Ok, so it wasn't as much of a setback as I thought it was. Apparently the crash (which happened, by the way) was caused by something other than Age of Myth. I updated the beast of pride creature to use the new summoning system instead of dropping and reanimating eggs. It now creates WAY more swarmers than it used to, which is great because that's the whole point of this thing. Oh, and all the sin creatures now spread evil when they take over towns.
    Could you share the code for this summoning-breeding?
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 05, 2020, 07:03:17 pm
    I finished updating the LOLmod, so now all that's left for me to do is update Jawa Fortress.
    Title: Re: What's going on in your modding?
    Post by: Asin on February 05, 2020, 07:33:11 pm
    In wait for a few mods to be updated...

    What mods are you waiting for to be updated?
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on February 05, 2020, 10:13:36 pm
    I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.

    Did you release that mod? I would be happy to see similar work in order to take some inspiration :D

    On a side note... Should I add something like the Genestealer Cults from WH 40K?
    Would be pretty hardcore if you received a Mantid Siege, survived the giant Mawlocs (I'll give them a more original name later) and the four-armed soldiers, and after that bloodbath some of your dwarves starts conspiring against your fort.
    Title: Re: What's going on in your modding?
    Post by: Asin on February 06, 2020, 09:05:42 am
    Considering making a race of more evil wood elves.

    Not sure what to call them though.
    Title: Re: What's going on in your modding?
    Post by: KittyTac on February 06, 2020, 09:37:08 am
    My species of scaly cat-people now has their own language, a modified version of the goblin one that doesn't sound as harsh.
    Title: Re: What's going on in your modding?
    Post by: Nahere on February 06, 2020, 02:42:36 pm
    Considering making a race of more evil wood elves.

    Not sure what to call them though.
    Thorn elves?
    Title: Re: What's going on in your modding?
    Post by: LargeSnail on February 06, 2020, 02:52:25 pm
    Considering making a race of more evil wood elves.

    Not sure what to call them though.

    Trows?
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 06, 2020, 03:08:43 pm
    Considering making a race of more evil wood elves.

    Not sure what to call them though.

    Bob?
    Title: Re: What's going on in your modding?
    Post by: SQman on February 06, 2020, 03:42:32 pm
    What mods are you waiting for to be updated?

    ZM5's mods mostly. There's just so many summoning reactions that could be updated so that they don't require corpses, and maybe some others that can be tweaked now, that I'd rather they were implemented correctly and up to date.
    I know I should get on with the times and learn the new stuff, but I'd rather not use someone else's stuff for that; I may actually start a small project just for that purpose, though I'm still not entirely sure what that would be.
    Title: Re: What's going on in your modding?
    Post by: ChaosPotato on February 06, 2020, 04:21:47 pm
    I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.

    Did you release that mod? I would be happy to see similar work in order to take some inspiration :D

    On a side note... Should I add something like the Genestealer Cults from WH 40K?
    Would be pretty hardcore if you received a Mantid Siege, survived the giant Mawlocs (I'll give them a more original name later) and the four-armed soldiers, and after that bloodbath some of your dwarves starts conspiring against your fort.
    The scorpids are part of a mod called Age of Myth that I've been working on since 2019. It's not ready to be released yet though.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 06, 2020, 06:25:57 pm
    I got the early work done on updating Jawa Fortress. Now to track down the resultant crash bugs.
    Title: Re: What's going on in your modding?
    Post by: Untrustedlife on February 06, 2020, 08:45:50 pm
    NEW DISCOVERY! I put DOES_NOT_EXIST on dogs but when i added a summon for them i was still able to summon them. So does_not_exist DOES NOT PRECLUDE SUMMONING this should make things incredibly easy for special summons just tag the creature as does not exist then add a summon interaction for them.
    (https://i.imgur.com/n8nRywF.png)

    Code: [Select]
    [INTERACTION:SUMMON_SHADOW_BEAST]
    [I_TARGET:A:LOCATION]
    [IT_LOCATION:CONTEXT_LOCATION]
    [I_TARGET:B:LOCATION]
    [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
        [I_EFFECT:SUMMON_UNIT]
            [IE_TARGET:B]
            [IE_IMMEDIATE]
                [CREATURE:DOG:ALL]
                [IE_MAKE_PET_IF_POSSIBLE]

    Code: [Select]
    [CREATURE:DOG]
    [DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
    [NAME:dog:dogs:canine]
    [CASTE_NAME:dog:dogs:canine]
    [CREATURE_TILE:'d'][COLOR:6:0:0]
    [CREATURE_CLASS:MAMMAL]
    [PETVALUE:30][NATURAL]
    [LARGE_ROAMING]
        [DOES_NOT_EXIST]
    [COMMON_DOMESTIC][TRAINABLE][PET]
    [BONECARN]
    [PREFSTRING:loyalty]
    [BODY:QUADRUPED_NECK: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:0:0:1000]
    [BODY_SIZE:1:0:12500]
    [BODY_SIZE:2:0:30000]
    [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:puppy: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]
    [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
    [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]

    This means I can make whatever creatures, tag them as DOES_NOT_EXIST and summon them, and that prevents them from spawning but still allows me to summon them
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 06, 2020, 08:54:13 pm
    What happens if you summon one of the creatures that is supposed to be mythical?
    Title: Re: What's going on in your modding?
    Post by: Untrustedlife on February 06, 2020, 08:56:27 pm
    What happens if you summon one of the creatures that is supposed to be mythical?

    When i did that it crashed when i tried to summon them but didnt give an error. But i imagine if i add a body for them it will work fine. But this means you can make whatever creatures and tag them as DOES_NOT_EXIST to prevent spawning but are still able to summon them, that allows for some crazy versatility :D
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 06, 2020, 08:59:26 pm
    That does sound useful.
    Title: Re: What's going on in your modding?
    Post by: Levity on February 07, 2020, 05:56:05 am
    Just caught up on this newest release; all rather interesting. Great work Untrustedlife!
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 07, 2020, 07:38:27 am
    More or less got everything updated to an acceptable (https://puu.sh/F7OLL/2be9dc40ff.png) level (https://puu.sh/F6Ept/262307ab02.png), also got necromorphs (https://cdn.discordapp.com/attachments/529469746052202506/675003763479805953/unknown.png) done.

    Thing is, I don't know whether to start releasing updates or not cause it still seems like some of the worldgen crash issues arent resolved, still cannot actually gen a world with an increased civ amount most of the time.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 07, 2020, 03:00:04 pm
    Bringing stuff up to date with the new version. Then I'm gonna incorporate the new interaction features into spells.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 07, 2020, 03:35:41 pm
    seems like some of the worldgen crash issues arent resolved, still cannot actually gen a world with an increased civ amount most of the time.
    In OldGenesis-land, worldgen is about 90% reliable, when limit the history to 80-100 years.
    You got any NATURAL_SKILL tags on civilized creatures? Could you post a worldgen params that crashes?

    Here's one worldgen params
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 07, 2020, 04:11:53 pm
    Only natural_skill stuff I really use is unarmed combat skills (grasp/stance strike, wrestling, biting, also general fighter) for wild predators as well as minion creatures and civ pets that aren't found in the wild, and added discipline for the vast majority of creatures, including civilized ones - I vaguely recall the latter being fine (it didn't cause embark crashes which aren't my issue either way), don't remember the former though (although, I'd guess thats mostly fine too since I was able to gen a small world and default amount of civs to 125 years with high everything else - though afterwards with the same parameters it crashed at 40 years).

    Now that I think about it, is MILITARY_TACTICS in the list of skills that cause worldgen/embark crashes? I recall giving it to some "leader" castes of beast civs, i.e to Xenomorph queens.

    I'll try to get some worldgen params later, can't do so atm, but will post.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 07, 2020, 04:41:51 pm
    Which natural skills are known to cause crashes? And does it affect skill gain and rust changes too? I've never heard of this issue before.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 07, 2020, 06:34:06 pm
    Which natural skills are known to cause crashes? And does it affect skill gain and rust changes too? I've never heard of this issue before.
    No idea if affects skill gains/rusts.

    OldGenesis 44.12g raws always crashed 47.01 when pressing "embark" on world map.
    Removing all natural_skill tags from fort mode civ, removed the crash. Here's my bug-hunting log
    Spoiler (click to show/hide)

    Demonic Gophers did testing: (quoted from 47.01 release thread)
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: Demonic Gophers on February 07, 2020, 11:28:31 pm
    Skill learn rates seem to be fine.  Just checked an embark with boosted learn rate for smithing and an assortment of other skills with no problem.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 08, 2020, 01:45:40 am
    Hmm, I'm not getting to embark trying to update my spellcrafts mod. It seems to consistently crash during worldgen within 150 years, only an "impoverished word selector" showing up in the errorlog.

    What other causes of worldgen crashes have been noted?
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on February 08, 2020, 04:31:53 am
    Hmm, I'm not getting to embark trying to update my spellcrafts mod. It seems to consistently crash during worldgen within 150 years, only an "impoverished word selector" showing up in the errorlog.

    What other causes of worldgen crashes have been noted?
    Worldgen crash causes are found by Toady, when you post a crashing worldgen seed in a thread he reads (47.02 announcement) or the bug tracker. (Or if he happens across one himself - but that's not as often as we'll find them).
    If you don't tell him, it won't get done.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 08, 2020, 08:22:54 am
    I just posted crashing worldgen seeds(4 of 11 tried seeds crashed worldgen) to the 47.02 release thread
    and the OldGenesis installation that has the "easily crashing" civilizations. If you have windows 64bit you can verify that this raws+params+seed crashes.
    Maybe even crashes OSX and Linux versions with the same raws and wgen params; I can't test those.

    File: http://dffd.bay12games.com/file.php?id=14759
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 09, 2020, 06:07:56 pm
    Been tinkering around with some interaction stuff. Currently testing the last one I added, which does some very !!FUN!! spoilery shit, inflicting side effects on the user. The side effects I'll spoil a bit. Starts off right off the bat inflicting some undead-like traits to imply the user's basically sold their soul as a consequence of casting it, and each use will progressively make them lean more towards the cruelty personality trait, along with making their behavior more erratic.

    But the most !!FUN!! effect I added was the stigmata. I had to tinker around a fair bit with the severity, because the key point is that all of the side effects are permanent, and compound with each use via SYN_CONCENTRATION_ADDED. So with a severity of 10 or so, the first couple uses seem to be safe. During my arena mode test, I found that the setup I gave it makes it so that three uses effectively signs the user's death warrant, at least while following them in the fort-mode arena perspective. It still takes a long while, but eventually the blood loss catches up with them, whereas at only two uses the effect seems to be minor enough that the odds of dying from it are negligible.

    Of course, I assume that it'll be a lot less lethal in adventurer mode, given rest and fast travel will all likely mess with intermittent blood loss. But as a counterpoint, the timer is nice and long on the interaction anyway, enough that it should take a whole day at adventure-mode time length for the effect to become usable again.

    And as a fun side note, I also gave each use a 25% or so chance of paralyzing the hands, which should preclude any further use of it since the interaction requires working grasp parts. Doing so should also cut off any use of other spell stuff I'm toying with, too. Nevermind on that, I was having trouble getting it to disable grasping parts reliably, let along on a non-100 prob.

    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 09, 2020, 08:05:48 pm
    I'm finally done with getting all my mods updated, so now I can actually play the update.
    Title: Re: What's going on in your modding?
    Post by: Abyssmo on February 10, 2020, 03:32:58 am
    Still working on that MH mod update but its nearly finished. It mostly took so long because not only was I working on an overhaul mod which is also close to completion, but also the villains update completely caught me by surprise, leading me to delay it to add more creatures and content. So expect a bit more MH Stories related stuff in the next update.
    Along side that and Safi'Jiiva (https://www.youtube.com/watch?v=8JGJCo6QniE), I think people are gonna have *FUN* with this one.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 10, 2020, 04:56:42 am
    I have, at long fucking last, succeed in that failed tidbit I mentioned earlier, via rigging a second syndrome as a side effect that has a chance of removing CAN_SPEAK from the caster, keeping this I_EFFECT and syndrome separated from the stigmata and implied soul-selling. Combine with making spells verbal, this means that losing your voice from casting the spell will disable spells altogether, not to mention make life a lot harder in general.

    Of course, the idea behind this spell, especially since the type of critter summoned is basically 100% guaranteed to not count as a loyal pet, is an oh-shit spell where the player is likely only going to use it when summoning something big and nasty can't possibly make the situation worse. The side effects just further enforce the expectation that you're not supposed to use the spell lightly. :3
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 10, 2020, 07:12:23 am
    Could branch out:
    Summon small but guaranteed loyal (imp, devilkin?)
    Summon medium (gargoyle? hellhound?)
    Summon large with zero loyalty (demon/beast)
    Title: Re: What's going on in your modding?
    Post by: recon1o6 on February 10, 2020, 08:09:22 am
    currently designing a modded race, got some fun mishaps

    First I ended up with the fire breath melting themselves, that was funny but annoying
    Then I got the misfortunte of my syndrome immunities not working correctly resulting in my race dissolving their bodies when they used their venom breath

    then after fixing a typo, i sent my race into the arena against 5 trolls and a trogoldyte
    promptly discovered that said race still had wings from when I was experimenting with flight

    i finally found another quirk, they were literally too tall for most enemies to hit above the leg

    size is hard to work with
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 10, 2020, 01:13:47 pm
    Could branch out:
    Summon small but guaranteed loyal (imp, devilkin?)
    Summon medium (gargoyle? hellhound?)
    Summon large with zero loyalty (demon/beast)

    Very tempting, though I'd have to add multiple spells per secret, whereas so far I've kept to a trend of only one spell per secret, and wouldn't want infernal magic to be the sole outlier.

    An alternative I was tinkering around with was to add raw-defined demons and tinker with it until they reliably, and have infernal magic either use them as the fallback instead of fire imps (so you get a small chance of a demon that will actually obey you), or else use them INSTEAD of calling for generated demons flat-out. That would make it much more controlled.
    Title: Re: What's going on in your modding?
    Post by: SQman on February 10, 2020, 05:36:50 pm
    You know how in Jurassic World the hybrid project was hijacked from inside and turned into a bio-weapon research operation? You think people like Hoskins and Dr. Wu would have any moral claims against selling bio-engineered killing machines to whomever pays more?

    Let's have a little simulation, shall we? An american recon Alankylosaurus was ambushed by a terrorist Alangasaurus while scouting a seemingly abandoned city in Terroristan. A battle ensued.

    (https://i.imgur.com/UHRS3DZ.png)
    (https://i.imgur.com/Nq39Jw7.png)
    (https://i.imgur.com/fExK02x.png)

    The Alankylosaurus was in the tight spot - it's slow, toothless, and its enemy is almost four times larger. Is its armored back enough to get out of this fight alive?

    (https://i.imgur.com/FYUEdXx.png)

    Alankylosaurus was victorious! It swooped down on its enemy like a glorious bald eagle! It won't come back to the base with its wounded wings, but it's still a victory for America!



    Okay, I've started a new project with a working title "Dino-Hybrid Mod". It's mostly about hybrids from Jurassic World movies and games, though some dinos from JP toy lines may show up. No idea if there's a "market" for a mod like this, but I'm having fun modding again.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on February 11, 2020, 08:04:09 am
    My "evil but cunning" races (Dark elves, hobbits) are having are hard time with the whole circus breakthrough thing. I think it needs something as single-minded on conquering as a goblin to work properly. Even the devblog mentions trouble in early tests getting goblins to go beyond taking over just one initial site then packing it in. I can see where that comes from.

    Hobbits I don't mind so much. I like that they're kind of hapless little fellas who burst out of hell, build a pub and spend their days gambling with the demon lord.

    Dark elves I wish would show a bit more enthusiasm though. Will keep working on them.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 11, 2020, 02:29:12 pm
    Modding's been a bit slowed due to IRL interruptions, but I more or less got the balance of spells the way I want them, and wrote a rough outline for exactly which megabeast/SMB should be linked to which theme, which demanded a lot of shuffling around the spheres of vanilla monsters to ensure each has a single specific spell they're associated with. If the feature I discovered in a much older test still works, they might occasionally be credited with handing out that spell during worldgen.

    What's unfinished, and more relevant to Adventurecraft, is linking materials such that you can gain a spell by crafting a relevant magical essence from the critter in question. For megabeasts this'll be the heart, since crafting potions from them is already a standard convention in the mod. For bronze colossi this entails defining a new inorganic for them to use instead of bronze (I went with a material I named mountain bronze in reference to orichalcum meaning mountain copper, which only a few minor material tweaks), treants simply had the required material link added to their wood body material, while I had to retweak shoggoths to drop a gemstone-like core on death, instead of melting into a puddle of their slime (which will already be EVERYWHERE by the time the fight's over).

    I'll have to make the resulting reaction very indiscriminate in what item type it looks for, because it's going to be accepting corpseparts (megabeast hearts don't butcher into meat for reaction-related reasons), logs (or potentially sticks split from it, or any random shit crafted from that), a metal statue (or anything you might make out of it if you dare to try to make after scrapping it). So I'll have to do what I did to get crafting from skulls working, make it look for REACTION_CLASS but be blind to item type, with its use of MATERIAL_REACTION_PRODUCT to avoid material loops already built in.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 11, 2020, 06:58:12 pm
    Remembered this fun hack I have, rare(one in 25) caste that starts grassfires. Uses Warlord255's older Bonfire materials.
    So hunting a common non-swamp, non-tropical animal may lead to you encountering a forest fire / bushfire.

    [CASTE:UNLUCKY_FIRESTART_LIGHTNINGSTRIKE] "oh, we hunted <animal name>, then a bushfire started".
    [POP_RATIO:4]
    [MALE]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BONFIRE]
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 11, 2020, 07:01:39 pm
    Nice. Creatures as fake innawoods anomalies/hazards are always funny.

    Meanwhile, I'm trying to tinker with rigging spell stuff, testing a few things out.
    Title: Re: What's going on in your modding?
    Post by: Blastbeard on February 14, 2020, 06:19:58 am
    I'd say the single most useful thing I've cobbled together since the new release are healing potions. Take the shrine effect, tack it onto a liquid as a syndrome, and you're ready to party. I still need to define some reagents for the reaction instead of just lconjuring it out of thin air, and it could use a more creative name, but the potion itself works wonders. The only issue I've run into so far is that even though the effect starts immediately, the actual healing doesn't kick in for a few ticks. This isn't always a problem, but when it is it's a big damn problem. The "I need my leg back now, not in five minutes", or "That maceman isn't going to wait until I can hold a shield again" kind of problem. That said, I'm satisfied with what I've gotten out of this. It's still no substitute for not getting hit, but it's a great panic button.

    Spoiler (click to show/hide)

    I've also been having fun with [I_EFFECT:PROPEL_UNIT]. It's extremely satisfying to yeet an enemy across the room, but unless the victim is naked they'll probably survive, since even cloth seems to deflect the damage caused by skidding. It's also not as effective against larger creatures, I've been using [IE_PROPEL_FORCE:500000] and that's barely enough to budge a giant, but can launch a human halfway across the screen.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 14, 2020, 08:19:11 am
    I've also been having fun with [I_EFFECT:PROPEL_UNIT]. It's extremely satisfying to yeet an enemy across the room

    "Summon phantom minecart"
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 14, 2020, 08:27:30 am
    Released a necromorph addon for my horror pack - should be fun to deal with them in fort mode. Did some quick testing (https://cdn.discordapp.com/attachments/529469746052202506/677843059047661588/unknown.png) (or what little I could given the worldgen crashes) in adv mode - had a pretty satisfying conclusion to one trek into the infected towns. Still gotta find any of their megabeast variants though.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 14, 2020, 01:33:42 pm
    I finally released the magic stuff I was working on, for Adventurecraft. Was a fairly involved process since it entailed testing a lot of complex ideas, mostly because there are 3 spheres for each spell (don't want people to learn redundant copies of spells they already know), each spell is part of a mutually-exclusive pair (so learning one means I have to block learning its opposite), you can also learn them via syndromes from craftable megabeast potions (meaning re-implementing point one, except within the more limited abilities of syndromes, instead of also having interaction tokens to assist with that), AND I needed to rig it so that one spell's side effect includes a chance of permanently disabling your ability to cast spells (took a while to get sub-100% probability to work before I realized what I was doing wrong, and still had to find a syndrome effect that would properly cripple CAN_DO_INTERACTION stuff).

    I think I still have leftovers of an unused interaction I decided to postpone working on, though it's at a stage of completeness where it doesn't errorlog, it's not used yet and still needs its actual effects updated. Maaaybe was finally caving and implementing that "give adventurers the power to temporarily remove CAN_LEARN from victims to enable cannibalism" idea Max came up with.
    Title: Re: What's going on in your modding?
    Post by: Earthbound Modder on February 15, 2020, 06:10:52 pm
    Been sitting on an Earthbound mod for about a year now. Just updated most of the creatures and interactions into .47, y'all know of any way creative work around for armor effects? Other than the normal reaction gas cloud, that is.

    Also, is it possible to make a creature heat resistant through syndrome?
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 15, 2020, 06:54:19 pm
    Also, is it possible to make a creature heat resistant through syndrome?

    No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.
    Title: Re: What's going on in your modding?
    Post by: Earthbound Modder on February 15, 2020, 09:08:32 pm
    Also, is it possible to make a creature heat resistant through syndrome?

    No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.

    Right? It'd be really useful. Regardless, thanks for the answer!
    Title: Re: What's going on in your modding?
    Post by: Atkana on February 16, 2020, 02:28:30 am
    Also, is it possible to make a creature heat resistant through syndrome?
    No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.
    Well actually you'd want a way for syndromes to alter the material properties of the target. FIREIMMUNE just tells them they're safe to path through hot areas, not actually make them resistant to heat.

    As an aside, I wonder if coating somebody completely in a fixed temperature, spec heat none, fluid coating makes it so their body doesn't get burned? 🤔 That'd be some next-level simulation right there.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 16, 2020, 07:27:24 am
    Finally figured out how to reliably inject freezing-cold venom into a victim that would cause near-instant freezing damage and could be accumulated with multiple hits, eventually causing the victim to freeze to death, but would not continue to cause damage after the initial burst. The trick is to give the venom a SPEC_HEAT of 1, a BOILING_POINT of the temperature you desire, and a HEATDAM_POINT equal to the boiling point. Apparently boiling points are not respected for injected venom, but heat damage is.

    Also, a botched attempt to spawn a block of ice on a traget made me realize that a creature spawning water on its own position every tick was possible. Leviathan ensued.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 16, 2020, 12:04:19 pm
    Also, is it possible to make a creature heat resistant through syndrome?
    No way that I know of, sadly. Would be handy though. Literally something as basic as making FIREIMMUNE a valid tag for CE_ADD_TAG would be a massive boon to modders.
    FIREIMMUNE and FIREIMMUNE_SUPER only tell the creature "hey, you should walk through fire/dragonfire, since elsewhere we have set your tissues to heat immune.", it's a pathing enable. Can a syndrome boost skin thickness?
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 16, 2020, 12:07:16 pm
    Ah, how odd. Since we can't really fuck with tissue properties via syndromes yet, guess that explains why FIREIMMUNE isn't available...
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 16, 2020, 08:04:55 pm
    Just noticed the new release, so I'll go through my mods again shortly.

    *Looks like there weren't many changes on the modding side of things.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 16, 2020, 08:22:19 pm
    Supposedly the issue with natural skills causing crashes is fixed, so that's good.

    Gonna see if my entities stop crashing now too, but I doubt it.
    Title: Re: What's going on in your modding?
    Post by: Random_Dragon on February 16, 2020, 08:30:20 pm
    Yeah, any mod made for 47.02 seems to also be compatible with 47.03, thankfully. Meanwhile on my end, still had a lil something to fix anyway. I forgot I gave humans staves, so when I converted from from tools back to being weapons that meant metal staves on spearmen.

    And this morning, realized I forgot an important syndrome token in most of the magic essences, so that meant only protection from gargoyles (who were my initial testbed for implementing craftable magic stuff) worked. :/
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 17, 2020, 10:07:26 am
    Supposedly the issue with natural skills causing crashes is fixed, so that's good.
    Gonna see if my entities stop crashing now too, but I doubt it.
    Yes, pressing-embark-crashes-if-NATURALSKILLS is fixed. http://www.bay12games.com/dwarves/mantisbt/view.php?id=11329

    World gen will still crash sometimes. Managed to make a 900 years small region. Medium region crashed around year 110.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 18, 2020, 07:09:18 am
    All my modded civs still cause crashing around that timeframe in most sizes of worlds. Without modded civs it seems to continue fine up to at least 250, cant figure out what im doing wrong.

    There's still this annoying bug where you cant regenerate limbs lost to combat with historical figures. I have an adventure mode game right now where I have the interaction to regrow lost body parts, and it works correctly, but after fast travelling any lost body parts, in this case teeth, once again go missing. Healing interactions also weren't healing my broken fingers/ears or curing the infections in those parts even though they possessed the proper syndrome tags.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 18, 2020, 10:44:44 am
    Yeah, I'm still getting worldgen crashes too with a random timeframe. I don't even know if its an issue with the raws or still some worldgen thing - tried using my mods separately and nope they all still crash in worldgen.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 18, 2020, 11:38:53 am
    It's important to note; if I run the spellcrafts mod with the necessary updates, but removing all the new entities, crashes don't happen or at least dont happen every single worldgen, more like 1 in 20 or so. It's only if I add an entity to the mix that worldgen crashes almost every time around the year 100-150

    Does removing civs from your mods remove the most frequent crashes?

    I've added all the usual Spellcrafts reactions to the dwarf and human entities in entity_default.txt and that doesnt cause crashes, its only adding new entities that seems to do it.

    I'm going to duplicate and re-name the dwarf entity and see what happens
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 18, 2020, 12:12:58 pm
    Yeah removing civs seems to alleviate the crashes somewhat - so I'd guess its either a non-obvious (as in, no errorlog stuff) raw issue there, or alternatively having more types of civs produces more schemers and villains and therefore it causes whatever's causing the crash to occur sooner in worldgen compared to vanilla worlds.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on February 18, 2020, 02:14:01 pm
    I'm fairly sure it's based on the number of civs, rather than their exact content. I had to do a bunch of testing on the topic for Jawa Fortress. I found that any individual civ worked, but they'd crash when they were all put together.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 20, 2020, 07:11:02 am
    Now that specialattack_interactions can be granted by secrets, Kisat Dur can become a lot more fun. Special attacks only take effect if the attack breaks a tissue, so if you add interactions to punches and kicks, they will only take effect if you manage to break a bone with an unarmed attack.

    I made a secret that causes a compounding temporary force multiplier on the victim each time you break a bone with a punch or a kick. Basically each time you break an enemy's bone, as long as you attack quickly enough subsequent attacks do increasingly more damage until you're exploding limbs with every blow.
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on February 20, 2020, 04:30:35 pm
    Now that specialattack_interactions can be granted by secrets, Kisat Dur can become a lot more fun. Special attacks only take effect if the attack breaks a tissue, so if you add interactions to punches and kicks, they will only take effect if you manage to break a bone with an unarmed attack.

    I made a secret that causes a compounding temporary force multiplier on the victim each time you break a bone with a punch or a kick. Basically each time you break an enemy's bone, as long as you attack quickly enough subsequent attacks do increasingly more damage until you're exploding limbs with every blow.
    I thought that special attacks like that work when you break the skin, not when you break a bone? Nothing about CE_SPECIAL_ATTACK_INTERACTION makes me think that you choose what layer it works on.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on February 20, 2020, 05:19:28 pm
    It seems to just have to actually do proper tissue damage, rather than neccesarily outermost-layer checks. So bruising wont cause interaction effects but fracturing or chipping bones will.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 20, 2020, 06:35:44 pm
    I'm not 100% sure what the actual criteria are - maybe anything besides bruising or denting.  But since punches and kicks are blunt attacks, the only way for them to deal non-bruise damage on typical creatures (not counting those with an exoskeleton) is to break bones.  Destroying small body parts like eyes and noses might also be an option, but they generally need to be knocked out anyway for that to work.
    Title: Re: What's going on in your modding?
    Post by: Asin on February 23, 2020, 11:48:15 am
    Currently trying to mod in stuff for my Miscellaneous Video Game Civs mod, which may end up expanding beyond civs with some ideas...

    Some ideas I had were some sorts of characters/races being represented by animal people.

    For example, you could play as one of King Dedede's species (not sure if I would call the race "Dedede clan" or "dream penguins"), or perhaps a Waddle Dee.

    Another idea was the idea of plants from such games being added in, like Maxim Tomatoes and the like.

    ...I dunno why I feel like using Kirby stuff as an example. Maybe subconsciously, I want more Kirby rep in these video game mods.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 24, 2020, 03:00:03 pm
    Kirby was my very first DF modded creature.  (I gave them soft but nearly unbreakable skin, so only the impact of an attack mattered, not the cutting ability)
    Hey, I wonder if you can make him suck now.  What happens if you give a negative value to PROPEL?  (Probably nothing, but worth a shot...)
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 25, 2020, 05:20:17 am
    I managed to make an entity that is its own worst enemy.  As in, each subgroup within the entity winds up going to war with every other subgroup.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 25, 2020, 08:31:00 am
    I managed to make an entity that is its own worst enemy.  As in, each subgroup within the entity winds up going to war with every other subgroup.
    Please share, sounds interesting.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 25, 2020, 09:52:39 am
    I managed to make an entity that is its own worst enemy.  As in, each subgroup within the entity winds up going to war with every other subgroup.
    Please share, sounds interesting.
    I'm not 100% sure how it works, but some notable qualities (it's an insectoid civ):

    Males outnumber females 100 to 1, clutch size is 50:100 to make up for this.
    Females have [PERSONALITY:AMBITION:0:90:100].  Males have [PERSONALITY:AMBITION:0:10:100].  All are fairly violent.
    The only positions are hive queen, militia commander and militia captain.  All are only available to females and are SITE positions.  There is no central leadership position.
    Very high civ values on POWER and FAMILY.
    Most ethics, including TREASON and KILL_ENTITY_MEMBER, are ACCEPTABLE or NOT_APPLICABLE.  TRESSPASSING, however, is PUNISH_CAPITAL.

    Most of the conflicts are related to territorial disputes, livestock ownership or water rights.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on February 25, 2020, 04:23:34 pm
    Would you be willing to post the actual raws you used for the entity positions?
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 25, 2020, 04:54:42 pm
    Would you be willing to post the actual raws you used for the entity positions?

    Yes, here:
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 25, 2020, 07:10:34 pm
    Trying to increase world population counts of mind flayers and beastmen, in OldGenesis this week modding. More littersize.

    Just remembered that everyone doesn't have real-world animal speeds available in DF speed units.
    Here's the speeds I've collected: most are brief burst speeds, some are "sustained" speeds.

    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: GreyGoldFish on February 26, 2020, 04:01:42 am
    I'm in the brainstorming/design phase of my mod, but since I don't have any experience with modding DF, I'm not quite sure about the feasibility of my ambitions. Basically, I want to add Dwarven tech to DF, such as primitive electricity with copper wires instead of axles (electrocute your dwarves for lots of !FUN!), realistic electricity generation with steam engines, pistons that can move walls, blunderbusses, music boxes, clocks, and other complex mechanical crafts, etc.

    If the dwarves of DF are anything like their players, then they should have access to so many more ways of automating and making their lives easier besides magma and minecarts!
    Title: Re: What's going on in your modding?
    Post by: Urlance Woolsbane on February 26, 2020, 05:24:00 am
    I'm in the brainstorming/design phase of my mod, but since I don't have any experience with modding DF, I'm not quite sure about the feasibility of my ambitions. Basically, I want to add Dwarven tech to DF, such as primitive electricity with copper wires instead of axles (electrocute your dwarves for lots of !FUN!), realistic electricity generation with steam engines, pistons that can move walls, blunderbusses, music boxes, clocks, and other complex mechanical crafts, etc.

    If the dwarves of DF are anything like their players, then they should have access to so many more ways of automating and making their lives easier besides magma and minecarts!
    Regrettably, none of that is remotely feasible without DFHack, and even then it would require a good deal of work. You can't add new mechanics to the game merely by editing the raws.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 26, 2020, 07:48:54 am
    primitive electricity with copper wires instead of axles,
    Can't. Can make battery items in a workshop though.

    -realistic electricity generation with steam engines
    could use coal item plus water bucket to output charged battery item.
    instead of electrocute, a battery using workshop can cause a gas leak of syndrome.

    -pistons that can move walls
    absolutely impossible. Can move water with automated floodgates.
    (also impossible: invader dismantles wall.) Can make an immobile GOLEM creature that has push-a-creature interaction.
    We have retracting and raising drawbridges.

    -blunderbusses
    just a renamed crossbow with more damage

    -music boxes
    new musical instrument, doable, a hurdygurdy
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: GreyGoldFish on February 26, 2020, 03:17:20 pm
    Uh, wow! It seems that I am incredibly out of my depth, then! I guess I should focus on simpler stuff right now since I'm just getting started, but I'd really like to implement some form of dwarven tech.
    primitive electricity with copper wires instead of axles,
    Can't. Can make battery items in a workshop though.

    -realistic electricity generation with steam engines
    could use coal item plus water bucket to output charged battery item.
    instead of electrocute, a battery using workshop can cause a gas leak of syndrome.

    -pistons that can move walls
    absolutely impossible. Can move water with automated floodgates.
    (also impossible: invader dismantles wall.) Can make an immobile GOLEM creature that has push-a-creature interaction.
    We have retracting and raising drawbridges.

    -blunderbusses
    just a renamed crossbow with more damage

    -music boxes
    new musical instrument, doable, a hurdygurdy
    Spoiler (click to show/hide)

    You've given me some really useful tips, though! Thank you :)
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on February 28, 2020, 11:05:53 pm
    Slowly updating while mucking about 47.xx.

    Noticed outsider equipment in Adv Mode character creation pulls from the exe as they have no civ RAWs determining what they get. Sadly that means the unavoidability of copper bows :P

    Outsiders also get some <vault adjective> copper armor types. I guess that's no different from when you delete enough RAW entries so that item population fills cabinets with <vault adjective> leather clothing or depots with <vault adjective> copper armor types.
    Title: Re: What's going on in your modding?
    Post by: MaxTheFox on February 29, 2020, 12:45:54 am
    Currently trying to make the newest underground species in a mod I'm collabing on actually join dwarven civs like animal-people and go on WG rampages. Maybe I have poor luck, but they just show up in the underground pops but don't attack or join dwaven sites. I'm confused. Here are the raws if anyone wants them.

    Code: [Select]
    [CREATURE:REOKYL]
    [OUTSIDER_CONTROLLABLE]
    [DESCRIPTION:A draconian-like creature with large, pseudo-metallic, plate armor-like scales. It lives underground in small groups.]
    [NAME:reokyl:reokyls:reokyl]
    [CASTE_NAME:reokyl:reokyls:reokyl]
    [CREATURE_TILE:'r'][COLOR:7:0:0]
    [LOW_LIGHT_VISION:100000]
    [CAN_LEARN][CAN_SPEAK]
    [CANOPENDOORS]
    [LOCAL_POPS_CONTROLLABLE]
    [LOCAL_POPS_PRODUCE_HEROES]
    [SPOUSE_CONVERSION_TARGET]
    [BIOME:SUBTERRANEAN_CHASM]
    [UNDERGROUND_DEPTH:1:3]
    [DIFFICULTY:2]
    [POPULATION_NUMBER:15:20]
    [CLUSTER_NUMBER:3:5]
    [FREQUENCY:20]
    [EQUIPS]
    [LISP]
    [BODYGLOSS:PAW]
    [FANCIFUL]
    [LARGE_ROAMING]
    [LARGE_PREDATOR]
    [NOFEAR][NOEXERT]
    [BABY:1]
    [CHILD:12]
    [CARNIVORE]
    [BONECARN]
    [USE_MATERIAL_TEMPLATE:ARMOR:METAL_TEMPLATE]
    [STATE_NAME:ALL_SOLID:armor]
    [STATE_NAME_ADJ:ALL_SOLID:armor]
    [STATE_NAME:LIQUID:molten armor]
    [STATE_NAME_ADJ:LIQUID:molten armor]
    [STATE_NAME:GAS:gaseous armor]
    [STATE_NAME_ADJ:GAS:gaseous armor]
    [STATE_COLOR:ALL:GRAY]
    [IMPACT_YIELD:602000]
    [IMPACT_FRACTURE:843500]
    [IMPACT_STRAIN_AT_YIELD:547]
    [COMPRESSIVE_YIELD:602000]
    [COMPRESSIVE_FRACTURE:843500]
    [COMPRESSIVE_STRAIN_AT_YIELD:547] no data, used 110
    [TENSILE_YIELD:172000]
    [TENSILE_FRACTURE:241000]
    [TENSILE_STRAIN_AT_YIELD:156] 110
    [TORSION_YIELD:172000]
    [TORSION_FRACTURE:241000]
    [TORSION_STRAIN_AT_YIELD:156]
    [SHEAR_YIELD:172000]
    [SHEAR_FRACTURE:241000]
    [SHEAR_STRAIN_AT_YIELD:156] no data, used 110
    [BENDING_YIELD:172000]
    [BENDING_FRACTURE:241000]
    [BENDING_STRAIN_AT_YIELD:156]
    [PREFIX:NONE]
    [TISSUE:ARMOR]
    [TISSUE_NAME:armor:armor]
    [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ARMOR]
    [SETTABLE]
    [RELATIVE_THICKNESS:2]
    [CONNECTS]
    [TISSUE_SHAPE:SCALES]
    [PREFSTRING:armor-like scales]
    [PERSONALITY:BRAVERY:75:80:100]
    [PERSONALITY:EXCITEMENT_SEEKING:75:80:100]
    [PERSONALITY:VIOLENT:75:80:100]
    [PERSONALITY:CRUELTY:75:80:100]
      [BODY:HUMANOID_NECK:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:4TOES:MOUTH_SNOUT:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH_MOUTH:RIBCAGE]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [REMOVE_MATERIAL:SKIN]
    [REMOVE_MATERIAL:LEATHER]
    [REMOVE_MATERIAL:PARCHMENT]
    [REMOVE_MATERIAL:HAIR]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [REMOVE_TISSUE:SKIN]
    [REMOVE_TISSUE:HAIR]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ARMOR:MUSCLE:BONE:CARTILAGE]
    [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
    [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
    [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
    [TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
    [BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
    [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [TISSUE_LAYER_OVER:BY_CATEGORY:MUSCLE:ARMOR]
    [PLUS_TISSUE_LAYER:ARMOR: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:ICHOR:ICHOR_TEMPLATE]
    [STATE_COLOR:ALL:OLIVE]
    [BLOOD:LOCAL_CREATURE_MAT:ICHOR: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:0:0:4000]
    [BODY_SIZE:1:168:17500]
    [BODY_SIZE:12:0:72000]
    [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
    [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:100:100:100]
    [APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
    [APPLY_CREATURE_VARIATION:KICK_ATTACK]
    [ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP: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]
    [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:MOUTH: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]
    [ALL_ACTIVE]
    [PHYS_ATT_RANGE:STRENGTH:1000:1000:1150:1250:1350:1550:2250]              +
    [PHYS_ATT_RANGE:AGILITY:1000:1000:1000:1100:1100:1100:1500]
    [MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
    [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
    [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
    [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
    [NATURAL_SKILL:GRASP_STRIKE:6]
    [NATURAL_SKILL:STANCE_STRIKE:6]
    [NATURAL_SKILL:MELEE_COMBAT:6]
    [NATURAL_SKILL:BITE:6]
    [NATURAL_SKILL:WRESTLING:6]
    [NATURAL_SKILL:DODGING:6]
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
    [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:7:14]

    [CASTE:MALE]
    [MALE]

    [SELECT_CASTE:ALL]
    [SET_TL_GROUP:BY_CATEGORY:ALL:ARMOR]
    [TL_COLOR_MODIFIER:GRAY:1]
    [TLCM_NOUN:scales:PLURAL]
    [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
    [TL_COLOR_MODIFIER:BLACK:1]
    [TLCM_NOUN:eyes:PLURAL]
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on February 29, 2020, 07:33:02 am
    Might be that undergroundness or egg-laying or difficulty tag
    makes them not join a civ.
    Make a parallel, above-ground version of them, see if they join civs.


    This altered yeti creature is almost guaranteed to join civs, I have seen so many yeti poets come to visit.
    Heck! Do my yetis have any natural skills?
    Spoiler (click to show/hide)
    Title: Re: What's going on in your modding?
    Post by: MaxTheFox on February 29, 2020, 09:10:11 am
    Might be that undergroundness or egg-laying or difficulty tag
    makes them not join a civ.
    Make a parallel, above-ground version of them, see if they join civs.


    This altered yeti creature is almost guaranteed to join civs, I have seen so many yeti poets come to visit.
    Heck! Do my yetis have any natural skills?
    Spoiler (click to show/hide)
    Gorlaks and plump helmet men join civs despite being underground... And they don't join civs even without the difficulty tag, and I have an aboveground creature that lays eggs and can join civs so it can't be the egg-laying.

    Might as well talk about the creature and the mod itself. The creature was made up during a brainstorming session on Discord and as an experiment to see if "natural" armor would work. The mod will add at least two more species to each site type as well as adding some !!FUN!! creatures. I might make the reokyls a second mountain species instead of a wilderness creature.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on February 29, 2020, 07:32:23 pm
    Normally I have trouble genning worlds more than 130 years or so before worldgen slows to a crawl due to the expanding population.

    However, I tried testing a world (in my typical blended test fashion) that had exclusively the Mortal Kombat races and the Citadel of Ricks.  The result?  So much war and killing that the world managed to gen for 300 years before even starting to slow down.

    Not quite as conceptually amusing as dropping Outworld on the Mushroom Kingdom, but the positive effect of copious violence on worldgen speed is something that never really occurred to me.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on March 08, 2020, 08:00:46 am
    Playing with interactions today. Haven't done much with these before. Managed to give my Dark Hippos (like regular hippos, but more evil), an evil hippo roar which propels it's targets.

    Testing in the arena, one dark hippo scatters a bunch of hippo men all over the place before finishing them off, knocks over a few giant hippos for a relatively fair fight and when confronted with a giant elephant will roar at them in vain (before plowing in with evil hippo-venom bites). Seems like a good balance.

    Also set a dark hippo against a large bunch of beetle men. Unpause for an explosion of beetle bits. Ha ha ha.
    Note to self: run away if encountered while playing an insect person.

    And today's discovery is that propel will knock you flying off a heavy mount. Sad but not unexpected.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on March 08, 2020, 09:11:58 am
    While experimenting with potential spells for a hydromancy secret, I came up with a fun combo of being able to spawn water, and being able to propel enemies but only if they were IN water.  Combine them together and turn them up to 11, and you get a passable Endbringer Leviathan (from Worm).  Might make the other Endbringers too, they could be a fun set of megabeasts for fort mode...
    Title: Re: What's going on in your modding?
    Post by: ZM5 on March 08, 2020, 09:39:40 am
    While experimenting with potential spells for a hydromancy secret, I came up with a fun combo of being able to spawn water, and being able to propel enemies but only if they were IN water.  Combine them together and turn them up to 11, and you get a passable Endbringer Leviathan (from Worm).  Might make the other Endbringers too, they could be a fun set of megabeasts for fort mode...
    Ngl those would be pretty awesome to fight and deal with, even if I don't think some of them would be replicable (particularly the one that copies powers and the one that is a massive landscaper, I forget their names).

    I'm slowly progressing through the hero update for the Warcraft mod; taking longer than I thought it would (but then again I've been coming across the issue of "oh hey, I remembered X race has a potential caster/hero type as an alternate caste based on specific NPCs/concept art" so the list keeps getting longer) - still, should be fun once there's a more stable DF update out and a lot of these casters/heroes become histfigures.
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 09, 2020, 12:59:45 pm
    While experimenting with potential spells for a hydromancy secret, I came up with a fun combo of being able to spawn water, and being able to propel enemies but only if they were IN water.  Combine them together and turn them up to 11, and you get a passable Endbringer Leviathan (from Worm).  Might make the other Endbringers too, they could be a fun set of megabeasts for fort mode...

    May I steal this? I wanted to do something for my water elemental secret in Spellcrafts and this sounds really cool. Will of course credit you for the idea.

    I'm slogging through all my secrets and interactions that involved summoning right now anyways, so now's the time to change things like this.
    Title: Re: What's going on in your modding?
    Post by: SQman on March 10, 2020, 07:43:44 am
    In the span of a month I've been addicted to Rimworld, Darkest Dungeon AND Waifu Emblem, but I still managed to have some work done.

    Nothing new on the modpack front; still slowly and steadily incorporating Warcraft creatures from ZM5's mod. Hundreds of creatures need their leather, scales and chitin recolored, creature classes relating to type and resistances added, and references to civilized races removed from descriptions. I'm at the end of the biggest file, which fills me with determination.

    My upcoming dinosaur hybrid mod is also shaping up nicely. I've been touching up some already finished stuff: Allosaurus/Bananogmius hybrid has extremely low endurance due to its underdeveloped lungs that are a result of its piscine genes; Carnoraptor, combining raptor and abelisaur traits, is extremely fast; herbivore hybrids can pull wagons and carry stuff.

    I've also had a look at Animal Diversification Project that I hadn't touched in a long time. I'm thinking about rebranding it, because it does a lot more than just diversifying animals.
    I'll try to do a little yet meaningful change - instead of editing creature variations I'll make a new file. The goal is to have the mod edit only creature files to increase compatibility with other mods. Not sure what other files I had edited, but the errorlog will tell me that.

    edit:
    What the hell happened there? That's what I get for typing on my phone with barely any signal
    Title: Re: What's going on in your modding?
    Post by: Enemy post on March 10, 2020, 12:57:06 pm
    Huh, I've never heard of Bananogmius, and I was looking pretty hard to find prehistoric fish for my mod a while back. I think I'll add that to Primal eventually.

    As for me, I haven't really felt like modding lately, but I'll probably get back to it eventually. WillowLuman gave me permission to take over maintaining her daleks, so I'll probably do that.
    Title: Re: What's going on in your modding?
    Post by: Sver on March 13, 2020, 02:08:16 pm
    I've finally had it with the vanilla metals' "stepladder" balancing and trying to evaluate my weapon's armor-piercing qualities based on it, so I made a bunch of new metals (iron, bronze and steel variants) with steel's shear values, but scaled down sharpness, and let them have their own blunt, elasticity and force-transfer-stuff values. Will likely throw my old "stepladder" steels into the trash and use these instead.

    Also, lately I've been brainstorming about the underused industries in the game, as well as how arms and armor production in DF doesn't really convey the amount of labor it took to make these things - moreover, to keep them in good condition throughout the years; even with increased metal requirements it kinda doesn't. And it just hit me... oil, wax, sand - all of them were used for medieval equipment maintenance, and all of them are things DF has, but barely utilizes. So, new iron and steel variations will require some combinations of these materials, as well as a lot more coal than vanilla, to bring back that feel of fuel shortages DF used to have before multi-tile trees. New bronze, on the other hand, will not need that, but instead require an asinine amount of mold parts (rock/clay, nothing too demanding) - and the problem of tin being quite rare is still there too.

    Of course, to counterbalance that, there needs to be some way of increasing the homegrown metal yields, e.g. from smelting ores; maybe by duplicating [METAL_ORE:metal:100] tag? New smelting reactions if that doesn't work. Otherwise there's no good reason for the player to make their own stuff, because caravans and goblinite will be better by a landslide... Or I could just be an asshole and reduce the yields from goblinite  :P
    We'll see.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on March 13, 2020, 05:22:28 pm
    Could always add White Bronze, if too little tin in the world:

    "White bronze is not actually bronze. It is an alloy consisting of a combination of copper, tin and zinc.
    Tri-metal alloys are white in color, similar to bright nickel, silver or rhodium and are extremely resistant to tarnish and corrosion.
    The alloy range is centered around 55% copper, 30% tin and 15% zinc."
    Title: Re: What's going on in your modding?
    Post by: Sver on March 13, 2020, 05:31:48 pm
    30% tin is... a lot more than my projected reactions, where it's either 20% or 7% (using bismuth). But thanks nonetheless, I'll look into it  :)
    Title: Re: What's going on in your modding?
    Post by: Eric Blank on March 15, 2020, 02:27:38 am
    Any ideas what controls the writing of books which pass on secrets? I've seen only one or two in total based on all my secrets across multiple worlds. In legends mode. There's usually more than a couple necromancy books in unmodded worlds, and my secrets use the same raws and formats, but they just don't show up on a regular basis.
    Title: Re: What's going on in your modding?
    Post by: IndigoFenix on March 15, 2020, 05:00:58 pm
    Any ideas what controls the writing of books which pass on secrets? I've seen only one or two in total based on all my secrets across multiple worlds. In legends mode. There's usually more than a couple necromancy books in unmodded worlds, and my secrets use the same raws and formats, but they just don't show up on a regular basis.

    As far as I'm aware, writing books is entirely random.  The reason why necromancy books are more common is because necromancy secrets are more common, and that's just because each world generates a whole bunch of them.
    Title: Re: What's going on in your modding?
    Post by: Morning_Oak on March 15, 2020, 07:17:46 pm
    Edit: think this is better in the creatures editing thread.
    Title: Re: What's going on in your modding?
    Post by: Sver on March 19, 2020, 05:03:19 pm
    Sometimes I just hate manual testing

    (https://i.imgur.com/bPY7ZBe.png)
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on March 20, 2020, 09:39:33 am
    Sometimes I just hate manual testing

    (https://i.imgur.com/bPY7ZBe.png)
    Sadly, it's often the only way to filter for noise v signal though.

    Take for example damage tests. Avoid battle royale setups to filter for attacks from side/behind, or standing v grounded as these muddy the results. Not trying to disrespect the old large group tests people have run, but I've not seen this aspect mentioned.

    The best manual group method to filter these (esp getting rid of charge attack) that I could come up with was say five side 1 vanilla land-dwarves vs five side 2 modded aquatic-dwarves who were restricted to their water tile by trees. The pairings need to be spaced out enough so you dont get vision cone overlap, as if possible, you wanna not have land units dog-piling the aquatics. You use a 6th land-dwarf to observe going turn by turn.

    It guarantees aquatic-dwarf front facing, every unit having 1.000 speed and the lowest amount of weirdness with the lowest level of modding req'd.

    Or something along these lines.
    Title: Re: What's going on in your modding?
    Post by: Sver on March 20, 2020, 12:44:25 pm
    Ye, it's been long overdue that I should've made some "dummy" creatures to make manual testing less of a torture. I'm usually just dreading it too much to begin with, lest do preparations on top .-.

    Then again, some interesting tidbits of the combat mechanics come up in these informal tests sometimes. It's actually the first time I see the AI manage to wrestle-catch my attack; and it's pretty interesting how the AI uses charge at every odd opportunity - something that isn't as obvious in group tests, with all the noise of piling up action.

    [AQUATIC] as hard movement/charge restriction is a very neat trick though, so big thanks for that  :)
    Title: Re: What's going on in your modding?
    Post by: Sver on April 02, 2020, 02:18:15 pm
    I gotta say, it does feel a little awkward erasing several months worth of work to assemble a more vanilla, lightweight version of the mod. You know, like you're accidentally erasing something you shouldn't have - that kind of feel.
    Title: Re: What's going on in your modding?
    Post by: peasant cretin on April 04, 2020, 05:28:16 pm
    I gotta say, it does feel a little awkward erasing several months worth of work to assemble a more vanilla, lightweight version of the mod. You know, like you're accidentally erasing something you shouldn't have - that kind of feel.

    The adjustment period here was a bit easier. For me a core idea has always been that an Adventure Mode mod should (ideally) be no longer than an easily navigated 1 page main menu, and each topic should try to limit sprawl.

    ------------------

    In terms of what's going on, I've been working on making my mod as compatible to other non-crafting mods by tinkering with as few vanilla RAWs as possible, and mainly introducing additional txt files.

    One idea I've had recently is renaming the vanilla halberd entry as bill/billhook or more generically, pruning hook. NPC inventory can be populated with any SKILL:AXE item drawn from the entity file. For players who like halberds as halberds, I'll add another file entry for crafting. IMO the immersion breaker has always been around the SKILL:AXE weirdness.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 05, 2020, 01:07:17 pm
    Getting an update (https://puu.sh/FtyJA/8d05acc6a0.png) for the Doom part of the Horror pack (https://puu.sh/FtzeV/cd2bf9b084.png) rolling. Still got some quick testing to do but I should be able to release it soon.
    Title: Re: What's going on in your modding?
    Post by: Gnomedevourer on April 05, 2020, 02:33:28 pm
    I gave tentacles to goblins and made kobolds able to speak
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 05, 2020, 04:48:22 pm
    Tentacled goblins is a cool idea. Welcome to the forum, Gnomedevourer!
    Title: Re: What's going on in your modding?
    Post by: Germanicus on April 06, 2020, 02:37:44 pm
    Plan on using DF to generate my Dungeons & Dragons Campaign Setting's history, but to make it work I have to basically strip out all of the normal creatures and Civs and remake them from scratch to fit what I need. Hopefully the Necromancers don't kill my world before it can get enough of a history to be interesting.
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 06, 2020, 02:53:48 pm
    You could turn off necromancers in vanilla’s advanced world gen settings, and Teneb made a D&D mod. (http://www.bay12forums.com/smf/index.php?topic=173304.0)
    Title: Re: What's going on in your modding?
    Post by: CohentheBarbarian on April 07, 2020, 12:46:20 am
    I've given Dragons the body plan that allow grasping, the equips tag and elf speech and a 5OOO yr lifespan.
    Kobolds can now wear leather cloaks, boots and hoods and also like every single settlement type.
    Only goblins are required to kill nuteral.
    Cave spiders inject alcohol to incapacitate enemies.
    Featherwood now has properties similar to adamantine and dwarfs can use 5 stone blocks to make a log of dwarf wood.
    And trogladites are now part of the cave civ.


    I love this game
    Title: Re: What's going on in your modding?
    Post by: SQman on April 07, 2020, 03:20:54 pm
    I've been planning on making a bunch of weapons that would only appear as artifacts, mostly references:

    (https://i.imgur.com/Pcu1Bmo.png)
    (https://i.imgur.com/w9Jv29e.png)

    Not sure if I'll take this anywhere.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 08, 2020, 04:22:24 am
    (https://puu.sh/FuhuW/c1e20767f4.png)
    (https://puu.sh/FujWN/b551e809d4.png)
    Did some other stuff after getting done with the Doom creatures. FH factions cause why not.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 08, 2020, 12:56:20 pm
    I've been planning on making a bunch of weapons that would only appear as artifacts, mostly references:
    Not sure if I'll take this anywhere.
    Yeah it's a bit of spice, having super rare weapons. Even in fort mode could have reaction "ten yellow diamonds needed for super artifact".
    Spoiler (click to show/hide)
    Hmm maybe it should be 4 steel weapons sacrificed at once.
    Title: Re: What's going on in your modding?
    Post by: Just Some Guy on April 08, 2020, 01:23:05 pm
    Is it possible to have benevolent megabeasts?
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 08, 2020, 01:32:41 pm
    Is it possible to have benevolent megabeasts?
    Not yet, the megabeast tokens have a hardcoded behavior of "kill anything that isnt a megabeast". If you talk to the ones that can speak in adventure mode and ask them how they feel about you they claim that you're the dangerous beast.
    Title: Re: What's going on in your modding?
    Post by: Quantum Drop on April 08, 2020, 02:38:31 pm
    Is it possible to have benevolent megabeasts?
    Not yet, the megabeast tokens have a hardcoded behavior of "kill anything that isnt a megabeast". If you talk to the ones that can speak in adventure mode and ask them how they feel about you they claim that you're the dangerous beast.

    "No, Urist. You are the Megabeasts."

    And then Urist was a Clown.

    In order to keep on topic, I've managed to make a Iron Colossus in the shape of a six-tentacled spider with a stinger tail. Is it possible for it to inject liquid basalt into a target via the tail?
    Title: Re: What's going on in your modding?
    Post by: Enemy post on April 08, 2020, 03:22:02 pm
    I’ve been thinking about Minecraft, Spongebob, or tileset modding, but I’ve been too busy lately to do much with any of that.
    Title: Re: What's going on in your modding?
    Post by: Morning_Oak on April 09, 2020, 08:44:34 pm
    I've been planning on making a bunch of weapons that would only appear as artifacts, mostly references:

    (https://i.imgur.com/Pcu1Bmo.png)
    (https://i.imgur.com/w9Jv29e.png)

    Not sure if I'll take this anywhere.

    Can you explain how this is done? I would like to implement this as well using my own custom weapons.
    Title: Re: What's going on in your modding?
    Post by: SQman on April 10, 2020, 02:11:44 am
    I'm not 100% sure if it works like that, but simply not giving the weapon to any entity should do the trick. A moody weaponsmith with no favorite weapon will make a random one. Should work in worldgen too.

    Also, worldgen artifacts can be made out of metals that nobody can make. Do whatever you want with this information.
    Title: Re: What's going on in your modding?
    Post by: Morning_Oak on April 10, 2020, 02:26:40 am
    I'm not 100% sure if it works like that, but simply not giving the weapon to any entity should do the trick. A moody weaponsmith with no favorite weapon will make a random one. Should work in worldgen too.

    Also, worldgen artifacts can be made out of metals that nobody can make. Do whatever you want with this information.

    Ah, that seems more in line what I had thought to be the case originally. I have modded in Gemstone hammers but I don't allow any entity to use them by default, because they would end up making a "steel gemstone hammer" which defeats the whole purpose. I only allow the dwarves have a reaction to make them in certain workshops so they can made in fort mode after world-gen ends.

    It would be awesome to allow for a specific "recipe" using reactions or something similar that required them to use only a specific type or types of items. I've never seen my gemstone hammers be used in a strange mood after about a month of playing with them in-game, but I always assumed that is because I didn't add them to the MOUNTAIN entity's file.
    Title: Re: What's going on in your modding?
    Post by: pikachu17 on April 10, 2020, 07:53:05 pm
    Angel weapons and armor can be made in strange moods, so yes, your gemstone hammer can probably be made in a strange mood, although there is a chance it's dependent on some civ having the weapon, since Angel's are an entity after all.
    Title: Re: What's going on in your modding?
    Post by: NordicNooob on April 12, 2020, 11:52:07 pm
    I've been working on my first major modding project: making the game harder! Most of it is just number changes to stuff that should be buffed/nerfed, but I've made a few stylistic changes as well as done my best to prevent the standard ways of cheesing the game.

    List of changes:
    I plan to buff elves to make them less funny/annoying and more cultural oppressors and tyrants under the guise of peace, probably with some elf-only metal and the revoking of their wood weapons and armor, because that's dumb. I might also make them less in numbers civ-wise but make them have natural combat prowess and the likes.

    Other than the metal beasts, the one thing I've yet to fully hammer out is the goblin stress-inducing interaction, which I don't think works through walls in spite of goblins having extravision. I suspect it's something to do with my USAGE_HINT, but if I remove the usage hint then I might get stuck with a goblin performance troupe stressing all my dwarves out. Then again, that would be pretty funny, and shouldn't be a huge issue; I only intend for the stress to be harsh with large numbers of goblins camping outside my gates for a few seasons.
    Title: Re: What's going on in your modding?
    Post by: ZM5 on April 13, 2020, 02:47:53 am
    although there is a chance it's dependent on some civ having the weapon, since Angel's are an entity after all.
    I think this might actually be the case, I added in some weapons that no entity has access to (either being crafting-only or lucky dice roll-only) and many worldgens in I've not seen any of them be made as artifacts.
    Title: Re: What's going on in your modding?
    Post by: TomiTapio on April 13, 2020, 04:23:09 am
    They also have an ability to increase the stress of dwarves over long periods of time, making walling out sieges quite dangerous for larger forces.[/li][/list]
    Fascinating. Could I borrow the stressifying feature for OldGenesis beastmen and mind flayers? I almost-never build a wall or bridge to keep the enemies away, since "enemy army destroys wall" feature hasn't been programmed yet.

    Should elves have war-trained giant birds with a spit(drop burning torch) attack interaction?
    The elf war eagle drops a rude engraving! Your dwarf gets an anxiety syndrome!

    Turbo ents? (30 tons)

    Estoc, the blunt anti-armor twohander. https://historycollection.co/16-terrifying-bladed-weapons-in-history/2/
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 14, 2020, 04:09:13 am
    Cats now spread infectious joy to my stress prone wild dwarves. Still experimenting, but theoretically will give them a wide range of behaviour issues that they can spread to their friends which should keep them deliriously happy and breeding like rabbits. Let's see how this plays out.

    --
    A couple of years in, no-one's stressed, people are actually making new friends and all the starting seven are sleeping with the manager.
    So that seems to have worked nicely.
    Title: Re: What's going on in your modding?
    Post by: nezclaw on April 17, 2020, 06:27:35 pm
    I, someone who has never modded anything before in my life, am currently staring at RAWs and contemplating replacing dwarves with dragons, Flight Rising style.
    Title: Re: What's going on in your modding?
    Post by: Lurksquatch on April 17, 2020, 09:30:29 pm
    In order to keep on topic, I've managed to make a Iron Colossus in the shape of a six-tentacled spider with a stinger tail. Is it possible for it to inject liquid basalt into a target via the tail?

    1. That's awesome.

    2. It should be.


    Spoiler: Give it this attack... (click to show/hide)



    That SHOULD do the trick, but I literally just whipped it up in like...five minutes, so I don't actually know if it'll work. Let me know if it does happen to work. I kinda like that idea lol.
    Title: Re: What's going on in your modding?
    Post by: Shonai_Dweller on April 18, 2020, 08:23:39 pm
    I, someone who has never modded anything before in my life, am currently staring at RAWs and contemplating replacing dwarves with dragons, Flight Rising style.
    Good way to start. Do something outrageous, then spend the next couple of years of modding time trying to balance everything else to work with it.

    Your tavern brawls are going to be.....brief.
    Title: Re: What's going on in your modding?
    Post by: NordicNooob on April 19, 2020, 10:59:19 am
      They also have an ability to increase the stress of dwarves over long periods of time, making walling out sieges quite dangerous for larger forces.[/li][/list]
      Fascinating. Could I borrow the stressifying feature for OldGenesis beastmen and mind flayers? I almost-never build a wall or bridge to keep the enemies away, since "enemy army destroys wall" feature hasn't been programmed yet.
      Oh shoot, didn't see that till now. And sure, I'd be glad to contribute; OldGenesis was actually the first mod I ever played! Here's (https://pastebin.com/y7gccXri) a pastebin link. It's honestly a bit wonky with how it works; it's currently a greeting that targets only dwarves, since the other USAGE_HINT tokens don't seem to work through walls like they should. Shouldn't be an issue with mind flayers and beastmen. Using it on things that might actually show up or end up as peaceful could be problematic, though. Be warned that I also have yet to balance it, though I imagine you'll be making a fair amount of changes to the exact numbers and the likes anyways.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on April 20, 2020, 07:00:25 am
      Yeah we got in peaceful orcs and goblin-like orcs in OldGenesis. And three goblin subspecies(creatures), goblin, groblin(cruder, less metals), gobline(scholarly). And Yeti poets. Can't put Demoralize_Siege_Taunt interaction on all orc creatures.

      Adjusted the interaction a little:
      "If no hint is specified, the interaction will be used whenever a valid target is available. Verify"
      Spoiler (click to show/hide)
      Don't see the greeting usage hint.
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 20, 2020, 11:59:07 am
      Created a spreadsheet of species and their corresponding heights the other day for my project. Going to use it to 'standardize' my species' sizes based on how much they differ from one 'baseline' size, ie. X is z% bigger than Y, multiply Y's size by z% to get X's size. Anyone have any idea on the best way to come up with my baseline size? The sizes I'm working with are in height, not cm^3, so currently I'm thinking I'll have to just estimate what a certain size would equate to. Later on I'll probably make some adjustments based on how 'big' the species is based on testing and personal observations of the artwork itself.
      Title: Re: What's going on in your modding?
      Post by: bloop_bleep on April 20, 2020, 12:10:27 pm
      Well, if you have both a height in m (from your spreadsheet) and a size in cm^3 (from DF's raws) for some creature A, then if another creature B is k times as tall as A according to your spreadsheet, then the size you should enter in that creature's raws would be about k^3 times the size of A.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on April 21, 2020, 01:55:57 am
      I, someone who has never modded anything before in my life, am currently staring at RAWs and contemplating replacing dwarves with dragons, Flight Rising style.
      Good way to start. Do something outrageous, then spend the next couple of years of modding time trying to balance everything else to work with it.

      Your tavern brawls are going to be.....brief.
      Particularly given the size discrepancies between some of the breeds :o it is entirely possible for the largest dragons to accidentally ingest the smaller dragons
      Title: Re: What's going on in your modding?
      Post by: Quantum Drop on April 21, 2020, 04:15:06 am
      In order to keep on topic, I've managed to make a Iron Colossus in the shape of a six-tentacled spider with a stinger tail. Is it possible for it to inject liquid basalt into a target via the tail?

      1. That's awesome.

      2. It should be.


      Spoiler: Give it this attack... (click to show/hide)



      That SHOULD do the trick, but I literally just whipped it up in like...five minutes, so I don't actually know if it'll work. Let me know if it does happen to work. I kinda like that idea lol.

      Yeah, that's worked. Using its current raws, it took down something like twenty to thirty fully equipped dwarves (all skills at 'accomplished', all armour and weapons were iron) without dying. Steel axes and such take it down easy, though - died in a few seconds to ten dwarves with the same loadout after they got upgraded to steel.

      Thanks for the help.
      Title: Re: What's going on in your modding?
      Post by: Lurksquatch on April 22, 2020, 02:41:33 pm
      Yeah, that's worked. Using its current raws, it took down something like twenty to thirty fully equipped dwarves (all skills at 'accomplished', all armour and weapons were iron) without dying. Steel axes and such take it down easy, though - died in a few seconds to ten dwarves with the same loadout after they got upgraded to steel.

      Thanks for the help.

      I'm glad I could help! You should be able to use that as a template to help make other odd/horrific creatures.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on April 22, 2020, 07:03:58 pm
      i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.
      Spoiler (click to show/hide)
      i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on April 22, 2020, 07:26:57 pm
      i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.
      Spoiler (click to show/hide)
      i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
      Wings? Oh. I suspect you're going to run into hideous pathing issues if you make a flying playable civ. Will be fun in Adventurer though.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on April 22, 2020, 11:57:34 pm
      i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.
      Spoiler (click to show/hide)
      i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
      Wings? Oh. I suspect you're going to run into hideous pathing issues if you make a flying playable civ. Will be fun in Adventurer though.
      I Shall Keep That In Mind.
      the best/worst part is that there's gonna be multiple breeds of many different sizes. probably only the smaller breeds will be predominantly fliers, and there's a few that are fully terrestrial.
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 23, 2020, 12:14:34 pm
      i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.
      -snip-
      i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
      May I ask what you mean by, "shuffle these parts"? Like are you going for random dragon breeds? A python script that takes a template and replaces certain pieces with other pieces based on a list of possible choices would be your best bet there. Example: say you have three different types of wings defined, you could use the script to replace the wing defined in the body token of the template with one of your three different types of wings. You could generate random numbers for all sorts of things, relsizes and/or body size, gaits, egg/litter amounts, lifespan... This would get messy and you'd have creatures that are... funky, to say the least. I'd like to clarify: I wouldn't recommend doing this. It's possible, but it'll take a lot of manual editing to make the randomly generated creatures actually make sense.

      But for just adding variance to different breeds, relsizes are your friend, as are the curious beast tokens, biomes, gaits, lairs if they're megabeasts, and even personality tokens if you'd like. In my own modding I'll soon be working on giving my various species their own personalities - something I neglected at the start of the mod. Just read through the creature tokens (http://dwarffortresswiki.org/index.php/DF2014:Creature_token) and you'll get some ideas for ways you could make different breeds unique.

      One more thing: I'd recommend you get used to body detail plans, as you'll need those for relative positioning and tissue/material layers. Just read through the default body detail plans, take a look at the wiki page (http://dwarffortresswiki.org/index.php/DF2014:Body_detail_plan_token) and learn by example. The default file may be confusing at first because it uses a lot of arguments, but just take a look at how vertebrate tissue layers is used:
      Spoiler (click to show/hide)
      The reason I explained all that is because if/when you start creating body parts that aren't in a default category, you're going to have to use BP_LAYERS. It can be intimidating at first so I hope this helped bring a little clarity. Sorry if I'm mistaken and you're already familiar, I just saw your post about modding for the first time and thought this might help. Anyways, best of luck! Sounds pretty neat having some variety in dragons :)
      Title: Re: What's going on in your modding?
      Post by: nezclaw on April 23, 2020, 05:46:50 pm
      I was being facetious about the 'shuffling' part, I don't plan to randgen them, at least not beyond some small adjustments. I have been looking through the assorted files concerning body parts and body details, but you're absolutely right about it being confusing. I was mainly collecting the pieces that would be relevant. Also, uh, these are theoretically gonna be playable and able to cross breed with each other. I will need to do some more research about the sizes of the different breeds, but fortunately flight rising has a big tumblr community and i know that someone somewhere has done the math.
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 23, 2020, 09:01:38 pm
      I was being facetious about the 'shuffling' part, I don't plan to randgen them, at least not beyond some small adjustments. I have been looking through the assorted files concerning body parts and body details, but you're absolutely right about it being confusing. I was mainly collecting the pieces that would be relevant. Also, uh, these are theoretically gonna be playable and able to cross breed with each other. I will need to do some more research about the sizes of the different breeds, but fortunately flight rising has a big tumblr community and i know that someone somewhere has done the math.
      Well, all I have to say is have fun with castes. I don't mean to discourage you or anything but just remember castes are chosen at random (aside from their rarity value), and many tokens are creature-level not caste-level. Just something to keep in mind when you check the creature tokens wiki page make sure you check whether the token is creature or caste level so you know whether it can be edited later or not. Anyways, modding things in that have already been designed (like from a different game) is a lot of fun! Feels good to really analyze and think about something you've been a fan of, kinda makes you appreciate it a little more in my experience :) again best of luck to ya!
      Title: Re: What's going on in your modding?
      Post by: nezclaw on April 24, 2020, 04:29:48 am
      I was being facetious about the 'shuffling' part, I don't plan to randgen them, at least not beyond some small adjustments. I have been looking through the assorted files concerning body parts and body details, but you're absolutely right about it being confusing. I was mainly collecting the pieces that would be relevant. Also, uh, these are theoretically gonna be playable and able to cross breed with each other. I will need to do some more research about the sizes of the different breeds, but fortunately flight rising has a big tumblr community and i know that someone somewhere has done the math.
      Well, all I have to say is have fun with castes. I don't mean to discourage you or anything but just remember castes are chosen at random (aside from their rarity value), and many tokens are creature-level not caste-level. Just something to keep in mind when you check the creature tokens wiki page make sure you check whether the token is creature or caste level so you know whether it can be edited later or not. Anyways, modding things in that have already been designed (like from a different game) is a lot of fun! Feels good to really analyze and think about something you've been a fan of, kinda makes you appreciate it a little more in my experience :) again best of luck to ya!
      checking the wiki, the caste system is exactly what i need.

      swaps humans, elves, and dwarves with centaurs, griffons, and chimeras
      Title: Re: What's going on in your modding?
      Post by: SQman on April 28, 2020, 01:11:50 am
      I've unearthed ancient evil, and by ancient evil I mean Monstrous Compendium Ravenloft Appendix. It will be a good way to learn more about interactions.

      The first entry is the akikage, a ghost of a ninja that can instakill its enemies by freezing their hearts. The plan was simple: if its punch somehow penetrates skin, it has a small chance to stop the target's heart. Neither paralysis, impairing function, nor necrosis worked, leading to a conclusion that heart is a non-essential organ.

      Then I've decided to change things around a little, abandoning the heart-freezing part. Now the akikage's punch can make enemies bleed profusely from every part of their bodies, killing them almost instantly.

      EDIT:

      I've had a long think about it, and decided I'd remove the interaction from punches, and add a piercing open-hand jab attack instead. It's much less clunky, and much more believable.
      Title: Re: What's going on in your modding?
      Post by: pikachu17 on April 28, 2020, 08:26:56 pm
      I've unearthed ancient evil, and by ancient evil I mean Monstrous Compendium Ravenloft Appendix. It will be a good way to learn more about interactions.

      The first entry is the akikage, a ghost of a ninja that can instakill its enemies by freezing their hearts. The plan was simple: if its punch somehow penetrates skin, it has a small chance to stop the target's heart. Neither paralysis, impairing function, nor necrosis worked, leading to a conclusion that heart is a non-essential organ.

      Then I've decided to change things around a little, abandoning the heart-freezing part. Now the akikage's punch can make enemies bleed profusely from every part of their bodies, killing them almost instantly.

      EDIT:

      I've had a long think about it, and decided I'd remove the interaction from punches, and add a piercing open-hand jab attack instead. It's much less clunky, and much more believable.
      Stopping lungs do work instead.
      Title: Re: What's going on in your modding?
      Post by: Iä! RIAKTOR! on April 28, 2020, 09:33:02 pm
      What if add UBSTEP/LBSTEP to headwear?
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 29, 2020, 11:19:52 am
      What if add UBSTEP/LBSTEP to headwear?
      See here (http://dwarffortresswiki.org/index.php/DF2014:Armor_token#UBSTEP), no point because it doesn't work for ITEM_HELM. UBSTEP is for ITEM_ARMOR, LBSTEP is for ITEM_ARMOR and ITEM_PANTS.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on April 29, 2020, 05:10:02 pm
      i got the sizes of the dragons from some absolute mad lad on tumblr who saw my post and went yeah i'll calculate that for you. need to work out the growth period for the assorted breeds now... and i think i'm gonna have to define each breed's shape individually... can you put the STANCE and GRASP tokens on the same body part or am i gonna have to put GRASP on the wings so they can hold things?
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on April 29, 2020, 05:43:08 pm
      Should be fine with grasp and stance on the same part, sans them trying to wear either gauntlets or boots on the parts interchangeably
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 30, 2020, 11:52:16 am
      i got the sizes of the dragons from some absolute mad lad on tumblr who saw my post and went yeah i'll calculate that for you. need to work out the growth period for the assorted breeds now... and i think i'm gonna have to define each breed's shape individually... can you put the STANCE and GRASP tokens on the same body part or am i gonna have to put GRASP on the wings so they can hold things?
      Yup both tokens work fine. My mod does this with certain quadrupeds:
      Spoiler (click to show/hide)
      One thing to keep in mind with this is other body parts that use CONTYPE:STANCE or CONTYPE:GRASP. I have a neopet that uses its' tail as a stance part, and it also has feet. If I used the vanilla 2TOES body part, it would put toes on the tail because the body part uses CONTYPE:STANCE, thus I created a body part that puts two toes on two feet, like this:
      Spoiler (click to show/hide)
      It uses CON to directly target the desired bodyparts, rather than targeting every STANCE part. If you give wings GRASP for example, and you're also giving them hands/fingers, you'll need to make a new body part similar to the one above to make sure they don't have fingers on their wings.

      Oh you're also going to need to pay attention to what attacks you give the creature. If I gave the kick attack to my pet that stands on its' tail, it would kick with its' tail because the kick attack uses BY_TYPE:STANCE, likewise if you gave wings grasp, the creature would punch with its' wings because the attack uses BY_TYPE:GRASP. It's an easy fix, just something to pay attention to.
      Title: Re: What's going on in your modding?
      Post by: Quantum Drop on April 30, 2020, 12:09:38 pm
      Is there any way to make a creature's teeth out of a material other than ivory?

      While I'm at it, this creature keeps melting whenever in Arena Mode - all bodyparts show as red, but seem functional (able to move around and attack). Anyone know what's causing it to do that?

      Spoiler: Raws for Creature (click to show/hide)

      Spoiler: Modded Body Bits (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 30, 2020, 12:17:29 pm
      Is there any way to make a creature's teeth out of a material other than ivory?
      Teeth call the TOOTH_TEMPLATE in STANDARD_TISSUES, STANDARD_MATERIALS and VERTEBRATE_TISSUE_LAYERS. One option would be to get rid of the predefined tooth when calling STANDARD_TISSUES and STANDARD_MATERIALS:
      Code: [Select]
      [REMOVE_TISSUE:TOOTH]
      and
      [REMOVE_MATERIAL:TOOTH]
      And then redefine the TOOTH tissue/material by calling a different template:
      Code: [Select]
      [USE_MATERIAL_TEMPLATE:TOOTH:X_TEMPLATE]
      [USE_TISSUE_TEMPLATE:TOOTH:X_TEMPLATE]
      The other option is to redefine standard tissues and materials, but that's a lot more work than necessary. The first option relies on the assumption that DF will call the material tokens in a linear order, which may not be the case. If you get a material not found TOOTH error, it's removing the material after you updated it and you'll need to redefine standard tissues/materials. One way of doing that would be to copy the existing standard material/tissue definitions, removing the line that defines TOOTH in each one, and making a new one that sets TOOTH to whatever you want. You could also change the line to call an argument, so it can be changed multiple times if needed by calling something like STANDARD_TISSUE_TOOTHARG:whatevertissue and the same for materials.
      Also about the melting creature, first thing I noticed was the material is hotter than its' melting point:
      Code: [Select]
      [MELTING_POINT:10000]
      [MAT_FIXED_TEMP:11000]
      Once you change that, also try giving your creature a HOMEOTHERM token, such as [HOMEOTHERM:10070], sets the creature's body temp and, "Provides minor protection from environmental temperature to the creature."
      Title: Re: What's going on in your modding?
      Post by: Quantum Drop on April 30, 2020, 12:49:31 pm
      Is there any way to make a creature's teeth out of a material other than ivory?
      Teeth call the TOOTH_TEMPLATE in STANDARD_TISSUES, STANDARD_MATERIALS and VERTEBRATE_TISSUE_LAYERS. One option would be to get rid of the predefined tooth when calling STANDARD_TISSUES and STANDARD_MATERIALS:
      Code: [Select]
      [REMOVE_TISSUE:TOOTH]
      and
      [REMOVE_MATERIAL:TOOTH]
      And then redefine the TOOTH tissue/material by calling a different template:
      Code: [Select]
      [USE_MATERIAL_TEMPLATE:TOOTH:X_TEMPLATE]
      [USE_TISSUE_TEMPLATE:TOOTH:X_TEMPLATE]
      The other option is to redefine standard tissues and materials, but that's a lot more work than necessary. The first option relies on the assumption that DF will call the material tokens in a linear order, which may not be the case. If you get a material not found TOOTH error, it's removing the material after you updated it and you'll need to redefine standard tissues/materials. One way of doing that would be to copy the existing standard material/tissue definitions, removing the line that defines TOOTH in each one, and making a new one that sets TOOTH to whatever you want. You could also change the line to call an argument, so it can be changed multiple times if needed by calling something like STANDARD_TISSUE_TOOTHARG:whatevertissue and the same for materials.
      Also about the melting creature, first thing I noticed was the material is hotter than its' melting point:
      Code: [Select]
      [MELTING_POINT:10000]
      [MAT_FIXED_TEMP:11000]
      Once you change that, also try giving your creature a HOMEOTHERM token, such as [HOMEOTHERM:10070], sets the creature's body temp and, "Provides minor protection from environmental temperature to the creature."
      Made the alterations, it seems to have worked. Creature isn't melting any more, and its teeth are taking off dwarf limbs quite well. Thanks for the help!
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on April 30, 2020, 12:54:39 pm
      @Quantum Drop
      Glad it worked! May I ask, were you able to simply remove the tissue/material and redefine it in the creature file, or did you have to redefine the body detail plans?

      Unrelated but here's something silly from one of my body detail plans I thought yall might get a kick from:
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on April 30, 2020, 01:50:58 pm
      Is that an Amorphous+ mod?  Heh, that brings me back...
      Title: Re: What's going on in your modding?
      Post by: Quantum Drop on April 30, 2020, 02:52:38 pm
      Is that an Amorphous+ mod?  Heh, that brings me back...
      Pretty much, yes. The Glooples are bigger (I think) than in the original, and so far I've gotten the Meltie (explodes on contact, leaves behind syndrome-causing fluid), Horror (Just got to mod in the teeth-firing and rapid tooth-regrowing), Biter (Ditto) and Grinder made, with the Clutter, Inkie, and Torchie/Frostie next on the list. May have to compensate for certain difficult-to-mod ones (Lookin' at you, Void Eater) with new creations or altered versions, due to the difficulty of faithfully reproducing their abilities. Good to find someone else who played that game, though.

      @Quantum Drop
      Glad it worked! May I ask, were you able to simply remove the tissue/material and redefine it in the creature file, or did you have to redefine the body detail plans?

      Unrelated but here's something silly from one of my body detail plans I thought yall might get a kick from:
      Spoiler (click to show/hide)
      Far as I can tell, removing and redefining the tooth tissue/material did it for the teeth. Melting stopped after a bit of playing around with the temperature (thanks for pointing that out) and after fixing a minor muck-up in the exoskeleton BDP (turns out it was using an entirely different skin-type tissue to the one I needed. Oops.)
      Title: Re: What's going on in your modding?
      Post by: Iä! RIAKTOR! on April 30, 2020, 05:09:37 pm
      I'm trying to improve grimeling. If it made of real plant structural materials, it become very fragile, so I have idea: grimeling continuously reanimate their bodyparts and add special syndrome. Bodyparts must FLEEQUICK from battles, slowly regrow other body parts and become aggressive back after regrowed full. How code this?
      Title: Re: What's going on in your modding?
      Post by: MaxTheFox on May 03, 2020, 10:08:58 am
      Currently adapting my personal mod for Adventurecraft.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on May 03, 2020, 04:27:38 pm
      Only creature tuning this week.
      - cave tortoises made a little larger; they already could fatally 8:8 speed bite your brain stem.
      - reacher (105 kg humanoid lake lurker) combat skills increased.
      - honey badger made more common, I haven't seen them around.
      Title: Re: What's going on in your modding?
      Post by: bloop_bleep on May 03, 2020, 05:53:40 pm
      I'm trying to improve grimeling. If it made of real plant structural materials, it become very fragile, so I have idea: grimeling continuously reanimate their bodyparts and add special syndrome. Bodyparts must FLEEQUICK from battles, slowly regrow other body parts and become aggressive back after regrowed full. How code this?

      Well, you can make a reanimation interaction that works only on grimeling corpses/body parts, adding a syndrome that has various delayed effects, that transform the reanimated creature progressively to more complete forms of the grimeling, and also a anti-discipline effect that lasts from the start of the syndrome until the final transformation efffect.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on May 05, 2020, 08:12:06 pm
      i got the sizes of the dragons from some absolute mad lad on tumblr who saw my post and went yeah i'll calculate that for you. need to work out the growth period for the assorted breeds now... and i think i'm gonna have to define each breed's shape individually... can you put the STANCE and GRASP tokens on the same body part or am i gonna have to put GRASP on the wings so they can hold things?
      Yup both tokens work fine. My mod does this with certain quadrupeds:
      Spoiler (click to show/hide)
      One thing to keep in mind with this is other body parts that use CONTYPE:STANCE or CONTYPE:GRASP. I have a neopet that uses its' tail as a stance part, and it also has feet. If I used the vanilla 2TOES body part, it would put toes on the tail because the body part uses CONTYPE:STANCE, thus I created a body part that puts two toes on two feet, like this:
      Spoiler (click to show/hide)
      It uses CON to directly target the desired bodyparts, rather than targeting every STANCE part. If you give wings GRASP for example, and you're also giving them hands/fingers, you'll need to make a new body part similar to the one above to make sure they don't have fingers on their wings.

      Oh you're also going to need to pay attention to what attacks you give the creature. If I gave the kick attack to my pet that stands on its' tail, it would kick with its' tail because the kick attack uses BY_TYPE:STANCE, likewise if you gave wings grasp, the creature would punch with its' wings because the attack uses BY_TYPE:GRASP. It's an easy fix, just something to pay attention to.
      actually since they're bat type wings, that might not need to be fixed...
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on May 06, 2020, 10:56:40 am
      actually since they're bat type wings, that might not need to be fixed...
      Not sure what you mean honestly. I'm just saying if your wings have the token [GRASP], like this:
      Spoiler (click to show/hide)
      And you use a finger body part that has the token [CONTYPE:GRASP], such as:
      Spoiler (click to show/hide)
      The wings will have fingers because the finger body part targets every body part that has the token [GRASP].

      Oh and also, the punch attack and the kick attack target body parts that use [GRASP], and [STANCE], respectively.
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: SQman on May 07, 2020, 02:46:16 am
      I've started working on yet another project I may never finish - a cavern expansion. So far I've finished four creatures:
      -Cave stag - a quadrupedal grazer with antlers of hardened fungal matter. The fungusis effectively wood, but counts as horn.
      -Pig tail host - a giant cicada nymph infested with fibrous fungus. This fungus is actually wool, but hush! Don't tell anyone! This is actually a repurposed creature from my scrapped project, Dwarven Underground Pet Assortment (D.U.P.A).
      -Large rolling puffball - a large spherical fungus filled with infectious spores. It releases said spores if threatened or damaged. The fungus it's made of is basically muscle, but heals much faster. I'll probably use this material/tissue for the inside of most fungal creatures.
      -Giant rolling puffball - larger, faster, more aggressive form of rolling puffball. I have a small, vermin puffball planned, but that comes later.
      I've made some plans for the first and second layer (fungal wiods and deep swamp, and aberrant garden and crystalline pools).

      There's also a creature that has been on my mind for a while, but doesn't fit in any of my projects - the Tricepsratops, a triceratops with muscular arms. I don't wanna waste such ingenious idea.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on May 07, 2020, 07:46:52 am
      I've started working on yet another project I may never finish - a cavern expansion. So far I've finished four creatures:
      -Cave stag

      If you don't finish the project in X weeks -- do you want your creatures included in OldGenesis?
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 07, 2020, 09:28:46 pm
      I had some old caverny critters I don't work on anymore too, that might fit into your underground swamps and forests.

      I really wanted to come up with some new critters to replace domestic animals in dwarven civs, ive not done much yet though.
      Title: Re: What's going on in your modding?
      Post by: SQman on May 08, 2020, 04:39:40 am
      I don't mind my stuff being used, finished or not. I'll post a WIP version once I finish fungal woods.
      Title: Re: What's going on in your modding?
      Post by: MaxTheFox on May 08, 2020, 04:45:20 am
      The freezing spray I have on some of my creatures is hilariously lethal. Has a tendency to freeze people's eyes solid and render them blind before killing them by freezing their brain/upper/lower body.

      Also I made blizzard men be actually made of ice.
      Title: Re: What's going on in your modding?
      Post by: Rekov on May 09, 2020, 12:34:46 am
      While working on my elf mod I noticed that neither of the base game reactions for pressing oil include a [PRODUCT_DIMENSION:150] token. Is that a bug? It it going to cause me problems if I start using oil as a reagent in other reactions?

      Code: [Select]
      [REACTION:PRESS_OIL]
      [NAME:press liquid from paste]
      [BUILDING:SCREW_PRESS:CUSTOM_P]
      [REAGENT:paste:150:GLOB:NONE:NONE:NONE]
      [HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
      [NOT_PRESSED]
      [REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
      [EMPTY]
      [DOES_NOT_ABSORB]
      [PRESERVE_REAGENT]
      [HAS_TOOL_USE:LIQUID_CONTAINER]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:paste:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
      [PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:paste:NONE][PRODUCT_PRESSED]
      [SKILL:PRESSING]

      [REACTION:PRESS_OIL_FRUIT]
      [NAME:press liquid from fruit]
      [BUILDING:SCREW_PRESS:CUSTOM_F]
      [REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
      [HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
      [NOT_PRESSED]
      [UNROTTEN]
      [REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
      [EMPTY]
      [DOES_NOT_ABSORB]
      [PRESERVE_REAGENT]
      [HAS_TOOL_USE:LIQUID_CONTAINER]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
      [PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:plant:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
      [PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE][PRODUCT_PRESSED]
      [SKILL:PRESSING]
      Title: Re: What's going on in your modding?
      Post by: SQman on May 11, 2020, 12:50:56 pm
      Three new creatures for fungal woods!

      -Chomper - quite uninteresting; just a six-legged lizard with a toothy beak. Peaceful herbivore, when cornered it defends itself by biting and scratching. May be useful for egg production.
      -Mycellic devourer - a huge amphibian with fungus growing on its back and head. It disguises itself as a patch of floor fungus in wait for prey. It's an ambush predator slightly larger than a yak, but even slower than a giant cave toad. Goblins that don't value their time may use them as mounts.
      -Strandcat - a cat-shaped mass of loose mycelium strands. Its claws inject debilitating toxin. Because of the creature's fibrous nature, blunt weapons have virtually no effect other than an occasional shattered claw. Trainable for war and hunting. Size of a beak dog or gorilla.

      Next batch: fungal Mike Tyson, spore flamingo, and a thing straight up stolen from Dungeon Meshi.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on May 13, 2020, 05:47:09 pm
      working on getting the basic attributes down for each breed.

      question. how would i go about creating the spines for this dude?
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 13, 2020, 06:06:13 pm
      I would create a new body part definition, with a single horn defined, and then make it a number of horns with he number token, same way teeth work. Use one definition for horns on the back of the neck, then duplicate it for the body, wings and the tail. Then another definition to add a single horn to each foot.

      If the horns are cut off, all of the ones created by the same definition will come off at the same time, but that shouldn't be a big deal.
      Title: Re: What's going on in your modding?
      Post by: Hugo_The_Dwarf on May 14, 2020, 04:24:15 pm
      To add to Eric's suggestion (which is the best route btw) just set their [CATEGORY:HORN] and normal BDPs will apply the needed BONE and HORN tissues over it (as long as you'be defined BONE and HORN tissues)

      also if this dragon has a gore attack, make sure you adjust the gore attack to only use the horns on the head
      Title: Re: What's going on in your modding?
      Post by: nezclaw on May 16, 2020, 09:17:47 pm
      can i just stick the new body part definition in the same file as the rest of the modded content? and should i make a separate thread for my questions? i'm not great at forums so idk the etiquette...
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 16, 2020, 11:53:02 pm
      You can ask as many questions as you need over in the modding creatures and entities questions thread (http://www.bay12forums.com/smf/index.php?topic=110027.0), most questions can be answered quickly, hopefully. Starting your own thread will probably get more suggestions on development directions not directly related to your questions, though.


      I think I've finally got worldgen relatively stable. Turns out you have to have at least -10 to the leisure time to prevent fishing-related worldgen crashes? But there's still the occasional crash I can't account for. I'm thinking of doing away with the materials requirement for generating aether salts and just having them produced slowly out of a free reaction, like a 1-5% chance to produce some. Or get rid of aether salts as a reagent requirement altogether? Not sure there. It was originally supposed to be a stop gap that prevents you from just quickly spawning in everything with no effort, but it's a cheesy mechanic anyway. Not that every other aspect of "studying" or "learning" as implemented isn't cheesy. For a long time there I used cheese materials/items as the basis for the essences you eat, but carnivores refuse to eat cheese, hence switching to fish. Before that it was the inhale-able boiling material method, which is stupidly unreliable in general.

      I wish, dearly, that I could just spawn books that have secrets written in them which dwarves can learn by reading the book. But there's really no way to force that to happen via reaction or interaction, even though I could at this point totally make every spell a secret that can be learned by eating an essence and then you can write it down and learn it from the books (at least I think that would work? I'm not sure, would have to actually test it.). You'd still have to learn the secret second-hand like from an essence, then get the dwarf who ate the essence to write a book about the secret for everyone else.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on May 17, 2020, 01:50:14 am
      Both Leisure_time and Merriment crash civs with No_Eat and permitted_job:Fish_cleaner unless they're negative.
      Title: Re: What's going on in your modding?
      Post by: nezclaw on May 17, 2020, 08:01:31 pm
      i'm at the point where i'm staring at the file and thinking "i've got enough tokens defined, right? i can TOTALLY gen a world with this!" even though i'm pretty sure i don't.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on May 17, 2020, 08:28:04 pm
      Code-merged and uploaded all three tile-versions
      of latest OldGenesis. Enough changes had accumulated.
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 21, 2020, 04:31:33 pm
      A while back someone posted a variant of the standard material emission interaction that emits two different predefined materials at the same time. I've been trying to replicate that and failing miserably. Would anyone who remembers where it was posted/has saved it mind posting it again?

      Nevermind its on the "interaction examples" page on the wiki which I forgot existed.

      The new kineroch lightning spell will hit you with solid and liquid globs of both lightning and thunder simultaneously! Very powerful! I've also fixed the conjuring otherworldly beings reaction; it now produces an essence-fish just like spells and potions do. Eat that to gain the soul of the creature and power to conjure it into this plane. It summons one of many different things at random, which could be great if you get an angelic warrior to fight for you, or really, really bad if you summon a crazed demonic warrior that eats your face.
      Title: Re: What's going on in your modding?
      Post by: Kyubee on May 22, 2020, 03:04:11 pm
      I came to a realization about my modding.

      Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.


      Not gonna stop adding sea life though, its kinda my passion. I'll just have to make more amphibious critters
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on May 23, 2020, 03:39:17 pm
      I came to a realization about my modding. Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.
      Not gonna stop adding sea life though, its kinda my passion. I'll just have to make more amphibious critters
      Could make ghost/wraith/phantom versions of your new sea creatures, so they appear in marshes and other?
      "Goddammit, it's another group of PHANTOM DOLPHINS in the sky.""


      edit: old phantom raven, ultra super dodging.
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 23, 2020, 03:45:14 pm
      That's what I should do! Make magical flying whales/dolphins!

      Ive been working on new magical critters again. I'm making a tarantula made of vines now. One of many plant-creatures I wanted to do. Not thinking of doing venom, but maybe it could produce webs of vines.
      Title: Re: What's going on in your modding?
      Post by: Kyubee on May 24, 2020, 10:37:52 pm
      I came to a realization about my modding. Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.
      Not gonna stop adding sea life though, its kinda my passion. I'll just have to make more amphibious critters
      Could make ghost/wraith/phantom versions of your new sea creatures, so they appear in marshes and other?
      "Goddammit, it's another group of PHANTOM DOLPHINS in the sky.""


      edit: old phantom raven, ultra super dodging.
      Spoiler (click to show/hide)


      One of my first mod attempts was flying versions of various fish in evil biomes.

      could do that again~ Surprisingly, Dorf Fort doesnt *actually* have dolphins yet. Or blue whales. So, this mod im making added them, even if theyll be seen oh-so-rarely.
      Title: Re: What's going on in your modding?
      Post by: Tallcastle on May 26, 2020, 07:34:20 am
      been trying to give real value to otherwise useless extracts (liquid fire, golden salve, etc...)

      one of my attempts with golden salve didn't go well (you can see it here (http://www.bay12forums.com/smf/index.php?topic=176484.0))

      I've also been doing some !SCIENCE! on how secrets spread during world generation outside of necromancer towers.  I've been especially interested in how the Knowledge and scholar system would effect this spread.
      Set the :secrets: setting to '0' and included a few custom ones to avoid the towers
      ran 30~40 medium worlds 200~300 years each.
      Every 3~5 iterations I would adjust some minor personality facets to see what would change from a baseline averaged from 10 standard worlds.
      found some interesting things combing threw the legends...

      in 5 worlds, maxing the VALUE:KNOWLEDGE in the entity_defult.txt file for the 4 races consistently results in a high number of Libraries generating in the world (3 per world up from an average of 1.8 ) the number of Goblins in the world where consistently high in all 5 worlds (at least 50% of major entities where goblins)

      in 3 worlds, setting [PERSONALITY:PERSEVERANCE:80:90:100] for all 4 races in the creatures_standard.txt file resulted in an increased number of tablets issued by gods (around 7 per world, up from an average of 5.1)

      in 3 worlds setting [PERSONALITY:CURIOUS:70:80:90] to all core races in creatures_standard.txt resulted in dwarf civs and populations doing conspicuously well overall (+1000 more dwarf pops on average) 'other' pops tend to be higher and more prosperous.  ALSO - while the number of libraries remained average the amount of 'Written Content Composed' and 'Knowledge Discovered' saw a 20% to 40% increase.  One such world had a Secret slab issued by a Dwarf god to an especially devout 'Mountain Goat Man'.

      a few worlds had a number of interesting events worthy of note.

      As secrets where set to '0' no necromancers spawned, my custom secrets did not have any references to "experiments." on 2 separate occasions Demons where responsible for performing "Horrible Experiments" one demon after taking over a Goblin Civ, did horrible experiments 5 times as part of various wars, in another, Goblins had taken over the entire world, the last Dwarf civ had pierced the underworld at the same time as being attacked by a Goblin army, any dwarf not mutilated by the Goblins was experimented on by the Demons.

      3 occasions a secret was spread as the result the intrigue system.  The Secret holding entity would offer 'Immortality' as part of a plot (it didnt always work but seeing it happen at all makes the notion of 'cult' like secret groups an intriguing possibility)

      an average of 5~6 entities would learn secrets per world, of those an average of 1.8 would ever go on to author books on their own.  of the +50 or Authors and +300 books, only 3 contained secrets that where learned by others.  This was not reliable and no changes i made could account for it, in one case a single slab ended up in a library where it was read by 9 others.  Over 100 books where written by these 10 secret keepers and not ONE of these works (as far as i could tell) had a secret written in it.

      lastly as a modding note, If a god has access to multiple secrets that come from multiple Spheres, then issues a Secret Slab to a worshoper, then that slab will occasionaly teach the wrong secret than that indicated on the slab.

      Example:in one case a God with the Spheres WATER and EARTH, issued a slab containing "The Secret of Living Water" but when read, taught "The Secrets of Living Earth" when instead.
      Title: Re: What's going on in your modding?
      Post by: Quarque on May 26, 2020, 07:54:45 am
      I came to a realization about my modding.

      Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.

      Sounds really interesting. I like coastal fortresses, what features did you add? Lots of wildlife? Can it be encountered at the beach?
      Title: Re: What's going on in your modding?
      Post by: Kyubee on May 26, 2020, 04:56:48 pm
      I came to a realization about my modding.

      Most of the stuff I add... Makes no difference to the average fortress, because its in the ocean.

      Sounds really interesting. I like coastal fortresses, what features did you add? Lots of wildlife? Can it be encountered at the beach?

      Not a lot yet. Just a handful of fishable vermin, humboldt squids (Renamed to "Jumbo squids" to keep the dorf fort aesthetic), and four variants of whale, two of which based off Endless Ocean (The Blue Whale, 52 Hertz Whale (a mysterious whale call we've never actually seen the cause of, so I just made it a savage variant), the White Mother (a giant blue whale in good biomes), and the Singing Dragons (Just rare whales)

      however, knowing theres actual interest in coastal forts beyond my memey tomfoolery, ill go back into ocean work. Theres always fun options for that.

      Edit: OH, I'm not just working with water oceans in this mod. I'm adding life to the magma sea, too, to make your forges that much more of a risky preposition. Currently, magma fish (basically just red fireproof coelecanths), and magma krakens (Massive fireproof octopi). Both are also unbreathing, so if they spot you, they *Can* come out of the magma to give you a hard time.
      Title: Re: What's going on in your modding?
      Post by: Boltgun on May 27, 2020, 02:19:08 pm
      I made a lot of experiments with PROPEL_UNIT and so far nothing work besides what we can read in the interaction examples. So it can only push an enemy away from you, without selecting locations.

      That's a bit disappointing as I was expecting to be able to push in any direction, up, down, enemies against each other, etc.
      Title: Re: What's going on in your modding?
      Post by: MaxTheFox on May 28, 2020, 03:34:52 am
      Made a subspecies of dragons that have a weaker fire breath but can inject venom with their bites. Forgot to decrease the melting point for the venom, causing it to be superheated on injection. Which incinerates victims into ash from the inside within seconds, not even leaving a corpse. This is a nice effect but not what I had in mind...
      Title: Re: What's going on in your modding?
      Post by: Kyubee on May 28, 2020, 07:35:21 am
      Thats beautiful.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on May 28, 2020, 09:05:01 am
      Made a subspecies of dragons that have a weaker fire breath but can inject venom with their bites. Forgot to decrease the melting point for the venom, causing it to be superheated on injection. Which incinerates victims into ash from the inside within seconds, not even leaving a corpse. This is a nice effect but not what I had in mind...

      I've also done this with super-cold venom.  The victim's corpse decomposes and vanishes without a trace seconds after death.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on May 28, 2020, 10:40:27 am
      I made a lot of experiments with PROPEL_UNIT and so far nothing work besides what we can read in the interaction examples. So it can only push an enemy away from you, without selecting locations.

      That's a bit disappointing as I was expecting to be able to push in any direction, up, down, enemies against each other, etc.
      If the enemies line up then they will slam into each other atleast, pretty fun to see when it happens.

      Made a subspecies of dragons that have a weaker fire breath but can inject venom with their bites. Forgot to decrease the melting point for the venom, causing it to be superheated on injection. Which incinerates victims into ash from the inside within seconds, not even leaving a corpse. This is a nice effect but not what I had in mind...

      Very nice, I've got something similar going on with a Wrath-based megabeast. Bleeds magma, but as it has a high body temperature its not affected by the heat produced, when alive anyway.
      Once it dies though, its body begins to burn up, as the materials its made from aren't fireproof. Leaves nothing behind (aside from the spreading fire, obviously).
      Title: Re: What's going on in your modding?
      Post by: SQman on May 29, 2020, 05:10:08 pm
      I gave up on trying to make my compost mounds drop mound tubers on butchering; instead they straight up create the veggies roughly once per season. Since the mounds are not domestic creatures and they cannot breed, the best use of dropped tubers is to brew them and plant the seeds.

      Butchering a compost mound now yields a poor quality green tourmaline figurine that represents the creature's crystalline golem core.

      I've also realized I shouldn't have made these lads out of actual soil, because they were a little too hardcore, with soil being stone and all that. Not only was it impossible to hit the core, but dealing any kind of damage was way too difficult. Now they are made of a custom material that's easy to pierce without being too flimsy.

      Edit:
      Now that I think about it, my strandcats may also be a bit unfair, being killable only by bisection. I'll give them a central node made of soft fungus in their upper bodies, and in return I'll make their heads non-essential.

      Another edit:
      Finally got my stuff together and started making those T'lethian pets. The first is the deep one - a chimaera made from alien and human embryos. It can discharge electricity, causing pain, blisters and sometimes paralysis to its enemies.

      During the first test an unarmed human managed to defeat a deep one, which shouldn't happen considering electricity, size, and aqua-plastics body armor that should give the aliens the upper hand.
      During the second test I took control of the deep one, and immediately went for a discharge. I dropped to the ground paralyzed, and my enemy stomped me to death. I can imagine things like that being detrimental to aquatoid invasion, so I made all TFTD creatures (currently two) immune to this syndrome.


      I've also adjusted the T'lethians themselves a bit - tasoths and lobster men no longer have metal scales and shells; instead I went for material force multiplier. An armed dwarf of moderate skill can take down unarmed tasoths and lobster men, not to mention aquatoids and gillmen. I'm not sure how the things will turn out once the aliens come with aqua-plastics vibro blades and sonic-blasta rifles.
      Title: Re: What's going on in your modding?
      Post by: Madde on June 06, 2020, 04:59:02 am
      I am making a swamp crone semi-megabeast, somewhat inspired by the Crones of Crookback Bog from the Witcher 3. I found the vanilla semis to be really bland, so I plan to make these creatures sort of a mid-game boss encounter by giving them a variety of cool abilities to test the prowess of the fort's military.

      They will have a push force/short term stun aura to deter melee attackers, a continuous inhalable gas secretion that can cause the lungs to rot, the ability to summon a few slow moving oozes that explode on death, and some generic kind of projectile attack. I've also been thinking about giving them the ability to "corrupt" livestock from afar by giving their muscle tissue some kind of ingestible syndrome effect, but I am unsure if this can be done with CE_BODY_MAT_INTERACTION. Aditionally, they will be extremely slow walkers, to prevent them from running headfirst into melee combat.

      I am unsure about the body layout yet. They will probably be at least somewhat humanoid in nature, but some unusual extremities and a really thick layer of fat are to be expected.
      The oozes will be similar to cave blobs, filled with some liquid/gas substance that can leak out. I don't exactly know what kind of syndrome effect it will have, I tend to like spreading diseases and minor injury effects more than instant advanced brain necrosis, so it'll most likely be just a minor annoyance like skin blisters and a fever.

      To help the crones spread in world-gen, they'll be spouse converters, but only if that tag doesn't prevent them from attacking player-made sites.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on June 07, 2020, 02:30:00 am
      Spouse converter seems to only work with night creatures - I don't think it works with megabeasts (it definitely doesn't work with civilized creatures).
      Title: Re: What's going on in your modding?
      Post by: SQman on June 12, 2020, 01:25:56 am
      Clenched my teeth and resumed the work on Cavern fauna. Here's the results:
      -Compost mound - a loam golem. Changed it a little bit so that it has a chance to drop a mound tuber, a truffle-carrot, and a shem root. All those plants are edible and brewable, and very valuable.
      -Mushroom brawler - Mike Tyson's fungal cousin, a large mushroom man with fists made of woody fungal tissue. Edible.
      -Spore swallower - a long-legged, broad-billed bird, like a flamingo combined with a shoebill and a pelican. Eats spores, at least fluff-wise.
      -Cave glider - a mix between a fox, a weasel, and a flying squirrel. Extremely fast in the air. Hunts vermin and its pelts are worth a bit more than normal.
      -Tender - a four-legged crab that keeps spore-spewing mushrooms on its back for protection. Think Paras, except symbiotic, no parasitosis going on.

      Next batch will contain dudes made of mold, mushroom nymphs, and tapir-elephants.


      The work on the modpack is also progressing nicely. I'm craming more and more into it, and there's still no errorlog or worldgen crashes.
      Title: Re: What's going on in your modding?
      Post by: mgsicko on June 18, 2020, 05:18:18 pm
      Hello everyone, new to the forum and sorry if this doesn't exactly belong here. Downloaded an old mod (Haberdasher cloth mod) and it includes some custom civs, which seem intent on colonizing the sea. I, however, want nothing to do with water-based civilizations. Does anyone know what kind of flags should be removed or added to the civs so they behave... normally? The entity of one of the civs is in the spoiler, if anyone can help me

      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on June 18, 2020, 05:44:04 pm
      change ALL_MAIN in the biomes to ANY_LAND.

      The creatures and entities question thread is technically the correct place to ask these questions, but whatever.
      Title: Re: What's going on in your modding?
      Post by: mgsicko on June 19, 2020, 07:38:36 am
      Sorry, i'll be more careful in the future, and thank you very much

      Edit: yep, that worked alright, just for the register
      Title: Re: What's going on in your modding?
      Post by: Iä! RIAKTOR! on June 20, 2020, 05:52:09 pm
      Why I cannot give obsidian weapons in Arena?
      Title: Re: What's going on in your modding?
      Post by: xaritscin on June 20, 2020, 07:12:51 pm
      currently thinking on races to add/modify to balance out the number of civilizations, current plan is basically:

      +2 large humanoid civilizations (human sized), one for ocean and another for good biomes
      +2 small humanoid civilizations (kobold sized), one for desert and another for tundras

      at least 1 of those is already on the game which is Merpeople, im trying to find information on whether a race without legs can move around on land and if its possible to make new types of farming industries and activities on water for amphibian creatures (algae farming, mussell farms, coral farms?) that can supplement and give an extra to the vanilla activities.

      im also planning on my own twist for Kobold civilization.

      Title: Re: What's going on in your modding?
      Post by: Iä! RIAKTOR! on June 20, 2020, 08:02:24 pm
      Stance tail? For real farming in fortmode you need DFHACK, but for add mussels and algae to caravans you need only some tokens.

      Title: Re: What's going on in your modding?
      Post by: xaritscin on June 20, 2020, 08:13:05 pm
      well the thing was that since they would change to [Amphibian] they would be able to do work while on water tiles. so was thinking on something like making some sort of crop farming. like, growing Kelp/Algae, breeing mussels/clams/barnacles, growing coral polyps to produce coral stone. im not sure if that's something that can be done with the vanilla tools, i dont even know if playable entities in fortress mode can make use of workshops while on flooded terrain.

      also, from what i read these kind of custom civilizations dont have sites so not sure how they would expand on worldgen? its all very new to me, i just modified the vanilla races using the All Races Playable mod as a base and reference then started making my own tweaks to the game like changing certain propeties on livestock or balancing goblins and elves.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on June 21, 2020, 04:00:23 am
      Legless creatures can move around normally, they just won't crawl on the ground unless forced to.
      Also, what do you mean by "also, from what i read these kind of custom civilizations dont have sites so not sure how they would expand on worldgen?"? Custom races can be set to have different site types and they will expand, you're just limited to the sites used by the races in vanilla.
      If you're only referring to cave civs then yes, they'll only have their starting cave as a site and won't make new sites (though they may take over ruins of sites).
      Title: Re: What's going on in your modding?
      Post by: SQman on June 29, 2020, 05:20:13 pm
      Came back to Ravenloft compendium despite realizing why I was never a big fan of the setting while loving its general idea. It's not about that though, because the creature I'm working on right now is one of the few that I like.

      The broken ones are essentially the beastmen of Dr. Moreau let loose on the Demiplane of Dread; grotesque hybrids of man and animal living miserable life, shunned by normal folks, banding together under the tyrannical rule of other, more powerful broken ones.
      There are two general versions divided into specific castes:
      -Regular - generally smaller than a human, with mutations and disfigurements that are mostly detrimental. They live max 50 years. Commoners are called wretches, and recruits are looters.
           *ratman - a very basic caste with rat-like teeth and tail. Smaller than a dwarf.
           *crowman - a caste with just one functional hand. Learns manual labors and combat skills slowly because its arm is misshapen and spastic.
           *snakeman - a hairless caste with no nose or ears, and just one lung
           *catman - a caste with claws. Important stuff is mostly description
           *toadman - a caste with green skin and fast swimming gait. Its land speed is somewhat lower than in most broken ones
           !The remaining ones aren't even fully envisioned yet.!
           *goatman
           *pigman
           *roachman
           *wolfman
           *baboonman
      -Greater - superior to humans in some way, be it strength, venomous stinger or sheer size. Due to their objective superiority they are more aggressive and ambitious than their common brethren, though not a bit less intelligent. They are the rulers of broken communities. Commoners are blaggards, recruits are pillagers. They live about as long as humans.
           *scorpionman
           *eagleman
           *gorillaman
           *lionman
           *carpman/sharkman
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on August 03, 2020, 04:16:33 pm
      Playing with Spellcrafts again. Can't do secret interactions linked to syndromes for mundane spells because of the bug with multiple secrets associated with a sphere.

      Racial and civ-specific powers is still in the works. Because it's hard, and requires additional creativity, and ive run into a sort o of writers block. I've been slowly recreating the missing civs/races that got fucked up in the transition from .44_12 to .47_x. I want to give them unique powers and reactions too.

      I wanted to add more creatures made of plant materials, but ran out of ideas. The blight sphere can now raise dead plant-creatures as undead. They behave like regular zombies right now, but made of plant stuff.

      Sadly you can't have raw-modded necromancer civs at all it seems. Modded secrets can build tower complexes full of undead where they store the slab, but I have no way to create a civ association and thus they don't go out and conquer the world. Which sucks.
      Title: Re: What's going on in your modding?
      Post by: Abyssmo on September 01, 2020, 11:51:46 pm
      Its been a loooong while since I've actually done anything but quite a bit of personal stuff has happened which was the reason for my silence. The MH mod is still being worked on, and the Fatalis update announcement for MHW:I was just the motivation I need to continue working on it, not to imply I'd ever stop working on it without letting people know first. It ain't over until I say its over after all, lol.
      Other than that, I've been practicing quite a bit on my modding skills and since it's September now, I.E. Halloween season, I've got a special spooky total conversion project cooking that I've been intending on making since the very moment I joined this forum. I'm not gonna give too much away, but I hope that these screenshots are enough to make you all figure out what exactly it is.  ;)

      Spoiler (click to show/hide)

      While I'm not usually one to decide release dates, I'm planning on releasing this specific mod sometime either this month or in October. Either way, I hope you all will enjoy what I have in store...
      And so, the hunt begins again.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on September 02, 2020, 08:08:35 am
      (https://puu.sh/GoglG/3b8eae7c4f.png)
      (https://puu.sh/Gogm0/6ade39edc8.png)
      Tried out the CE_SPECIAL_ATTACK_INTERACTION token that the 47.x ghouls use while I was making the Sprites from Kingdoms of Amalur - easier to set up than I expected and works well.
      (https://puu.sh/Gogq3/3a88c603cf.png)
      Buffed up the Sprite with all 3 champion variants and the different interaction effects all take place at the same time from just one attack, so there's some possible devilish uses for it.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on September 02, 2020, 02:18:47 pm
      Have to start making graphical sprites. I am notoriously bad at this, but as per the FotF response, anything that doesn't have sprites won't show up, unless I want to reuse vanilla sprites and confuse players. I'll be honest, I've been putting this off the whole time I've been doing DF modding, because I suck at it. But it's not going to be optional anymore.

      I did make a golem yesterday. Theres only one variant, bronze golem with a sword and a crossbow (they have an interaction to fire bronze globs, which should be dangerous enough). I'm trying to put a special rune on them which counts as their brain, is a small, external body part made of obsidian on their upper body. It works if you hit it with an edged weapon like an iron axe, but not an iron mace. That just glances off. They're "skilled" fighters in all disciplines.

      They won 21 out of 26 matches against equally skilled humans wearing iron armor and steel halberds (I figure the halberd simulates most large slashing, stabbing and smacking attacks). Those who won had one or no major injuries, the golems tended to suffer several lost body parts or serious injuries.
      So they're tough. Now I just need to write up a construction/summoning reaction and interaction to produce them in-game.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on September 02, 2020, 05:16:54 pm
      Have to start making graphical sprites. I am notoriously bad at this, but as per the FotF response, anything that doesn't have sprites won't show up, unless I want to reuse vanilla sprites and confuse players. I'll be honest, I've been putting this off the whole time I've been doing DF modding, because I suck at it. But it's not going to be optional anymore.

      I did make a golem yesterday. Theres only one variant, bronze golem with a sword and a crossbow (they have an interaction to fire bronze globs, which should be dangerous enough). I'm trying to put a special rune on them which counts as their brain, is a small, external body part made of obsidian on their upper body. It works if you hit it with an edged weapon like an iron axe, but not an iron mace. That just glances off. They're "skilled" fighters in all disciplines.

      They won 21 out of 26 matches against equally skilled humans wearing iron armor and steel halberds (I figure the halberd simulates most large slashing, stabbing and smacking attacks). Those who won had one or no major injuries, the golems tended to suffer several lost body parts or serious injuries.
      So they're tough. Now I just need to write up a construction/summoning reaction and interaction to produce them in-game.
      ASCII/regular tileset version comes with Steam. If there's no sprites in your mod, just call it a non-graphical mod. Shouldn't ever force yourself to start doing something you don't enjoy just because the masses are demanding it.
      Title: Re: What's going on in your modding?
      Post by: SQman on September 03, 2020, 04:07:37 pm
      Taking a break from LCM and coming back to Animalia.

      Giraffes needed a big overhaul - in vanilla they have no hooves and their horns are, well, horns. With Animalia they will have their hooves, and their horns will be made of bone and covered with skin. I also gave them a headbutt attack that's supposed to reflect the neck wrestling between males. It's a secondary attack because it's not actually used against predators.

      Finishing off canines, I took a look back at giant wolves. Almost 500k is nothing to scoff at, but it seemed too little. Now giant wolves will weight about a tonne. Same for red and arctic wolves. Dholes and African wild dogs also got a significant size boost, if someone prefers their elven wolf riders Indian or African themed.

      Starting reviewing goats. Goat and sheep men can attack with their horns, and giant versions can be used as pack animals should elves get their hands on some.

      EDIT:
      Some Slay the Spire stuff: red lice are in. They can grow properly increasing their strength, length and broadness. Unlike its green cousin it can't spit webs, but can still curl up.
      Acid slime is also in. It's meant to represent large slimes and is able to spit blistering slime that it's also filled with. It's basically a beefed up cave blob.
      Spike slime - teal slime that can cut off limbs with its "lick" attack

      EDIT:
      I did it, I managed to recreate the fungi beast from Slay the Spire in an acceptable way! It's slightly bigger than a large rat because of the fungal parts, and attacking its mushroom's cap releases spores that cause vulnerability which is meant to simulate its on-death effect. It can also grow like the red louse and should be able to survive beheading; the real head is the cap.

      Jaw worm was simple - I didn't even have to make any special parts, just a simple self-buff interaction for "bellow" ability.

      That concludes the non-civilized act I common enemies. Lagavulin is gonna be fun.
      Title: Re: What's going on in your modding?
      Post by: SQman on September 17, 2020, 04:40:01 am
      Having fun with Cavern Fauna right now.

      I had been stuck for a while because I didn't feel making anything too complex, but I eased myself into it by starting with something easy - moldswine are large animals resembling tusked tapirs, or maybe miniature elephants. They are benign grazers that hang out in large herds.

      Moldmen are humanoids composed of fuzzy blue mold. They are driven by the need to consume, though they are neither skilled fighters nor built for fighting.

      Tenders are small crab-like creatures that grow mushrooms on their backs. While they are not aggressive, they can spray spores that cause blood cough and fever.

      Mold slimes are just that, giant patches of slime mold. Not much more to say about these.

      Skullslugs are simillar to mold slimes but smaller and with a skull that acts as a shell.

      Fungal nymphs are humanoid with grasping tentacles instead of arms, mycelium for hair, a mushroom cap serving as a hat. Their only facial feature is a pair of large glowing eyes. They are gentle and friendly, but can defend themselves using the Sporelung spell that fills the enemy's lungs with spores causing blood cough and decreased endurance. They can also heal their friends, though some may find the process disturbing.

      Fungans are semi-sentient fungi that attain humanoid shape by clinging to skeletons. Regular fungans are little threat to an armed soldier. A fungan mage can fire magic missiles, but in melee it's not much different from regular fungans. Fungan marauders are clad in metal armor and hold iron swords that they can use with some efficiency. Fungan juggernauts grow around troll skeletons complete with horns and tusks.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on September 23, 2020, 04:37:22 pm
      Working on chimeras. Successfully made a traditional lion/goat/snake chimera. Also partially completed a kangaroo/owl/scorpion chimera. Frog/snake chimera still sitting there being lame.

      Gonna fix that weird sleeproot/dream ale issue. It's easy to poison people in adventure mode by giving them a mug full of whatever, it doesn't have to be a drink mat. So there's no need to continue ruining everyone's forts by letting them accidentally serve dream ale to people.

      Also, vutchnell will be getting a racial power that severely weakens serpents (including the semi-megabeast I have and all the other serpents or snakes in the game), in lieu of Riki Tiki Tavi, as they are canonically mongoose people. Familairs have proven an efficient means to spread racial powers among a forts population, even though melting clothes and alcohol have not been particularly reliable. Still working on all the racial powers of course.

      There's an ongoing issue with being able to cast the self-meditation interaction on an individual multiple times even though it's flagged as cannot_target_if_already_affected and has a permanent effect that should preclude recasting it. Not sure what's going on there. You're only supposed to get one chance at gaining powers, and not everyone is supposed to have innate magical powers


      Oh, I also made a new civ with access to every item, weapon, armor, reaction, animal etc in the game and some new cheating reactions to produce stuff for free. This helps me quickly test if things are working. But it's also fun to quickly produce hoards of steel equipment and bully other civs. One of these days I should test what happens if I conquer an entire world.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on October 10, 2020, 12:59:38 pm
      Does anyone know of potential causes for crashes occurring when in evil biomes in adventure mode? I've been having those for a while now and I still don't really know what causes them, I've got regional interactions and weather disabled.
      I'm suspecting something relating to trees given the last time I've asked about the issue the other person mentioned cave-ins happening in the save I provided (and me having a similar crash issue elsewhere), but I'm still wondering what exactly causes the random cave-ins from trees (I'm sure some other people have seen this happen in Elf forest retreats).
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on October 10, 2020, 01:47:20 pm
      I would first check all the creatures that appear in evil biomes in arena mode and see if any cause a crash on spawning them.

      I've also had issues with plants that use creature materials. If you have any, test those in the arena too
      Title: Re: What's going on in your modding?
      Post by: ZM5 on October 10, 2020, 02:02:07 pm
      Nope on either (currently creatures are off - I only moved the trees and plants to a fresh install) - though, doing some testing on my own it seemed that a particular type of cactus-type evil desert tree was causing a crash? I'll have to check its raws and cross-reference them. Gonna check some other evil biomes as well.

      EDIT: Nnnope, so taking out [WET] from the cactus/spire type "trees" wasn't it, still occurs with something else. I thought at first it could also be the organic materials like brain/nerve/eye/muscle tissue but then I remembered if that were the case I'd be crashing everywhere from fleshy trees underground. Hmmm.
      Title: Re: What's going on in your modding?
      Post by: Iä! RIAKTOR! on October 10, 2020, 06:03:52 pm
      Remember SEVERONBREAKS? I want to make creature that do this in current version.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on October 10, 2020, 07:45:52 pm
      Try the tag that does that for teeth right now. Can't remember it but I know knocking peoples teeth out still works.
      Title: Re: What's going on in your modding?
      Post by: delphonso on October 10, 2020, 10:51:13 pm
      I'm trying to remake Lovechild's All Races Playable mod since it crashes for me pretty often. It's been a while since I did some modding, but I'm constantly surprised by how well the game handles it. Hell, just adding SITE CONTROLLABLE to humans and goblins is almost playable right away.

      Currently watching elves dehydrate to death because they have no way of producing drinks.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on October 11, 2020, 08:20:27 am
      Made yetis and sasquatches pummel and bite faster.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on October 11, 2020, 06:49:20 pm
      Making a bestiary for my Spellcrafts mod. There are a lot of critters, and im worried it won't fit within the 40k post limit.
      Title: Re: What's going on in your modding?
      Post by: King Zultan on October 18, 2020, 08:14:29 am
      I've recently decided to try and make one of those compilation mods where you take a bunch of unrelated stuff and dump it together, so far I'm trying to get an old mod up to date by blindly poked at things until they work the way they should, and I managed to add zebras which immediately started melting as soon as I spawned them not sure what I did wrong but I figured out how to keep it from happening. I should probably read up on how this stuff is supposed to work but I seems more fun to mess with crap until it works right.
      Title: Re: What's going on in your modding?
      Post by: Foxite on October 21, 2020, 07:01:42 am
      I thought it would be interesting for my race of anthropomorphic vulpines to have varying fur thickness depending on the climate where they spawn, essentially giving them winter/summer coats like real foxes have.

      My first attempt was to make an additional "dimension" of castes with 3 variations of fur thickness and insulation, but I'm not able to find a way to influence how the game decides which caste to use (besides POP_RATIO), never mind anything that uses climate data.

      And since having a total of 18 castes (because I already have 2 dimensions, one for gender and one for tail count) is rather unmaintainable I decided not to try this approach.

      Another idea is to make entirely separate creatures, with separate entities, and have the winter-coat entities only settle in cold biomes, etc. That doesn't solve the problem of having to deal with 18 different versions of the same creature, and it also prevents different coat-types from getting on with each other, but if there's a way to restrict entities to specific climates I'll definitely try it.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on October 21, 2020, 11:50:02 am
      There's really not a good way to do that as far as I know. The best option is like you said, to have three different varieties, but with no hybridization theyre all effectively separated permanently. I would just fudge it personally and have one caste with high variability in length, density and color of fur, especially since it doesnt matter for actual in-game effects.

      I've been messing with cavern plants again. My attempts to make bone sprouts grow logs made of bone failed, so now I'm hoping to make it a product of milling or something.

      I'm uncertain whether my tea-and-fiber trees fruit is actually able to be processed for fiber, too. Gotta test that more.
      Title: Re: What's going on in your modding?
      Post by: MC on November 05, 2020, 06:56:18 am
      Currently making an imperial Japan themed mod with a race of deer men type creatures with cherry blossoms on their antlers (technically made from scratch tho which has led to some funny issues like them not having any fingers for a while. Also pretty sure they don't have eyelids but I'll get around to that. So far they're going better than my metallic dragon people who had a chance to be born with a congenital birth defect that meant they were missing their skulls and ribs). I've got silkworms finished I think. They've got functional clothing, although so far they've only got around 2 custom objects per equip slot and no custom armor yet. Weapons are mostly done though Iai moves for swords have some grammar issues and I still need to work on my martial arts equipment. Setting kusarigama to use both dagger and lasher skill seems to have actually worked, tho I'm not sure how it affects skill training yet.

      Equipment related questions:

      Is there any way to set tools to be purchasable on embark? I don't want to make my saws "weapons" since they're absolutely terrible at fighting.

      I have shuriken mostly functional (fully usable in adventure mode where you can just throw them), however for fortress mode where they need to be "fired" out of a weapon (just using my karate hand wraps) you're limited to making one type or you'll run into the "multiple ammo types" bug, which it turns out prevents units from firing anything with 2 different ammo types in their quiver even if both types are valid for the weapon they're using.

      Followup to that, is there any way to set weapons to be equipped to a clothing slot so I can make the hand wraps into gloves? Kinda doubt it but if anyone knows how that'd be nice.

      Second followup, custom quivers? For flavor I'd like to make units hold their shuriken in obi.

      On to entity related stuff.

      Editing language raws sucks and I've basically resigned myself to just making it so names like sarutobi or goemon show up and not caring about the japanese being anything other than a mangled mess. Currently debating if I should keep the itemthief tag or not but I figure ninja raids are more important that dwarves being able to trade with a race that mostly makes items they can't use. Also, their ethics seem close enough that they form alliances fairly easily as well, which is really really weird cuz I didn't think that was possible. The weird assortment of tokugawa/edo/sengoku era titles I have for noble positions right now is confusing so I'm probably gonna simply it instead of keeping standard dwarf positions but renamed.

      Entity questions:

      Is there any way to assign a uniform to a civ position/job? Mostly asking to see if it's possible to make ninja more ninja like outside of making master thieves an allowed job. Additionally, can you limit an entity position to a specific job (basically stuff like "ninja chiefs" limited to only master thieves etc). Custom professions in worldgen would be nice in general.

      Any way to edit local bandity to add it rouge ninja/ronins instead of generic "warlord/chief/master/etc." Dont think there is but would love to be wrong.

      Specifically related to DFhack (tho a non-dfhack way of doing this would be rad), does anyone know of some good examples to look at to create a "sword sharpening" script? I want to use strand extraction to make unfinished sword blades into finished artifact swords.



      I think that's all my questions for now. still got plenty to work on after getting all that sorted out but I don't want to try doing everything at once, so stuff like yokai, asura, and treasure ships aren't things I'm working on atm.
      Title: Re: What's going on in your modding?
      Post by: Kyubee on November 11, 2020, 04:19:40 am
      Getting back into modding again. starting with a pack of metals, both real and fictional, some even made up by yours truly!

      I'll probably include a guide within the file.
      Title: Re: What's going on in your modding?
      Post by: MC on November 11, 2020, 06:05:51 am
      So a bunch of miscellaneous findings, mostly from trying to get yamanba to work in my feudal japan mod:

      Making something multiple differnt types of "megabeast" (night creature hunter, semimegabeast, etc) will make that creature spawn in every possible category.

      Turning people into vermin is REALLY WEIRD

      Because legends mode will not track vermin, it will also not track people being turned into vermin. This includes people turned into vermin during normal gameplay, legends mode will just pretend they were their original species.

      People turned vermin are not treated like normal vermin and instead are just treated as normal creatures. Basically you cannot Grab them with g in adv mode and they don't blink around.

      I managed to crash the game by trying to throw a guy I turned into a snail with wrestling. However I can't reproduce this.

      If creatures have multiple specialattack_interactions they tend to use them all at once during worldgen

      specialattack_interaction interactions actually occur BEFORE the attack that inflicts them (important enough that I already added to the wiki). Also how I got around the weirdness with turning people into bugs, because they can't act weird if they're 100% guaranteed to be squished the instant after they turn into a bug!

      worldgen battles seem to be decided mostly be size and material composition (of the armor, weapons, and creatures) that take part in them. Not sure about skills (aside from things like military tactics for group engagements), but if skills do matter 10 striking is not enough to make any noticeable difference. Notably, the properties of actual attacks used don't seem to matter that much. My yamanba, despite being insanely dangerous in actual gameplay, are such chumps in worldgen that they almost never manage to get names and only seem to """win""" most of their engagements because units are programmed to flee from megabeasts instead of fighting. They tend to die as soon as someone "confronts" them. The thing this say the most to me is that velocity of attacks probably isn't considered, since the way I got my mountain hags to break the skin with their nails to inflict their curses was to make them scratch really really really fast.

      Adventurers cannot be made to eat bugs, even if you give them the gobble_vermin tag. Sad

      Megabeasts seem to be able to become the enemy of something without interacting with them. I had multiple creatures with literal screens worth of enemies who had done nothing aside from spawn in a mountain somewhere.

      Title: Re: What's going on in your modding?
      Post by: Kyubee on November 11, 2020, 09:47:45 am
      Turning people into vermin is REALLY WEIRD

      Because legends mode will not track vermin, it will also not track people being turned into vermin. This includes people turned into vermin during normal gameplay, legends mode will just pretend they were their original species.

      People turned vermin are not treated like normal vermin and instead are just treated as normal creatures. Basically you cannot Grab them with g in adv mode and they don't blink around.

      I managed to crash the game by trying to throw a guy I turned into a snail with wrestling. However I can't reproduce this.

      Vermin are kind of broken, yeah. I remember long ago, someone tried to make chickens lay live bees. It... Didn't work well.

      Meanwhile, I got some good metal names~
      Title: Re: What's going on in your modding?
      Post by: Atkana on November 21, 2020, 05:31:49 am
      Been messing around with editing the qualities of projectiles with dfhack. After moving on to unit projectile testing, I have so far managed to make a cat jump so hard it exploded against the skybox, a cat that never lands on its feet, and another that could jump so well it went on flying for eternity until it eventually died from dehydration mid-air. Dorf science is the weirdest science.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on November 23, 2020, 04:38:22 am
      Creating some cave critters. Decided I wanted cave oysters and cave mussel squid
      Title: Re: What's going on in your modding?
      Post by: ChaosPotato on November 24, 2020, 12:33:18 am
      I made a race of carnivorous plant-people and some other plant creatures that they can tame.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on November 25, 2020, 07:59:46 am
      (http://www.truimagz.com/host/rumrusher/folder8/welp-learn-how-to-carve-into-trees.gif)
      well got inspired into figuring out a way to just hollow out a tree with out cutting one down.

      then started back on my raid script addons with realizing I could rework my old recruit scripts to just Snatch a random nemesis from a site
      which eventually once I get the script work out would lead into being able to send units out to grab prisoners from sites or any historical units.

      fake edit: ok so after testing this snatch script I currently realize if someone you snatched before ends up dead from a botch raid attempt the snatched person will instantly die and leave no corpse.
      which lead to writing a script that removes the snatched person from the nemesis pool of the site. which while that works does lead to scenarios where the site is filled with inhabitants and sending your army off to fight an endless horde that as no leader.
      probably going to toss the script over to the dfhack thread.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on November 28, 2020, 06:49:03 pm
      Was trying to create a system of becoming a warlock. I want to make a "pact" where you get an initial interaction/syndrome, and gain a bunch of CDIs, but can only use one, each of these being a different pact offering different powers, and maybe some "price" like a permanent debuff to one stat or something.

      The sorceror interaction I added works fine it seems; rarely an individual, when they use/are affected by the "self meditation" interaction to learn natural abilities, gets a second CDI which makes them a sorceror with lots of extra powers basically for free. I also dialed back the likelihood of getting natural abilities in general, so natural abilities are less likely.

      I've been considering changing the way you learn spells through wizardly research too, maybe seeing if severity values and added concentrations from CDIs can add additional CDIs. You could then eat one essence per school and "practice" magic from that school, gaining powers as you practice. I would prefer still to be able to write things down and read books, but only secrets can be written down, and I don't want all wizardly magic to depend on secrets. It's possible I believe to use a secret from a sphere that I don't otherwise have a use for to become the "mundane" schools, and use CDIs in play to artificially invoke them without need for a deity actually providing them, and after that to write them down in a book so other dwarves can read it, gain the "practice magic" CDI, then begin gaining the actual powers after using the practice power enough.
      Title: Re: What's going on in your modding?
      Post by: Teneb on November 28, 2020, 10:26:45 pm
      About to start a new mod, which in the "proud" Teneb tradition is a conversion of a pre-existing universe. Main difference here is that there's already another mod that does that (and does it well!), but 1) I want to do it; and 2) the extant mod approaches it from a different way than what I want to do. Which, y'know, is fine... just don't want to look like I'm making a competing mod because I've seen communities in other games take a bad turn cuz of that.
      Title: Re: What's going on in your modding?
      Post by: Asin on November 28, 2020, 10:29:10 pm
      About to start a new mod, which in the "proud" Teneb tradition is a conversion of a pre-existing universe. Main difference here is that there's already another mod that does that (and does it well!), but 1) I want to do it; and 2) the extant mod approaches it from a different way than what I want to do. Which, y'know, is fine... just don't want to look like I'm making a competing mod because I've seen communities in other games take a bad turn cuz of that.

      What's the universe you're converting DF to, if you don't mind me asking?
      Title: Re: What's going on in your modding?
      Post by: Teneb on November 28, 2020, 10:44:58 pm
      About to start a new mod, which in the "proud" Teneb tradition is a conversion of a pre-existing universe. Main difference here is that there's already another mod that does that (and does it well!), but 1) I want to do it; and 2) the extant mod approaches it from a different way than what I want to do. Which, y'know, is fine... just don't want to look like I'm making a competing mod because I've seen communities in other games take a bad turn cuz of that.

      What's the universe you're converting DF to, if you don't mind me asking?
      Right, got so focused on justifying that I forgot. 'Tis Star Wars.

      Feel kinda bad because Jawa Fortress is a really good mod, but I really want to do this. so...
      Title: Re: What's going on in your modding?
      Post by: Asin on November 29, 2020, 04:47:51 pm
      ...
      ...
      Right, got so focused on justifying that I forgot. 'Tis Star Wars.

      Feel kinda bad because Jawa Fortress is a really good mod, but I really want to do this. So...

      How will you make this mod different from Jawa Fortress? Have it take place in a different era or something?
      Title: Re: What's going on in your modding?
      Post by: Enemy post on November 30, 2020, 02:28:56 pm
      Hey, any way I can help out?
      Title: Re: What's going on in your modding?
      Post by: peasant cretin on November 30, 2020, 07:36:46 pm
      Working on cleaned up appearances (dorf/hum/elf) mod for creature_standard.txt. Currently for default vanilla we have a jigsaw puzzle dump onto a table sort of affair.

      Rorschach inkblot take aside (you see what you wanna see), removing dermatalogical (dry/oily hair)/dental issues and some end ranges for facial features results in less One Piece noble/Eldritch-abomination descriptions. A glut of detail produces a Gulliver in Brobdingnag effect.

      For example, I made a Revolutionary Girl Utena type shoujo-pretty character:
      (https://i.imgur.com/jLqquu5.png)
      Or it could be seen as such.

      Also realized besides degree value (extremely/very vs. slightly/somewhat) and APP_MOD_IMPORTANCE, the order in which an entry appears governs it's placement in unit description.

      The above example had a APP_MOD_IMPORTANCE:1000 for hair, and a 50 for degree (short).
      Code: [Select]
      TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:50:50:100:100:150:200Didn't muck about with entry placement here.

      With the exception of dialed-in individualized creature text files, you still kinda have to sit on description rolls unless you want an everyone's become a clone effect in world gen.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 01, 2020, 08:18:01 pm
      I have been gone for awhile, but I should probably update some of my mods. Hopefully too many tags haven't changed since v44.12.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on December 01, 2020, 08:48:47 pm
      I have been gone for awhile, but I should probably update some of my mods. Hopefully too many tags haven't changed since v44.12.

      Oh hey, welcome back Brolol! Good to see you modding again.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 01, 2020, 08:50:32 pm
      Oh hey, welcome back Brolol! Good to see you modding again.

      Thanks! It has been a crazy year.

      I am sure I have a lot to catch up on.
      Title: Re: What's going on in your modding?
      Post by: ChaosPotato on December 01, 2020, 09:38:11 pm
      Working on cleaned up appearances (dorf/hum/elf) mod for creature_standard.txt. Currently for default vanilla we have a jigsaw puzzle dump onto a table sort of affair.

      Rorschach inkblot take aside (you see what you wanna see), removing dermatalogical (dry/oily hair)/dental issues and some end ranges for facial features results in less One Piece noble/Eldritch-abomination descriptions. A glut of detail produces a Gulliver in Brobdingnag effect.

      For example, I made a Revolutionary Girl Utena type shoujo-pretty character:
      (https://i.imgur.com/jLqquu5.png)
      Or it could be seen as such.

      Also realized besides degree value (extremely/very vs. slightly/somewhat) and APP_MOD_IMPORTANCE, the order in which an entry appears governs it's placement in unit description.

      The above example had a APP_MOD_IMPORTANCE:1000 for hair, and a 50 for degree (short).
      Code: [Select]
      TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:50:50:100:100:150:200Didn't muck about with entry placement here.

      With the exception of dialed-in individualized creature text files, you still kinda have to sit on description rolls unless you want an everyone's become a clone effect in world gen.
      g i v e
      Title: Re: What's going on in your modding?
      Post by: Teneb on December 02, 2020, 01:41:12 pm
      Hey, any way I can help out?
      No need, though I will take inspiration from a few things in your mod.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on December 02, 2020, 02:10:44 pm
      Hey, any way I can help out?
      No need, though I will take inspiration from a few things in your mod.

      I’ll look forward to seeing what you make, then.
      Title: Re: What's going on in your modding?
      Post by: nockermensch on December 17, 2020, 02:33:32 pm
      Is it possible to use creature_variation to make the creature raws a bit more compact? I've been going through creature_standard.txt and a lot of tags between the races are just repeated verbatim. Have anyone tried defining a "basic humanoid" creature variation with all the tags the races in common to make raw editing more manageable/readable?
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 19, 2020, 02:40:16 pm
      Is it possible to use creature_variation to make the creature raws a bit more compact? I've been going through creature_standard.txt and a lot of tags between the races are just repeated verbatim. Have anyone tried defining a "basic humanoid" creature variation with all the tags the races in common to make raw editing more manageable/readable?

      This is possible for some tags (look at my dog breeds mod for an example).

      There are some tags that I don't think work in a creature variation though. I don't think you can use a lot of the body, material, tissue or color tags for example.
      Title: Re: What's going on in your modding?
      Post by: Vorox on December 20, 2020, 03:01:50 am
      Tried to mod in enslavement so I could sell caged invaders and use them for work. Found no way to turn hostile invaders into "animals" owned by the fortress, so I settled for making new creatures and spawning them through DFhack. Curiously, what ended up happening was the ones I sold... traveled back in time to become the rulers of my whole civilization (?)

      Spoiler (click to show/hide)
      (The second number from the left is the year in which the ruler took power.)
      Title: Re: What's going on in your modding?
      Post by: King Zultan on December 20, 2020, 03:51:53 am
      Seems like new things are continuing to be discovered by moders, and now we can add breaking the time stream with the power of slavery to that list.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on December 21, 2020, 06:51:20 am
      so in my brief studies of converting caged invaders I found just talking them into joining your fort might do it. though this would require getting into adventure mode and currently I have found no good set up for the game to store units to a site with out having them scatter about or break from containment.
      like wise the other method I had in mind was to convert the army that about to invade before they start their invasion which would require timing and knowing when a siege was going to strike.
      though what I had in mind with this process was less slavery and more 'recruiting soldiers that attacked the fort to change their ways.'

      like I already found a way to recruit the leaders I figure why not find a way to recruit the army and militia as well.
      though if this does get found this probably sets more up ways to play dwarf fortress pacifist style.
      Title: Re: What's going on in your modding?
      Post by: Teneb on January 02, 2021, 09:11:19 am
      Decided to refocus on Monstrous Manual, will probably implement character classes I think.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on January 12, 2021, 07:33:13 am
      Working on Crawl (https://www.youtube.com/watch?v=IAqjWpK6IO8&ab_channel=PowerhoofTV) stuff - nearly got the planned wild creatures for it done. Got some stuff to release too, but I figure I should get more done before some updates.
      Title: Re: What's going on in your modding?
      Post by: Klisz on January 21, 2021, 10:48:55 pm
      Decided to see how well I could live in a terrifying embark after adding an animal definition to make all creatures available for all roles, and embarking with an angel. Before long, both of the wagon pullers (a swordfish and a moon snail woman) died, and when the biome reanimated the swordfish...
      (https://cdn.discordapp.com/attachments/154795564582567936/802014811718156288/unknown.png)

      Zombie fish > angel
      Title: Re: What's going on in your modding?
      Post by: da_nang on January 22, 2021, 06:15:52 am
      First time modding DF. I'm planning to add some new creatures as a learning experience, starting with a proper dragon.

      It now has wings, with wingarms (+bones) and wingmembranes. With a body size of 15 m3, it's 40% smaller than the vanilla dragon, for RP and balance reasons.

      It's an exotic pet, with hatchling and drake stages for the first 15 years, and it can speak. I left out INTELLIGENT and CAN_LEARN though, since vanilla dwarves won't butcher and eat creatures with those tags. Downside of using PET_EXOTIC, though, is that while you can talk to one in adventure mode, you won't hear any combat dialogue in the Fortress reports log.

      At least the scales can used as leather, though I'm considering adding a reaction in the leather workshop to "assemble" a scale hide or something for balancing purposes, since the dragon seems to be dropping dozens of scales.

      I've also added a bunch of descriptions and colors. I've tried to keep claws and horns to be of the same colors but it appears that doing so means they'll be both referred to the same TLCM_NOUN. So instead they'll be separate. Shame.

      I've also given it additional attacks. Now instead of just biting and clawing, you can also punch with the front paws, kick with the rear paws, stab with the horns, bash with the head, slam with the lower body (I'm thinking hips), body slam with the upper body, as well as whip with the neck and tail.

      I had a lot of fun flinging smaller creatures with the tail and crushing heads with body slams in the Arena.

      And of course the best part: nuzzling.
      Title: Re: What's going on in your modding?
      Post by: Teneb on January 23, 2021, 02:14:43 pm
      Decided to revive my Forthammer project. Will I finally complete a mod? We'll see, I guess.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 26, 2021, 11:18:53 am
      I've been lately trying to mod in my own take on halflings (even though I'm conflicted whether they fit into the mood of DF or not). I think I've got most of it working as intended after some hiccups - took some time figuring out how to make hairy feet (I don't really have other experience in modding than simple raw edits and copy-pasting). Did some cave critters too, but they're basically just underground variants of existing creatures, so nothing special there.

      Currently waiting for a world to gen and see what kind of problems there's in entity positions this time.

      edit: Totally forgot that I also modded in an owlbear today, just because why not. Haven't tested it yet, except briefly in the arena though.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 26, 2021, 10:39:35 pm
      Fixed a few bugs, but now im getting worldgen crashes again, and the occasional CTD. It's all quite frustrating.
      Title: Re: What's going on in your modding?
      Post by: Kyubee on January 27, 2021, 12:11:53 pm
      Once more I'm starting a setting from semi-scratch for DF and other usage. I keep getting unsatisfied with my mods.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 28, 2021, 01:09:58 pm
      So, I modded a couple of deity curses where the target gets transformed into one of several animals. Looks like they work in world gen after all (didn't get it right at first), though maybe the results were not exactly what I intended:

      Going through legends, I found a random dwarf who lived a normal life in a human town, until he accumulated a lot of gambling debts, broke up with his wife and ended up profaning a temple. The deity cursed him to assume the form of a seagull for the rest of eternity (I added NO_AGING, CAN_LEARN and CAN_SPEAK to the transformed creatures).

      Apparently he remained at his home town as after 40 years people became suspicious of the seagull that didn't seem to age (no problem with the speaking part, I assume). He fled to another town and became the enemy of several groups, tore the eyelid off a human, stole some purple yam and rat weed until 10 or so years later a human confronted him and shot him dead.

      Another dwarf was cursed to be a cat who then went on to join dozens upon dozens foot races and was the victor of them all. He too was eventually forced to flee after arousing suspicion, and so on, until being struck down ~100 years later after devouring multiple bunnies and cavy boars (and ripping off a toe of a human and forcing her to flee).
      Title: Re: What's going on in your modding?
      Post by: Splint on January 28, 2021, 05:42:33 pm
      The slow and horrible process of determining what the hell is breaking embarks with one particular files for my mod. Nearest that has been determined so far is that it's definitely the cave plant file, and probably the trees.

      I've never had to fix such an issue before, and I hate it.
      Title: Re: What's going on in your modding?
      Post by: Random_Dragon on January 28, 2021, 08:48:35 pm
      So, after a long while of not really doing much DF stuff, I decided to start tackling some ideas for my Adventurecraft mod (http://www.bay12forums.com/smf/index.php?topic=153036.0).

      General summary, I started off deciding that I might as well revive the idea of crude gunpowder weapons I tinkered with for an unreleased mode, adding full support for producing it in fortress mode too.

      Next came a host of misc fixes, along with the realization that the backgrounds you can select not only have a practical use (free skills whooo) but what permitted jobs the entity has affect what backgrounds can be picked. So I added a bunch more after testing which ones actually have a use. At the same time I did some rebalancing for magic availability, letting curses dole out the nastier varieties with some side effects, changing which spells are given by which beasts, and a few related tweaks. Also notable was fixing it so trolls, beak dogs, and the like can be more readily picked up as pets by the goblins in worldgen, which is fun given the pet options adventurers have now.

      The next update was dominated by a silly thought that came to mind: could I rig it so that human and other civilized NPCs will treat kobold adventurers as hostile as you'd expect them to, given how kobold NPCs would consistently behave towards human or other non-cave-dwelling adventurers? Rumrusher proved to be a MASSIVE help with this, but sadly every method we discovered to try this came with downsides of some sort. So the third notable update as of late came with a change that made kobolds and their pets semi-undead to exploit some hostility behavior, but this was soon removed since I discovered later than it prevents retiring. I went with the idea of making special variant pets for kobolds so that they'd not only behave properly towards their masters, but also so they wouldn't be slaughtered by the traps infesting kobold caves. Even after undoing the hostility feature, I retained that simply so it still makes their pets TRAPAVOID.

      Then finally, today's update put a lot of focus on tissue and butchery stuff (plus the second half of my efforts to tinker with kobolds). A fair few tiny critters got size buffs until they were juuust large enough to be butcherable, with obligatory fixes to their giant variants. But on top of that, came sinew and feather stuff. I finally decided to make sinew a proper tissue that can be obtained from butchery, and set it to be used for the catgut thread recipe instead of guts, allowing guts to count as meat again. And as for feathers, lot of tweaks went into ensuring all birds you can butcher will give feathers, whereas in vanilla nothing smaller than an ostrich can do so. For now it's only useful in a decoration reaction since there's not much to do with them, as I'm not sure yet whether I'd want to make arrows and bolts require explicit fletching or not. That might be too much detail for my taste.

      Summary of last major changelogs since I resumed tinkering with it:
      Spoiler: Update 1.95 (click to show/hide)
      Spoiler: Update 1.96 (click to show/hide)
      Spoiler: Update 1.97 (click to show/hide)

      And current update I just now finished, updating 1.98:
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 29, 2021, 03:55:42 am
      The slow and horrible process of determining what the hell is breaking embarks with one particular files for my mod. Nearest that has been determined so far is that it's definitely the cave plant file, and probably the trees.

      I've never had to fix such an issue before, and I hate it.

      A long time ago I had an issue with plants that produced animal milk and cheese. Do you have any made of materials with animal tokens or maybe inorganics?
      Title: Re: What's going on in your modding?
      Post by: Splint on January 29, 2021, 04:25:32 am
      The slow and horrible process of determining what the hell is breaking embarks with one particular files for my mod. Nearest that has been determined so far is that it's definitely the cave plant file, and probably the trees.

      I've never had to fix such an issue before, and I hate it.

      A long time ago I had an issue with plants that produced animal milk and cheese. Do you have any made of materials with animal tokens or maybe inorganics?

      It was an issue with one of the mushroom trees I added. Something to do with the cap being too big or something.
      Title: Re: What's going on in your modding?
      Post by: Random_Dragon on January 29, 2021, 11:03:13 am
      And now I'm already pondering the rabbit hole that is featherwork, upon trying to decide whether I can add any other good uses for feathers in my mod.

      I might even add it to fortress mode too, but I'd need to see if items made out of feathers will stockpile or not...
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on January 31, 2021, 01:18:46 pm
      Last night I wrote a little java tool to take 3 CSV files containing personality/attribute information and turn it into a big bunch of raws. Got it to run successfully last night and now it's a whole lot of copy-pasta today.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on February 02, 2021, 02:06:48 pm
      This time my material emissions didn't work as intended. I was trying to do some kind of poisonous gas/stink breath attack for a dragon variant, messed around with some material templates and thought that I was good to go. End result: the dwarves used for target practice spontaneously combusted and upon death they released a new cloud of the poisonous vapor or something, not quite sure what, but it wasn't smoke (which was also around). At least the emotions attached to the syndrome worked, as they were screaming "How disgusting!" while in flames.

      Guess I'm still in the early stages of learning stuff, but I'll save this unintentional effect just in case I later want to do something similar.
      Title: Re: What's going on in your modding?
      Post by: SQman on February 03, 2021, 02:56:41 am
      FORTRESS OF THE APES!

      The small mod will add a hostile civilization composed of humanoid apes:

      Chimpanzees - dwarf-sized apes with high strength and intelligence, learning every skill at 150%. They are the leaders of apekind known for their violent and cruel nature.

      Gorillas- larger than humans, and stronger than chimpanzees; those brutes are a proud warrior caste of the apes. They learn basic combat skills and intimidation at 150%. Males are slightly larger than females.

      Orangutans - human-sized apes with philosophical minds. They have chimp-like strength, slightly lower intelligence, and higher mental attributes. They learn scholar skills and doctoring at 150%.

      Bonobos - slightly smaller than dwarves and weaker than chimpanzees, those apes generally dislike conflict. They are creative and dexterous, which makes them natural at craftsapeship which they learn faster than most. They also thrive in social situations and, being what they are, are extremely lustful.

      Gibbons - small apes that aren't much different physically than their animalistic ancestors. They are playful creatures that excel as entertainers and artists. They are fast and agile, though their small size and relatively low strength make them lousy haulers. Lastly, they are rather carefree, not easily broken by the grim reality of ape-dwarf wars.

      I have the creature nearly finished, juust hair and skin colors left.
      Title: Re: What's going on in your modding?
      Post by: Porpoisepower on February 05, 2021, 08:23:26 pm
      I'm thinking of making Gelding result in parts.

      Then starting a fortress in a haunted biome (or by a necro. tower).

      (EVIL LAUGH)
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on February 05, 2021, 09:01:14 pm
      I'm thinking of making Gelding result in parts.

      Then starting a fortress in a haunted biome (or by a necro. tower).

      (EVIL LAUGH)
      ahahaha do it :P
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on February 07, 2021, 09:16:47 am
      I'm thinking of making Gelding result in parts.
      Then starting a fortress in a haunted biome (or by a necro. tower).
      Feel free to use the genitals and breasts from older OldGenesis versions to add "reaalism" to your worlds  :-X :-[
      I don't think the gelding feature can be modified, but butchering gives the organs like lungs and hearts.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on February 07, 2021, 09:00:31 pm
      I was just gonna say, I dont think gelding will knock parts off a creature, not even pop-off parts like teeth. Parts made of materials that dissolve and cause a second attached limb to fall off once they break do work though. I used that to "summon" creatures until the actual summon creatures interaction was added, just use a transformation into the critter that falls apart.
      Title: Re: What's going on in your modding?
      Post by: Toxicshadow on February 08, 2021, 04:29:57 pm
      I'm thinking of making Gelding result in parts.
      Then starting a fortress in a haunted biome (or by a necro. tower).
      Feel free to use the genitals and breasts from older OldGenesis versions to add "reaalism" to your worlds  :-X :-[
      I don't think the gelding feature can be modified, but butchering gives the organs like lungs and hearts.
      speaking of, OldGenesis has become a bit of an inspiration for me. I keep finding myself going, "hmm how can I implement this correctly?" and referring to all the notes and goodies in OldGenesis. Most recent example is creature behaviors through the SOUND token. I'd just been keeping the thought in the back of my mind, and I'd wanted to know what yours and Deon's take was on the mannerisms tokens, and I noticed in the civilized creature file you'd done exactly what I'd been thinking with the SOUND token! Good stuff and it's all much appreciated!
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on February 09, 2021, 08:36:10 am
      Thanks. Yes, OldGenesis has one millionnn fine-tunings, to make the game better for myself.

      What does the Fox say
         [SOUND:ALERT:22:2000:VOCALIZATION:bark:barks:a bark]
         [SOUND:PEACEFUL_INTERMITTENT:33:40000:VOCALIZATION:barkbark:barkbarks:a four-bark call]
      Spoiler (click to show/hide)

      Tip: adventure mode is better when SOUND messages alert you to busy town / bandit camp.
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Strik3r on February 09, 2021, 08:55:20 am
      What does the Fox say
         [SOUND:ALERT:22:2000:VOCALIZATION:bark:barks:a bark]
         [SOUND:PEACEFUL_INTERMITTENT:33:40000:VOCALIZATION:barkbark:barkbarks:a four-bark call]

      SaveAFox YouTube channel, where one can hear plenty of fox vocalization. (https://www.youtube.com/channel/UCb3KY97ICfIkDJY_p6d7yig)
      Sorry, just being nitpicky :P.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on February 09, 2021, 04:08:34 pm
      Genned up a world to test the Crawl stuff, more or less done with it, annnnnd...
      (https://puu.sh/HfdhD/aeb51901ea.png)
      I'm so done.
      (https://puu.sh/HfdiC/72c4be0a1e.png)
      It went for a double too, because once wasn't good enough.
      Title: Re: What's going on in your modding?
      Post by: delphonso on February 10, 2021, 10:58:21 am
      At least we know that about 900 bats are having a good time.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on February 18, 2021, 05:37:48 am
      Well ended up with a night troll that ended up being fully peaceful similar to the civil bogeyman so now I'm looking up means to recreate this in a vanilla raw folder since the method I got the night troll to be peaceful was from modding expedition leaders to be military units and before doing that I notice the night troll already was a military commander so now I wonder if I could just make a squad while they are in the position, also think being stealthy and putting the night troll in a position where they don't instantly make themselves enemies of the player fort civ before answering the question of taking up the mantle of expedition leader might also help.

      edit: ok so I can confirm from getting an ettin through the same process that it's possible to get them to be friendly by getting lucky on noble position placement and the creature becoming a military commander after giving them expedition leader role.

      so now I realize the Expedition leader mod I made makes this process a lot easier to pull off.

      though this also means any modded creature that can talk is open to manual migration.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on February 24, 2021, 05:55:23 pm
      Did you just add a [SQUAD:10:soldier:soldiers] tag to expedition leaders or does it also need to take over for the militia_commander position's [RESPONSIBILITY:MILITARY_STRATEGY]?


      I've been having trouble with not being able to grow a particular plant that was important for alchemy. Replaced the current plant definition with one from a previous version and suddenly you can plant it again. No ideas, must have deleted a tag somewhere... I'm not experiencing as many worldgen crashes now after various other work, but something is still crashing, very rarely, which is a pain in the ass
      Title: Re: What's going on in your modding?
      Post by: Sternenklaren Ritter on March 03, 2021, 09:04:54 am
      I've added most solid elements from the periodic table to my fortress. I figure dwarves know everything about rocks, so they can extract any element from them, with a bit of alchemy and some dwarven !!SCIENCE!!. Strontium for example, is a reactive alkaline earth metal that ignites in the presence of water or warm damp air. I set its ignition point to 10050U, which means that strontium armor will sit pretty in the forge, but burst into flames if worn (or hauled more than a couple tiles distance).
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on March 03, 2021, 11:05:03 am
      Did you just add a [SQUAD:10:soldier:soldiers] tag to expedition leaders or does it also need to take over for the militia_commander position's [RESPONSIBILITY:MILITARY_STRATEGY]?


      I've been having trouble with not being able to grow a particular plant that was important for alchemy. Replaced the current plant definition with one from a previous version and suddenly you can plant it again. No ideas, must have deleted a tag somewhere... I'm not experiencing as many worldgen crashes now after various other work, but something is still crashing, very rarely, which is a pain in the ass
         [SQUAD:20:Squadmate:SquadMates]
      so far just added this to the position nothing really else. it does lead to a bit where I need to switch the expedition leader position to someone else so that the expedition leader can return back from their trip or else they just stand on the edge of the map.
      Title: Re: What's going on in your modding?
      Post by: Asin on March 04, 2021, 03:45:49 pm
      I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on March 04, 2021, 04:18:35 pm
      I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.

      You might like to look at Brolol's abandoned bug mod. (http://www.bay12forums.com/smf/index.php?topic=175028.0) He did most of the environment modding already, and his posts about the frustrations that seemingly got him to eventually drop it could help avoid problems.
      Title: Re: What's going on in your modding?
      Post by: Asin on March 05, 2021, 10:32:41 pm
      I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.

      You might like to look at Brolol's abandoned bug mod. (http://www.bay12forums.com/smf/index.php?topic=175028.0) He did most of the environment modding already, and his posts about the frustrations that seemingly got him to eventually drop it could help avoid problems.

      Thank you!
      Title: Re: What's going on in your modding?
      Post by: Enemy post on March 05, 2021, 11:04:54 pm
      I'm in the planning phase of trying to make an insect mod/small world mod yet again, because the idea of feudal bug stuff interests me. I am still figuring out a playable race and how I'd make the world work exactly, such as how to do grass and such. As for the setting itself, part of me is feeling a more fantastical approach, but I feel that'd be a lot like Hollow Knight, and I want some other sort of vibe to it.

      You might like to look at Brolol's abandoned bug mod. (http://www.bay12forums.com/smf/index.php?topic=175028.0) He did most of the environment modding already, and his posts about the frustrations that seemingly got him to eventually drop it could help avoid problems.

      Thank you!

      You're welcome! I've always wanted to see a completed bug mod.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on March 06, 2021, 08:22:30 pm
      A red-eyed, white haired minotaur visitor to my tavern finally confirms (to me) that changing eye colour due to age is working just fine. Added this years ago to be able to spot a minotaur vampire (eyes change colour well after regular minotaurs die of old age) and never really tested to see if it worked. Quite pleased now.

      Not actually needed as he's showing up as a night creature anyhow... ::)
      Title: Re: What's going on in your modding?
      Post by: SQman on March 11, 2021, 02:24:54 am
      Fortress of the Apes is ready for release!

      Apes value the sense of community and order, honoring the ages-old rule of 'Ape Shall Never Kill Ape', however they are not above waging wars against humanoids and goblinoids, which they do constantly. Mechanics-wise, they are baby snatchers, because they keep humanoid slaves, and also item thieves, because I didn't want them to be allied to goblins.

      Even a single ape thief may be dangerous due to most species being stronger than a human. Siegers and ambushers may come with most vanilla weapons with the exception of bows, and may come with common domestic mounts. Having been the inheritors of human culture, apes have no knowledge of steel working.

      While apes claim that every ape is equal, more peaceful species (bonobo, orangutans and gibbons) are barred from high military positions, and gibbons, as the least intelligent of apes, can't assume any position of leadership.

      I'll upload the mod later today.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on March 14, 2021, 01:46:01 am
      Did something go wrong with Fortress of the Apes?
      Title: Re: What's going on in your modding?
      Post by: SQman on March 14, 2021, 05:03:13 pm
      I had to make a few little changes, then I simply forgot to upload it. It do be like that sometimes.

      Now it's up.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on March 14, 2021, 05:30:07 pm
      I had to make a few little changes, then I simply forgot to upload it. It do be like that sometimes.

      Now it's up.

      I get that, I've still got a Civ 3 mod I haven't got around to uploading.

      Looks like a good mod!
      Title: Re: What's going on in your modding?
      Post by: Locksoli on March 14, 2021, 09:36:30 pm
      I'm trying to make Dwarven Wakanda by adding a syndrome to Adamantine that increases the physical attributes of dwarves, basically making them mutants.

      So far, I've managed to add a syndrome to Adamantine proper that will enter blood when it pierces the skin (I think), which means that either using strands in a hospital or wearing Adamantine earrings should induce the syndrome. It would also mean that anything hit by a weapon made from Adamantine might infect something with the syndrome, so I might just remove the injected part maybe.

      The other thing I managed to do was create a secondary stone that, functionally, looks like Adamantine (same color, same tile on tileset, ect.), but turns to gas/dust once it hits air because it has a lower boiling point. I then added this material as a byproduct to smelting adamantine wafers in reactions, so any dwarves on furnace duty become mutated.

      Just recently, I added a plant that carries the syndrome, and made it so that it only shows up in savage mountains. That way I'd have access to it, since I like embarking on swamps that border savage mountains, and so that other races won't have access to it under normal circumstances.

      So far, everything seems to have worked in the arena, but I'm still in the process of testing it in game.
      Title: Re: What's going on in your modding?
      Post by: SQman on March 15, 2021, 02:19:14 am
      I enjoyed my latest civ modding experiments, so I've got some more ideas on my proverbial desk:

      Fortress of the Apes: Ancient Expansion - a civilization of extinct apes such as Gigantopithecus and Proconsul. It would synergize with mods that use the EXTINCT creature class, such as Primal or my in-development Dino Hybrids. A giant orangutan riding a mammoth into battle would be a terrifying sight to behold. I'd probably limit their metal-smelting capabilities.

      Misc civs, or just misc creatures- basically a bunch of unrelated stuff. So far I've got:
      -Kagusagi - a race of rabbit-eared people from the moon. They have a rare caste - kagusagi hime - with some extreme attribute actions and natural skills, as well as the ability to spawn gold nuggets once in a season or so.
      -Wukong - a species of intelligent monkeys. One in ten thousand or so is a monkey king, fluff-wise a monkey reincarnated as a demi-god through chi cultivation. Return to monki, progress to godhood.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on March 15, 2021, 01:39:40 pm
      I'm trying to make Dwarven Wakanda by adding a syndrome to Adamantine that increases the physical attributes of dwarves, basically making them mutants.
      So far, I've managed to add a syndrome to Adamantine proper that will enter blood when it pierces the skin (I think), which means that either using strands in a hospital or wearing Adamantine earrings should induce the syndrome. It would also mean that anything hit by a weapon made from Adamantine might infect something with the syndrome, so I might just remove the injected part maybe.
      As far as I know, a solid item cannot give a syndrome. We'd have "rare altar sacrifice gave speed boost sword". Also, earrings do not "pierce the skin".
      I reckon best option would be a workshop reaction that consumes Adamantine threads(or rings or earrings or crowns) and gives a puff of permanent-boost-syndrome gas.

      Or maybe I recall wrong and SYN_CONTACT explains it: https://dwarffortresswiki.org/index.php/DF2014:Syndrome#SYN_CONTACT
      Title: Re: What's going on in your modding?
      Post by: voliol on March 15, 2021, 01:53:31 pm
      Lots of cleaning up teh LOLmod (well, adding the ”_TLM” suffix to most of the objects) and fixing bugs along the way, such as cars missing half of their wheels.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on March 15, 2021, 02:09:12 pm
      Lots of cleaning up teh LOLmod (well, adding the ”_TLM” suffix to most of the objects) and fixing bugs along the way, such as cars missing half of their wheels.

      The cars were missing wheels? Sorry about that, how did that happen?
      Title: Re: What's going on in your modding?
      Post by: voliol on March 15, 2021, 03:41:47 pm
      The front wheels connected to the hood. The hood was sort-of-defined, but the lines for it came before those of the main body which it (was supposed to be) connected to. This caused the hood to be non-existent and with it the front wheels.

      Don’t apologize, it’s in the past now... or at least will be soonish. :)
      Title: Re: What's going on in your modding?
      Post by: Enemy post on March 15, 2021, 03:44:22 pm
      Thanks for the find, my Half Life cars were made with the same raws. I'll correct them to fix the issue there.

      *The two affected cars have been fixed.
      Title: Re: What's going on in your modding?
      Post by: Locksoli on March 15, 2021, 10:36:10 pm
      I'm trying to make Dwarven Wakanda by adding a syndrome to Adamantine that increases the physical attributes of dwarves, basically making them mutants.
      So far, I've managed to add a syndrome to Adamantine proper that will enter blood when it pierces the skin (I think), which means that either using strands in a hospital or wearing Adamantine earrings should induce the syndrome. It would also mean that anything hit by a weapon made from Adamantine might infect something with the syndrome, so I might just remove the injected part maybe.
      As far as I know, a solid item cannot give a syndrome. We'd have "rare altar sacrifice gave speed boost sword". Also, earrings do not "pierce the skin".
      I reckon best option would be a workshop reaction that consumes Adamantine threads(or rings or earrings or crowns) and gives a puff of permanent-boost-syndrome gas.

      Or maybe I recall wrong and SYN_CONTACT explains it: https://dwarffortresswiki.org/index.php/DF2014:Syndrome#SYN_CONTACT

      I did manage to make it so that making Adamantine wafers makes a special gas that confers the syndrome to anybody who breathes it in, and hopefully affects grass so any grazers are affected as well when they eat (mutated war mammoth anybody?). The other part is that I made it so that Adamantine strands, when "accidentally" used for a hospital, can confer the syndrome since I've added the proper tags to make SYN_INJECTED work.

      For the most part, the only reference I'd leave in for the MCU is the plant, since it's more of a "make Adamantine more mystical" kinda mod. Adamantine on it's own is just a really rare, really light metal that makes for really good weapons and armor, and it plugs up the circus.
      Title: Re: What's going on in your modding?
      Post by: SQman on March 16, 2021, 03:59:13 am
      I think I've finished the kagusagi creature. Kagu-hime have a perfect memory and patience, and low empathy and love propensity, so if you're a suitor you're in for a bad time, especially if you're not immortal.
      The hime caste can spawn gold nuggets once a season as a divine allowance kinda deal, and instill false hope in allies, making them fearless.

      Next are japanese-themed weapons and clothing. I've already stolen borrowed some weapons from ZM5's mods and made some extra ones (wakizashi, shakujo) for my modpack (that's on hiatus, by the way, in case anyone was wondering).Clothing I'll make from scratch.

      Edit:
      Yo, garden gnomes!
      Title: Re: What's going on in your modding?
      Post by: Enemy post on April 14, 2021, 05:02:07 pm
      I released a small update to Primal to give more dinosaurs feathers and adjust the dire wolf in light of the discovery that they weren't the same genus as wolves.

      Man, it's been a long time since I modded much. I think the announcement of the graphical release sort of spoiled the fun for me, since users will expect tilesets for everything now. Still, I'll try and get at least Primal prepared for the release on time.

      Maybe I'll start making new content again someday, after I'm finally caught up on all these tiles. I've always wanted to do Minecraft and Spongebob total conversions.
      Title: Re: What's going on in your modding?
      Post by: SQman on April 14, 2021, 05:38:10 pm
      I think I've finished up weapons for Kagusagi. Kagusagi are human-sized.

      Swords:
      -Katana - comparable to longsword, lower penetration and contact area, greater velocity. Two handed for dwarves.
      -Wakizashi - comparable to shortsword, low penetration and contact area, very fast.
      -Zanbato - comparable to two-handed sword, larger contact area, lower penetration, slightly faster.

      Hammers:
      -Otsuchi - a large war mallet, between war hammer and maul in contact area. Two-handed even for humans, but dwarves should be able to use it.

      Maces:
      -Kanabo - a huge knobbed mace, unusable by dwarves. Great for pulping. Favored by oni.
      -Jitte - a nightstick of a sort, not great as an offensive weapon if I gotta be honest.
      -Chigiriki - a type of flail with smaller area and slightly higher velocity. Dwarves can only use it two-handed.

      Axes:
      -Ono - a battle axe with a slightly greater contact area.

      Spears:
      -Yari - a larger spear, cuts deeper, but can't be used by kobolds.
      -Bo - a staff for striking and jabbing. Truth be told, I have no idea how this will work out; testing in order. Two-handed for both dwarves and humans.
      -Shakujo - a staff with metal rings on one end, not really designed for fighting. Larger contact area nad lower velocity than the bo, but can be used one-handed even by most dwarves. Favored by tengu.

      Pikes and polearms:
      -Naginata - comparable to halberd, larger contact area, but doesn't cut quite as deep. No stab attack.
      -Nagae-yari - just renamed pike, because that's what it is.

      Whips:
      -Kusarigama - a sickle on a chain. Slash attack has high velocity, which combined with other stats should make it very deadly. Also has a chain attack.

      Knives (Kagusagi are neither thieves or snatchers, so there's little chance of seeing these unless I make some other japanese-themed civ):
      -Tanto - comparable to large dagger but superior.
      -Kama - a sickle. Better at severing extremities than daggers.
      -Bladed fan - a functional and deadly fan of gunsen variety. Cuts wide but not deep.

      Bows:
      -Yumi - a longbow, larger and stronger than vanilla bow, fires regular arrows. Can't be used one-handed by any of the civilized races.

      Crossbows and firearms:
      -Oyumi - a larger and stronger crossbow. Fires regular bolts. Can't be used one-handed by any of the civilized races.
      -Tanegashima - a matchlock arquebus, fires bullets with great power and velocity. Two-handed for humans and kagusagi, but an oni or a troll holding two rifles would be a sight to behold.
      -Tanegashima pistol - a matchlock pistol, weaker than its two-handed equivalent, but one-handed for everything larger than a kobold.

      Blowguns and throwing weapons:
      -Fukiya - a slightly longer blowgun, so long that a kobold would have to hold it in both hands. Whacking attack has slightly greater velocity due to added weight.
      -Shuriken - the ninja star we all know and love. Fires shurikens. Can be used for slashing and stabbing, but a dagger is better for the job.
      -Kunai - a trowel turned weapon. Fires kunai. Pretty good for stabbing.

      At first I thought I'd just steal the weapons from other people's mods, but I ended up making substantial alterations and adding my own weapons.
      Title: Re: What's going on in your modding?
      Post by: catnapcat on April 15, 2021, 11:42:42 am
      So I've been getting into modding a little, and I made what is basically a human(I'm calling it a nemesis), but with adamantine bones and blood that carries a syndrome that slowly but continuously bruises those it touches. The idea is that enemies that try to kill it(and splash its blood all over themselves) doom themselves to a slow, slow death, because apparently if a bruising syndrome goes on long enough, it will destroy limbs, according to the wiki entry. Anyways, I was playing around in the arena, one thing led to another, and I've realized that blood loss is, in fact, a thing. Now, I've set the healing rate of all tissues to be 1, the same as a hydra's, but that isn't quite enough. I know I could use syndromes to stop bleeding or to close wounds, but I want this creature to be able to fight on while bleeding all over the place and not die of blood loss, at least not too easily. gui/gm-editor lets me set the blood in the body to be way beyond the maximum, but is there any other way?
      Title: Re: What's going on in your modding?
      Post by: SQman on April 16, 2021, 04:05:53 am
      I knew those japanese-themed pets I had lying around would come in handy. I just had to make a few adjustments:

      -bound oni, which I was never really satisfied with, are now lunar oni. They come in two flavors: black and white, as opposed to the usual red and blue. The two kinds differ in personality and some mental attributes.
      -shisa couldn't use its smiting interaction against vanilla evil creatures without changing the raws. It never occured to me that I could just specify creatures the interaction works on rather than relying on creature classes.

      Some pets I made for halflings, namely pot-bellied bigs and giant angora rabbits also went to kagusagi, and some vanilla animals will follow (cats, water buffaloes, chickens, peafowls, rabbits, horses).
      Title: Re: What's going on in your modding?
      Post by: brewer bob on April 18, 2021, 02:33:01 am
      I finally got my dwarven mutant variants working after shelving them for several months. They did work (somewhat) previously, but I had messed up tissue layering apparently, so combat logs had a bunch of skin being dented and fractured. Took some effort to pinpoint the problem from around 20 castes, but now the problem is solved.

      And now that the mutants function properly, I'm unsure if I want to use them at all. Oh well, guess I'll put them back on the shelf then.
      Title: Re: What's going on in your modding?
      Post by: SQman on April 20, 2021, 06:53:27 am
      So far a suitor can obtain a fire rat's pelt, a dragon's gem, and a branch from a jeweled tree. Not sure what to do with the swallow's cowrie shell, it could either be a snail with feathered wings, or a swallow with a shell. Buddha's begging bowl may be unobtainable though, which is kinda sad, all things considered. Maybe some sort of enlightenment secret?
      Title: Re: What's going on in your modding?
      Post by: brewer bob on April 21, 2021, 08:44:41 am
      And now that the mutants function properly, I'm unsure if I want to use them at all. Oh well, guess I'll put them back on the shelf then.
      Decided to try them out after all and made mutant versions of humans and goblins while at it.

      At least in world gen they function the way intended and occasionally flee to the wilds or get hunted down (though, there's the occasional deity that takes the form of a mutant caste dwarf and gets "killed", which I guess can't be avoided with the bloodsucker tag). The mutants are quite rare and in fort mode the bloodsucker tag is removed via a secretion syndrome so they don't end up behaving like vampires there (but to compensate that, they cause uneasiness to non-mutants around them).

      Currently genning a new world with 450 years of history to do a longer test run to see how things pan out.
      Title: Re: What's going on in your modding?
      Post by: crupette on April 21, 2021, 06:14:15 pm
      I switched from editing raw files from a text editor to editing raws using pydwarf.

      On a less fun note, did you know that most animals in dwarf fortress don't have eyelids or cheeks? I discovered this while trying to give dogs jowls
      Title: Re: What's going on in your modding?
      Post by: SQman on April 24, 2021, 06:55:51 am
      Creatures I've made a while ago:
      -Fire rat - a rodent smaller than a large rat, but much larger than a regular rat. It lives in magma, but is easily lured with food. Its red pelt is highly valuable.

      -Jeweled loong - an intelligent dragon with shimmering emerald scales. 5M in size, it is much smaller than its vanilla cousin, and lacks the ability to breathe fire. Instead it breathes clouds of jade dust that causes blood cough when inhales. It's a semimegabeast that dwells in shrines, and so.etimes in lairs. When killed, it retreats into the jade orb on its neck, creating a masterwork large dragon jade

      Some new creatures:

      -Cowry swallow - a bird mostly encased in a spotted, porcelain-shaped shell. It nests on seaside cliffs of savage areas. They can be butchered like knucke worms, which will hopefully result in usable shells. There is also a giant variant.

      -Maned saurofowl - a large bird with a pair of short arms instead of wings. It's content peacefully foraging for small animals, fruit and tubers, but it will defend itself if provoked. Can be used as a mount. Inspired mostly by Planescape's abrians.
      Title: Re: What's going on in your modding?
      Post by: SQman on April 28, 2021, 03:11:54 am
      There were a couple of Elder Scrolls mods in the history of DF. The old Dwemer Fortress mod was great but is now outdated; the more recent one had, frankly, half-assed creatures, and some other design choices I don't agree with. I've decided to add my own version to my ever-expanding list of projects.

      So far I've been working on guars:
      -Guar - a bipedal reptile commonly used as a mount and pack animal. Comes in many colors from Albino White to Akaviri Potentate Black, with various other in between. Wild ones, while not actively predatory, should fight back when threatened.

      -Tiger guar - a rare species from savage areas. It is aggressive and predatory, also larger than common guars. Can be trained, if one can get their hands on one of those elusive beasts.

      -Circus guar - Bal Foyen circus guar differs from common guars exclusively in coloration. As a breed created through selective breeding, it des not appear in the wild. I may restrict it to Argonians.

      -Skyfire guar - a vibrantly colored wild guar from tropical wetlands. It is slightly smaller than common guars, and prefers to run away rather than fighting.

      -Frostbane guar - native to southern Skyrim, this furry guar is magically warded from cold. It can be encountered in temperate forests and taigas. I may make it a pet to nords and atmorans.

      -Valorous guar - a spirit of a brave guar that returned from Sovngarde in flesh. It is fearless and fights fiercely like a tiger guar, although it won't go out of its way to harm others. It is also immune to curses, necromantic magic, and the effects of cold. Appears in good mountain.

      -Pony guar - a small breed of guar bred for companionship. It is useful for vermin control, but due to its size, it can't carry goods. Doesn't appear in the wilds. I may restrict it to Dunmer and Chimer.

      -Alit - a voracious cousin of guars, eating anything that can fit in its huge, toad-like, toooth-filled maw, and that includes unwary travellers.

      -Kagouti - a huge reptile with tusks, horns, and a frill. It is an extremely dangerous predator that hunts alone or in small packs in a variett of environments. Hunting kagouti for their horns and ivory should be done by skilled warriors.

      This is by no means a complete list of guars, as I haven't made construct, flora, and atronach forms, or wormmouths and guar-lizards.

      I sorta have an idea what to do with kwama: foragers and workers are genderless, underdeveloped forms; workers can be milked for scrib jelly, that is a partially digested fungus rather than crushed scribs, and can be made into scuttle by cheesemakers. Kwama warriors are fully-formed males, while queens are breeding females. Babies of all castes are called scribs, although they will have the body plans of adults, as DF doesn't support metamorphosis.
      Title: Re: What's going on in your modding?
      Post by: vettlingr on April 29, 2021, 02:19:41 pm
      Just casually adding Uranium into DF
      Title: Re: What's going on in your modding?
      Post by: Splint on April 29, 2021, 03:15:16 pm
      Been working on a setting overhaul thing that amounts to Discount Dan brand tiberium mutated world I'm call The Shard Wastes.

      So far so good on a lot of stuff, I've finished the monoliths (shard trees,) shard bed and chipgrass, melee weapons, and partially finished one factions' creature, which I should be done with shortly.

      Biggest issue I'll have is shard monoliths and grasses showing up where I'd rather they not in good biomes.
      Title: Re: What's going on in your modding?
      Post by: SQman on April 30, 2021, 01:25:20 am
      More guars!

      -Deadlands guar - a guar that escaped Mehrunes Dagon's plane of Oblivion, but not before being changed into a new form. It is an evil creature with violent tendencies, perfect mount for goblins.

      -Glowgill guar - an unusual species of guar capable of breathing underwater. It can be encountered in all bodies of water in tropical regions. Pet of the Maormer.

      -Hist guar - a rare species that lives only in savage swamps. It has been changed by hist trees for unknown purposes, which replaced its blood with luminescent hist sap. The sap causes dizziness and slowdown in every creature that touches it, but also increases recuperation, effects inspired by Sleeping Tree sap from Skyrim.

      Next will be the nocturnal shadowghost guar, spooky Hollowjack rider guar, and the bizarre guar-lizard, and the fungal gloomspore guar. I'd like to conclude guars already and move to, let's say, trolls, but alas.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on April 30, 2021, 09:39:25 pm
      I didn't know they had so many fucking guar. I only knew about the wild ones, alit, and the pygmy ones
      Title: Re: What's going on in your modding?
      Post by: SQman on May 01, 2021, 03:45:19 am
      Most of those are pets and mounts from ESO, so there's a good chance they are not even canon. Tiger guars were mentioned on Bethesda website at some point, but they never appeared in any game. Kagouti, alits, wormmouths and fanged gouti/wickeders/bounders/clawrunners may not be actual guars, but they are said to be related. Bantam guars and scuttlers are similar, but actually related to cliff racers.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on May 02, 2021, 10:28:34 am
      Making gun-lances for Angels from Darksiders (https://darksiders.fandom.com/wiki/Angel) - decided to have "energized bullets" that cause piercing damage as a stand-in for the energy bolts they fired in the game itself.
      I may (https://puu.sh/HDkmI/8a3fd57902.png) have overdid their power a bit, they feel like .50cals whenever they hit anything (https://puu.sh/HDkok/311b74d4d1.png), despite being smaller than bolts or arrows.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on May 04, 2021, 11:54:56 pm
      Still working on the tiles for Primal, wanted to share this preview of some of the completed dinosaurs running in Meph's tileset.

      Spoiler (click to show/hide)

      *Although, come to think of it, that last one isn't actually a dinosaur.
      Title: Re: What's going on in your modding?
      Post by: SQman on May 05, 2021, 11:33:06 am
      Ya boi caomin' at 'cha with more guars!

      -Detritus guar - actually Hollowjack Rider guar, this creature is a minor daedra taking a familiar shape of a guar to serve Hollowjack's headless horsemen as a mount in swampy and heavily wooded areas. It is an evil creature, but it's not much different in behavior from a mundane guar.

      -Guar-lizard - an iguana twisted into a guar-like form by Hist trees to serve as mounts to the Argonians. Argonians already raise guars that fare well on marshy terrain, so what's the point of guar-lizards? Nobody knows. The lizards aren't grazers, and lay more eggs than guars.

      -Wormmouth - a creature smaller than a guar, but larger than a pony guar. It has a beaked mouth that it uses to tear into the flesh of its prey. It can be encountered in mountains and deserts.

      -Clawrunner - also known as the fanged gouti, this horned monster is only a little smaller than a true kagouti. Instead of individual teeth, it possesses fused plates akin to those of a turtle, but more massive. They inhabit mountains.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on May 09, 2021, 08:06:11 am
      Going on in OldGenesis modding:

      still trying to get right stress balance (blood spatter[dwarf,person,animal blood are different] angst,
      four alcohol types happy, STRESS_VULN parameter).
      Want 15% population quite stressed after we lose 10 citizens to enemy invasion. Don't want 45% of pop stressed.

      [PERSONALITY:STRESS_VULNERABILITY:10:78:100] adjusted 2020-04, increased 2021-02 for 47.05, increased more, reduced twice 2021-05
      Title: Re: What's going on in your modding?
      Post by: Enemy post on May 10, 2021, 03:38:10 pm
      I'm about 50% done with Primal's tileset, and I've started planning out making tiles for my other mods. Veterinarian Golems and WillowLuman's Daleks should be trivial after I finish Primal (especially with the Dalek sprite Willow already made.), so I'll probably upload the sets for all three of those at the same time. Then I'll do my Assorted Creatures Pack as practice before finally tackling Jawa Fortress, if all goes as planned.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on May 14, 2021, 02:49:35 pm
      well screwed around with the concept of a merfolk necromancer fort and noticing how it's doable with no creature raw changes on merfolks, just get necromancy on one adventurer then just periodically resurrect the dead air drown citizens to get them to work.
      this also leads to learning that merfolks wear boots on their tails and stand and walk around on them.
      Title: Re: What's going on in your modding?
      Post by: SQman on May 19, 2021, 04:33:13 am
      Animals for miscellaneous creature pack!

      Saurofowl - birds with long necks, and arms instead of wings:
      -Maned saurofowl - most basic species, larger than an ostrich. Elves may use them as mounts. Grazers found in grasslands and desert. The mane is just a part of description
      -Woolly saurofowl - an arctic species covered with a thick layer of down. Smaller than the maned variety, but still a mount candidate. Its feathers can be sheared for soft grey cloth. Grazer.
      -Vulturine saurofowl - a small species slightly larger than a turkey. Catches vermin and lays a respectable amount of eggs. Can be wncountered in teopical shrublands and savannas.

      Flederhounds - giant flightless bats, mostly slow ambush predators:
      -Brown flederhound - the most basic species, found in temperate forests. Lives alone or small groups. Trainable.
      -Black flederhound - similar to its brown cousin, but larger, and found in temperate wetlands.
      -White flederhound - a tropical variant. Unlike its cousins, it is fast and agile, hunting in packs. It is smaller than brown variant, but arguaby a better hunting companion because it's far less sluggish.
      -Vampire flederhound - the smallest species, encountered in tropical forests and shrublands. I think? Frankly, I don't remember. Drains large amounts of blood.

      Hyperborean megafauna - gigantic arctig beasts, that's all:
      -Balmung - a stout, rhino-like beast with woolly coat. It's horn is sword-shaped and razor sharp. Peaceful unless disturbed. Can be tamed for its wool, and as a war beast.
      -Boreox - a colossal bovine, larger than an elephant. It makes for horrible livestock due to the sheer amount of grass it requiresq. Herds of those animals can be seen in tundras and on glaciers. The most daring hunters can obtain not only massive piles of meat, but also wool.l
      -Gacial mammoth - a snow-white mammoth with tusks made of ice. Lives in tundras and on glaciers. Shearable, but poor livestock due to its size and slow maturing.
      - Scimithere - a massive saber-toothed cat. Lives in tundras and taigas. Nithing exceptionally interesting about this one. Good hunting partner and war animal, and also mount if any civilization manages to domesticate it.
      Saberwarg - a large saber-toothed wolf; a deadly pack hunter that roams the cold regions of the world. Trainable and mount.

      I've also came up with pseudoscientific names for my creatures; these will not appear in game, but intrepid raw crawlers will be able to see them.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on May 28, 2021, 01:27:41 am
      Primal's tileset has just passed 75% complete! I'll probably have it ready for release in three weeks or so.
      Title: Re: What's going on in your modding?
      Post by: Fikilili on May 31, 2021, 06:08:35 am
      - Attempting to find a way to make a civilisation spawn only after the player made a fortress. Just to reinforce the impression of a world-wide invasion.

      - Recently made the primary race, so evil and power-hungry it might overcome the goblins

      - Made their cattle aswell. Intelligent cattle, mind you, for extra evil points.

      - Currently testing if DF has no problem with three-legged things.

      I dare you to figure out what kinda mod I'm doing
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 31, 2021, 02:01:55 pm
      I don't think it's possible to make a civ spawn after worldgen. Maybe with dfhack, but the game doesn't reallystrikers?

      I've found the easiest way to do intelligent pets is to have one set of castes thats unintelligent and does the reproducing/being livestock and another set of less common castes that are intelligent and can become fort members.

      I've also had a lot of luck with familiars in Spellcrafts, where they're all born unintelligent and thus not real fort members, but perform an on-self interaction granting them intelligence. They'll perform building construction tasks then, but you can't assign them labors. You can also order them butchered, and pasture them before they use their interaction, but their meat/skins can't be used.

      Are you making a half life mod? Are the tripods hunters/striders?
      Title: Re: What's going on in your modding?
      Post by: SQman on June 01, 2021, 01:58:18 am
      More creatures finished

      -Volsung - the last of the hyperborean beasts for now. A large carnivorous ape with a pair of antlers on its head, and four ice ispikes protruding from its back. Inspired by how grahls are portrayed in ES Legends.

      -Samedine - a swamp nymph associated with death and curses. Mostly elven in appearance, with dark skin, and skull-shaped facial markings. When threatened, it can cause pain by stabbing itself with a spectral needle (mostly fluff). While fleeing, it exhales a cloud of tobacco smoke that briefly blinds the opponent. Can join civilizations.

      -Capshell - a creature I made to get back to work on the Cavern Fauna mod. A six-legged lizard that uses a large mushroom cap as a shell. Small, but lays large clutches of eggs.

      I've also moved the six-tailed fox from mammal file to fey file. Not that it makes any difference.

      I think my miscellaneous mod will be ready for release after three or four more creatures. Maybe more, because I've got some stuff on my mind already.
      Title: Re: What's going on in your modding?
      Post by: Fikilili on June 01, 2021, 09:30:26 am
      Are you making a half life mod? Are the tripods hunters/striders?

      Close, a War of the Worlds mod. But I think I'm gonna drop it because, I dunno, the mod doesn't really give any kind of vibe to me.
      Title: Re: What's going on in your modding?
      Post by: SQman on June 05, 2021, 04:22:48 am
      I lnow I'm spamming the thread, but I'm passionate about making creatures, and I like to brag, so:

      -Bonecracker - a scavenging monkey that roams deserts in search of any kind of food, including dry bones. Like other monkeys it steals food and items, but it should put up a fight instead of running away; fortunately it is solitary and only the size of a large macacque.
      -Crag dog - a medium-sized canine, slightly smaller rhan an average wolf, with a layer of stone covering its head and upper body. Lives in small packs in mountains and rocky deserts.
      -Winged buffalo - a flying bison from savage steppes. Not a very graceful flier.
      -Flying monkey - a vile  wingedape tht will steal your anvils, eat your food, drink your booze, and beat you up if you try to stop them. About the size of a bonobo. Appears in large swarms over savage broadleaf biome areas.
      -as of now unnamed creature - a large hooved animal resembling a water buffalo except for its head that appears to be a perfect, featureless cube. It possesses psychic abilities: when attacking, it can cause intense pain; when fleeing, it lows down the pursuers telekinetically; when tamed, itshares positive feelings with its dwarven friends

      -Tree wyvern - a medium-sized bipedal reptile with large wings. Non-aggressive creature that eats vermin. Found in temperate forests.
      -Red-breasted wyvern - a small, vibrantly colored wyvern from tropical forests. Mostly identical to tree wyvern.
      -Scaleless wyvern - a larger wyvern with acaleless hide and a long neck. It uses its jutting teeth to catch fish in rivers, lakes and swamps, but will defend itself if attacked. Good swimmer.
      -Venomous wyvern - a large wyvern, larger than a human. It's a vicious predator with a tail stinger that injects the prey with necrotizing venom.
      -Giant wyvern - twice the size of a venomous wyvern, this reptile terrorizes the skies over savage mountains. Not venomus, but can bite a dwarf's head off.
      -Fire wyvern - a semimegabeast capable of breathing fire. About the size of a venomous wyvern, but my policy is that a common animal shouldn't breathe fire.
      -Fairy wwyvern - a tiny tropical wyvern about the size of a pigeon. A vermin.

      Once I finish those, I'll finally release the mod.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on June 05, 2021, 04:25:20 pm

      Once I finish those, I'll finally release the mod.

      I'll definitely check out your mod once it's out. Been fun to follow your posts how things're progressing.

      Funny thing with the flying monkey is that in my work-in-progress-probably-forever moddings just made a thieving winged monkey a couple weeks back. Based them somewhat on mongbats from the Ultima series (http://"https://wiki.ultimacodex.com/wiki/Mongbats") (even gave them the same name as a placeholder as I suck in making up creature names).
      Title: Re: What's going on in your modding?
      Post by: ZM5 on June 06, 2021, 05:01:36 am
      Messing around with making experiment types, got 3 for the Warcraft pack and 3 for Assorted.
      -Wolf Ghoul - based on very early concept art (https://i.imgur.com/NmqwXuU.jpg) that'd eventually become the regular Ghoul unit. Somewhat fragile, but its biting and clawing attacks are deadlier. Higher agility.

      -Troll (https://static.wikia.nocookie.net/wowpedia/images/a/a6/Grave_Horror_HS.jpg/revision/latest?cb=20181222012723) and Worgen (https://static.wikia.nocookie.net/wowpedia/images/7/7c/Worgen_Abomination.jpg/revision/latest?cb=20181128222627) Abominations - larger semi-sentient experiments. Have the usual disease cloud ability, Troll version has higher recuperation and tissue healing rates, Worgen version is more agile and has sharper fangs and claws.

      -Stitched Dog - basic experiment thats just a relatively small quadruped stitched from various limbs and bodies. Attack dog type, not very strong but can move quite quickly.

      -Gasbag - stitched-together humanoid experiment with a massively bloated torso. Breathes disease gas that can cause nausea, dizziness or a fever, moves rather slowly and has both low agility and toughness - bursts into a cloud of the same disease gas on death.

      -Stitchwork Crawler - basically a Drider (in shape, anyway - its only spider-like in having multiple legs and an abdomen, though for legs it just has normal 4-toed feet instead of sharp points) stitched from various limbs and bodies. Ranged attacker that spits poisonous bile and throws sharp spines. Unremarkable in melee combat.

      Got ideas for a couple other types:
      -Mouldering Discard - semi-sentient humanoid-ish, more of a laborer/cannon fodder type. Moldy and nasty with various bits and appendages sticking out of its body (along with the Plague Floater below, basically supposed to be a result of some experimenters going "well, all we have left are some giant toes, hacked up torsos, heads split in two, limb bits of various sizes, and other miscellaneous bites, what do we do with them?" "screw it, just put em together in some functional shape") - infectious scratching/biting attacks, spits relatively weak globs of bile.

      -Plague Floater - basically just a floating, gas-filled bag of flesh with a face/head, some appendages hanging off it. Slow-moving flier that spreads debilitating syndromes with its gas breath.

      -Fleshpede - various limbs and torsos put together in a centipede-esque shape. Rather basic experiment type, though it'd be able to crawl up walls and other obstacles with ease.

      -Reconstructed - multi-caste, basic Frankenstein's Monster-esque humanoids. Standard variant is just a dumb swinger with no special abilities, a Mecha variant with a scattergun in place of one hand that shoots bullet spreads, and a Shocker variant with a coil embedded in its back and metal braces around the arms that allow it to shoot lightning bolts and direct clouds of lightning.

      -Spore Carrier - stitched humanoid with fungus growing inside it - slow-moving, releases undirected clouds of spores.

      -Rotting Mutant - large semi-sentient experiment with spikes growing from its back and a frostbitten sack on its throat - breathes frost and casts debilitating magic.

      Will probably have to think up of more later, still got a few niches to fill I suppose, both in general ideas for experiments and their functions.
      Title: Re: What's going on in your modding?
      Post by: SQman on June 08, 2021, 11:25:02 am
      While working on finishing up the wyverns, I came up with two more creatures:

      -Dire hog (Echinochoerus armatus) - a large hog covered in porcupine-like quills. Its face is mostly obscured by its tusks, horns and saber teeth. Easily enraged, but tasty.
      -Jabberwock (Dinodraco vorpalis) - a species of wyvern with a loose, wrinkled skin, rodent-like teeth, long horns, and a pair of fleshy whiskers. Comparable to the fire wyvern in size.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on June 08, 2021, 07:41:00 pm
      I've been so exhausted and depressed lately that I've done literally nothing modding wise for like a month. But I still want to implement a bunch of creatures for Spellcrafts and change some that already exist. I'm gonna write it down here because why not and also so I dont forget any more than I already have because my brain leaks like a seive.

      Werepossum - a werebeast that doesn't default to crazed, instead only hostile under certain circumstances.
       I also want to figure out a way to implement an effect that will render werebeasts in your fort non-crazed reliably, so you don't have to put people down. But I have no idea how I'm gonna pull that off.

      I want to change the sandman and their "tortured child" spouse so the child buffs the sandman whenever they're near, but also drops a dagger/consumables that will allow the player to easily dispatch the sandman. The dusk troll and witch are supposed to do something like this already. Other ideas included letting the sandman conjure nightmares when under the tortured child's effects and doubling the rate at which it can use its sand cloud attacks.

      I wanted to finally make a phantasm night creature. Still not totally pleased with the "ghostly"/ectoplasm material I'm using for ghost creatures. But it's good enough for now. It's pretty rare to encounter the existing ghosts and phantoms I've added, but this would be one that players actively hunt down, so the level of quality I feel like needs to be higher.

      The gorophile night creature could also use some tlc, since its one of the few night troll types to survive worldgen on a regular basis, so people encounter them a lot. And other than being big and brutish and the flavor text of being covered in dead stuff they love to roll in, they're quite boring. But at the same time, being a big scary monster is all they exist for, so I dont really know how to fine tune that further.

      Want to make familiars resurrectable and work better with a wizard they're bound to. Thought about making a "bind familiar" potion that will grant the wizard and the familiar extra abilities they can use on one another, like resurrecting the familiar if they're killed, which in my experience happens quite regularly because they're stupid fearless little clowns. A while back I wanted to make familiars have a giant, rideable form, so maybe a bound wizard will have the ability to transform their familiar temporarily. Though im not sure that's going to work well with them being granted intelligence already. Of course there's no way to force a particular bound pair to not use their abilities on other bound wizards/familiars besides the pair you wanted to be bound together.

      Had an idea to make some other new weird critter too, but I've forgotten what that was...
      Title: Re: What's going on in your modding?
      Post by: Waistcoats on June 10, 2021, 11:54:33 pm
      I'm thinking of working on a mod about boats. I've always felt a dwarf fortress buried amidst dark pine forest should have boats - either for trading or raiding. I'm not nearly good enough to look at having anything to do with the boats that let things travel on the world map, but I feel like there's some mileage in the sort of systems you used to see in masterwork - constructing a Boat-workshop and then using a crafted supply-kit as a reagent in a reaction (Raiding different races or fishing or something like that). Could also do a system of coinage for trading at sea. I'd love to hear any ideas for additional features folks would be interested in.
      Title: Re: What's going on in your modding?
      Post by: SQman on June 11, 2021, 04:51:07 am
      Doing some bugfixing before release:

      -Kagusagi accountant position was restricted to Fortress of the Apes orangutans. Now it's not. Recruits are now called Ashigaru, prophets are sages, and pilgrims are ronins.

      -Somehow I forgot to give wyverns tails. I'd never have noticed was it not for the venomous wyvern's stinger that attaches to the tail.

      -Flederhounds could scratch with both their wing fingers and their feet, and I couldn't have that. It stopped working altogether when I gave them humanoid scratch attack; it was because flederhound's fingers aren't attached to GRASP bodyparts. I changed it to FLIER, but then I realized lower wings are not FLIER parts, so I changed it to STANCE. Works well now.

      -Dire hogs have defined horn mats and tissues; gungnir has hooves on its feet instead of nails.

      -Made kagusagi playable because why not? They have all the required positions, all necessary animals. A test fort may be in order to find quirks and errors.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on June 14, 2021, 11:35:19 pm
      I underestimated how long it'd take to finish the Primal tiles, but I'm still getting them done at a good rate. I'd guess I'm about two weeks from having it ready for release, maybe three if things go poorly. The set's about 80% complete.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on June 15, 2021, 02:12:28 am
      Nearly done with an update for the Doom section of my horror pack, only have 3 creatures left to do (Dark Lord, the Atlans and the Sentinel Dragons), though I'm planning on doing concept art stuff later on. Some of it is pretty interesting in how different it ended up being compared to the finished version, i.e Carcass (https://images.squarespace-cdn.com/content/v1/52006914e4b0800e68bb4171/1597532352643-S89QBHBK76ZTUIFLGE4M/ke17ZwdGBToddI8pDm48kD6s_Pv7mucP1i9Pksi8uLIUqsxRUqqbr1mOJYKfIPR7LoDQ9mXPOjoJoqy81S2I8N_N4V1vUb5AoIIIbLZhVYy7Mythp_T-mtop-vrsUOmeInPi9iDjx9w8K4ZfjXt2djLOrkmVwrK0udppdO6AhCwqoE2QmxV9DzYWtnLOj3FwCjLISwBs8eEdxAxTptZAUg/de_char_carcass2A.png?format=1500w) variants (https://images.squarespace-cdn.com/content/v1/52006914e4b0800e68bb4171/1597532467359-66V6BFX5SDCTZNJFE6M8/ke17ZwdGBToddI8pDm48kM0x0ATjKH8drzJ2r0fxMDF7gQa3H78H3Y0txjaiv_0fDoOvxcdMmMKkDsyUqMSsMWxHk725yiiHCCLfrh8O1z5QPOohDIaIeljMHgDF5CVlOqpeNLcJ80NK65_fV7S1UUyqlMkr4cs_lPdmPmyYHV0_cKFaoPvug4BEfh15kJd7W07ycm2Trb21kYhaLJjddA/de_char_carcass2C.png?format=1500w) or the Whiplash (https://2.bp.blogspot.com/O04eZ4VsDxD0LDD4zB2nKwbnMDNETDhbl4RZ8kF_IYh1Uj81_Q4dn35bu006KZCzcclvunhh2_IM0_58eahU2JQ6pN08ppToBZHfaweATs8j_pjpLppBgycYXpi-7m-SPC5ZSI3mOQ=s1600) (pretty much any of these could be a separate creature in and of itself).
      Title: Re: What's going on in your modding?
      Post by: golemgunk on June 15, 2021, 09:39:14 am
      Right now I'm working on a mod that makes some of the monsters and magic stuff in the base game more common without making the world too chaotic, since I'm always a little frustrated by how all the cool stuff in the setting naturally depletes over time as you kill them off.

      So far I have several weaker versions of the megabeasts that can show up as regular wildlife:
      Wyverns (that shoot hot steam instead of fire, not instantly deadly but can melt flesh with prolonged exposure)
      Demi Hydras (with 3 heads)
      Demi rocs

      They're all around the size of a horse, and show up in savage biomes. When I thought of how to add a tamable bronze colossus, I started putting together a golem crafting system, which is starting to spin off into its own mod. I made "demi" versions of the semi-megas too, except they're benign and can join civs during worldgen.

      To see necromancers more often, I made the "mortal troll", which is just a troll that's opposed_to_life and can raise the dead. The idea being that it'll go around killing troglodytes or whatever and give you zombies to deal with. I also made "feral vampires" that can spread vampirism with a bite, but that doesn't seem to be working properly in worldgen for some reason. I might also make an old fashioned werewolf to round out the night creatures.




      Title: Re: What's going on in your modding?
      Post by: Strik3r on June 16, 2021, 09:53:52 am
      A new mod is begin.

      (https://i.imgur.com/pwzFn5E.png)

      Hopefully this one will actually get somewhere that can be considered "finished". More details to follow as the mod develops further... but i'm currently slightly worried that i won't be able to adequately remove the vanilla industry progression...
      Title: Re: What's going on in your modding?
      Post by: catnapcat on June 24, 2021, 12:29:10 am
      I was wondering whether it was possible to mod in an ability that's basically the propel mechanic, but aimed upwards, so that those targeted get a quick jolt into the sky.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on June 24, 2021, 07:13:51 am
      I was wondering whether it was possible to mod in an ability that's basically the propel mechanic, but aimed upwards, so that those targeted get a quick jolt into the sky.
      The IE_PROPEL_FORCE token unfortunately does not take a direction.
      https://dwarffortresswiki.org/index.php/DF2014:Interaction_token#IE_PROPEL_FORCE

      Griffins/dragons would lift victims into the sky if we could.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on June 24, 2021, 08:36:24 pm
      Primal's tiles are at 90% complete, I should be able to release the set in a couple days. Really looking forward to that, this project's taken a while.

      *Just a quick edit to announce that the tiles are done! (http://www.bay12forums.com/smf/index.php?topic=172869.msg8291169#msg8291169)
      Title: Re: What's going on in your modding?
      Post by: SQman on July 01, 2021, 06:15:24 am
      I have a strange antipathy towards horses, but I do like when my dwarves hunt them relentlessly. That's why I made some extra ones for my Miscmod!.

      -Assicorn - a wild ass with a spiral horn on its head. Unlike unicorns it lives in tropical grasslands and savannas, and also deserts of all kind. Other than being smaller, there is very little difference between the two unicorn species.

      -Bicorn - two-horned equine predator that targets mostly good men (only fluff, can't really implement). Essentially evil predatory unicorns that make for terrifying mounts for goblins.

      -Dragon horse - a loong type dragon that can be mistaken for a horse from distance. Like all loongs it has antlers and whiskers, but unlike most it has long legs that allow it to run at incredible speed. It also swims faster than any humanoid, and is able to breathe underwater. It's a predator, but not a very aggressive one. It's a main mount for the upcoming Wukong race.

      I'm also going to make some changes to Kagusagi - shisa should be renamed to lunar shisa or something like that;
      there should be a yatagarasu style bird;
      I could also make the seven-branched sword shichishito, though I have no idea what kind of stats it should have;
      Kagusagi themselves' hair should not be blue so often, black and white should be the most common.

      I've got another mini-pack in mind - paradise animals, a collection of good and "good" creatures. It's still in the early planning phase.

      Of course there's also the Wukong, but there's still a long way before I get to that.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on July 01, 2021, 06:24:30 pm
      I had an idea to tone down the animal men in the wilderness by combining them all into a handful of multi caste creatures (because I'm good at that) and making them some civilizations. Their space in savage region pops can be filled instead with deadly mutant creatures.

      I also still wanted to do magic creature variations and plant creatures variations for spellcrafts, but haven't gotten that far yet.

      The last week has been so hot and miserable (over 100F every day since saturday) that I have been unable to concentrate long enough to get anything done. Inside the house is actually worse, since we live in a metal structure with no air conditioning.
      Title: Re: What's going on in your modding?
      Post by: SQman on July 02, 2021, 03:14:13 am
      Shichishito is halfway in size between katana and zanbato. It's got good penetration value but its speed is unremarkable. It has two dtab attacks - main branch stab is similar to long sword stab, just a bit less deep, while side branch stab is deep, but with low contact area.

      Yatagarasu was my first foray into custom bodies; as it turns out I could find a use for it before making the eventual mythical creatures mod. The moon crow is a glowing, white-feathered, three-legged crow. Mostly a flavor pet, just like vanilla rabbits and guinea pigs. It's immortal and borderline divine.

      The shisa is now silver shisa. It can still smite evil, but now doesn't appear in the wild, being a selectively bred breed of the real deal. It's silver instead of red.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on July 02, 2021, 07:56:30 am
      So, seems like my deity curses are (again) not working as intended. I have some curses that change the target into one of several animals with a no_aging tag added. In the first try I made separate versions of the animals so I could give them the night creature hunter token, which caused them to flee from civilization as intended during worldgen. In game it didn't work so well with them coming to player sites like werebeasts ("The pig cursed one Urist McProfaner has arrived! A medium-sized domestic animal.  It has a distinctive snout and corkscrew tail.  It is thought by some to be intelligent."). So, I ditched that idea and tried without the night creature token.

      Well, now it seems the cursed ones turn into animals and continue to live their lives as normal, like this one dwarf king who was cursed to be a seagull for the rest of eternity. The seagull's been sitting on the throne for a couple hundred years now, arousing suspicion not for being a seagull, but for appearing not to age, and so the seagull king has been laying oppressive edicts on his subjects.

      Not sure whether I love this and should keep it this way, or should I figure out another way to do the curses with less hilarity.
         
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on July 02, 2021, 06:18:49 pm
      I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized. Being turned into a squirrel should be enough of a punishment, right?
      Title: Re: What's going on in your modding?
      Post by: brewer bob on July 03, 2021, 05:07:24 am
      I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized.

      Huh, now that I think of it, I probably used some stuff from Spellcrafts as a guide/reference after getting the curse idea and being unsure of how to do it.

      I think I'll leave the curse as it is for now, though I might make it so that the cursed creature reverts to their old form for a couple of days during a moon cycle (a bit like in Ladyhawke (https://en.wikipedia.org/wiki/Ladyhawke_(film))).
      Title: Re: What's going on in your modding?
      Post by: Asin on July 10, 2021, 02:05:49 pm
      I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized.

      Huh, now that I think of it, I probably used some stuff from Spellcrafts as a guide/reference after getting the curse idea and being unsure of how to do it.

      I think I'll leave the curse as it is for now, though I might make it so that the cursed creature reverts to their old form for a couple of days during a moon cycle (a bit like in Ladyhawke (https://en.wikipedia.org/wiki/Ladyhawke_(film))).

      So, kind of like a reverse werebeast?
      Title: Re: What's going on in your modding?
      Post by: brewer bob on July 10, 2021, 02:39:01 pm
      I have a nearly identical curse for Spellcrafts, and I've just been allowing them to remain civilized.

      Huh, now that I think of it, I probably used some stuff from Spellcrafts as a guide/reference after getting the curse idea and being unsure of how to do it.

      I think I'll leave the curse as it is for now, though I might make it so that the cursed creature reverts to their old form for a couple of days during a moon cycle (a bit like in Ladyhawke (https://en.wikipedia.org/wiki/Ladyhawke_(film))).

      So, kind of like a reverse werebeast?

      Yeah, pretty much with the periodic trigger being something like this: [CE:PERIODIC:MOON_PHASE:1:26]
      Title: Re: What's going on in your modding?
      Post by: SQman on July 13, 2021, 01:30:40 pm
      I've made some more guars:

      -Gloomspore guar - a fungus shaped into the shape of a guar. Like true guars, it's not completely docile, yet not completely hostile either, though it should be tougher to kill due to the lack of blood or vital organs.

      -Wild hunt guar - a floral guar that blends the natures of plants and animals. It is a ruthless protector of forests, only trusting Bosmer who respect the Green Pact.

      -Kagouti fabricant - an artificial union of flesh and machine created by Sotha Sil to guard his realm of Clockwork City. It has brass legs and a brass-plated head. Shows up rarely in savage areas.

      What's left for guars? The guar vamidium and atronachs, I believe.
      I got bored of making creatures though, and I started working on Elder Scrolls plants. Only now I'm actually learning about modding plants, and so far it's been fun. There are lots of liberties to be taken, holes to be filled, lore to be made up. For example, what do we know about the Azra root from Shadowkey? What is sujamma made from? How is babby formed? This is one of the reasons I took on this project, answering those questions.
      Title: Re: What's going on in your modding?
      Post by: PlumpHelmetMan on July 21, 2021, 12:27:22 pm
      I've recently made it so that most vanilla creatures in my game have their own vocalizations now. Hoping it will add more flavour to my adv mode games now that dragons roar, hydras hiss, rocs screech, ogres howl, kobolds chitter and bark, jabberers...uh...jabber, etc.

      Also just made some other random tweaks that I felt like, some of which are more substantial than others. Edited certain description text to be more interesting, dragons are intelligent fliers that come in more colours than just green, ogres and ettins have tusks, cyclopes have a horn, kobolds have tails, you get the idea.
      Title: Re: What's going on in your modding?
      Post by: SQman on July 24, 2021, 04:26:43 am
      Stuff for Miscstuff!:

      -I've figured out how to translate Buddha's begging bowl to DF! The beggar's bowl is a grey underground mushroom with s bowl-shaped cap. It's a basically a rarer, more valuable plump helmet. Can be brewed into beggar's firewater.
      -Bunny-ears spinach - a green leafy plant with split leaves resembling a rabbit's ears. The plant is processed into bags like quarry bushes, because vanilla spinach is frustrating with how it works.
      -Aquila - a large bird of prey resembling a cross between a harpy eagle and a peacock. Native to good forested areas.

      Elder Scrolls mod:


      -Fire atronach guar - a dangerous fire-elemental daedra forced into the shape of a guar. It is composed of flames with an outer layer of volcanic rock. It can spit fireballs and swim in magma. They can be encountered extremely rarely in magma.

      The guar vamidium will force me to make the first custom metal - the numis, a stand-in for dwemer metal. It should be heavy and durable, but bad at holding edge Dwemer should be able to make it in some way; I considered an alloy of ebon and copper, but maybe that's too simple.
      Title: Re: What's going on in your modding?
      Post by: voliol on July 24, 2021, 03:02:56 pm
      I accidently re-uploaded an old version of my DF Diagnosipack (http://www.bay12forums.com/smf/index.php?topic=175695.msg8093584#msg8093584) utility instead of the new one... well it’s fixed now but I felt really silly upon finding it out.
      Title: Re: What's going on in your modding?
      Post by: FantasticDorf on July 26, 2021, 06:51:16 am
      Going to attempt to reuse Putnam's Projectile expansion script and projectile reactionary interaction dfhack scripts in order to make contact explosive siege ammunition (some explosive "stones" and rocket ballistae ammos) but i have creature definitions to fix first for the setting which is taking veeeery long time.

      All going well else, a few set aside stones made out of barrels and gunpowder could even be dangled off the ceiling for stone-drop traps, or i can catapult-fling specially etched rocks which invoke a particuar effects like stunning on impact; but my knowledge of 47. interactions is kind of a 'learn as i go along kind' experience.
      Title: Re: What's going on in your modding?
      Post by: 9joseph9 on July 29, 2021, 01:14:23 am
      rn I'm messing about with stone weapons, human cave civs, giant (the creature) dark fortresses, and a fortress civ of knockoff troglodytes I'm calling lemurians. The lemurians are spouse converters and experimenters, which has resulted in some interesting stuff so far, though its still all rather janky.

      So as it's intended, the males are spouse converters who make wives out of human females kidnapped from other civs. They do indeed do this, but naturally born lemurian wives are also a thing for some reason. Perhaps I can fix this by messing with the caste population weights, but idk yet. The lemurians also make experiments out of eachother, resulting in things like Plumus, a Lemurian who's mother is an experiment. Not sure if I can (or want to) get them to only experiment on other races.

      I was able to get them to semi-regularly make far more mountain halls than fortresses or hillocks by giving them 1000 biome support in mountains and 1 biome support elsewhere. They still make hillocks and fortresses, but if they are in a mountain range with more than one side on the map, they tend to spread throughout before spreading around.

      Reading the legends entries of some of these guys is funny, as they seem to like traveling the world taking up apprenticeships under various people, frequently getting into fights with humans, then one day they kidnap a random woman, and return to their home to settle down.
      Title: Re: What's going on in your modding?
      Post by: SQman on August 04, 2021, 03:28:15 pm
      (https://i.imgur.com/sj5jmDI.png)

      Well, turns out if you're a worshipper of a spider-goddess, you can expect some sort of punishment for eating spider meat. Who woulda thunk.

      I'm pretty much ready to release my unofficial branch of Rhenya's Drow, just a matter of starting a thread. It just so happens that starting a thread is the worst part of this whole ordeal, so it's not gonna be right this very moment.
      Title: Re: What's going on in your modding?
      Post by: SQman on August 11, 2021, 06:13:25 am
      More ideas for my unofficial branch of Rhenaya's Drow:

      -Demonweb warlock - a secret available to all races. Can summon a bebilith* and use eldritch blast. Greatly increases one's disease resistance.

      -Spider prophet - a secret available to female drow (if that's possible). Can summon a few yochlols* and spray venom that causes pain and blisters with a chance of paralysis.

      Simple religion/alchemy system centered around the new building - demonweb altar.

      -meat for silk - sacrifice a large amount of meat for a good chance to get a few sheets of valuable bebilith silk. A drow fortress shouldn't be short on silk, hence the relatively low price.

      -poison for drink - purify a barrel of poison cup extract into venomwine* by mixing it with strong liquor, namely drow gin. High chance of success.

      -blood for gems - sacrifice a barrel of blood for a small chance of getting a rough ruby or two.

      -silver to mithril - transmute silver to mithril using ichor and poison cup extract . Three bars of silver to one bar of mithril.

      -hearts for abyssal blessing - sacrifice many (prepared) hearts for a tiny chance of spawning a vermin that changes a drow into a draegloth*. It's unlikely, but if the vermin bites a drider, it turns it into a draegloth abomination*.

      Plants:
      -venomwine plant - a fake plant that exists solely as a source of extremely expensive wine for altar reaction. The wine grants small boons.

      Creatures:
      -bebilith - a giant demonic spider that can do everything a spider should do. Summoned by warlocks, and encountered deep underground. Can be tamed, but the drow shouldn't eat them.

      -yochlol - a demon in the form of a yellow slime monster with many tendrils and a single eye embedded in its body. A jab of its tentacle injects debilitating poison. It also has psionic ability to instill various egative emotion on enemies, and bolster the capabilities of its allies.

      -draegloth - a half-demonic monster of drow origin. It has four arms with enormous claws, and a slightly canine face.
      Males are hulking monsters with dog-like legs, imposingly broad shoulders and wild manes. They are deceptively intelligent, capable of serving not only as champions, but also generals;
      Females resemble unnaturally tall drow, of course with four clawed arms. Females, despite being much more gracile than males, are incredibly agile and supremely intelligent.

      -draegloth abomination - while unlikely, a drider may be blessed and turned into a draegloth. Such monster resembles a regular draegloth from waist up, and a colossal spider comparable in size to a bebilith below. It combines the demonic and arachnid traits that make it one of the deadliest things to encounter in the caverns.

      -draegloth monstrosity - like the abomination but with a scorrow instead of a drider. Its upper arms have transformed into pincers like those of its demonic ancestor.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on August 11, 2021, 12:04:48 pm
      -Spider prophet - a secret available to female drow (if that's possible).

      Should be possible. I tried out a deity curse that targeted only males of a certain species and it's worked as intended (so far) in the several worlds that I've genned.
      Title: Re: What's going on in your modding?
      Post by: Rekov on August 20, 2021, 10:17:17 pm
      A big part of the mod I am working on is making things out of various enriched types of ice - furniture, crafts, windows, etc.

      My question to the community is this:
      Which labor(s) do you think are most appropriate for this? My current set up is that I use both MASON and STONE_CRAFT, as determined by whichever skill would apply to the equivalent rock item.

      I worry if this concentrates too much utility in those professions though, because they now do all work with rock and with ice.

      What other skills might be better instead? I was thinking CUT_GEM, maybe. It would make the skill matter, since it would be associated with quality. Or GLASSMAKER since my ice is similar to glass in a lot of ways.

      There isn't really a 'right' answer, but I would welcome some feedback.
      Title: Re: What's going on in your modding?
      Post by: Kat on August 21, 2021, 06:02:30 am
      I made a species of giant ant, with the workers being usable as pack/wagon-puller animals, and the soldiers being trainable as warbeasts/mounts.

      still fiddling with the clutch size of eggs, and the population ratios. What would be most suitable ?
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on August 22, 2021, 02:04:34 am
      I made a second version of the root deer; the caantelope. It's an antelope made of cantelope, with a fat round body and toothpick legs.
      Title: Re: What's going on in your modding?
      Post by: DwarfStar on August 22, 2021, 12:07:00 pm
      I made a second version of the root deer; the caantelope. It's an antelope made of cantelope, with a fat round body and toothpick legs.

      (https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTDFmi7fzP8k47KTtix88wIz_NGV9P4t8PhLQ&usqp=CAU)

      Them's good eatin'!
      Title: Re: What's going on in your modding?
      Post by: SQman on August 23, 2021, 02:29:25 am
      Modding creatures, entities, plants, even items, was fun. Modding materials is very much not so, holy crap! I'll slog through Elder Scrolls metals, but for other mats I'll just keep stealing.

      On a brighter note, numis - dwemer metal - has been created. If everything went well, it should be very hard, extremely difficult to cut through, but also heavy, rigid and bad at cutting.
      I aimed at it providing superior, if heavy, defense against bladed weapons. It also should shrug off weaker blows from blunt weapons, but crack under powerful hits. It should also work well for maces and hammers.
      What's the catch? It's expensive and will only be available to the Dwemer and those who trade or fight with them.

      I've made this metal now for the guar vamidium, a mount for the Dwemer.
      Title: Re: What's going on in your modding?
      Post by: Splint on August 23, 2021, 03:54:53 am
      Begun the horrible process of entirely reorganizing my Vanilla Expanded mod. It's become a mess of folders in folders and it's a pain in the ass to update anything to do with entities because of the number of them.

      I also realize I should probably include a list of new creatures, their sizes, and where to find them along with any notable dangers they might pose (fire, venom, whatever,) in one place, as opposed to being spread out in the changelogs in the mod's thread.

      This task is going to be made of pain and suffering.
      Title: Re: What's going on in your modding?
      Post by: HyperboleJoe on September 09, 2021, 02:28:10 pm
      I'm just starting a Combat Flavor Text, Combat Quips, Action-movie One-Liners type mod. This will add additional dwarfy dialogue to the Combat Log, such as a Hammerdwarf yelling "Hammer time!" or "Bloodlust feels almost as good as inebriation!" or an elf crying for momma while being bludgeoned. As I get further along I anticipate sourcing suggestions from the community.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on September 10, 2021, 12:50:07 pm
      I finally uploaded all those subterranean goodies I've been hoarding to https://dffd.bay12games.com/file.php?id=15656

      I forgot I put cave sharks in the spellcrafts mod as a critter you can turn into (not yet, I never got around to it) so I was briefly concerned I'd dun goofed and lost it.

      [Edit]
      I had a dumb idea today while at work, because a while back I had been reading about polyploidy in plants which led to polyploidy in animals which led to kleptogenesis and the ambystoma salamanders on the northeastern US that contribute to a hybrid all-female kleptogenetic/parthenogenetic lineage in the region.
      Anyway, today I remembered how in DnD dragons can breed with any species and produce viable offspring that are hybrids and that are themselves able to reproduce. They're kinda like a magical fire breathing scaly ambystoma salamander going around incorporating not only other salamanders genes but any animal they can. And that's a facet we kinda want in DFin the future, to be able to have centaurs and elf/dwarf hybrids but lo, I can already do a faked up version of that for a DF dragon themed mod using summoning and transformation effects timed to match the average length of pregnancy or egg incubation.

      What I'm getting at here, is, would a dragon mod that actively spat out hybrid children be interesting? I kinda want to do it just to see it function and spit out hybrids, even though it would be confined to a list of species the dragon is compatible with or like a generic dragon/mammal hybrid if the father had the mammal creature class, which runs into the complication that reptiles, birds, fish arthropods etc don't have associated creature classes in vanilla.  And they'd probably be summoned as adults, I don't think the summoning interaction will spit out a child. Never seen it happen anyway.
      Title: Re: What's going on in your modding?
      Post by: PlumpHelmetMan on September 20, 2021, 04:19:32 pm
      Something I've been curious about in the villains release cycle for a while: is it possible to mod a [POWER] creature that spreads good tiles, or is evil all that's supported right now?
      Title: Re: What's going on in your modding?
      Post by: brewer bob on September 20, 2021, 07:25:21 pm
      is it possible to mod a [POWER] creature that spreads good tiles, or is evil all that's supported right now?

      It's creatures with [SPREAD_EVIL_SPHERES_IF_RULER] (https://dwarffortresswiki.org/index.php/DF2014:Creature_token#SPREAD_EVIL_SPHERES_IF_RULER) that spread evil tiles (what kind they are depends on their sphere). So, only evil currently, unless there's some way to hack it?
      Title: Re: What's going on in your modding?
      Post by: SQman on September 24, 2021, 07:02:22 am
      Creatures!

      Gorbs are quadrupedal birds closely related to owlbears, but unlike their cousins they have long wings that serve as arms as well as legs, which gives them ape-like appearance. They have enormous, brightly colored beaks that they use to pick fruit and crack nuts.

      -Fire-billed gorb - a large gorb from tropical forests, roughly the size of a gorilla. It is useful as a war beast - matures and grows to full size faster than gorillas. Name derives from its bright orange beak.

      -Long-winged gorb - a small, gibbon-like gorb. Valuable as a pet, but that's about it. Climbs faster than it walks.

      -Bald-headed gorb - a gorb with a featherless, vibrant blue head. It's roughly the size of a chimp, but it's rather cowardly.

      -Fungorb - a gorb with a serrated beak for shredding cavern fungi. It is territorial and easily angered. Appears in small troops and steals food. Can be trained for both purposes.

      -Gorb kong - a massive semi-megabeast gorb filled with primal rage. Still, it's just a wild animal and can be tamed. Truly the eight wonder of the world.

      Owlbears are still in the concept phase, but I've got a good idea what to do. They are deadly predators with sharp claws on their wings.

      -Great owlbear - the basic kind, resembling a huge grizzly bear crossed with a great horned owl. A solitary denizen of temperate forests and mountains. Trainable for war and hunting, and also a mount for daring riders.

      -Snowy owlbear - a slightly smaller species, but still huge and prone to rage. They can be encountered in tundras and taigas.

      -Sandy owlbear - a small owlbear the size of a large dog. Digs through sand for rodents and other vermin, but will attack anyone who gets too close. Bird-bear honey badger. Lives in deserts, grasslands and savannas.

      Running owlbear - a slim owlbear with long legs and wings, resembling a canine rather than a bear. Shows up in a wide variety of tropical biomes.

      As soon as I remembered that caverns exist I came up with some variations for existing creatures:

      -Blind wyvern - an eyeless wyvern with long, fleshy whiskers. Related to jabberwocks, but it's not quite as large or aggressive. Unlike other wyverns, it lives in flocks up to 5 and can be dangerous if disturbed.

      -Foul wyvern - a twisted wyvern with a disturbingly enlarged tongue that serves as the beast's main weapon. Its mouth, tongue and teeth drip with necrotizing venom. Lives deeper underground than blind wyverns.

      -Nosferohound - a gigantic, lumbering flederhound, a vampiric flightless bat that can drain a dwarf dry with little more than a bite. Fortunately an average dwarf will easily outrun such monster.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on September 24, 2021, 05:10:17 pm
      Unfortunately, the average dwarf will run towards the monster. God, they're dumb.

      I was unable to do anything at all this week modding wise, I've lost my creative spirit, probably because I'm so damn tired and sore from work.

      But, a horrible critter I had made a long time ago made a series of appearances in adventure mode; a giant parasitic wasp that preys on creatures by injecting them with a "larvae" venom that transforms the victim into a crazed wasp after a period of time. They've become a common wild predator in this forest my adventure started in, and I encountered no less than three named ones in the span of two days. The venom, it turns out, still works. I am now a wasp and can go around starting a wasp-zombie apocalypse with my stinger.
      Title: Re: What's going on in your modding?
      Post by: DwarfStar on September 24, 2021, 10:47:15 pm
      I was googling owlbears and came across this great story about how they (and rust monsters, bullettes, and a few others) were all inspired by these peculiar monster toys from Hong Kong.

      https://web.archive.org/web/20140205210831/https://diterlizzi.com/home/owlbears-rust-monsters-and-bulettes-oh-my/

      (https://web.archive.org/web/20140202021659if_/http://diterlizzi.com/home/wp-content/uploads/2013/12/Owlbear.jpg)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on September 24, 2021, 11:46:35 pm
      That is a corn-on-the-kappa.
      Title: Re: What's going on in your modding?
      Post by: delphonso on September 25, 2021, 04:19:47 am
      Yeah! I read about this too. I was so fascinated by it, I figured that the next time I go to Hong Kong, I'll dig around some of the old toy shops and hobby shops to see if any of these were sold there. I'm curious what they're meant to be - Ultraman foes seems likely, but it could be anything.
      Title: Re: What's going on in your modding?
      Post by: Will Phoenix on September 25, 2021, 03:08:18 pm
      I got no idea why, but I made beds brewable.

      Now with a simple bed and a still, my dwarves can drink a mug of bed mead which has a 50% probability of causing bleeding due to the splinters in the drink.  8)
      Title: Re: What's going on in your modding?
      Post by: ZM5 on September 26, 2021, 05:05:53 am
      Getting back into the swing of things, mostly thinking of doing various tribal-type invader races - some simpler, and some more complex in terms of castes and the like (more complex ones also being tougher). Figure most will be some OC ideas and others will be taken from Black Desert - some of the tribal factions in that game would make for simple but neat invaders. Will probably also be doing ideas I once had back when I started modding (or ones I can remember anyway).

      Had an idea for a "mechanized menaces" pack as well, mostly inspired by Terraria's mechanical bosses - in this case, mechanized versions of vanilla game semimegas and megas, i.e a Mecha-Minotaur with wheel attachments on the hooves so it "skids" on the ground at high speed, sorta like the GRAD from MGRR, as well as a rocket engine on the back so it can charge at super high speeds, or a Mecha-Ettin that can shoot out copies of its heads as flying drones. Besides that also some mechanical invaders like Cyber-goblins - cyberized goblins with different variants, some having merely cybernetic enhancements and some being fully cyberized, with only their innards being organic; or Bucketheads - essentially unintelligent junk-bots made from various parts haphazardly put together and bearing AI cores that are either malfunctioning or are intentionally directed to eradicate organic life.

      Got other miscellanous ideas too, like the Proto-humans - basically "humans?" with emphasis on the question mark - some demented twat (that is, me) attempting to create humans but ending up with them looking like they came out of the character creator of a game like Ark or something similar - so horrifically (https://cdn.discordapp.com/attachments/827438197155823616/891421787798265907/XvdqPJa-j-Y4rGf_5SPHmXbFpPWGkfxZsM1bpbKG5B0.png) deformed (https://cdn.discordapp.com/attachments/827438197155823616/891421096329498624/Arksecharactercreationinanutshell_72be77_6167538.png). I'm still not quite sure how to get experiments to work the way they should (still end up with only vanilla procgenned ones appearing in towers) so I figure for now they'll just be weird wild creatures that one can come across.
      Title: Re: What's going on in your modding?
      Post by: peasant cretin on October 24, 2021, 08:51:53 am
      Part of DF's system for combat is an attacker's number of available attacks applied against the defender's targetable body parts.

      Shorter menus for both, IMO equal cleaner simulation for units under AI control.

      Besides what Sver and Taffer used for facial features, adding INTERNAL token to toes and fingers, and limiting natural attacks to left/right punch/kick for HUMANOID_NECK creatures achieves this nicely.

      Due to force transfer's overpowered numbers, the less pin-to-tile behavior for all AIs involved in group skirmishes, the better, so along with BITE removal there's wrestling controls via prehensile grips.

      Insofar as you can tinker with wrestling, I've removed the LIMB token from upper/lower arms, and upper legs to simulate the real world's possible 2 points of contact standing/4 on the ground: hands retain GRASP and lower legs retain LIMB.

      Standing units who have been world-genned/assigned with hands filled won't wrestle at all.

      To be consistent I guess most creatures not HUMANOID_NECK need the LIMB token removed since wrestling unfortunately can proceed beyond the tie-up contact stage to strangles/joint-locks for many animals. While occasionally funny to watch a horse spam various joint-locks, it's not all that great simulation-wise.

      The problem of force transfer can be navigated in Adventure Mode under player control, but it's not well managed for AIs, particularly smaller creatures like your melee squads inflicting force transfer on larger critters like semi/megabeasts. Unsure what I'll do here.
      Title: Re: What's going on in your modding?
      Post by: muffinsofjoy on October 25, 2021, 02:55:15 pm
      I'm forcing myself to learn new things.  I might do reactions next?
      Title: Re: What's going on in your modding?
      Post by: SQman on October 31, 2021, 03:31:17 pm
      I've decided to flesh out Kagusagi as a playable race, and in the process learn to mod buildings.

      The bunny people aren't all carrots and moon dust; they are also accomplished paper crafters. The paper folder's workshop allows them to turn sheets of paper into clothing, doors (shoji), furniture, toys and crafts. Paper and origami inorganics have higher value than common stone and wood to incentivize using them.

      Paper katanas could be cool, but I'm not sure if I should make them useful or just funny.
      Title: Re: What's going on in your modding?
      Post by: DwarfStar on November 07, 2021, 01:11:53 pm
      Paper katanas could be cool, but I'm not sure if I should make them useful or just funny.

      Paper katanas in general should be sharp, but highly non-durable. But if you happened to get an artifact paper katana...
      Title: Re: What's going on in your modding?
      Post by: SQman on November 07, 2021, 05:53:29 pm
      Since weapon durability isn't a thing yet, I've decided to just copy bronze stats for the sharp origami, and reduce the density to around the density of candy. Bladed weapons such as katanas will be both deadly and lightweight. Paper armor will not be a thing though, not only because I didn't feel like balancing the stats of the material, but also to give it some sort of drawback.

      A few new thematic toys for rabbit kids: toy katana, kendama (cup-and-ball), beigoma (battling spinning tops; traditional beyblade), ohajiki (marbles except flat), shogi set (japanese chess), origami crane (can only be made with paper).

      For the next update of the Miscmod! I've also changed the jeweled tree to resemble a paulownia rather than an oak. That change consisted of renaming "acorns" to "nuts". Oh well. There will be more plants and creatures once I decide what to work on next.
      Title: Re: What's going on in your modding?
      Post by: nrh on November 16, 2021, 04:18:22 pm
      I'm working on overhauling mayor elections using dfhack script. I'm inspired by "Crusader Kings".

      What was made so far:
      5 candidates are selected based on their social skills and lust for power value.
      Each candidate picks one populist slogan based on most popular unfullfilled needs in fortress.
      Candidates with stronger lust for power pick their slogan first (To somehow compensate their lower social skills).

      Voter makes decision based on factors:
      My plan is to rig vanilla standard 17th Hematite elections by temporarily giving my winner candidate insane intimidation skill. So vanila game would make him mayor and handle other logic unknown to me.

      Dfhack console test is under spoiler. Candidate list(left) and voter priorities(right)
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: SQman on November 17, 2021, 02:16:21 am
      Making a modpack (a very small one this time, mostly my own mods) for my new fort I've got round to fixing bugs in ALL my unreleased mods.
      Caprine and bovine giant animals (Animalia) had some issues with caste names due to the CASTE_NAME tokens being placed in the wrong spot.
      Guanaco and vicuña men (Animalia) had no fingers because their mundane forms have custom two-toed feet.
      Some dinosaur hybrids (Dino Hybrids) were supposed to have skin rather than feather, yet I forgot to change it to be so. Similarly, one dino was supposed to have a mane of feathers that I had forgotten to define.
      Fungirachne (Cavern Fauna), the spider-puffball critter, had no eyes because they couldn't connect to its headless body. Had to make new body parts.
      Canis root (Unnamed Elder Scrolls mod) had no seed material defined.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on November 17, 2021, 04:13:12 am
      In my quest to create a world embroiled in constant war, I have decided to create a small utility for displaying and tweaking the relationship levels between a large number of different entities based on their respective ethics. That way I can tweak them until everyone loathes everyone else.

      Has anyone done any science on how spheres and values impact relations between entities?

      EDIT:
      Nice, it works!
      As a proof of concept, here are the numbers for the vanilla entities.  The left column shows the observer, the top row shows the observed.  Lower numbers means the observer hates the observed more, and all else being equal, should be more likely to go to war.
      I'll post it as a utility in a bit.

      MOUNTAINFORESTPLAINSEVILSKULKING
      MOUNTAIN39-31-34-176-13
      FOREST-3040-71-159-33
      PLAINS9-2333-78-16
      EVIL-36-36-1223-14
      SKULKING-4-27-73-12326

      Run online (https://indigofenix.com/misc/EntityRelationshipTweaker.html)
      Download Link (https://dffd.bay12games.com/file.php?id=15748)
      Title: Re: What's going on in your modding?
      Post by: Enemy post on November 23, 2021, 01:30:24 pm
      Though I haven't been modding lately, I've been watching the thing with Meph and Vettlingr and Kitfox.

      My takeaways:

      1.Always meticulously follow licensing/crediting rules.

      2.Stealing things creates great work, but is legally dangerous.

      3.Patreon is way, way more trouble than it's worth here.

      4.I originally tried to make Primal's tileset by scrounging up tiles, but I couldn't find enough and had to do it the hard way by drawing every single one myself. In retrospect, really glad I did it that way.
      Title: Re: What's going on in your modding?
      Post by: nrh on November 24, 2021, 11:11:57 am
      I found some interesting things about dwarves who own food:

      1. If dwarf owns a prepared meal, he prioritizes eating it. Finally not some raw plump helmet!
      2. Looks like if food owned by dwarf is stored on the table -- it does not rot. And dwarf doesn't try to throw it on the floor.

      So I found how to create jobs in advfort.lua and made this experimental script based on it: https://github.com/Uvellibash/df-experiments/blob/main/hack/script/servant.lua (https://github.com/Uvellibash/df-experiments/blob/main/hack/script/servant.lua)

      It counts private dining rooms and empty tables. Then it creates jobs to move prepared food on dining room tables, 1 meal per table.

      If dining room is shared with spouse and has two tables -- 2 jobs are created.

      Spoiler (click to show/hide)

      To move things I use bringItemToDepot job-type. But instead of depot I pass coordinates of the table, and it just works. It also works with chests, maybe other buildings.
      Title: Re: What's going on in your modding?
      Post by: FantasticDorf on November 24, 2021, 06:01:48 pm
      Id almost say foward this to Toady, it could speed along things considerably for some aspects of the tavern arc, but id definitely use it if dwarves could be a bit more picky to choose their preference food for the job (unless somoene else brings it in? Im not sure)

      Very interesting, do dwarves drink out of owned mugs stored on tables too?
      Title: Re: What's going on in your modding?
      Post by: SQman on November 25, 2021, 04:06:24 am
      Everybody likes spiders. Better yet, man-spiders. I'm talking about yet another classic D&D monster, the ettercap.
      My ettercaps are specialized bipedal arachnids rather than just spider-related monsters - they have eight limbs (two arms, two legs, four vestigal appendages) with hands end feet ending with tarsal claws, eight eyes, venomous mandibles, and sticky webs. Generally they are ambush predators.

      -weaver ettercap - a generalist ettercap, unremarkable when it comes to size or abilities. It sprays web from 3 tiles away, and gold ts venom causes pain, then numbness, then possible temporary paralysis of the bitten body part. The size is 70k for males and 100k for females.

      -hairy ettercap - a huge tropical ettercap that assaults its victims with its powerful arms. It does not actually spray webs, though it still creates silk (compatible with Kazoo's silk eggs mod). It's venom isn't all that powerful either, causing pain and mild swelling. Males are 200k, and females are 220k.

      Assassin ettercap - a highly specialized species that uses its vestigal appendages as stingers. Said appendages are greatly enlarged while its arms are reduced in size. Its venom has a chance to inflict many different effects: localized swelling, oozing and/or necrosis, fever, drowsiness, even long lasting coma. It can spray webs from 5 tiles, although with a long cooldown. Size-wise, males are 50k, females 80k.

      -cave ettercap - a spindly ettercap that specializes in long distance web-slinging. Its venom goes straight to the lungs and heart, causing paralysis that either goes away quickly or persists until the victim suffocates. 45k for males, 60k for females.

      -umber ettercap - a massive ettercap from below the earth. It lacks the ability to spin webs completely, but in exchange it has enormous arms and mandibles that tear the flesh of anything that it perceives as food. Its venom causes mild dizziness, erratic behavior, and a sense of dread, that is if one doesn't get decapitated by its huge mandibles. 300k for males, 400k for females.
      Title: Re: What's going on in your modding?
      Post by: nrh on November 25, 2021, 05:15:23 am
      Id almost say foward this to Toady, it could speed along things considerably for some aspects of the tavern arc, but id definitely use it if dwarves could be a bit more picky to choose their preference food for the job (unless somoene else brings it in? Im not sure)
      It's not hard to change. Selecting best food from a list requires some more computations. I will make it an option later.

      Very interesting, do dwarves drink out of owned mugs stored on tables too?

      I experimented with giving a barrel of wine. Dwarves don't like it when their owned items are stored inside other items (not constructed buildings, like table, chest or cabinet). Most likely they would pick wine from a container and throw it on the floor of their room. Happens even if container is in the room already. And this goes as "store owned item" job, which is classified as "TidyUp" in raws.

      Other problem is how to force dwarf to fill a mug if not for drinking. There is no separate job for that.
      Title: Re: What's going on in your modding?
      Post by: Atkana on November 28, 2021, 02:29:49 am
      While working on a custom creature I noticed there some, uh, odd quirks with how the rat raws are established and how that effects rat people. Y'see, because rats aren't given a childhood stage and have their full body size established at 0-days old, that also means that rat people are born fully grown as adults, those poor rat women mothers. It's a mercy for them that another quirk in the rat raws means they only give birth to single offspring rather than a real rat's up to 18 pups, because well...

      I just thought I'd leave everyone with that mental image
      Title: Re: What's going on in your modding?
      Post by: Fae on December 02, 2021, 05:33:26 am
      I managed to finally do my first mod which was making goats able to be sheared like sheep or alpaca wool! Basically like actual cashmere! Now I can do a fort based around goat products. :D
      Title: Re: What's going on in your modding?
      Post by: SQman on December 04, 2021, 07:27:55 am
      I'm back at the Elder Scrolls mod, getting to the end of the guar family:
      -Guar vamidium - a dwemer mount, benign and unable to bite, though its kicks may be deadly due to them being composed of dense dwemer metal. Can be found in the caverns.

      -Frost atronach kagouti - a kagouti-shaped daedra made of ice. They can cast frost cloak, causing creatures caught in the cloud of frost to get blisters, slowdown, and decrease in endurance. The atronach lacks tusks for some reason, but that's how it is in ESO.

      That leaves the storm and iron atronach guars. I gotta be honest, I don't like working with inorganic creatures all that much.
      I should also give mundane guar species some sort of "milk". I think I'll actually name it "milk".

      I've started fish which should be fun. There's a lot of those in ESO, and none of them have any dscriptions, so I can get creative. Anyway, so far I've made some slaughterfish:

      -slaughterfish - the regular ones based of the lobe-finned ones in Skyrim and ESO. They are common in all temperate bodies of water. Most are slightly smaller than a dwarf, but some don't stop growing until they are 400k in size.

      -blind slaughterfish - mentioned once in a dialogue in Morrowind, apparently larger than the regular one. I based their appearance of the slaughterfish from Oblivion except white. They live in underground lakes. I gave them extravision to emphasize their keen senses that make up for their lack of vision.

      -electric slaughterfish - from the same conversation as the blind one,  similar to the ones from Daggerfall. They prefer saltwater, both temperate and tropical. I'd imagine their electric attacks wouldn't be extremely potent, however there would be a small chance for paralysis.

      Next up: the remaining guar atronachs, and fish.

      EDIT:

      Unrelated to the TES mod, some plants:

      -Tree sundew - a giant madagascar sundew

      -Pitcher tree - a pitcher plant except tall, shaped like a palm tree

      -Giant trumpet pitcher - exactly what it says on the tin

      -Flytrap tree - a tree-shaped venus flytrap

      They can all be found in wetlands, and their wood is on the heavier side.
      Title: Re: What's going on in your modding?
      Post by: Teneb on December 08, 2021, 08:44:32 pm
      Decided to slowly return to modding DF because why the heck not. It is somewhat soothing in its own way, New mod, though, don't want to have to remember where I left off with other stuff.
      Title: Re: What's going on in your modding?
      Post by: FantasticDorf on December 09, 2021, 06:57:23 am
      Decided to slowly return to modding DF because why the heck not. It is somewhat soothing in its own way, New mod, though, don't want to have to remember where I left off with other stuff.

      Glad to see it, your old warhammer mods have left me months of fun to poke, prod and build upon.

      For myself, i've been experimenting with [COMMANDER:<position>:<all?>] tokens, and thus far i think i've made a breathrough in how to properly organize army controllers so they aren't a spawl of bottom level non-historical captains rushing, which should mean gameplay wise that a entire army can be capped for gameplay purposes to be defeatable within invader-cap by restricting their numbers.

      Just a tweak to put a number instead of 'all' and tightly controlling captains within the framework.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on December 10, 2021, 12:42:56 am
      Decided to slowly return to modding DF because why the heck not. It is somewhat soothing in its own way, New mod, though, don't want to have to remember where I left off with other stuff.

      Glad to see it, your old warhammer mods have left me months of fun to poke, prod and build upon.

      For myself, i've been experimenting with [COMMANDER:<position>:<all?>] tokens, and thus far i think i've made a breathrough in how to properly organize army controllers so they aren't a spawl of bottom level non-historical captains rushing, which should mean gameplay wise that a entire army can be capped for gameplay purposes to be defeatable within invader-cap by restricting their numbers.

      Just a tweak to put a number instead of 'all' and tightly controlling captains within the framework.

      Oh, I've been trying to figure this out! Is it possible to make it so that a civ generates histfig generals according to the scale of its wars, instead of always having the same number?
      Title: Re: What's going on in your modding?
      Post by: FantasticDorf on December 10, 2021, 08:46:48 am
      Oh, I've been trying to figure this out! Is it possible to make it so that a civ generates histfig generals according to the scale of its wars, instead of always having the same number?

      Squamous has a kind of archetype, where the units are directly tied to the nobles rather than standing independent for the monarch, which isn't exactly the same way i do it, but they believe it'll make them more historically prevalent and turn up for fights, which falls within the realms of my own theories about defeatable army sizes, where if they only send one controller at a time within a engineered size 200 (with no mercenaries used in fortress mode), 250-300 invader cap should be enough to have all the war animals, and top to bottom military heirarchy when they grow that large appear with maybe some space left over. Still pending a live test.

      I have a save with some of my WIP token configurations here (https://dffd.bay12games.com/file.php?id=15777), common army dwarves, elven tribal warriors & animalperson volunteers, feudal humans with unedited goblins, though some of them need chat-worthy so you can properly monitor histfig military units from the crowd. So this is what i've been working on recently.

      Title: Re: What's going on in your modding?
      Post by: Dylan Ail Don on December 11, 2021, 10:17:55 pm
      I'm creating a simple but nice mod that adds a new building: The Livery Yard.

      A Livery Yard allows your dwarves to ride tamed animals. You pasture an animal over the workshop, and with just a reaction your worker will become a real rider.

      Anyways, I can't manage to make mounts useful in Fortress Mode. I already explained this in another post. (http://www.bay12forums.com/smf/index.php?topic=179310.msg8336021#msg8336021) I'm trying to make the mount have the same pathfinding of its rider, but I can't manage to do it well.

      I added a function in the mod's script that tries to make the mount go to the same place that the rider wants, but it doesn't change anything.

      Code: [Select]
      function fixRiders()
      for k, unit in ipairs(df.global.world.units.active) do
      if dfhack.units.isCitizen(unit) and unit.riding_item_id ~= -1 then
      local mount = df.unit.find(tonumber(unit.riding_item_id))
      -- This should fix pathfinding issues. The mount will try to go to the same place as the rider at all times.
      -- based on companion-order.lua
      if mount.path.dest.x ~= unit.path.dest.x or mount.path.dest.y ~= unit.path.dest.y or mount.path.dest.z ~= unit.path.dest.z then
      mount.idle_area.x = unit.path.dest.x
      mount.idle_area.y = unit.path.dest.y
      mount.idle_area.z = unit.path.dest.z
      mount.idle_area_type = df.unit_station_type.ChainedAnimal -- Doubtful
      mount.idle_area_threshold = 0
      mount.follow_distance = 50
      mount.path.dest = {x=unit.path.dest.x,y=unit.path.dest.y,z=unit.path.dest.z}
      mount.path.goal = df.unit_path_goal.SiteWalk -- Doubtful
      mount.path.path.x:resize(0)
      mount.path.path.y:resize(0)
      mount.path.path.z:resize(0)
      end
      end
      end
      dfhack.timeout(1, 'ticks', fixRiders)
      end

      I'll keep trying.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on December 12, 2021, 09:58:12 am
      I'm a little confused about how site population caps work. In vanilla site populations are supposedly capped at 120, but I'm sure I've seen big cities before, though they are rare.

      Setting the pop cap for city-builders to much higher values, like 10000, makes enormous metropolises a fairly common feature, which are fun to explore. Surprisingly, the slowdown isn't that bad.  Do NOT try this with fortresses.

      For some reason, alligators tend to show up a lot in these cities, at least in my experience. Why alligators specifically? I have no idea. Is it because they are large predators that can live underwater? Are they breeding in the sewers? Could be just a coincidence, but it doesn't feel like one.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on December 13, 2021, 06:10:31 pm
      Fine-tuning a creature: a vermin beetle that hangs around your refuse piles. Its bite is not strong enough to be dangerous to human-scale creatures on its own (as long as you don't leave dead bodies all over your meeting hall), but when a bunch of them are captured and thrown into a small pit together they serve as a means of "disposing" of unwanted enemies.

      Although now that I think about it, they might still be dangerous to pets and children...

      Spoiler: Blood Beetles (click to show/hide)

      Has anyone actually established whether VERMIN_ROTTER causes things to rot faster, or does it just mean the vermin are attracted to decaying items without actually causing it? If the former, a beetle pit might also serve as a way of skeletonizing corpses faster...though retrieving said skeletons could prove tricky.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 14, 2021, 05:54:42 pm
      Just let the cats in before anyone else. Hundreds of dead beetles

      I've been away from df for a while, but I'm pretty sure I finally caught and cleared up the crash issue I was having
       Witch lights are still, as they always have been, a pain in the ass material wise. Game doesn't like it when you use liquid or gas materials, even if you've tweaked them to be solid at room temperature. So right now it's just made of stoney aether. Not ideal, but not crash inducing either. So far...
      Title: Re: What's going on in your modding?
      Post by: Nautilus on December 14, 2021, 07:41:58 pm
      Part of DF's system for combat is an attacker's number of available attacks applied against the defender's targetable body parts.

      Shorter menus for both, IMO equal cleaner simulation for units under AI control.

      Besides what Sver and Taffer used for facial features, adding INTERNAL token to toes and fingers, and limiting natural attacks to left/right punch/kick for HUMANOID_NECK creatures achieves this nicely.

      Due to force transfer's overpowered numbers, the less pin-to-tile behavior for all AIs involved in group skirmishes, the better, so along with BITE removal there's wrestling controls via prehensile grips.

      Insofar as you can tinker with wrestling, I've removed the LIMB token from upper/lower arms, and upper legs to simulate the real world's possible 2 points of contact standing/4 on the ground: hands retain GRASP and lower legs retain LIMB.

      Standing units who have been world-genned/assigned with hands filled won't wrestle at all.

      To be consistent I guess most creatures not HUMANOID_NECK need the LIMB token removed since wrestling unfortunately can proceed beyond the tie-up contact stage to strangles/joint-locks for many animals. While occasionally funny to watch a horse spam various joint-locks, it's not all that great simulation-wise.

      The problem of force transfer can be navigated in Adventure Mode under player control, but it's not well managed for AIs, particularly smaller creatures like your melee squads inflicting force transfer on larger critters like semi/megabeasts. Unsure what I'll do here.

      Just removed most of the limb tokens from [HUMANOID_NECK]. When I tested in the arena I was able to break someones hips and they did not fall over. Unfortunately the limb tokens are also used to define the function of the body part bot just for wrestling. After I put the lib tokens back a single broken hip would cause a human to collapse.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on December 16, 2021, 05:44:40 am
      Just let the cats in before anyone else. Hundreds of dead beetles
      Actually cats are the ones in the most danger.

      It takes about 10-15 consecutive bites to kill a human-sized creature - unlikely to happen unless you put a refuse pile in the dining room. Children can die from about 3-5 bites, but since they aren't hauling refuse or working in the butcher shop, they are less likely to get bitten.

      But cats actively hunt the beetles, and are small enough to be killed by one or two bites. And sometimes the beetles bite before the cat can kill them...

      The other issue is that once there is a hospital they will frequently cancel jobs to "rest their injury" even from a single bite.

      What determines whether a creature considers an injury worth resting? Is it any negative syndrome, or does it require a certain level of severity?

      I'd like them to ignore one or two bites, but if they are starting to bleed out it makes sense to seek a hospital, if nothing else because their current occupation is probably in a beetle-infested spot and they should be smart enough to move. (Of course, if the hospital is infested with beetles that becomes an iaaue on its own, but that's all part of the fun...)
      Title: Re: What's going on in your modding?
      Post by: SQman on December 17, 2021, 05:48:09 pm
      If cats can't handle an infestation, then why not make them immune to beetle venom? There has to be some answer to killer beetles skulking about or else no bone carver would live to become legendary.


      As for my work, I've made a spider that can be milked. It does not make silk, but both genders produce silk-milk that can be turned into silk-cheese. Its venom causes pain, swelling, and oozing. Appears in all cavern layers in small groups.

      I've also moved some of my first creatures - yatagarasu (three-legged crow) and jian (one-winged bird) - to the Miscmod!.

       I suppose I should upload the new update (working title: the /po/ update) soon.
      Title: Re: What's going on in your modding?
      Post by: Teneb on December 18, 2021, 08:11:37 am
      Work continues slowly apace.

      Mod is WH40k because screw it why not. Gotta embrace the trans compulsion to warhammer. Plan is to do a civ or small pack of related creatures and release. Then repeat. Will avoid DFHack to keep it simple and make it easy to update later.

      No promises it'll ever be finished, of course.


      EDIT: doing tyranids first because I want something that can be just slotted into any game without much issue or supporting stuff. Going to be caste heavy, but things will get faster to do as body parts and such are out of the way.
      Title: Re: What's going on in your modding?
      Post by: peasant cretin on December 18, 2021, 01:41:28 pm
      Part of DF's system for combat is an attacker's number of available attacks applied against the defender's targetable body parts.

      Shorter menus for both, IMO equal cleaner simulation for units under AI control.

      Besides what Sver and Taffer used for facial features, adding INTERNAL token to toes and fingers, and limiting natural attacks to left/right punch/kick for HUMANOID_NECK creatures achieves this nicely.

      Due to force transfer's overpowered numbers, the less pin-to-tile behavior for all AIs involved in group skirmishes, the better, so along with BITE removal there's wrestling controls via prehensile grips.

      Insofar as you can tinker with wrestling, I've removed the LIMB token from upper/lower arms, and upper legs to simulate the real world's possible 2 points of contact standing/4 on the ground: hands retain GRASP and lower legs retain LIMB.

      Standing units who have been world-genned/assigned with hands filled won't wrestle at all.

      To be consistent I guess most creatures not HUMANOID_NECK need the LIMB token removed since wrestling unfortunately can proceed beyond the tie-up contact stage to strangles/joint-locks for many animals. While occasionally funny to watch a horse spam various joint-locks, it's not all that great simulation-wise.

      The problem of force transfer can be navigated in Adventure Mode under player control, but it's not well managed for AIs, particularly smaller creatures like your melee squads inflicting force transfer on larger critters like semi/megabeasts. Unsure what I'll do here.

      Just removed most of the limb tokens from [HUMANOID_NECK]. When I tested in the arena I was able to break someones hips and they did not fall over. Unfortunately the limb tokens are also used to define the function of the body part bot just for wrestling. After I put the lib tokens back a single broken hip would cause a human to collapse.

      Much thanks for pointing that out. That's interesting and unintentional due to my careless reading of the body token page on the wiki.

      So, I too have reverted back to the world of eldritch abomination wrestling ^__^ ---> all can/cant_learn animals resume their training under John Danaher.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 18, 2021, 06:53:17 pm
      The other issue is that once there is a hospital they will frequently cancel jobs to "rest their injury" even from a single bite.

      What determines whether a creature considers an injury worth resting? Is it any negative syndrome, or does it require a certain level of severity?

      I'd like them to ignore one or two bites, but if they are starting to bleed out it makes sense to seek a hospital, if nothing else because their current occupation is probably in a beetle-infested spot and they should be smart enough to move. (Of course, if the hospital is infested with beetles that becomes an iaaue on its own, but that's all part of the fun...)

      They probably visit the hospital on contracting any syndrome that has negative effects. Have you tested if they'll still go to the hospital if the syndrome is set to be ignored, once the associated injuries become severe enough?
      Title: Re: What's going on in your modding?
      Post by: Madde on December 22, 2021, 04:21:25 pm
      Fine-tuning a creature: a vermin beetle that hangs around your refuse piles. Its bite is not strong enough to be dangerous to human-scale creatures on its own (as long as you don't leave dead bodies all over your meeting hall), but when a bunch of them are captured and thrown into a small pit together they serve as a means of "disposing" of unwanted enemies.

      Although now that I think about it, they might still be dangerous to pets and children...

      Hey, this is really neat! I was thinking about a general theme to start fleshing out the tropical regions of my mod, and your blood beetle just inspired me to make something along the lines of the bloodflies from Dishonored 2. In short, they are parasitic hive insects that lay eggs into live hosts and turn them into mindless hive caretakers.

      As for the mod I'm working on, I'm not really sure where it is going or how it'll end up when I finish it. I started off with the basic idea of having a cookie-cutter western european style human civ with items and equipment vaguely resembling Victorian era stuff (firearms, fancy clothing and whatnot), pitted against some Darkest Dungeon/Bloodborne inspired old god cultists and other eldritch beings. I've spent the better part of the afternoon desperately trying to incorporate dwarves into the mix, but having them in high numbers just feels off without the presence of other high fantasy creatures like dragons and elves. I'm thinking about making them a substitute for animal men to at least make them appear among city folk, but it would be weird to encounter a flock of naked dwarves running around in the wilds. I wonder if having all four of the [NO_<season>] tags allows them to still spawn and join civs during worldgen, while also preventing them from being encountered as wildlife in regular play?
      Title: Re: What's going on in your modding?
      Post by: SQman on December 27, 2021, 07:24:05 am
      The new batch of animals is all about dogs: wargs, barghests and black hounds.

      -Grey warg - a hump-backed wolf-beast from temperate forests. It is not evil, but it is a dangerous predator at half ton of weight and with pack hunting instincts. They are ferocious mounts used by orcs (not yet) anyone who manages to tame them in worldgen, meaning elves most of the time. They can rarely be black or white instead of grey, which signifies nothing at all.
      Saberwargs were also given a hump and trainability, but this is not about them.

      -Grim warg - a species of warg native to the caverns. Slightly smaller than grey wargs, hairless and blind. Still can be ridden.

      -Shuck - the traditional black dog, larger than a regular dog, but not gigantic. It roams evil temperate grasslands and shrublands. Shucks can curse its prey to death, literally. The victim may pretty much explode into a fountain of blood after a year following the shuck sighting. It's only 10% chance though, and shucks are solitary.


      Oh, and wukongs and their monkey king leaders exist now. Now for the chinese weapons...
      -Basker - a gigantic shaggy wolfhound with glowing eyes. It can be found in evil temperate wetlands where it can be recruited by goblins to act as an attack animal or a mount. It can't curse anyone, but it's tough to kill due to its size.

      -Shadow barghest - an ambush predator resembling a large emaciated hound with glowing eyes. They live in wooded evil areas including taigas and swamps. Nothing really interesting about this one, but...

      -Mist barghest - it is similar to the shadow barghest instead they are white, live in sparsely wooded areas, and can summon thick fog to aid its hunt. Not sure if that does anything in fortress mode.

      -Xolotl - a type of tropical barghest resembling a hairless dog with a skeletal head. Dunno if they should have the shuck's death curse or not.
      Title: Re: What's going on in your modding?
      Post by: Fikilili on December 31, 2021, 10:17:26 am
      I am back and starting developing a high-fantasy mod that essentially boils down to "Vanilla DF but with just more stuff". See, I like the High Fantasy mods out there, but they don't feel too too right for me. You know? Even if you generate a new world, it feels like the mods have their own inherent lore on their own, which is an issue that I want to avoid. (Or at least, in my eyes it's an issue)
      So expect races and subraces that aren't crazy looking thing-people with StarWarsey names and shallow "deep lore". Just very simple stuff that could fit in your average Fantasy universe from the 70s/80s. I really, really wish we could mod new buildings and types of sites in the game, but until the map rewrite or until someone figures out how the game generates and implements structures and proposes a fan-fix of the many generation issues, then I'll just stick to races, animals and items. Oh well.
      To make it feel like "Vanilla DF but High Fantasy", I'm trying to think of ways to make each race/sub-race somewhat unique in terms of gameplay. You know? With their interactions with the world and the dwarves. So if like, if I add a High Elf race, then they should have something unique going on. Same goes for Orcs, they can't just be strong raiders who ruin everything, because the Goblins do that job already pretty well.
      Beside that, I'm probably just going to add whatever I like. So stuff like Elfquest Elves and Gelflings, who knows?

      Well, that what I have in mind, but I'm feeling like people have seen that kinda stuff over and over again. So it might be just better to come off with something a little less... predictable? I think I just wanna do a generic High-Fantasy mod just so that there can be one and call it a day. But at the same time, may be doing something more... Alien might interest people.
      Title: Re: What's going on in your modding?
      Post by: Madde on January 07, 2022, 07:54:35 am
      I made an immobile lantern post "creature" that can be lit up at a wood furnace. Initially I only wanted to use it for decorative purposes but I realized that I can also give them an interaction that weakens or slows down nearby night creatures, since the main focus of my mod is on introducing new entities and creatures of darkness. Lighting them is a bit finicky because I use the old evaporating boulder method, but once they are lit up they stay on until destroyed.

      (https://i.imgur.com/OtVYf2w.gif)
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on January 08, 2022, 05:38:31 pm
      What.  How did I.  What.

      Spoiler: what (click to show/hide)

      I am not using DFHack.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on January 09, 2022, 11:52:38 am
      I think duped raws can allow that.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on January 09, 2022, 01:52:04 pm
      It's not duped raws - the rest of the game is working fine.

      I've checked around a bit and found that there are several instances of oni deities getting killed.  My guess is that is has to do with the oni species, which are NIGHT_CREATURE_SPOUSE_CONVERTERs with a civilization.  This is surprisingly functional - they generally behave like normal civilized creatures, but occasionally one will suddenly start acting like a night creature, get booted out of society, and start kidnapping and converting other species.

      My guess is that the game didn't really account for deities in the form of night creatures, and tries to give them both deity and night creature behavior in worldgen - both creating slabs and ambushing travelers, the latter of which can get them killed.

      The game handles this surprisingly well - I haven't seen a crash yet.  I know from DFHack experiments that deities are, internally, regular historical figures of their respective species, just with a deity flag that stops them from existing physically and lets them do god stuff.  I wonder if it's possible to encounter an oni deity living in a cave in adventure mode.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 10, 2022, 06:46:12 am
      I've had also deities being killed during world gen after some modding.

      I did a version of dwarves that had multiple castes of mutants who all had the [BLOODSUCKER] token, which resulted in dwarf deities of the mutant castes sometimes getting killed during mutant purges (they had a constant secretion syndrome which added "mutant" to their display name).
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on January 10, 2022, 07:55:26 am
      It's not duped raws - the rest of the game is working fine.

      I've checked around a bit and found that there are several instances of oni deities getting killed.  My guess is that is has to do with the oni species, which are NIGHT_CREATURE_SPOUSE_CONVERTERs with a civilization.  This is surprisingly functional - they generally behave like normal civilized creatures, but occasionally one will suddenly start acting like a night creature, get booted out of society, and start kidnapping and converting other species.

      My guess is that the game didn't really account for deities in the form of night creatures, and tries to give them both deity and night creature behavior in worldgen - both creating slabs and ambushing travelers, the latter of which can get them killed.

      The game handles this surprisingly well - I haven't seen a crash yet.  I know from DFHack experiments that deities are, internally, regular historical figures of their respective species, just with a deity flag that stops them from existing physically and lets them do god stuff.  I wonder if it's possible to encounter an oni deity living in a cave in adventure mode.

      oh yeah technically night trolls are generated right next to gods in the history figure list. so having a sapient civil group of night trolls be literally the first civ to exist means their gods would be consider a historical figure night trolls. then they would just act like a normal night trolls in the world gen. this does in fact lead to encounters of folks becoming god killers but I haven't seen the result of an night troll deity kidnapping folks and doing spouse conversion as that would be as close to DF going to get to literal demigods.
      oh and deities in world gen tend to not get nemesis data so they won't really get the luxury of showing up in someone's game or spawn in sites they were residing in.
      pretty interesting to realize in worldgen everyone is equal including the gods


      oh currently in my sessions of modding I've dip into fiddling with towns to see if I can construct a mini town in dfhack
      and the results end up being either crash worthy or accidentally burrowing several z levels into the ground with a building I spawned in.
      I already got inhabitants living in said buildings so I guess one could build a dungeon with dfhack and just explore it in adventure mode, or make custom civ sites.
      though given the placements of the structures seem to crash unless I roll up on a certain sweet spot building placement... it kinda got me re-thinking on how useful would this script be for folks on a causal level.
      Title: Re: What's going on in your modding?
      Post by: SQman on January 17, 2022, 11:35:54 am
      Currently I'm working on Animalia that, sadly, had been on hiatus for a long time due to how boring getting everything from the old ADP project is. I've soldiered through the gazelles/small antelopes file, got through hippopotamuses (hippopotami?), and corrected some minor mistakes (klipspringer living in forests for some reason).

      Finally, a while back when testing driders for Rhenaya's Drow update, I've realized what makes werebeasts so dangerous - it is not their melee or biting skill, but rather dodging. A drow turned into a drider for eating spider meat was beaten to death by his unarmed colleagues, while a werelizard can dispatch a squad of untrained yet armed soldiers. Turns out not getting hit raises one's chances of survival significantly
      So, seeing as any peasant armed with a knife can easily kill a lion, I've decided to give some animals dodging skills. It's mostly relevant with predators and thieves, but some prey animals such as deer and antelopes got some too. In general, small and nimble animals will be better at dodging attacks than massive beasts, meaning that a grizzly bear will be a poor dodger while a cat should be more adept at avoiding danger.
      The only really large file left to update is whales. As unlikely as a player is to encounter a dolphin, I don't think they deserve to be left out.

      Edit:

      I've also been making some extra stuff for Miscmod!:
      Birds:
      -Seraph heron - a six-winged water bird from good wetlands. Inoffensive creature that appears in small flocks.
      -Bloodbird - a repulsive creature resembling a featherless chicken with bat-like wings and a maw of a lamprey in place of head. they can apear in all but the coldest evil areas, swooping down in large flocks to gorge themselves on dwarven blood. Still, they are rather small and not exceptionally agile.

      Demons - as a group these creatures are dwellers of evil areas, are immune to curses, and take 3/5 damage from all sources.
      -Oni - red and blue demonic brutes, just like the tsuki-oni that serve Kagusagi. In fact, they aren't at all different from their servile cousins. They are greater demons of wrath, and appear in evil mountains and temperate forests. They are prone to rage, but don't really have any other special offensive abilities. I should come up with a friendly skill with drawbacks too, since they are demons; I'm not sure whatto do here.
      -Tauriz - an animalistic lesser demon of wrath; a knuckle-walking beast with hooves on its hind legs, bull-like horns on its head, and a maw full of sharp teeth. They are 100% prone to rage, but are tamable to civilizations that use evil livestock. They live in more open areas such as grasslands, shrublands, savannas, and marshes. They are named after the zoroastrian daeva of destruction, while its design is based of horned demons from Heroes of Might and Magic V (maybe I should have made more changes...)
      -Belos - a major demon of envy; a hooved humanoid with hairy legs, and a bull's head made of pure gold. They lack brain and throat, limiting the number of weak spots on their bodies. They are perfectly capable of killing with their golden horns, but they will have some sort of ablility to make the player's life harder. They should also have some kind of interaction with allies, maybe inspiring envy which temporarily increases attributes, but causes, well, envy and anger?
      Title: Re: What's going on in your modding?
      Post by: WonderPsycho on January 20, 2022, 06:00:20 pm
      currently working on a new civ mod for DF, that focuses on adding in many new and unique civs to DF, and adding in a few tweaks for vanilla DF civs here and there, and minorly focusing on adding some new creatures to DF as well, with the main focus of the mod mainly focusing on adding these new DF vanilla setting based civs and a few creatures for the main focus of adding more !!FUN!! to the normal DF gameplay, currently I am constantly at work on a chaos cultist civ type I am working on and trying to figure out some ways to fix up some problems with that civ type, I also already thought up of a perfect name for this civ mod I am working and plan on finishing a first release for it when I am done, and for that thought it would be great to name this upcoming mod the "Civs+ Mod" if this name is already taken let me know
      Title: Re: What's going on in your modding?
      Post by: SQman on February 02, 2022, 07:26:37 pm
      Belos demon that I've mentioned earlier now has an offensive interaction, the curse of envy, that raises envy propensity, causes the feelings of hatred, loathing and bitterness, and has 10% chance of making the target go berserk. It can present itself as a deity to its allies, making them feel admiration, zeal and rapture while also raising focus, the drawback being a chance to cause the same negative effects as the curse, just with lower chances.

      I've also made a few more demons:

      -Rashk - a small, hideous, hunchbacked humanoid with a strong hatred for beauty. Despite being humanoid in shape, it is just a wild beast driven solely by envy. Steals items, and isn't afraid to fight for them.

      -Lilim - succubi and incubi, greater demons of lust appearing as beautiful young women and men with small wings and short horns. They can drain life essence causing harm to body and mind of the target (haven't finalized the interaction yet). They are legendary in some of the social skills from birth. They are born as children rather than babies.

      -Jahi - a minor demon of lust in the shape of a hooved woman with ram-like horns and a bovine tail that terminates with a sharp metallic blade. They lack the subtlety of succubi, sucking the life essence with blood. Unlike other minor demons, jahi are sentient and can join civilizations.

      All greater demons are POWERs and corrupt surroundings if they become leaders. Their spheres are:
      Oni - depravity/thralldom/chaos/murder/strength
      Belos - depravity/metals/fame/thralldom/jealousy
      Lilim - depravity/beauty/lust/persuasion/revelry
      Title: Re: What's going on in your modding?
      Post by: montejobarato on February 03, 2022, 06:11:06 pm
      I am trying to bring Rain world(with almost 100% accuracy) to dwarf fortress, kind hard, still trying to think how im gonna make the void thing at the dephs of the earth and having some how the civilization interact with it and all that stuff, the other thing is the gigantic water vapor blasting and so much more. to be completly  honest i will probably not get it 100%, or not even finish it because of some hard coded stuff, but i will try my best i guess
      Title: Re: What's going on in your modding?
      Post by: voliol on February 05, 2022, 01:17:24 pm
      I linked up my "extract raws from save files" tool DF Rawminer with the rest in my DF Diagnosipack (http://www.bay12forums.com/smf/index.php?topic=175695.0) pack. It doesn't really add that much new other than having them in the same place, and it's probably not the loftiest tool as it can only extract from uncompressed saves. Still, I have hopes it should make it easier to explore those save-file raws in the future, helping answer questions like: "what are the precise sizes of the werecreatures"? Too many other projects currently (plus I'm sick) so I won't get into that soon, but it should be much less cumbersome than when the tools weren't linked up and I had to switch between them to get the divine (http://dwarffortresswiki.org/index.php/DF2014:Divine_metal) material (http://dwarffortresswiki.org/index.php/DF2014:Divine_fabric) colors.
      Title: Re: What's going on in your modding?
      Post by: SQman on February 07, 2022, 06:43:04 am
      My first secret! Demonweb warlocks are now a part of my Rhenaya's Drow Unofficial Branch. They can learn the secret through slabs created by gods of chaos, through books and apprenticeship, or they could be bound by a curse.
      The warlocks are more resistant to disease, more focused and smarter, but not at all faster or stronger. Instead they rely on their ability to summon a bebilith and cast eldritch blast.

      Bebilith is a massive demonic spider with sharp claws. It slings webs and has a venomous bite, just like a spider should. They can be encountered deep underground as a sort of boss monsters.

      Eldritch blast fires a purple glob that causes bruising, bisters, and debilitating pain. It also has a chance to cause necrosis.


      Other than that I've tweaked animals from that mod. They all have combat skills including dodging now, and the spiders now lay eggs and have mandibles.


      The plan before the next update includes a second secret - the spider prophetess, but I've talked about this earlier. The spider altar and alchemy come later.

      Edit:

      Yochlols, the handmaidens of Lolth, were kinda tricky - I had to make them from scratch since they are very non-standard and I've never had anything like them.
      Fortunately I had slime templates on hand from another mod.
      To make them more kllable I've decided to give them brains even though I wasn't supposed to. To compensate for their lack of skuls and soft bodies I've fiven them higher damage resistance than I usually give demons.
      Overall they should be very dangerous, with webs, aralytic and necrotizing venom, and a psychic attack. It is smaller and has worse combat skills than the bebilith, but a spider prophetess will be able to summon two at a time.

      I've also discovered that driders would bite with their mouths instead of teeth, and had pus defined twice for some reason. This carried over to scorrows. I've fixed all of this already.

      Edit 2:

      (https://i.imgur.com/Up3ivXI.png)
      (Fixed the name after that)

      The warlock got pulped by the yochlol who was in turn destroyed by the bebilith. Unfortunately the bebilith attacked its warlock in the next test. Gotta work it out.
      Title: Re: What's going on in your modding?
      Post by: SQman on March 02, 2022, 04:37:10 am
      Fish.
      The problem with the fish from Elder Scrolls is that there is little to no lore about them, not even as little as a description.
      Slaughterfish are seemingly well defined, but there are also two different species - blind and electric - that are briefly mentioned in Morrowind and then completely ignored. I mentioned them before, so I'm not gonna discuss them.

      Fish from Skyrim (river betty, silverside perch, cyrodiilic longfin, histcarp) all use the same model in the game, but I decided to make them more distinct and actually came up with some meaningful descriptions - river betty is a temperate river betta, longfin is like a fancy guppy, histcarp is a carp that is given Hist sap for cleaning and protecting Hist roots, perch is a perch. They all have the basic magical effects from Skyrim.

      I have no idea where or when it's explained, but the trodh is apparently a fish that becomes extremely poisonous almost immediately after death, and is therefore best eaten raw just after killing, or if you're an argonian you can just swallow it alive. The problem is that you can't have that in DF, so I've made the poison mild, causing only nausea and some dizziness. Trodhs are also rare so you don't have to deal with them on every embark.

      That brings us to the completely undefined ESO fish. Most are fishable vermin, some od them having negative effects (toxic xoach being a carrier of swamp fever for example), while others have some other stuff going on (weaver octopus is a webber, however it's gonna work).
      Some fish are large creatures. That includes the old man gar, king sturgeon, shark tadpole, few actual sharks, moray lamprey, and some more. Most are dangerous predator with an appetite for dwarven flesh.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on March 06, 2022, 04:02:50 pm
      (https://i.imgur.com/LZ3ErRU.png)
      (https://i.imgur.com/cCx22eb.png)
      Working on my first TC - completely different than my usual fare, with a post-apoc setting rather than a fantasy one.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on March 08, 2022, 01:01:11 am
      Im sorry, is this a Thriller zombie party interaction?
      Title: Re: What's going on in your modding?
      Post by: ZM5 on March 08, 2022, 02:19:16 am
      Im sorry, is this a Thriller zombie party interaction?
      Believe me, I was bewildered by this as well. Was testing out a race I did for this mod, and decided to go to a necromancer tower for the hell of it. And then I saw this
      (https://i.imgur.com/MQi1uFf.png)
      I didn't think the zombies would be using interactions, since on my other mods I don't think I've seen them use interactions much.
      Title: Re: What's going on in your modding?
      Post by: Eritzap on March 19, 2022, 03:50:00 pm
      Finally found out the source of a weird effect on my modded civ and creature that had been bothering me.

      I discovered that the [NATURAL_SKILL] token, when used to set a combat skill, will cause all creatures to be "hardened" in proportion to the set level.
      Level 4-6 will give the "is getting used to tragedy." string, 7-9 will give "is a hardened individual.", and 10 and above will give "doesn't really care about anything anymore."

      Is that a know fact? Because I certainly couldn't find any mention of it out there.
      Title: Re: What's going on in your modding?
      Post by: Atkana on March 20, 2022, 09:44:54 am
      Finally found out the source of a weird effect on my modded civ and creature that had been bothering me.

      I discovered that the [NATURAL_SKILL] token, when used to set a combat skill, will cause all creatures to be "hardened" in proportion to the set level.
      Level 4-6 will give the "is getting used to tragedy." string, 7-9 will give "is a hardened individual.", and 10 and above will give "doesn't really care about anything anymore."

      Is that a know fact? Because I certainly couldn't find any mention of it out there.
      That's neat - I never knew that. If I had to hazard a guess as to why, I imagine it might be something like the game generates the unit, notices the unit has military skills, then assumes they must've been in the military/trained as a soldier so gives them some appropriate hardenedness based on their supposed level of military experience.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on March 24, 2022, 04:03:48 am
      (https://i.imgur.com/rEXEZoR.png)
      Changing dialogues was a great idea.
      Title: Re: What's going on in your modding?
      Post by: Laterigrade on March 24, 2022, 07:38:52 am
      Im sorry, is this a Thriller zombie party interaction?
      Believe me, I was bewildered by this as well. Was testing out a race I did for this mod, and decided to go to a necromancer tower for the hell of it. And then I saw this
      (https://i.imgur.com/MQi1uFf.png)
      I didn't think the zombies would be using interactions, since on my other mods I don't think I've seen them use interactions much.
      You know, I don’t think I’ve even seen dwarfs do this.
      Title: Re: What's going on in your modding?
      Post by: Atkana on March 25, 2022, 09:46:50 am
      Days since returning to modding after going on hiatus because DFhack bugs prevented mods from working: 1.
      Number of new DFhack bugs encountered that prevent new mod from working: 1.

      Q_Q
      (yeah, I've reported it. The other one's been sitting there for over a year though, so I don't have my hopes up.)
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: ZM5 on March 26, 2022, 05:15:10 am
      (https://i.imgur.com/jNws8U3.png)
      (https://i.imgur.com/TU165kz.png)
      Some more results of modding. Almost done, only really have wild creatures left for this.
      Title: Re: What's going on in your modding?
      Post by: SQman on March 27, 2022, 02:49:11 pm
      That looks like a really useful skill.

      "Oh no, I'm surrounded by bandits! I know, I will kill myself! That will show 'em!"

      That's exactly how I handle all of my problems  8)

      ---

      Anyway, fish. My criteria for fish in the Elder Scrolls mod are the following:
      -they have to be fictional;
      -they can't be named after people or places

      I've accumulated quite a collection:
      Spoiler: Large fish (click to show/hide)
      Spoiler: Vermin fish (click to show/hide)
      Spoiler: Vermin crustaceans (click to show/hide)
      Spoiler: Mollusks (click to show/hide)
      Spoiler: Echinoderms (click to show/hide)

      ---

      Not wanting to mess around with reactions, I started making a little optional module for Rhenaya's Drow Unofficial - the most miserable race of Underdark: the Duergar.
      The grey dwarves are physically similar to regular dwarves, just grey and they keep their heads and beards short or shaved clean. Mentally they are joyless, ruthless, and cruel, creating masterworks that are devoid of beauty as it is not a value they hold. If I decide to make them playable, their depressiveness will be how I keep them from being overpowered.

      The Duergar have two abilities:
      -Enlargement - makes a Duergar larger and stronger for a short period of time. Maybe there can be some sort of penalty when the effect ends, like fatigue or sickness.
      -Invisibility - when a Duergar decides to run away, they increase their agility and other such stats.

      There is a rare caste called Durzagon - a Duergar displaying devil ancestry. Their hair and beards are replaced by sharp spines that they can launch at their enemies.

      The duergar use a variety of subterranean animals - giant bats, deep rothe, pack lizards, spitting crawlers, osquips (six-legged rat things), steeders (giant riding spiders). They also use quaggoths as slaves.


      Oh, and spiders have book lungs now.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on March 30, 2022, 11:40:48 pm
      Trying to come up with some cool new enemies to throw in. Having difficulty with some of the custom interactions.

      So far I got:
      1.) a glass octopus

      2.) Some kind of mostly stationary plant monster that spawns in underground cavern layers.
      I want it to have a custom dust emission interaction which changes living things plant-zombies. The monster also causes wandering clouds of mind-control spores to waft across the map above ground, which encourages players to deal with it. Was toying with the idea of what would happen if you were to somehow tame this particular semi-megabeast. An army of 100% loyal plant zombies that worship the plant monster as a god would be cool.

      3.) Cockatrice with an interaction that turns things into statues. Not really sure how to specify that an entity needs "eyeballs" in order to be converted into a stone statue. I really like the idea of having a trained war cockatrice that is chained in the middle of a garden filled with stone goblin statues, which as you might have guessed, are the petrified remains of previous invaders.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on April 02, 2022, 01:41:52 pm
      (https://i.imgur.com/18C7FKq.png)
      Expanding on the "man who blows his brains out" from earlier - deranged pulsating-headed man whose head explodes (or rather a caste for a roaming fake "bandit"-esque creature). Video of the ability in action (https://imgur.com/a/9nGYIBP) - kinda looks cool actually. Changed the bone shard density after this test too so it doesn't knock back.
      Title: Re: What's going on in your modding?
      Post by: Thunderforge on April 07, 2022, 01:15:14 pm
      I’ve changed all the words used for names in the dwarf language raw for… more preferential names. Obviously I’ve kept Urist, but now we have Glod, Ungrim, Drong, Thorgim, etc.
      Title: Re: What's going on in your modding?
      Post by: Atkana on April 12, 2022, 03:44:16 am
      I've been working on a poison-based mod which includes, among other things, the ability to add poisons to items. Based on the rules I set out for what constitutes as a combat-usable poison, it turns out that the most abundantly available poison that most forts are going to have access to is booze. The idea of defending your fort by stabbing your enemies into drunkenness is such an incredibly dorfy concept, and I love it.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on April 12, 2022, 12:21:30 pm
      (https://i.imgur.com/pCbDRbT.png)
      Boogeyman replacements.
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on April 15, 2022, 01:51:43 am
      The stealth bug is really getting me down.

      There are a whole bunch of things I'd like to implement using HIDE interactions, but with hidden creatures being invincible in Adventure Mode...it's kind of a drag, you know?
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on April 15, 2022, 02:14:52 am
      I came up with a new way of implementing finishing moves for my Fortal Kombat mod.  Dealing a blood-drawing or bone-breaking blow using an unarmed attack (generally only possible if you've basically beaten them already) imparts a combination of traits which could be targeted by interactions, letting you finish them off with a variety of what would otherwise be overpowered attacks depending on what secret powers you've acquired (it also makes them take additional force damage from attacks so you can do stuff like explode their head with a heavy punch).

      The mechanic is so much fun that I might make additional sphere secrets that aren't strictly speaking from the Mortal Kombat games, but feel as if they could be.  Maybe a secret of hunting that lets you turn your defeated enemy into a small prey creature and summon dogs to chase them down...

      It's a shame there's no way to deal physical blows or make enemies explode using interactions.

      Anyone know of a good way to make a non-lethal fire attack that can be safely used by non-fireproof creatures?  Fireballs in DF are pretty overpowered and I'd like to restrict them to finishers, but you can't have a secret-based mod without pyromancy.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on April 16, 2022, 10:31:38 am
      Maybe a secret of hunting that lets you turn your defeated enemy into a small prey creature and summon dogs to chase them down...
      Sounds like a version of animality+babality. Maybe the animal and birth spheres could be used for those.

      EDIT: Or children sphere rather than birth - I forgot it existed.

      Anyone know of a good way to make a non-lethal fire attack that can be safely used by non-fireproof creatures?  Fireballs in DF are pretty overpowered and I'd like to restrict them to finishers, but you can't have a secret-based mod without pyromancy.
      i once used blisters+pain+bleeding-inducing inorganic projectiles for that, and now a projectile that comes out with a high melting point and slightly lower boiling point so that it evaporates immediately on a hit (for an AOE effect) - latter can still set stuff on fire, but its also likely to just cause some melting damage.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on April 18, 2022, 12:19:16 am
      so saw that bogeyman replacement and realize the game will keep track of those hallucinations in legend mode and I guess in some scenarios with the adventurer the hallucinations will linger on outside of the cackling event.
      As they don't poof when the sun shows up they only poof when the game ends the cackling event(which one of the set ups for that is sun rising but it's not tied to the creature.)... and if their corpse lingers awhile.
      let alone interactions can affect them so any lingering necromancy, status effects and syndromes would also affect them.
      like with how they work you could pull a quantum disturbance being with them... but I Don't think LISA series has dimensional crossing characters in it (if this is a lisa mod). so I guess hidden joy mutants that appear and explode into fine mist? though turning the player into a type of joy mutant that seems fine up until they activate the cackling and find out that they need to reverse the transformation or they just also die along with the other mutants when the event ends seems like a lisa event.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on April 18, 2022, 02:19:28 am
      so saw that bogeyman replacement and realize the game will keep track of those hallucinations in legend mode and I guess in some scenarios with the adventurer the hallucinations will linger on outside of the cackling event.
      As they don't poof when the sun shows up they only poof when the game ends the cackling event(which one of the set ups for that is sun rising but it's not tied to the creature.)... and if their corpse lingers awhile.
      let alone interactions can affect them so any lingering necromancy, status effects and syndromes would also affect them.
      like with how they work you could pull a quantum disturbance being with them... but I Don't think LISA series has dimensional crossing characters in it (if this is a lisa mod). so I guess hidden joy mutants that appear and explode into fine mist? though turning the player into a type of joy mutant that seems fine up until they activate the cackling and find out that they need to reverse the transformation or they just also die along with the other mutants when the event ends seems like a lisa event.
      The hallucinations poof when the cackling ends so their corpses dont linger (their severed body bits do though - taken a precaution so that their body materials have the "mystery" prefix rather than "hallucination" - should give the effect of the player character waking up from their hallucination trip surrounded by unidentifiable severed limbs and piles of blood and gore).
      There's several different types of hallucinations, mostly for a creepy experience in some evil biomes (especially since their "descriptions" don't actually describe them) - there's gonna be clouds of hallucinogenic mist rolling through evil biomes, as a reason to why the hallucinations would appear - going with the assumption that they're just normal creatures (for the setting, anyway) like bears or snakes, but the player character is seeing them twisted and far more grotesque due to the mist - presumably they too are freaking out due to the mist.

      It is a LISA mod, and nah, joy mutants aren't considered bogeys - there's several variants, some are crazed wild predators, some are docile and can be tamed, and some of the more huge and/or more twisted than usual ones are megabeast variants. One of the hallucinations is ostensibly a weaker joy mutant, but the "joy addict" castes obviously don't transform into that one.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on April 18, 2022, 07:34:48 am
      so saw that bogeyman replacement and realize the game will keep track of those hallucinations in legend mode and I guess in some scenarios with the adventurer the hallucinations will linger on outside of the cackling event.
      As they don't poof when the sun shows up they only poof when the game ends the cackling event(which one of the set ups for that is sun rising but it's not tied to the creature.)... and if their corpse lingers awhile.
      let alone interactions can affect them so any lingering necromancy, status effects and syndromes would also affect them.
      like with how they work you could pull a quantum disturbance being with them... but I Don't think LISA series has dimensional crossing characters in it (if this is a lisa mod). so I guess hidden joy mutants that appear and explode into fine mist? though turning the player into a type of joy mutant that seems fine up until they activate the cackling and find out that they need to reverse the transformation or they just also die along with the other mutants when the event ends seems like a lisa event.
      The hallucinations poof when the cackling ends so their corpses dont linger (their severed body bits do though - taken a precaution so that their body materials have the "mystery" prefix rather than "hallucination" - should give the effect of the player character waking up from their hallucination trip surrounded by unidentifiable severed limbs and piles of blood and gore).
      There's several different types of hallucinations, mostly for a creepy experience in some evil biomes (especially since their "descriptions" don't actually describe them) - there's gonna be clouds of hallucinogenic mist rolling through evil biomes, as a reason to why the hallucinations would appear - going with the assumption that they're just normal creatures (for the setting, anyway) like bears or snakes, but the player character is seeing them twisted and far more grotesque due to the mist - presumably they too are freaking out due to the mist.

      so like when I brought this up, I was wondering about the idea of how would you handle the "hallucinations getting out of the cackling"?
      like there's a potential chance say the player talks to one of them then dies and ends the game session and doing so means the game unloads the map and stores any historical figures including the hallucinations that got talked to. which adds them into legends and saves them for next session and usually keeps them in the area where the previous adventurer died.
      though depending on if you make these hallucinations sapient I ponder if I could re-do the same experiment I did with bogeymen in vanilla about year ago and probably move one into a player fort.
      though I guess if not sapient then that opens the door to taming and domesticating hallucinations.
      which probably also leads to someone making hallucination/mystery meals, mystery clothes, mystery trinkets.

      oh yeah one more thing the corpses linger for like 1 frame after the cackling ends so a necromancer could reanimate the corpses after ending the cackling by killing them all.
      so on the off chance there's necromancy in this mod one could probably get an undead hallucination companion or mount depending on if A they got the mount token on them, B turn into a creature that has the mount token on them thus means you can just ride them while they turn into that creature and maintain the mount afterwards.

      though I guess most of what I brought up is covered by 'hallucinations are just wild animals in some hallucinogenic mist'

      hmm now I wonder if night_creature_bogeyman just makes it so the creature corpse vaporizes and that they just show up in the cackling(and kills them if the cackling ends), or is there any thing else to it like preventing them showing up in the wild... I know that token doesn't prevent entities from having them as I tested that on humans (who behave like normal up until cackling event happens then they just all die when/if the adventurer ends the cackling) and animal entity tokens allows one to have bogeymen as citizens. though with how rare it is to start that event I wonder if the token just doubles as a 'vaporize corpses' token until the player goes through and cause the cackling to happen.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on April 18, 2022, 07:59:52 pm
      In spellcrafts I have witchlights which were once bogeymen and could show up with the cackling. Bit also appeared as wildlife and elsewhere. Not sure if it still works though, haven't found a region where bogeymen spawn
      Title: Re: What's going on in your modding?
      Post by: Deon on April 27, 2022, 04:45:08 pm
      Getting in touch with new additions, remembering old ropes, and reseaching what cool DFHack tools people have made.

      (https://i.imgur.com/oykYhjw.png)

      Also yay, guns, shotguns and rockets. I love it.
      (https://i.imgur.com/PabBiPy.png)

      (https://i.imgur.com/kuTrcRw.png)
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 03, 2022, 04:40:06 pm
      I've been getting back into modding lately (though I've never actually released anything). Been going through all my old pitiful modding attempts, ditching loads of stuff and fixing the rest the best I can. Mostly real-life trees, plants/herbs, animals and such so far.

      Maybe I'll eventually post the raws in case someone wants to use them in their mods.
      Title: Re: What's going on in your modding?
      Post by: peli082 on May 04, 2022, 09:56:35 pm
      Making a mod in order to play kobolds. Manipulated the creature_standard.txt(Giving them intelligence, removing [FLEEQUICK], etc), entity_default.txt (Gave them Nobles, tags to make weapons and armor available, etc) and item_weapons.txt (Basically changed the some weapons so that kobold can use them). Its going great! I was pleasantly surprised when Kobold Egg laying works.

      (https://imgur.com/Gq2VCPj.png.png)

      (https://imgur.com/FP6cYVw.png)
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 10, 2022, 01:02:10 pm
      (https://imgur.com/qcExScE.png)

      (https://imgur.com/xZJ156U.png)

      (https://imgur.com/qXDjQ8B.png)
      I DID IT!

      I made Goblin, Kobold and Elven gods.
      Title: Re: What's going on in your modding?
      Post by: squamous on May 14, 2022, 07:16:20 pm
      I'm experimenting with a new way to create and use armored vehicles. The current method I use is making them from animals and having them function as mounts and war animals, which is all well and good in certain situations but not so good in others. For example, take a modern main battle tank. They are enormously expensive. If we make a human nation, on even the largest setting of DF a given nation could probably max out at around 100,000 citizens. Yet, because DF thinks the tanks are horses, you will find tank fleets numbering in the thousands. A modern nation that small shouldn't have the production capability for something like that, so obviously I need to ensure nations produce a smaller mechanized army overall.

      My tenuous solution for this is the transformation of citizens into vehicles via curse or secret interactions. I have created a system in which humans will be transformed into vehicles, made of metal and machinery, but piloted by an organic human brain, representing a human brain extracted and transplanted into a mechanical body. These new cyborg tanks won't be able to equip weapons or armor, but will possess formidable natural weapons along with immense size, making them powerful units in worldgen and gameplay. Furthermore, as they will still be counted as fort citizens, they can be commanded directly, unlike war animals, and special positions can be created to ensure they are appointed military captains in times of war. So, invaders could be living tanks escorted by teams of infantry. Lastly, you will usually not encounter war animals in adventure mode, among bandits for example. However, these transformed war machines can become bandits, meaning that you could encounter enemy vehicles both in fortress and adventure mode. I have yet to solidify a comprehensive system for these mechanics but am optimistic it will succeed.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 15, 2022, 11:30:39 am
      I made a brand new race. Well, I actually added one from a work I really like.

      Harmsters (https://tribbetherium.tumblr.com/post/655970700344033280/the-middle-glaciocene-115-million-years) are cute little murder beasts who go around naked. They are bipedal, theropod-like, carnivorous rodents with the worst kind of inniate mentalities a sapient species can have.

      I modelled them after the savanna harmsters, the context is in the link.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 16, 2022, 06:38:26 am
      Been going through all my old pitiful modding attempts, ditching loads of stuff and fixing the rest the best I can.

      This has gotten out of hand again and instead of keeping things clean and simple, everything is once again a horrible bloated mess, which was precisely what I was trying to avoid this time.
      Title: Re: What's going on in your modding?
      Post by: Splint on May 16, 2022, 05:50:49 pm
      I decided to do two things.

      1. Cyberpunk weapons, from both the 2020 version of the RPG and 2077 vidya. Good lord was this a mistake, as I still need to go back and manually check to see what SMGs should need two hand, there's several assloads of weapons in extremely odd and specific calibers like a .410 caliber shotgun pistol and a .177 caliber subgun... I've made a huge mistake in my decision to make what amounts to various crossbow reskins.

      2. A "dystopic foods" thing, consisting of a bunch of workshops that produce various things at a relatively high return, but for the most part have negative effects on your population's morale, plus all the associated things needed. The end result is essentially an expensive to build means of getting food that can be accessed on demand using subpar resources (namely using plants you got no use for and other things you'd rather your people not eat and potash to make bloom pellets and insect feed.)

      - Earthworm Farm: Produces "Low-grade Synthmeat" at 1 input:10 output ratio that, due to its origins, has a good chance of offending your people's sensibilities (nobody likes being told to eat worms)
      - Mealworm Farm: Produces "Mid-grade Synthmeat" (1:5)that has a chance of inducing a sense of boredom due to a relatively bland taste.
      - Cricket Farm: Produces "High-grade Synthmeat" that has the lowest return (1:2) but doesn't induce negative thoughts (crickets as an acceptable food)
      - Algae Farm (imagine it as producing edible pond scum): Similar to low-grade synthmeat, 1:10 return, though it has an effect similar to mid-grade - not necessarily offensive, but not really great either, no matter how well prepared.
      - Kelp Farm: Edible kelp at 1:3 ratio, to be consumed as is or used in the Fish Farm. No positive or negative effect on morale.
      - Fish Farm: Kelp go in at 1:2 ratio of fish coming out. Of the lot, farmed fish is the only one that provides positive morale, since it's not synthetic, insect-derived meat.

      These all have needs for a lot of metal bars to build, plus a bunch of other tools that themselves need specific production (motors and electronics to make water agitators to keep the assumed water moving in kelp and fish farms for example.)

      Why I feel this intense need to make something that demands complicated production chains to achieve is beyond me.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 18, 2022, 03:19:04 pm
      So, just tested the modded plants/herbs I've been trying to fix lately (among other stuff).

      Generated a new world and set forth as an adventurer. First impressions: "Ooh! Look at that tree variety! And all those new herbs and such! Nice! Let's go pick some!" Head to pick some plant... Can't pick the plant, only the leaf. "What? Why you no pick plant stupid? Don't want leaf!"

      Quick Googling: "dwarf fort adventure mode picking plants".

      Oh God.

      Why didn't I remember that only plant growths can be picked in Adventure mode?

      ...Back to the drawing board, I guess.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 19, 2022, 12:25:28 pm
      This is one reason I usually make new plants produce year-round growths which can be used like the plant itself. You do end up with both the plant and its growths being usable in fort mode, and for reaction purposes will require either two reactions using different item type reagents or a reaction class with unspecified item type
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 22, 2022, 05:59:35 pm
      I have some problems with my current bastard hamster raptor race, Harmsters.

      1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.

      2) They are supposed to be nude, but wear leather clothing instead.

      3) I am not sure if the [LITTER_SIZE] token is even working. It seems to be.  Harmsters only live to a maximum of 20 years and reach maturity at 2 years old, and I do see alot of harmster pups.

      But they never rise to a level of prominence like I want them to. They never go extinct, though, they are always at the top five in population. Which come to think of it, is better than having them rule the world.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 22, 2022, 06:12:02 pm
      I have some problems with my current bastard hamster raptor race, Harmsters.

      1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.

      Have you tried using DFLang to generate the language (http://www.bay12forums.com/smf/index.php?topic=47332.0) from a list of words?
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 22, 2022, 06:34:11 pm
      I have some problems with my current bastard hamster raptor race, Harmsters.

      1) Their language is incomplete, over half of it is still goblinese. And I am too lazy to change all the words.

      Have you tried using DFLang to generate the language (http://www.bay12forums.com/smf/index.php?topic=47332.0) from a list of words?

      I didn't even knew such a thing existed. Thanks man.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 25, 2022, 05:25:37 pm
      For races that don't want to wear clothing, change their bashfulness personality trait so they never feel bad about being naked, and then I give them clothes that are described as, say, decorative necklaces on the upper body, anklets, belts and toolbelts and satchels etc that have very low coverage values so they're not protective in any way. Technically allows them to wear clothing and have the clothing tag on their civ, but gives them flavored text that implies they're effectively nude and they don't mind going around naked even if you take those things away.

      You can remove the clothing and subterranean clothing tags and remove all instances of non-armor clothing from their entity, but in fort mode they will still get pissed off about being naked unless they get that personality change.

      I believe the littersize token is still broken, has been for years. If they don't have multiple_litter_rare or whatever it is dwarves and humans have, then they will regularly give birth to 2-3 children simultaneously.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 27, 2022, 03:30:16 pm
      Where exactly the things about religious belief and spheres are in the raws? I wanna create a custom belief system and spheres based on stars and constellations for Harmsters. One of their tribes worshipped one, others were apatheists, which is lame and boring.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 27, 2022, 04:01:25 pm
      Okay, so, I think I solved the clothing problem. Went ahead and changed a couple stuff as well. Made them all complete psychopaths, much more lustful and other good stuff.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 27, 2022, 05:06:37 pm
      You cannot define special spheres or religious beliefs, they're hard-coded. You can use the religion entity tags to give them stars as a default sphere, though, and they'll almost always generate a deity of that sphere.


      Oh, I made not-deers on a whim the other night. They're large_predator deer as big as bears that shoe up to try to eat people, and have a power that makes them grow even larger and stronger. Quite deadly.
      Title: Re: What's going on in your modding?
      Post by: Splint on May 27, 2022, 05:14:56 pm
      Work on a my total conversion mod continues slowly. Well, semi-slowly. I'm still bottlenecked by creatures and an overall coherent story to make what amounts to Tiberian Sun, Fallout/Metro, STALKER and a general ecological disaster story all play nice together as a setting. Like I have things slotted into place, it's just forming the right coherent narrative out of all of it that left the setting in a DF-friendly state.

      I'm thinking to incentivize the construction and use of certain food production workshops, I'll have food crops be generally long-growing and a bit unpleasant when unprocessed, also because I find the idea of raw cacti and mudcakes actively making your citizens expierience deep loathing and despair funny.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 27, 2022, 06:53:46 pm
      You cannot define special spheres or religious beliefs, they're hard-coded. You can use the religion entity tags to give them stars as a default sphere, though, and they'll almost always generate a deity of that sphere.

      Awwww myaaaaan. Oh well, star gods it is.
      Title: Re: What's going on in your modding?
      Post by: SQman on June 07, 2022, 05:17:51 am
      I've just finished recreating ESO fish when High Isle expansion dropped. Oh well, it's just a few more fish, and nothing seems to be poisonous, venomous, or infused with Hist sap.
      Other than that, and before I shift focus to another mod, I want to make all the creatures from Gregory Keyes novels. These, however, raise a question:
      What the hell is a greem? Apparently they are something worth seeing, they live in flocks, and can be encountered in Elsweyr, so I imagine they are like fancy dodos. My first idea was to make them into quadrupedal ibises, but that wasn't really consistent with ES aesthetics. Elsweyr has glyptodonts and terror birds, Skyrim has mammoths and sabre cats, so a dodo is not too strange.

      What comes later? I'm considering continuing the Jurassic World dino hybrid mod, Slay the Spire mod, or the Ravenloft thing I started a while ago and pretty much abandoned (something happened to the ectoplasm material, no idea what though) .
      There's also the Miscmod (that could really use a new name). Once I get back to it, I'll merge it with the old Cavern Fauna mod. There are also demons that I started and never finished, and the Wukong monkey civilization.

      Now, I promised myself not to start any more projects, but I have a plan to make a Might and Magic mod, mainly centered around games set in Ashan (Heroes V and later), because the setting has more consistent factions and dwarves as their own civiliaztion.
      The civs would be: humans (including angels and celestials), wizards (humans, gremlins and genies), necromancers (humans, liches, vampires, fate spinners), elves (and sprites), dark elves (maybe even faceless?), nagas (plus wanizame?), dwarves, orcs (various castes, including goblins), demons (many castes).
      There would be heroes as secrets, also somehow attainable in dwarf mode, and also the dark messiah - a necromancer variant capable of summoning the Avatar of Death.
      It's still just a concept, of course, and it will likely stay that way for a while.
      Title: Re: What's going on in your modding?
      Post by: peasant cretin on July 02, 2022, 03:15:31 pm
      Just re-treading Grimlocke and Sver's steps.

      Been mucking about with non-material superiority fort combats since end of 2021. With the main changes to vanilla's combat since 34.11 being 2014's tile-positional/attack-aiming momentum amplifiers versus 2016's addition of unmoderated force transfer and armor wear.

      When you mute force transfer, you get 2014 but with armor wear and limb protections. That reduces armored combat to a few low contact area weapons with everything else being not useful.

      10 and 20 contact areas make percussion pretty unconditional and favor the level creep advantage where Lvl14's get 2X momentum, which sort of doesnt (to me) make the most of a momentum stacking system governed by dogpile conditions.

      Irrespective of succumb or repel invasion, I really didnt want to see an average athleticsim dorf handle a super gooned goblin or vice versa.

      So I realized I wanted combats centered around highly regulated force transfer and with a standardized weapon system.

      Fortifying muscle/sinew numbers in the material_template_default and the tissue_template_default's token [THICKENS_ON_STRENGTH] for muscle, plus scaling contact to 30-40 was a way to gatekeep damage.

      Right now at force transfer soak and delivery being scaled between a strength baseline of 1500 up to 2250; and a weapon skill floor of level 3 to the ceiling of level 11.

      Kinda fun to watch arena'd Lvl3 2250 brutes out-gooning the grandmasters. Is true to life.

      Randomy random combat thoughts.
      Title: Re: What's going on in your modding?
      Post by: squamous on July 03, 2022, 11:45:28 pm
      Did you know you can get away with pretty much anything in text descriptions? So long as the material you're using is fitting enough, you could make something like "sacrificial infant clone" into ammunition and shoot it out of a cannon and there's no way to dispute it.
      Title: Re: What's going on in your modding?
      Post by: SQman on July 13, 2022, 01:52:16 pm
      I had to rething the frequency of Elder Scrolls creatures. It seemed strange that so many (almost certainly) non-canon mounts and pets from ESO would be as common as iconic creatures such as guars and mudcrabs.
      Oh, and I've also finalized Greg Keyes novels creatures, and frankly I was considering skipping a few of those. Soul-spinners and proforms play a very specific role in the soul cycle of Umbriel, which had my brain overheat. In the end I've decided to just ignore it all. Proforms are just aquatic vermin that do nothing but disgust dwarves, and soul-spinners can turn people into mindless, emotionless, yet still living husks.
      Of other interesting creatures from the novels, there are the slarjei. I used the Beyond Skyrim idea of making them half-ton rodents. Josephoartigastia, a real giant rodent, weighted more than that, but a slarjei is more slender, similar to the patagonian mara in shape.
      Title: Re: What's going on in your modding?
      Post by: Dirtcopter77 on July 13, 2022, 03:37:16 pm
      I had to rething the frequency of Elder Scrolls creatures. It seemed strange that so many (almost certainly) non-canon mounts and pets from ESO would be as common as iconic creatures such as guars and mudcrabs.
      Oh, and I've also finalized Greg Keyes novels creatures, and frankly I was considering skipping a few of those. Soul-spinners and proforms play a very specific role in the soul cycle of Umbriel, which had my brain overheat. In the end I've decided to just ignore it all. Proforms are just aquatic vermin that do nothing but disgust dwarves, and soul-spinners can turn people into mindless, emotionless, yet still living husks.
      Of other interesting creatures from the novels, there are the slarjei. I used the Beyond Skyrim idea of making them half-ton rodents. Josephoartigastia, a real giant rodent, weighted more than that, but a slarjei is more slender, similar to the patagonian mara in shape.

      I haven't read the novels, but the Elder Scrolls has a ton of really cool stuff beneath the surface-- tons of interesting creatures and cultures that you'd never know about from playing the games unless you scour every in-game novel and environmental clue and scrap of miscellaneous dialogue for the deep lore. I like that aspect of the series, although I have to admit that some of the CHIM stuff gives me a headache. ESO may not be canon, but I can see how it would be helpful for filling out the bestiary of a mod like this.

      I assume this elder scrolls mod is still a WIP? I'd be interested to see it when it's done.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on July 13, 2022, 06:04:40 pm
      Thats exactly what was going on in the Beyond Skyrim project; reading and interpreting every little thing to try to make renditions of the provinces as accurate to the lore as possible.

      And then there was the lead modeler, who was only interested in making models that perfectly recreated what was seen in prior games (coughcoughbrumacitycough), and shot down any proposals that didnt fit with his nostalgia
      Title: Re: What's going on in your modding?
      Post by: peasant cretin on July 13, 2022, 06:22:45 pm
      Any NPC's initial attack that has token ATTACK_FLAG_INDEPENDENT_MULTIATTACK can be paired with any follow-up attack with or without that token, *but* not with any attack that has token ATTACK_FLAG_BAD_MULTIATTACK.

      So for me, to differentiate weapon behavior categories, I have anti-armor percussives/force transfer-capable weapons as single action, meaning the AI will make the single action choice, but "lighter" edge weapons like swords allow for "follow up" actions (multi-attacks). In the vanilla game only the hydra runs multi-attack.
       
      For example my sword stab and slash attacks have ATTACK_FLAG_INDEPENDENT_MULTIATTACK, but not the pommel shots. This means if a sword & shield NPC chooses stab or slash with sword, they would be given a "follow up" action. If they choose anything else, it's just single action for them.

      In the vanilla sense, the follow up could be shield bash, block, punch, bite, scratch, but not kick; as kick have the ATTACK_FLAG_BAD_MULTIATTACK which means they can never be paired up as a multi-attack for the AI.

      Basically it's a way of making an NPC martial art. You could do say Art of 8 limbs or whatnot with this. 
      Title: Re: What's going on in your modding?
      Post by: Enemy post on August 03, 2022, 12:21:13 am
      Dipped back into modding for a bit after not doing it in a long time to add the Jurassic World Dominion dinosaurs and plastic army men to my creature pack. (http://www.bay12forums.com/smf/index.php?topic=163773.0)

      In the process of making the army men, I made a discovery about castes and worldgen armies. The nameless non-histfig soldiers of worldgen aren't a normal split of whatever castes the civ's creature has. They're just a huge group of whatever the first caste is. The immediate implication is that all vanilla armies are comprised almost entirely of women, which seems interesting as a trivia thing.

      From a modding perspective, it seems to imply that certain castes can be separated from the majority of NPCs doing the actual fighting, which could be used for some sort of caste-based civ. Maybe a demon invasion that has some big demons behind a mass of "imps" or something.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on August 05, 2022, 06:28:35 am
      The nameless non-histfig soldiers of worldgen aren't a normal split of whatever castes the civ's creature has. They're just a huge group of whatever the first caste is.
      Thanks, added to my little "knowledge base".

      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: smakemupagus on August 13, 2022, 06:25:02 pm
      Probably late to the party, but just discovered these AI rendering tools like Midjourney

      Banner more or less ready for Steam release :)

      (https://i.imgur.com/DKwgUxx.png)

      Title: Re: What's going on in your modding?
      Post by: Eric Blank on September 02, 2022, 11:16:18 pm
      [CREATURE:MANSPIDER]
         [DESCRIPTION:A human twisted into arachnid form. Vampire-like fangs protrude from its lips, its nose cut off, eight eyes encircling its skull. It crawls across the ceiling on six long disjointed arms sticking from its ribcage, but its lower body has been twisted into a bulbous spider-like abdomen, legs gone. Its skin, fat and muscles are clear. Now you will know why you fear the night.]
         [NAME:manspider:manspiders:manspider]
         [CASTE_NAME:manspider:manspiders:manspider]
      ...

      I have no recollection of writing this, but it was only three weeks old, and its in the unpublished Spellcrafts raws. I must have written this. But what sick horrors did I imagine?
      Title: Re: What's going on in your modding?
      Post by: ZM5 on September 04, 2022, 03:22:17 am
      That's pretty hardcore, I like it. DF benefits from these types of horrors, I'd say, definitely embrace it.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on September 20, 2022, 07:33:43 pm
      So.

      I've been working on and off on a personal mod/mod-pack for some time (last couple years maybe?), and now it seems that after a fourth (or fifth?) time doing things from scratch I'm finally at the point that it should be playable. Or at least the majority of stuff I wanted in is there.

      Feels weird that the main work is "done".

      Horrified at the thought of how riddled with bugs and broken reactions it will be... Just need to now find some motivation to test the stuff and see how badly it sucks.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on September 21, 2022, 06:12:27 am
      So.

      I've been working on and off on a personal mod/mod-pack for some time (last couple years maybe?), and now it seems that after a fourth (or fifth?) time doing things from scratch I'm finally at the point that it should be playable. Or at least the majority of stuff I wanted in is there.

      Feels weird that the main work is "done".

      Horrified at the thought of how riddled with bugs and broken reactions it will be... Just need to now find some motivation to test the stuff and see how badly it sucks.
      Don't worry about it, always gotta start somewhere. My stuff was pretty broken too before I discovered there was an errorlog
      Title: Re: What's going on in your modding?
      Post by: brewer bob on September 21, 2022, 11:32:56 am
      Yeah, fortunately I realized the existence of errorlog.txt quite early on - saved quite a lot of extra work many times. So far all errors and duplicate raws should be fixed. I'm expecting stuff to be needlessly complicated (in addition to broken reactions) and too different from vanilla, but as long as I'm keeping this as a personal mod thingie, it's not such a big deal.

      If things work fine, well, maybe I'll do a lite version and release it (that is, if I get permission to include bits and pieces from other mods).
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on September 26, 2022, 07:49:09 am
      Yeah, fortunately I realized the existence of errorlog.txt quite early on - saved quite a lot of extra work many times. So far all errors and duplicate raws should be fixed. I'm expecting stuff to be needlessly complicated (in addition to broken reactions) and too different from vanilla, but as long as I'm keeping this as a personal mod thingie, it's not such a big deal.
      Reactions playtesting should take only one hour.
      Balance-tuning the new weapons and monsters is hard. Arena mode might help there.

      You have myself and Deon's permission to borrow things from OldGenesis. oh boy so much morale/tantrums/enemycivs tuning.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on September 26, 2022, 08:38:38 am
      Oh my gosh...

      Don't tell me there was an error log ALL THIS TIME.

      DAMMIT-
      Title: Re: What's going on in your modding?
      Post by: SQman on September 30, 2022, 03:13:16 am
      I was having a bit of a dillema regarding Dilophosaurus hybrids. On one hand I try to make things somewhat realistic, but on the other hand the source material is Jurassic World games.
      The Dilophoboa, unfortunately, has a frill and is stated to be venomous and capable of spitting said venom. I figured that spitting cobra DNA could explain that in a way that makes some sense.
      Did you guys know that many snakes have just one lung? Well, boas have two, but one is vestigal and not funcional. Dilophoboa has this kind of thing going on too. Stabbing its left lung with a spear will not impair its breathing.

      Honestly, I think I'll prioritize canon hybrids (Indominus, Indoraptor, Scorpios) and release the mod in alpha version. I've been working hard, yet I haven't shown anything yet.

      Edit:
      Three new bosses for Dino Hybrid mod!

      Indominus rex - the size of a giant and the fighting skills of a minotaur combined in the body of a mutant reptile. Probably not the most dangerous of all megabeasts, but certainly more deadly than semi-megas.

      Indoraptor - a living weapon, extremely fast and with high combat skills. It is a semimegabeast because it lacks the size of its predecessor, but don't underestimate it.

      Scorpios rex - a disturbing prototype hybrid in the state of constant, savage rage. It is a two ton monster with many ways to kill - bite, scratch, kick, slice with its sickle claw, and most importantly sting with its poisonous spines, causing debilitating pain, serious swelling, and paralysis.

      All three can be tamed, but whether you should is another question entirely.

      I'll make the Sino-Spino next, then some light testing, then release the mod.
      Title: Re: What's going on in your modding?
      Post by: KittyTac on October 05, 2022, 04:18:21 am
      I have made skunks and their derivatives be able to spray, with a cooldown of 1000 ticks (100 moves). This gives, in order of increading length: blindness, dizziness and a strong willpower reduction, and nausea.
      Code: [Select]
      [CREATURE:SKUNK]
      [DESCRIPTION:A small black and white mammal.  It is capable of spraying a stinking fluid.]
      [NAME:skunk:skunks:skunk]
      [CASTE_NAME:skunk:skunks:skunk]
      [GENERAL_CHILD_NAME:skunk kit:skunk kits]
      [CREATURE_TILE:'s'][COLOR:0:0:1]
      [CREATURE_CLASS:MAMMAL]
      [PETVALUE:50]
      [PET_EXOTIC]
      [VISION_ARC:50:310]
      [NATURAL]
      [BIOME:ANY_TEMPERATE_FOREST]
      [BIOME:SHRUBLAND_TEMPERATE]
      [BIOME:SAVANNA_TEMPERATE]
      [BIOME:GRASSLAND_TEMPERATE]
      [LARGE_ROAMING]
      [POPULATION_NUMBER:15:30]
      [CLUSTER_NUMBER:1:1]
      [BENIGN][MEANDERER]
      [PREFSTRING:distinctive striping]
      [PREFSTRING:foul smell]
      [BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:4TOES_FQ_REG:5TOES_RQ_REG:MOUTH:RODENT_TEETH:RIBCAGE]
      [BODYGLOSS:PAW]
      [GRASSTRAMPLE:0]
      [BODY_DETAIL_PLAN:NORMAL_STANDARD_MATERIALS]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [SELECT_TISSUE:HAIR]
      [INSULATION:200]
      [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
      [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
      [USE_MATERIAL_TEMPLATE:NAIL:NORMAL_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]
      [USE_MATERIAL_TEMPLATE:SPRAY:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:frozen spray]
      [STATE_ADJ:ALL_SOLID:frozen spray]
      [STATE_NAME:LIQUID:spray]
      [STATE_ADJ:LIQUID:spray]
      [STATE_NAME:GAS:spray gas]
      [STATE_ADJ:GAS:spray gas]
      [PREFIX:NONE]
      [EVAPORATES]
      [SYNDROME]
      [SYN_NAME:nausea]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:SKUNK:ALL]
      [SYN_IMMUNE_CREATURE:SKUNK_MAN:ALL]
      [SYN_IMMUNE_CREATURE:GIANT_SKUNK:ALL]
      [SYN_CONTACT]
      [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:ABRUPT:BP:BY_CATEGORY:EYE:ALL:START:0:END:1:DWF_STRETCH:40]
      [CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:ABRUPT:START:0:PEAK:0:END:20:DWF_STRETCH:40]
      [CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:ABRUPT:START:0:PEAK:0:END:5:DWF_STRETCH:40]
      [CE_MENT_ATT_CHANGE:WILLPOWER:-90:0:SIZE_DILUTES:ABRUPT:START:0:END:5:DWF_STRETCH:40]
      [BODY_SIZE:0:0:400]
      [BODY_SIZE:1:0:2000]
      [BODY_SIZE:2:0:4000]
      [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:10:15]
      [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:GRASP_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]
      [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Spray]
      [CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
      [CDI:USAGE_HINT:TORMENT]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:BODY_LOWER]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:SPRAY:TRAILING_VAPOR_FLOW]
      [CDI:VERB:spray:sprays:NA]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:5]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:1000]
      [CHILD:1]
      [CREPUSCULAR]
      [HOMEOTHERM:10067]
      [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:1945:1504:1062:548:3100:4500] 16 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]
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
      [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
      [TL_COLOR_MODIFIER:STRIPES_BLACK_WHITE:1]
      [TLCM_NOUN:hair:SINGULAR]
      [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:BLACK:1]
      [TLCM_NOUN:eyes:PLURAL]
      Suggest more animal additions like this!
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on October 05, 2022, 04:36:27 pm
      Ive been thinking about porcupine quills too and havent come up with a good way to implement them. As an attack using the tissue layer? that injects a painful "quills stuck in skin" syndrome? No matter how you do it its gonna be weird.

      I also did swarms of biting locusts as a regional mist in savanna and grasslands biomes once. it was horrifying.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on October 05, 2022, 05:07:42 pm
      Ive been thinking about porcupine quills too and havent come up with a good way to implement them. As an attack using the tissue layer? that injects a painful "quills stuck in skin" syndrome? No matter how you do it its gonna be weird.

      I also did swarms of biting locusts as a regional mist in savanna and grasslands biomes once. it was horrifying.
      It's gonna be pretty weird, but yeah, a syndrome inducer attached to an attack using a quill-covered body part seems to be the least odd way for a realistic porcupine.

      The swarm idea is lovely, I like that.
      (https://cdn.discordapp.com/attachments/760522588992307291/1026218929355501650/unknown.png)
      Nearly done making a small horror pack update with a playable race. Nothing new in regards to workshops, but it should be fun to play as a monster mash going up against some of the other monster civs as well as the ostensibly "good guy" civs like dwarves and humans.
      Title: Re: What's going on in your modding?
      Post by: SQman on October 08, 2022, 07:41:00 am
      After some testing, I've established that both Indominus rex and Scorpios rex can reliably kill a giant in 1v1 combat. Indoraptor, being smaller, and not having paralytic venom, may win or lose against a giant. They all struggle against decently-trained dwarves armed with spears. The movies lied to me, but I'm actually glad they did so.
      Title: Re: What's going on in your modding?
      Post by: FantasticDorf on October 09, 2022, 12:17:01 pm
      I lost all of my archived and current DF work, which i was slightly obsessively hoarding so im experiencing a fresh start. So right now its too early to say but i still remember a workable bulk of technical tricks up to the new release. Or least a good time to jump on and enjoy other people's mods when the time gets a bit closer.
      Title: Re: What's going on in your modding?
      Post by: ZM5 on October 12, 2022, 08:06:37 am
      (https://puu.sh/JoPL2/89353ddd5d.png)
      No horrid or hostile creatures for the time being, just working on some plants. Partially to fill out the world with fantasy plantlife a bit but also as a setup for an alchemy system in fort mode and adventure mode.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on October 13, 2022, 03:28:54 am
      Gremlins. Lots and lots of gremlins. And horrible things pertaining to gremlins.

      Anyone ever tried playing as a gremlin civ? It's wacky.
      Title: Re: What's going on in your modding?
      Post by: SQman on October 21, 2022, 02:24:40 am
      Turns out my old friend errorlog failed me. Not much, but this could cost some adventurer their life. My synapsid hybrids had major arteries in their throat scales... except they have skin instead of scales. There was nothing about this in the log. I THINK I checked the pterosaurs for the same issue.

      Other than that, all hybrids got some aggression, violence, and discipline. Wouldn't want a monster dinosaur to run from hairy manlets with pointy sticks.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on November 12, 2022, 03:33:08 pm
      I've been working on and off on a personal mod/mod-pack for some time (last couple years maybe?), and now it seems that after a fourth (or fifth?) time doing things from scratch I'm finally at the point that it should be playable.

      I actually went and redid this one more time, simplifying stuff quite a bit (I guess when you yourself are left wondering "how the hell does this work?", it's maybe time to rethink & redo those parts). Now it should be in a slightly better state and testing can commence.
      Title: Re: What's going on in your modding?
      Post by: alamoes on November 13, 2022, 01:08:09 am
      Might as well post this.  Remaking a guns mod in DF with the handy dandy shootforce calculator tool I made in VB a long time ago because why not? 

      >When you realize that crossbow bolts are 1.75x0.01 meters long (or a variation of, it's a flying brick), and everyone who's made a gun mod has made their bullets about in scale of that.  Bullet size 80 cm^3 is like shooting a big rock at someone.  Lel. 

      Spoiler: loadout (click to show/hide)

      Spoiler: testing logs (click to show/hide)

      Spoiler: wounds (click to show/hide)

      I also made other civil war weapons, like the 1842 musket, the enfield, and a couple modern weapons, like the AK47, which has a tendency to puncture lungs. 

      Spoiler: The Science (click to show/hide)

       Might post a weapons pack, but I'm just messing around in the arena right now. 
      Title: Re: What's going on in your modding?
      Post by: Enemy post on November 22, 2022, 01:03:53 pm
      I always appreciate more guns!
      Title: Re: What's going on in your modding?
      Post by: Splint on November 22, 2022, 03:10:04 pm
      I made a civ somewhat based upon the Keivan Rus and slavs more broadly, dubbing them the Polesniki after the Polesia region shared between Poland, Belarus, Ukraine and Russia speculated to be the homeland of the proto-slavic tribes from the late dark age through medieval times. Even made some flavor gear for them, and ZM5 provided a language file for them that sounds vaguely slavic.

      So far a test fort is going okay, they and their gear don't throw any errors and the test even helped me find a problem with SVE surprisingly enough (turns out the problem was the drakelings not having their race name set properly.)

      Speaking of SVE, I still need to figure out why my arsenical bronze reactions aren't working properly. They output the right stuff, but unless a small bug regarding the quantity of reagents was the issue, then there's something else going on cause I put reaction classes on the relavent stuff and yet it still says the reaction's able to be run even when there's no arsenicables on hand.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on November 22, 2022, 03:28:50 pm
      Now it should be in a slightly better state and testing can commence.

      Oh god, the amount of copy-paste errors and typos in reagents I've made... This might take some time to try out since I'm apparently "blind" to my own text and have missed most when going through the raws. Welp.
      Title: Re: What's going on in your modding?
      Post by: SQman on November 25, 2022, 04:05:18 am
      My Miscmod! has been officially renamed to Urist's Guide to the World, in reference to Volo's Guide series.
      Before I reupload it, I'm bringing the mod to modern standards: making arthropods more anatomically correct, splitting mammals file into multiple smaller ones, adding [CREATURE_CLASS:ASHIMMUNE] where appropriate, some other stuff.

      I looked back at the latest batch of creatures, namely demons. I've left the lilim without interactions.
      For completion's sake, I'll also add a minor lust demon, the jahi - a feminine fiend that lack the subtlety of the succubus - instead of draining life essence in an abstract way, they drain it with blood. Jahi also have bird-like talons and scorpion tails.

      I'm also finally merging the Guide with my unreleased Cavern fauna. Only now I'm realizing how much work there's left  :-\  Well, nobody is forcing me to do this; I'm doing it for fun.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on November 25, 2022, 06:57:44 pm
      Im mostly drawing sprites, and realizing how much i dont know about drawing sprites. Worst part is, I have no idea how theyll look in the upcoming version of the game. Using them in the current version isnt very enlightening.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on November 26, 2022, 12:17:19 pm
      Im mostly drawing sprites, and realizing how much i dont know about drawing sprites. Worst part is, I have no idea how theyll look in the upcoming version of the game. Using them in the current version isnt very enlightening.

      Couldn't you photoshop them into the released screenshots of the new version?
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on November 26, 2022, 02:46:58 pm
      Technically, but I have no idea how the engine will render them. Like, color wise, and how transparency will work (like will it be gradient transparency or boolean.) They're greyscale with gradient transparency for now, I'm making them in Gimp because that's what I got
      Title: Re: What's going on in your modding?
      Post by: brushapocalypse on November 26, 2022, 04:55:57 pm
      I'm in a similar boat. A brief analysis of some of the sprites revealed so far has shown two categories, sprites intended for recolor (e.g Dwarves, Elves,) and sprites that are not (e.g most creatures). Recolorable sprites seem to consistently have 6 shades per color while non-recolorables vary wildly (I've counted anywhere from 5 to 13), which is useful to know, but not knowing exactly how those sprites are composited makes it hard to do more than preliminary concept sprites. And since the release is coming out so soon, I figure I might as well just wait rather than doing a bunch of work that might turn out to be useless.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on November 29, 2022, 05:36:24 pm
      A basic mod for implementing evolution in DF:

      Includes mass extinction events and subsequent evolutionary radiation of the surviving creatures to fill in the perceived gaps in the ecosystem.

      "The climate change drastically effected the oceans, wiping out 70% of all marine life. As a consequence, animals from the land began to return to the ocean in mass."

      In the above case, you might get sea-monkeys (or perhaps sea-apes), as well as fluffy kitty plesiosaurs.

      You the run the script before world-gen and what happens is, let's say in the case of a randomly determined mass marine life extinction, the function backs up your root folder's creature raws, and then proceeds to remove 70% of all of the aquatic animals in those raws. Next, the script goes through and picks random land creatures to spawn new sub-species to fill the new gaps in the bio-sphere. Those selected creatures have their raws duplicated and then modified to fill a role. Depending on what role is needed, the creature may receive new body proportions, traits, or even limbs, in order to feed on their new diet or to protect themselves from predators. Additional elements added are to their name and description. Finally a new creature_radiant_evolution.txt is written to the object/raw/ folder which contains the new species. And you're free to run world-gen.

      Theres another approach that was the original idea, where creatures would evolve over time but on a scale that would allow the player to observe the phenomena, as world-gen slows down to much by year 200 alone, to even consider trying to let it run to year 2,000,000. The script was going to produce produce a number of each variant with a sliding scale of the augmented physical features. But the tricky part here was in figuring out how to temporally limit when each variant would and wouldn't spawn in a world. There might be a way to do it, but IDK. The idea was that in a world that is 200 years old, a player might notice in addition to the normal domestic cats present, there are also "Urist fruit cats" that they'll find running around, which are not carnivorous and instead eat fruit. While a world that is 2000 years old, that same player might begin to notice that these cats now possess 6 meter long necks they use to grab high-hanging fruit out of trees, and additionally now possess impressively large molars, that are broad and flat, which these cats can use to casually break through coconut husks.
      Title: Re: What's going on in your modding?
      Post by: voliol on November 30, 2022, 06:53:54 am
      -snip-

      Oh wow, that sounds cool. Is there a notion of what can eat what, or is it just a general thing where every carnivore can hunt any small-enough prey, and every non-carnivore eating all kinds of plants. Considering the vanilla raws don't give much info about this beyond GRAZER, SPECIFIC_FOOD, CARNIVORE, VERMIN_HUNTER, and ROOT_AROUND.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on December 01, 2022, 02:28:47 am
      got inspired to make a kitfox game's mod prototype and picked boyfriend dungeon ended up uhh realizing having a creature turn into a sword that you swing around might be more akin to swinging around a corpse.
      but after getting the creature raws fixed I just ended up with a creature that turns into a sword that just cuts into foes with extreme sharpness.
      (https://cdn.discordapp.com/attachments/302956330304667649/1047774520758505513/boyfriend-dungeon-mod-test.gif)
      which after that I realize I could have been making creatures that attack by using social/passive skills instead of combat skills so one could make a bard creature that sings someone's limbs off.
      or someone who a novelist write someone's death in.
      and combats skills train on each attack so someone with no reading could gain the ability to read through violence.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on December 05, 2022, 01:30:20 pm
      Brace yourselves.

      Updating time is coming.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 05, 2022, 01:57:11 pm
      But I'm not ready yet! I have hardly any sprites made!

      And I have no idea how to actually use them!
      Title: Re: What's going on in your modding?
      Post by: Flying Teasets on December 06, 2022, 03:28:46 pm
      Hmm, entities have hospitals and messengers but not architects.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 06, 2022, 05:25:25 pm
      I wonder what happened to the priest and guildhall settings from Init? Also, so weird to have a release and nowhere here to post issues as we come across them...

      Whole site seems to be falling apart unfortunately. Hopefully just a temporary thing.
      Title: Re: What's going on in your modding?
      Post by: Trainzack on December 07, 2022, 06:06:14 am
      Also, so weird to have a release and nowhere here to post issues as we come across them..

      The Kitfox discord has a DF bug report forum that already has over 100 bug reports. That's available, at least.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 07, 2022, 08:43:50 am
      edit
      Title: Re: What's going on in your modding?
      Post by: SQman on December 07, 2022, 10:50:00 am
      Steam is everything but user friendly when it comes to uploading mods and editing entries, and it pisses me off. If you can upload images through Steam, why can't you do the same with a thumbnail? Why do you have to do the text formatting manually? Why aren't there convenient buttons for that? Is that so difficult to program?

      I wanted to upload Dino Hybrids to steam, but I got annoyed big time. Also, thinking about graphics makes me feel anxious. This is all too overwhelming for me. I'm considering sticking to the free version, but I like the idea of my mods actually getting downloaded and played. This whole situation is not good for my mental health, that much I know lmao
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 07, 2022, 11:23:24 am
      So far I've discovered that buildings will be invisible if you don't assign a graphical sprite to them; there is no default unassigned sprite there. I didn't get much farther than that.

      The skill ID for engraving has changed, it's not DETAILSTONE anymore. I've also tried ENGRAVER, ENGRAVING, STONECARVER, and STONECARVING. None of those are correct.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 07, 2022, 11:30:36 am
      Steam is everything but user friendly when it comes to uploading mods and editing entries, and it pisses me off. If you can upload images through Steam, why can't you do the same with a thumbnail? Why do you have to do the text formatting manually? Why aren't there convenient buttons for that? Is that so difficult to program?

      I wanted to upload Dino Hybrids to steam, but I got annoyed big time. Also, thinking about graphics makes me feel anxious. This is all too overwhelming for me. I'm considering sticking to the free version, but I like the idea of my mods actually getting downloaded and played. This whole situation is not good for my mental health, that much I know lmao

      Don't stress yourself out over it. Take your time and if nothing else leave it on the free version. There is no deadline.

      There will be many mods that don't make it to steam due to the graphic requirement alone.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 07, 2022, 11:34:37 am
      I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.

      Instead I think I am going to turn those mods into something else.
      Title: Re: What's going on in your modding?
      Post by: TomiTapio on December 07, 2022, 07:39:20 pm
      The skill ID for engraving has changed, it's not DETAILSTONE anymore. I've also tried ENGRAVER, ENGRAVING, STONECARVER, and STONECARVING. None of those are correct.
      Try also ENGRAVE, DETAIL, CARVE, STONECARVE, STONEDETAIL, ENGRAVESTONE
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 07, 2022, 08:11:38 pm
      The skill ID for engraving has changed, it's not DETAILSTONE anymore. I've also tried ENGRAVER, ENGRAVING, STONECARVER, and STONECARVING. None of those are correct.
      Try also ENGRAVE, DETAIL, CARVE, STONECARVE, STONEDETAIL, ENGRAVESTONE
      ENGRAVE_STONE

      (Make an embark profile with all the skills that seem to have changed to check them).
      Title: Re: What's going on in your modding?
      Post by: Untrustedlife on December 07, 2022, 08:22:13 pm
      I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.

      Instead I think I am going to turn those mods into something else.

      The ones on the workshiop have pretty limited features. I would suggest still port over those two.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on December 07, 2022, 08:52:43 pm
      Steam is everything but user friendly when it comes to uploading mods and editing entries, and it pisses me off. If you can upload images through Steam, why can't you do the same with a thumbnail? Why do you have to do the text formatting manually? Why aren't there convenient buttons for that? Is that so difficult to program?

      I wanted to upload Dino Hybrids to steam, but I got annoyed big time. Also, thinking about graphics makes me feel anxious. This is all too overwhelming for me. I'm considering sticking to the free version, but I like the idea of my mods actually getting downloaded and played. This whole situation is not good for my mental health, that much I know lmao

      If graphics are an issue for Dino Hybrids, feel free to take whatever you need from Primal. I should have the mod on Steam soon, so you’ll be able to see how the file side works as well.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 07, 2022, 08:55:17 pm
      I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.

      Instead I think I am going to turn those mods into something else.

      The ones on the workshiop have pretty limited features. I would suggest still port over those two.

      I am working on porting Human Fortress over as a mod that replaces all civs with my humans. I should have it done by the end of the week once I finish the art for all of the workshops.

      I am not sure on my plans for Goblin Fortress. I may port that one over after.
      Title: Re: What's going on in your modding?
      Post by: Meph on December 07, 2022, 10:05:40 pm
      (https://i.imgur.com/zgRJgDL.gif)

      Huh. This works. Neat. Sadly not possible for different material versions.
      Title: Re: What's going on in your modding?
      Post by: kiiranaux on December 07, 2022, 10:49:16 pm

      Don't stress yourself out over it. Take your time and if nothing else leave it on the free version. There is no deadline.

      There will be many mods that don't make it to steam due to the graphic requirement alone.

      Very much my philosophy with Highfantasy. Mods with low graphic requirements will make it over first, followed by graphic mods. I made a multi-day plan for the early stages of conversion, and I'll let the graphics trickle in after that.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 08, 2022, 03:27:16 am
      Heh, just checked to see what happened when I embarked with my non-graphical mod. Got the cute stand-in critter from Tarn's development screenshots in place of anyone without a sprite. I like that. :)
      Title: Re: What's going on in your modding?
      Post by: kiiranaux on December 08, 2022, 10:39:45 am
      -snip- the question was easily answered by the wiki
      Title: Re: What's going on in your modding?
      Post by: MaxTheFox on December 08, 2022, 11:02:17 am
      I will continue work on my personal mod when adventure mode is readded and I can properly playtest things with my new format.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 08, 2022, 09:44:33 pm
      I've managed to implement my world of wild dwarves, dark elves, minotaurs, hobbits and tribal animal people into 50.02. Not gonna ever worry about graphics, but it was nice to see my Wild Dwarves embark and be visibly different from regular dwarves thanks solely to their fashion sense (nothing added, just pointed them at the dwarf graphics).

      I've been generating lots of worlds, and for some reason my minotaur civ, once rulers of the world (Urist likes minotaurs for their grand cities) are having a hard time in worldgen. Poor fellas spend more time building tombs than going out conquering.

      Always fascinating to see how a behind the scenes balance tweak/bug fix can affect things. So, will be spending plenty of time tweaking my own numbers and generating worlds and hopefully interface issues and ascii options will all be done by the time I get to actually play anything. :)
      Title: Re: What's going on in your modding?
      Post by: kiiranaux on December 08, 2022, 11:22:31 pm
      Nice readout, Shonai.

      No such luck on my end. I just loaded in my conversion to vanilla after a couple dozen hours of updating the raws, and I can't make it through loading the mod's objects (in the load order after the vanilla objects). Which would normally be fine - bugs are opportunities - but I can't find anything resembling an errorlog. Not sure how to troubleshoot this without a readout on where the crash is sourced.

      Anyone observe anything that might help?

      Edit - this has something to do with duplicating vanilla files. Will continue to troubleshoot and post findings.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 08, 2022, 11:46:29 pm
      Does the errorlog say anything at all? Or does it just crash before ever making one?
      Title: Re: What's going on in your modding?
      Post by: kiiranaux on December 09, 2022, 12:15:40 am
      It was crashing before making one. I'm through it now, but all I can say is its a bit finicky when vanilla files are willing to be overwritten / not.
      Title: Re: What's going on in your modding?
      Post by: brolol.404 on December 09, 2022, 12:46:54 pm
      I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.

      Instead I think I am going to turn those mods into something else.

      The ones on the workshiop have pretty limited features. I would suggest still port over those two.

      I ported over Human Fortress, but renamed it Age of Man as someone else has already uploaded a mod called Human Fortress. Age of Man has some changes on the steam version though, mainly that all other races have been removed from game.
      Title: Re: What's going on in your modding?
      Post by: Splint on December 09, 2022, 03:54:41 pm
      I have come to the conclusion that I can't port my mods to the workshop. The amount of effort that'd go into porting SVE properly just isn't worth it.
      Title: Re: What's going on in your modding?
      Post by: kiiranaux on December 09, 2022, 04:40:04 pm
      Splint - as one among many who's still using your content, you may find it easiest to get it working with DF classic (hopefully in the next couple weeks), and then slowly build up graphical support from there. That's basically my approach for now.

      I empathize. I've spent upwards of 80 hours on highfantasy and havn't quite hit graphics yet. It's a yikes. But I'm looking forward to playing, even if it's by myself with 100s of invisible graphics and placeholders, for now.
      Title: Re: What's going on in your modding?
      Post by: Splint on December 10, 2022, 05:19:34 pm
      Splint - as one among many who's still using your content, you may find it easiest to get it working with DF classic (hopefully in the next couple weeks), and then slowly build up graphical support from there. That's basically my approach for now.

      I empathize. I've spent upwards of 80 hours on highfantasy and havn't quite hit graphics yet. It's a yikes. But I'm looking forward to playing, even if it's by myself with 100s of invisible graphics and placeholders, for now.

      Oh I'll update it for the non-graphical version. However just the equipment by itself will demand multiple sheets for every main race, and accounting for all of SVE's added mats and vanilla's. To me it'd be a fool's errand to do by myself.

      I'd already given up on adding even just tileset support due to a combination of having never understood how to  implement them when they were far simpler and the sheer volume of creatures and so on. I had hoped this release would have made the graphics easier to understand, but they really haven't and made them far more involved.

      Petty as it is to say, it's just not worth it to me personally to provide graphical support. I can and intend to make the updates to SVE (most of what I need to edit concern's the vanilla file edits along with some very minor entity edits to remove architects) but graphics just aren't in the cards.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on December 10, 2022, 05:46:39 pm
      I've uploaded Primal to the Steam workshop! (https://steamcommunity.com/sharedfiles/filedetails/?id=2900159645)
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 10, 2022, 06:30:20 pm
      "Chalmer was a troglodyte religion of the infinite land centered around the worship of Kashi, a human goddess of fate."

      So, OK, Troglodytes are an actual civ (cave-dwelling baby snatchers) in my mod. But...here we have a human hamlet with only human historical figures (can't check the exact pops yet which is frustrating) which is part of a human civ.

      And they've formed a new religion. For troglodytes.

      All the historical figure members are human. That is interesting. Did this kind of thing happen in the previous version? I don't recall seeing anything similar. Other civs picking up their neighbours religions, sure, that happens all the time.

      --edit
      And their monasteries all have troglodyte names. Ha ha.
      Title: Re: What's going on in your modding?
      Post by: SQman on December 12, 2022, 07:46:48 am
      I've finally accepted my fate, and started working on sprites for dino-hybrids. Here's a preview:

      (https://i.imgur.com/LbrMVwu.png)

      Those are Dsungascorpius (Pulmonoscorpius + Dsungaripterus + Miragaia), and Alacranix (enhanced Pulmonoscorpius). I'm quite happy with how they turned out, especially the Alacranix.
      As you can see, those are ust somewhat edited bark scorpions, but what is the Pulmonoscorpius, really? I'll be honest, the last time iI used GIMP was in middle school, and it took me some time to figure out how it works. How happy I was when I realized you can turn on grid.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 12, 2022, 05:10:17 pm
      There's a grid feature built in? I've been doing it wrong this whole time
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 12, 2022, 07:26:04 pm
      Invasion of Dark Elves. All seems to be working OK, they have their weird custom gear.
      A bunch of them are "Adept Skill1". Which used to be my alchemists. Hope we get a little more modability there in the future.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 12, 2022, 08:39:54 pm
      And still haven't figured out what's wrong with my minotaurs. I removed every other town building civ, and still they build a single hamlet, a couple of tombs and refuse to do anything else in worldgen. So strange. Wonder what could have changed between 47.05 and 50.0x...
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 12, 2022, 08:47:52 pm
      if you figure it out, that would be great for intentionally getting civs that dont grow too much

      I got spellcrafts running in 50.02. Got one really ugly conjuring circle building sprite and sprites for all the tools.
      I had to cut a couple civs too, the expansionist wizard civ and mountain elves, because theyre causing an unavoidable "placed farming civ without non-orchard crops" map reject preventing worlds from generating. Havent figured out why yet.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 12, 2022, 11:14:39 pm
      Seems to be some issue with the entity rather than the creature itself which, I suppose, is progress. I made my tribal lion people entity use minotaurs instead and they're happily dominating the Savanna.

      --
      But, of course as things are never easy, simply replacing the minotaur civ's Site and Biome info with that of the lion people doesn't work and we're back with apathetic minotaurs (in the Savanna). Hmph.

      I can only imagine it's one of those really annoying bugs like the "if you have high free time propensity but no fish cleaning ability, the civ will break" bug.
      Title: Re: What's going on in your modding?
      Post by: Jazzpirat! on December 13, 2022, 08:47:38 am
      I'm currently working on a Human Fortress-type mod. The idea is to create a variety of different Human entities/cultures, and using the new mod system, select which sorts of cultures you want inhabiting your world. My own little private 0.47 version had a bunch of new fancy clothes and armour, but I've abandoned that due to sprites complicating the matter so much.
      I'm currently just trying to just get my first entity to work properly. I've encountered a number of strange issues. Initially, it suffered from crashes upon loading a saved game (not even a saved fortress, it would crash even if I returned to main menu after creating the world, then opened it again). This was simply due to using a bunch of outdated raws, which I've fixed. Now I'm encountering a crash upon saving, seemingly after my fortress achieves a certain population. I'm not even sure if it's my mod, or just some classic post-release bugginess causing it. It could be that my noble positions are still outdated in some way, or so.
      One thing's for certain: Human/aboveground fortresses are a whole lot easier to handle in Steam DF, and great fun.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 13, 2022, 10:15:41 am
      OK, I think the minotaur issue is in changes to the worldgen economy. I added these raws from my Hobbits (who are quite happily building coastal communities and hanging out in the swamp as the nasty hobbits of this realm are want to do) and minotaurs are now spreading across the landscape, keeping the tribes in check, and generally asserting their domination over everyone.

      [RIVER_PRODUCTS]
      [OCEAN_PRODUCTS]
      [GEM_PREF]
      [OUTDOOR_WOOD]
      [OUTDOOR_FARMING]
      [OUTDOOR_GARDENS]
      [INDOOR_FARMING]
      [INDOOR_GARDENS]
      [OUTDOOR_ORCHARDS]

      So, it's either a trade change (minotaurs are poor, so all die), or a food thing (minotaurs need farms or they all starve).
      The other product tags that minotaurs had in 47.05 were:
      [STONE_PREF]
      [METAL_PREF]
      [USE_CAVE_ANIMALS]
      [US_EVIL_ANIMALS]
      [USE_EVIL_PLANTS]
      [USE_EVIL_WOOD]
      [COMMON_DOMESTIC_MOUNT]
      [COMMON_DOMESTIC_PET]
      [USE_ANIMAL_PRODUCTS]
      [USE_MISC_PROCESSED_WOOD_PRODUCTS]

      Which was enough. Not any more.
      Well this is good news. Was missing having my fortresses wiped out by a wave of steel-clad giant cows.

      --edit
      (And, yeah, it was the farming. Adding indoor and outdoor farming puts things back to normal).
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 13, 2022, 05:31:41 pm
      1000 year old world with site cap set just a...little...too high.
      Minotaurs have taken over the world, and spammed it with monasteries apparently. Good good.

      Gobbo island on the right there looks like a fun place to visit.

      (https://i.postimg.cc/4yYJM4KF/Minatour-world.png)
      Title: Re: What's going on in your modding?
      Post by: SQman on December 14, 2022, 12:20:25 pm
      (https://i.imgur.com/6NMtnBE.png)

      Non-dino reptiles:
      Carbotoceratops = Carbonemys + Nasutoceratops
      Coelhaast = Coelurosauravus + Haast's eagle
      Dakoderma = Dakosaurus + Psephoderma
      Dilophoboa = Titanoboa + Dilophosaurus
      Diplosuchus = Diplocaulus + Irritator + Sarcosuchus
      Dunkleosaurus = Dunkleosteus + Mosasaurus

      They look... somewhat decent? Again, I'm no artist, and I hope to improve as I go.

      Edit:
      There are two stray pixels under the undead baby Diplosuchus tail. I fixed that, don't worry.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 15, 2022, 03:13:23 am
      Was disappointed to learn that the testing critter doesn't have a statue form. I only have one race that doesn't have any vanilla graphics to point at, so was OK with it being a weird little blue fella. Alas, their statues are simply cubes. Oh well...
      Title: Re: What's going on in your modding?
      Post by: IndigoFenix on December 15, 2022, 05:14:40 am
      Slowly updating my mods to the Steam version, starting with the simplest and working my way up.

      Already released the Endbringers. Will probably do Dwarf Bread next.

      Fortal Kombat will be a good chance to experiment with syndromes without changing the core game too much. Apparently syndrome graphics are a thing now, and making graphics for hybrids and cyborgs seems fun. Most of the races are basically human there so less work with sprites necessary.

      Rise of the Mushroom Kingdom will be a doozy though...
      Title: Re: What's going on in your modding?
      Post by: Immortal-D on December 15, 2022, 04:16:58 pm
      I went back to my roots and made most furniture & items craftable from cheese :D
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on December 15, 2022, 05:18:07 pm
      I went back to my roots and made most furniture & items craftable from cheese :D
      Like soap, but edible. Good choice.
      Title: Re: What's going on in your modding?
      Post by: SQman on December 20, 2022, 08:24:06 am
      Byurds:

      (https://i.imgur.com/pNdLRjl.png)

      Allodrigues = Rodrigues solitaire + Allosaurus + Velociraptor
      Argenteryx = Archaeopteryx + Argentavis
      Claridon = Dimorphodon + Stygimoloch/Parasaurolophus + "tropical bird"
      Dodocevia = dodo + Inostrancevia
      Title: Re: What's going on in your modding?
      Post by: Bihlbo on December 21, 2022, 02:57:24 pm
      I recently learned that:
      [REAGENT:ash bar:150:BAR
      and
      [REAGENT:stone block:150:BLOCKS
      produce wildly different quantities of items to be required! lol Pay attention to standard dimension information, me.
      Title: Re: What's going on in your modding?
      Post by: Noagga76 on December 22, 2022, 05:56:06 pm
      Decided to try my hand at modding and make races from the Dark Crystal, so far I have the Skeksis by and large completed, though with some tweaks and testing needed. Gelfling will probably be the easiest of all the races, since it'd just have to be a slight modification to elves plus women who can fly.

      Turns out, once you've read over the wiki and stared at the raws for a bit, modding aint so hard.
      Title: Re: What's going on in your modding?
      Post by: SQman on December 23, 2022, 04:59:39 am
      Gelfling will probably be the easiest of all the races, since it'd just have to be a slight modification to elves plus women who can fly.

      I'd avoid making flying civilized creatures. The pathing is weird, and flying visitors often end up stuck in the air forever (that is, until you decide to murder them).

      Oh, and me? I'm almost done with amphibian sprites. Expect to see a lot of modified alligators.
      I plan the first update to have sprites for everything other than actual dinosaurs, meaning I have to do mammals and synapsids. Dinosaurs are not only numerous, but also somewhat complicated, because there are no living creatures resembling a Spinosaurus or a Brachiosaurus.
      Title: Re: What's going on in your modding?
      Post by: brushapocalypse on December 23, 2022, 11:44:50 am
      Now that ASCII mode is in, I'm finally starting work on a big mod I've had in mind for quite a while. Graphics are fun and all, and I'm sure I'll have a blast putting together sprites once it's a little further along in development, but I'd really rather worry about if the creatures are structurally sound before I get lost in the weeds of pixel art.

      The lack of arena mode is a real stumbling block, though. I'm so used to just opening it up and seeing if the errorlog spits anything out. Now I need to actually generate worlds!
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 23, 2022, 11:49:46 am
      I plan the first update to have sprites for everything other than actual dinosaurs, meaning I have to do mammals and synapsids. Dinosaurs are not only numerous, but also somewhat complicated, because there are no living creatures resembling a Spinosaurus or a Brachiosaurus.

      That just means it's harder to do it wrong!


      I've been slowly making sprites to update Spellcrafts. I've got it in a fully playable state, even though none of it looks good by comparison to vanilla objects. Not yet attempted to figure put why the two civs keep throwing up errors yet, not enough time to mod or play games in general lately.
      Title: Re: What's going on in your modding?
      Post by: Sanix_Prime on December 23, 2022, 09:58:20 pm
      I've got two small mods in a near-finished state.

      One is just a workshop that lets you queue jobs that turn your dwarves legendary; each job offers a million experience in a specific skill. Only thing it needs is a new graphic; right now it looks like a screw press. Reactions don't give skill experience unless they have a product, so I made it require a special puzzlebox for input and produce an identical one for output - the dwarves 'use' the puzzlebox to learn skills. Kind of janky but that's what works.

      The other is a creature mod that adds an inorganic crab that yields the ore of a steel-equivalent metal when butchered. The metal has a material value of 1 so it won't spike the value output of your fortress. The creature data is kind of cobbled together from the pig, bronze colossus and crab raws, and right now it just uses the placeholder sprite, so there's plenty of room for polish in this one. I was planning on removing the eyes and flames from the magma crab sprite if I can figure out how to insert the graphics back into the game.

      Obviously these are both cheat mods. Once I get some kind of graphics figured out I'll upload them to Steam.
      Title: Re: What's going on in your modding?
      Post by: Hotty gremlin on December 24, 2022, 12:07:08 am
      Working on a little tweak pack for the workshop.

      Turkeys lay less eggs, not only due to game balance reasons but also for the fact that they lay less eggs than other domesticated fowl in real life. Pet values for the yak and water buffalo have been increased in proportion to their meat yield.

      Giant animals will be getting unique descriptions rather than the more formulaic ones in vanilla. For instance:

      Giant Leech:
      Quote
      A repulsive monster in the form of a gigantic leech. It feeds by overpowering prey and boring into them to consume blood and viscera.

      Giant Snail:
      Quote
      A great snail the size of an ox. It lives to eat and seems only dimly aware of its surroundings.

      Giant Crab:
      Quote
      A great beastly crab with a terrible temperament. It will violently displace competing scavengers when feeding on beached whales.

      Giant insects are my first focus and will be getting creature variations that allow for them to have a child(nymph) stage, longer lifespans and the ability to lay eggs. The amount of eggs laid is roughly equivalent to domestic poultry so it won't be a case of "Well technically mosquitos lay a thousand eggs so let's send it". This first wave of bug-specific changes are what I'm working on like, this moment, because gigantic bug monsters are about as cool as you can get conceptually but are currently pretty half baked.

      Up next on the docket will be sussing out what giant creatures are missing what attacks and anatomy. Giant animals modeled after vermin sometimes lack some basic attacks. Giant arthropods will have the ability to batter and grapple enemies with their limbs. Any lizard large enough to engage in combat will get a tail attack, seeing as that's not at all unheard of in nature.

      Animals that should reasonably excel in certain combat skills will do so innately to make up for any blind spots in combat modeling. Dogs being better biters than average, giant crabs being legendary wrestlers, cougars and big cats being innately stealthy, so on and so forth. Livestock being innately talented kickers makes sense and would be funny so I'll do that. The town drunk getting his teeth rearranged by an ornery mule is good training for your surgeon, if anything.

      Every animal that could reasonably be trained for hunting or war purposes will gain that ability. Badgers may not be up to snuff for regimented warfare, but make perfect sense as a hunting companion. Likewise, giant badgers are a natural fit for either duty.

      Animal people are the result of a lot of c_variation trickery and it's gonna take me a little while to untangle and fine tune some stuff, but I have some alternate flavor text drafted out to at least give their descriptions some personality. For example:

      Polar bear man:
      Quote
      A tremendous white humanoid bear. It thrives where the bitter cold would kill from exposure.

      Brown recluse man:
      Quote
      A small and gracile arachnid person with six spindly arms and the fanged face of a spider. Its drab appearance belies a destructive venom.

      Anaconda man:
      Quote
      A large and stout snake person, cryptically colored as to blend in to the underbrush.

      Title: Re: What's going on in your modding?
      Post by: SQman on December 24, 2022, 08:10:11 am
      Forced myself to finish amphibians:

      (https://i.imgur.com/DGC5h0P.png)

      Antarctovenator = Diplocaulus + Antarctopelta + Concavenator
      Bagehesaurus = Bageherpeton + Edaphosaurus
      Diplotator = Diplocaulus + Irritator
      Diplovenator = Diplocaulus + Concavenator

      The alligator sprite sure did come in handy.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on December 26, 2022, 10:38:32 pm
      I uploaded Spellcrafts, realized i made mistakes, fixed them, reuploaded, started a new thread, realized i linked to the wrong download on the thread and the wrong thread on the download, and finally got it right. That counts as an accomplishment for a day.

      Now i need to figure out how to upload to Steam

      [edit]

      I did it!
      Title: Re: What's going on in your modding?
      Post by: kiiranaux on January 01, 2023, 04:53:44 pm
      @Eric Blank- we had a whole saga about that "placed farming civ" thing with highfantasy. I know that it's working correctly in the current versions of HF. Short summary, it was fixed by giving MORE tags, which seemed counterintuitive. If you want to fix those two civs of yours, go copy the block of 8 tags (indoor farming/orchards/wood/gardens/outdoor1234) from one of my civs that seems like they shouldn't be doing outdoor farming - uh, hobgoblins or naga - and that should fix your two civs. Downloading from either dffd or steam you'll get the same results.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 01, 2023, 08:38:45 pm
      That's actually exactly what I did, as well as adding new crops. No more issues.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 02, 2023, 08:38:50 am
      Finally managed to finish the rework on my rather massive personal mod & modpack for 0.47.05. Still probably has plenty of bugs, but all crucial reactions should be fixed.

      Guess it's time to gen a new world and see what actually playing it feels like!
      Title: Re: What's going on in your modding?
      Post by: SQman on January 05, 2023, 09:50:33 am
      Synapsids:

      (https://i.imgur.com/ccqggFx.png)

      Ankylocodon = Ankylosaurus + Ophiacodon (I'm not really happy with this one)
      Acrocanthops = Arctops + Acrocanthosaurus
      Albertocevia = Albertosaurus + Edaphosaurus + Inostrancevia
      Andrewtops = Andrewsarchus + Glyptodon + Arctops (Dwarves spray-paint trained Andrewtops' heads)
      Dakotanops = Dakotaraptor + Gorgonops (I am really happy with this one)
      Dimetrocarnus = Dimetrodon + Carnotaurus + Pyroraptor

      The alligator sprite continues being useful
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 05, 2023, 07:42:55 pm
      Been testing and tweaking my modding attempts. So far no big issues, but quite a bunch of minor stuff.

      Just got some animal person tribe merchants arrive as well as an elf envoy with the elf caravan. The elf was disturbingly enough carrying a dwarf skull totem in his hand. Wonder what he's trying to tell with that?

      Oh, and a bunch of migrants arrived. One of them is a mummy clerk who worships a god of jealousy and writing. Sounds like a decent fellow to have around.

      Also, it's raining goblin blood.
      Title: Re: What's going on in your modding?
      Post by: comicraider on January 09, 2023, 07:19:06 pm
      Decided to return to DF Classic because I missed Adventure Mode, then remembered the pyromancy mod I was gonna attempt some time ago but never got around to. Basically necromancy, but swap out the immortality and zombies for heatproofing and fire.

      No idea what I'm doing and too lazy to look at the wiki's guide, but this is what I got so far.

      https://imgur.com/a/gyGPZ54 (can't remember how images work, haven't been on here in a while.)
      Title: Re: What's going on in your modding?
      Post by: Tiler on January 10, 2023, 04:29:00 am
      I am currently mystified by the fact I've created a plant and a set of reactions related to it that have somehow resulted in the civ possessing said reactions the ability to embark with flour from the plant but not the seeds of the plant.

      I think they just don't have access to the plant but reactions somehow give it the flour while ignoring that the reaction requires, you know, having the plant in the first place.
      Title: Re: What's going on in your modding?
      Post by: Elbow on January 13, 2023, 01:15:05 pm
      Cutting my .50 modding teeth by messing with creating a custom entity with a custom creature (fantasy... caveman - is that even a thing? why am i doing that? I really couldn't tell you) using custom graphics larger than the default single 32x32 tile all the other playable races seemingly fit into, and I've just been staring at the vanilla layered tile raws for 2 days, dreading it. Not even 100% certain that's going to be possible. It should be: a human holding a halberd uses the LARGE_IMAGE tag, so why not a human holding its limbs and torso together... but you never know. I've got a feeling this is going to be a lot like adding workshops to ASCII/OEM DF, only like... twice as painful to get to the point where doing it is trivial? On the bright side it really seems like it'll be pretty intuitive once I actually... like... internalize how to do actually do any of it. 

      (https://i.imgur.com/J7EHQQW.png)

      I never have, toad wizard. I never have. :'(

      (An aside, but what's the etiquette/legal mumbojumbo when it comes to posting what we're doing when what we're doing involves Premium sprites. I understand we can't freely distribute whole mods that reuse/recycle the premium sprites, and those mods should be kept to the Steam store, but what actually counts here? Like I was thinking of just using vanilla dwarf heads and I'm using vanilla statues for scale since layered sprites are all chopped up by default. I took it upon myself to draw over them for my purposes shitposting here - if I hadn't, they'd have been trivial to yoink. Was that necessary or am I being... overly conscientious/downright paranoid?)
      Title: Re: What's going on in your modding?
      Post by: comicraider on January 13, 2023, 05:26:13 pm
      That pyromancy mod is finished with the help of some smarter people from this board, now I'm feeling ambitious and wish to make more types of -mancers. Starting with one revolving around either wind or water.
      Title: Re: What's going on in your modding?
      Post by: GadgetPatch on January 13, 2023, 09:18:50 pm
      I'm currently plugging away at a different take on the old Playable Kobolds idea. Trying to keep the spirit as close as possible to DF's Kobolds, without veering too hard into Forgotten Realms kobolds, or the whole Aboriginal Cutebold territory. Tentatively titled Kobold Caverns.

      The general idea so far:
      - Kobolds have local-only government, with no central monarch supporting your expedition, so your settlement is largely on it's own.
      - Diplomacy and trade are technically options, but your Kobolds aren't particularly well-liked, so positive relations are an uphill battle.
      - Kobolds are prone to banditry, and even your own civ can splinter off into rogue camps that might give you trouble.
      - As your settlement grows, all military and social leaders become elected mini-nobles, who demand trinkets and special treatment.
      - Kobolds tend to bond quickly, and have multiple kids which grow up as fast as animals, to make up for the low immigration.
      - A broader range of intelligent creatures/monsters can petition to settle at your camp, like harpies and serpent-folk.
      - You can metal-craft, but you'll need to acquire anvils from your neighbors. And alloys, if you want to use harder metal than copper or lead.
      - Due to being tiny, Kobolds use smaller weapons and tools, though some Dwarf weapons can be 2-handed by particularly mighty kobolds.
      - Kobolds are anxious little critters, and tend to flee or go catatonic in melee. They do best with war animals, traps, and ranged weapons.
      - To round out their ranged damage types, they can use cloth and leather slings, which use Throwing skill to deal ranged blunt damage.
      - When they can't steal, they rely on wood, stone, and animal products. Expanded bone, shell, scale, ceramic, and wood crafting are available.
      - Kobolds have access to unique animals, like large cave rats for meat, dog-sized wooly spiders for silk, or helmet snakes for eggs (and venom).
      - They lack artful language, but still dance and play music (with gibberish lyrics and single-note melodies, but they're doing their best (https://i.imgur.com/gaIwslN.jpg)).

      And since the graphical release doesn't have a working kobold sprite sheet for most clothes and gear, I've been re-spriting all their equipment! Whoof!
      (https://i.imgur.com/cNUFRRY.png)
      Also pictured here are some of their new small weapons, and a few pets.

      I ran into a bit of a snag trying to let them envenom their weapons and traps without DFHack. Latest attempt was a ridiculous idea, to use a crafting recipe that creates a "venom gas", which induces an inhalation syndrome that briefly panics them and enables them to use a fear-based interaction to emit venom mist from their hands and onto their weapons. But the result was weird, clumsy, and wasn't consistently triggering.

      For now, they have access to several venomous war animals, and I'll probably add proper venom support when the game allows, or if I get any better ideas for doing it without hacks! Hoping to release the first draft on the Steam Workshop, and backport it to classic over the next week or so.


      That pyromancy mod is finished with the help of some smarter people from this board, now I'm feeling ambitious and wish to make more types of -mancers. Starting with one revolving around either wind or water.

      Always thought magic mods were a neat concept! If you're looking for ideas, interactions like PROPEL_UNIT could be neat for wind. And I think dust clouds made of fixed-temp supercold materials can make things freeze, for water.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 16, 2023, 12:01:46 am
      Yeah, freezing materials will 100% kill any creature they land on, its often guaranteed death. They can be almost as nasty as fire, but they don't spread destruction across the map.
      Title: Re: What's going on in your modding?
      Post by: SQman on January 17, 2023, 10:37:18 am
      I didn't expect mammals to be nearly as difficult to make as they are, but I think my new method works better than just editing existing sprites.

      (https://i.imgur.com/m8oKvp9.png)

      Andrewtherium = Andrewsarchus + Deinotherium

      I downscaled the picture from Jurassic World Alive wiki, then did my best to  convert the result to DF artstyle (still sounds weird to me). It's not looking bad, considering my complete lack of artistic skills. Vaguely looks like a mutant elephant freak.
      Title: Re: What's going on in your modding?
      Post by: Tiler on January 19, 2023, 01:03:40 pm
      I had a spat of civil violence that killed around 18 denizens, but unlike the old civil war bug, it petered out on its own. Did seem to be sparked off by an axe lord tantruming and swinging fists around and resulted in a ton of injuries but everyone got over it. I'm wondering if its because I set the KILL_ENTITY_MEMBER ethics to PERSONAL_MATTER; either allowing the violence or preventing it from becoming a death spiral.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 19, 2023, 04:58:08 pm
      I had a spat of civil violence that killed around 18 denizens, but unlike the old civil war bug, it petered out on its own. Did seem to be sparked off by an axe lord tantruming and swinging fists around and resulted in a ton of injuries but everyone got over it. I'm wondering if its because I set the KILL_ENTITY_MEMBER ethics to PERSONAL_MATTER; either allowing the violence or preventing it from becoming a death spiral.
      Civil violence is not a bug and happens with regular ethics too. And, yes, having it peter out is due to bug fixes as death spirals aren't fun. Now we can enjoy the occasional barroom brawl. Just make sure you have plenty of beds in the hospital. Seems to finally be working, which is nice.

      It would be nice to have our Killing is Personal civs instantly murder one another like in worldgen, but that doesn't happen in fortress mode yet (except in a Fell Mood of course).

      ("Theft is OK" civs work. No-one reports artifact heists. Captain of the Guard has little to do but grumble about chains. Ha ha...).
      Title: Re: What's going on in your modding?
      Post by: Tiler on January 19, 2023, 08:39:12 pm
      I had a spat of civil violence that killed around 18 denizens, but unlike the old civil war bug, it petered out on its own. Did seem to be sparked off by an axe lord tantruming and swinging fists around and resulted in a ton of injuries but everyone got over it. I'm wondering if its because I set the KILL_ENTITY_MEMBER ethics to PERSONAL_MATTER; either allowing the violence or preventing it from becoming a death spiral.
      Civil violence is not a bug and happens with regular ethics too. And, yes, having it peter out is due to bug fixes as death spirals aren't fun. Now we can enjoy the occasional barroom brawl. Just make sure you have plenty of beds in the hospital. Seems to finally be working, which is nice.

      It would be nice to have our Killing is Personal civs instantly murder one another like in worldgen, but that doesn't happen in fortress mode yet (except in a Fell Mood of course).

      ("Theft is OK" civs work. No-one reports artifact heists. Captain of the Guard has little to do but grumble about chains. Ha ha...).

      I noticed the theft thing too, which makes me want to know which ethic represents "I don't care if you steal from each other but steal from us, as a collective, and your guts are gonna be made into garters".
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 19, 2023, 09:00:17 pm
      Did some low light vision stuff today. Been bugging me that creatures are mostly either without low light vision or can see perfectly in the dark. Tried to find out if there's any info on the values, but couldn't find any except what's on the creature token page of the Wiki. (https://dwarffortresswiki.org/index.php/DF2014:Creature_token#LOW_LIGHT_VISION)

      Probably this info is somewhere and maybe I understood wrong, but this is what my testing resulted in:

      Code: [Select]
      LOW LIGHT VISION RANGES (tested in 0.47.05):

      734-10000 = 25 tiles
      700-733 = 24 tiles
      667-699 = 23 tiles
      634-666 = 22 tiles
      600-633 = 21 tiles
      567-599 = 20 tiles
      534-566 = 19 tiles
      500-533 = 18 tiles
      467-499 = 17 tiles
      434-466 = 16 tiles
      400-433 = 15 tiles
      367-399 = 14 tiles
      334-366 = 13 tiles
      300-333 = 12 tiles
      267-299 = 11 tiles
      234-266 = 10 tiles
      200-233 = 9  tiles
      167-199 = 8  tiles
      134-166 = 7  tiles
      100-133 = 6  tiles
      67-99 = 5  tiles
      1-66 = 4  tiles
      0 = 3  tiles

      No idea why such a broad range for perfect low light vision when others are 1 tile per 33.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on January 20, 2023, 04:59:06 am
      got done messing with finding out a way to install wagons and a fake baron position to my custom entity civs, and realize animal entity tokens now grant labor access to semi-citizens and there's a process to slowly grant them access to full citizenship either through doing historical acts of violence and/or crafting then waiting 2+ years for them to petition to the fort.

      then I got told you could tame zombies which spiral me into making a civ of necromancers that I'm going to play around that info and see how far I could push zombie making industry.
      since you could trade caged tame zombies.


      said civ of necromancers are a modified raw ripped angel group of humanoids made of green glass with 3 long hanging tails that turn into swords and spread necromancer secrets via line of sight and via greeting( currently testing to see if this works)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 20, 2023, 02:51:17 pm
      Spreading secrets through a cdi should work, yes, I tried to do that for Spellcrafts mundane spells, so they'll become learn able skills that can be written down and passed on to apprentices. Don't think it will happen in WG though. They'll pick up the secret and start using its interactions. But they never seem to start writing books and necromancer apprenticeships don't seem to happen in fort mode.

      Also, my familiars and summoned critters have been becoming citizens too. The familiars are strictly pets for some reason still but a summoned Unnatural Child from the birth secret became a full fort member and I assigned her to the mining detail and she does in fact mine. I assigned her to the hospital but nobody's been hurt (and survived) yet so no idea if she'll take up medical professions.

      I think it may be because the unnatural child doesn't have a PET tag, and familiars do. If I remove that from them and peons maybe they'll start becoming full citizens too. But I can assign them to militia squads as-is. They're just so small and wimpy and their magic abilities aren't great, so they tend to die horribly.

      I'm going to push this as far as I can, because being able to summon new fort citizens in the event you don't get migrants sounds rad.

      But should I make a reaction+spell for summoning actual dwarves/humans/elves/etc or just keep doing peons and familiars only?

      Also my mayor was cursed by a deity in WG to turn into a giant hamster every full moon. No rampages, just inconveniences her. The curse works!

      I also had a wereopposom show up on a "rampage." Because they're not CRAZED, he walked right past my door guards and entered the fort, but then got in a fight with and was mauled to death by my dogs. So, non-crazed werebeasts might not be hostile to your citizens, but may be hostile to your animals, for some reason. No idea why, but that's important to know.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 20, 2023, 03:23:13 pm
      I also had a wereopposom show up on a "rampage." Because they're not CRAZED, he walked right past my door guards and entered the fort, but then got in a fight with and was mauled to death by my dogs. So, non-crazed werebeasts might not be hostile to your citizens, but may be hostile to your animals, for some reason. No idea why, but that's important to know.

      Could it be LARGE_PREDATOR that causes that? I think (generated) werebeasts have that token.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 20, 2023, 04:57:21 pm
      I'll have to check the raws to see if I even have that tag in there, they were supposed to be chill, friendly werecreatures.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 21, 2023, 09:21:47 am
      Fast worldgen in 50.0x is great for testing longer worlds. I have very busy worlds, with lots of new entities and I love studying the interaction between all of them. Being able to pump out thousand year old worlds relatively quickly has been great.

      Haven't checked too far into Legends of my latest world, but the king is a goblin-turned-necromancer experiment, the outpost liaison and most of the nobility are Dark Elves and the untamed wilds are swarming with at least three different kinds of experiments.

      It feels like civilization is collapsing rather nicely.
      Title: Re: What's going on in your modding?
      Post by: GadgetPatch on January 22, 2023, 11:27:34 am
      Is there a faster way to generate worlds? A setting I overlooked somewhere or something? Or is it just generating smaller worlds.

      I'm making some kobold banditry-related tweaks, and some hidden cave-dwelling animalfolk civs, and I want to see that they're doing their thing correctly.
      Title: Re: What's going on in your modding?
      Post by: voliol on January 22, 2023, 12:35:57 pm
      Is there a faster way to generate worlds? A setting I overlooked somewhere or something? Or is it just generating smaller worlds.

      I'm making some kobold banditry-related tweaks, and some hidden cave-dwelling animalfolk civs, and I want to see that they're doing their thing correctly.

      There's a command line command for generating worlds in 0.47.05 as far as I know. Though I haven't actually tried it and who knows if it still works in v50.


      Just got Teh LOLmod up to v50. (http://www.bay12forums.com/smf/index.php?topic=178239.msg8449078#msg8449078) Well, hopefully; it worked in 0.47 and produces no errorlog messages when you create a world.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 22, 2023, 11:19:21 pm
      Is there a faster way to generate worlds? A setting I overlooked somewhere or something? Or is it just generating smaller worlds.

      I'm making some kobold banditry-related tweaks, and some hidden cave-dwelling animalfolk civs, and I want to see that they're doing their thing correctly.
      Are you playing 47.05 or 50.05? Worldgen has sped up quite a bit already. Only way to further speed it up is to ensure there are no people or sites (or only a couple), but that likely doesn't help you test your civs.
      Title: Re: What's going on in your modding?
      Post by: Boltgun on January 23, 2023, 05:06:17 am
      I'm starting to wrap my head around workshop graphics and I got into a deadend.

      You can define graphics for a workshop tile like this:
      Code: [Select]
      [TILE_GRAPHICS:SUCCUBUS_WORKSHOPS:0:0:WORKSHOP_CUSTOM:SUCCUBUS_MAGMAWELL:3:0:0]
      WORKSHOP_CUSTOM:WORKSHOP_ID indicate a custom workshop, but what about a custom furnace ? I tried FURNACE_CUSTOM, FURNACE and other variations to no results. In the absence of docs on the wiki I had to convert all furnaces into workshops.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 23, 2023, 12:30:48 pm
      I don't think you can make custom furnaces??? It's always just been workshops to my knowledge.
      Title: Re: What's going on in your modding?
      Post by: GadgetPatch on January 23, 2023, 03:46:43 pm
      So, the wiki claims in several places that eggs count as meat for CARNIVORE or BONECARN creatures, but my carnivorous Kobolds won't eat them raw or in meals. I'm assuming either the wiki was repeating hearsay, or it was changed for v50. Can anyone confirm that it used to work?

      Currently trying to get eggs to be recognized as meat, by adding MEAT, BUTCHER_SPECIAL, MEAT_CATEGORY, and MEAT_NAME to the egg materials, but having no luck. I'm guessing CARNIVOREs need their food to contain an ingredient with the item class MEAT or FISH now, rather than materal tokens? And I can't think of another good way to make eggs count as MEAT items without having egg layers literally lay meat chunks that (obviously) can never hatch. I put a lot of time into making an interesting animal-based product industry for them, so it'd break my heart to make them omnivores that can just farm.

      The wiki also says egg-based meals are also composed of EGGSHELL rather than EGG_WHITE or EGG_YOLK, so I made sure to add the tag to that too. Still no luck.

      EDIT: Another modding hurdle; UTTERANCES critters apparently give nicknames using a random other language. I added an UTTERANCES-based language to kobolds in addition to the UTTERANCES tag, which lets them default to UTTERANCES names, but lets them assign kobold-sounding nicknames to deities, places, and notable figures. But now, if I try to randomize a name in the noun-based name picker, the game crashes 100% of the time. So probably gotta scrap that too.

      Can't imagine mod-only bugs are high priority, but I wonder if it's worth reporting.

      Between this, the carnivore egg problem, and the inability to apply venom the game recognizes in combat via either vanilla-style glazing reactions, crafting weapons out of syndrome-causing mats, or every hacky syndrome/vapor-emission based method I've come up with to put spatters on weapons, it's really killing my enthusiasm for working on an authentic-feeling playable kobold mod.


      Are you playing 47.05 or 50.05? Worldgen has sped up quite a bit already. Only way to further speed it up is to ensure there are no people or sites (or only a couple), but that likely doesn't help you test your civs.

      Ah okay, I misunderstood you is all! It's plenty fast as is, yeah.
      Title: Re: What's going on in your modding?
      Post by: Count10 on January 23, 2023, 08:13:24 pm
      I'm attempting to make a smallish mod adding in a few fantasy metals that behave in unusual ways, and I've run into a few issues that aren't huge but they really bug me. One of the metals is orichalcum, and it is supposed to be an alloy that you can extract into thread similar to adamantine. However, being an alloy it is created in ingot form and it seems that only the ingots can be used to make cloth objects, with the actual thread and cloth being useless. I've tried both [THREAD_METAL:ORICHALCUM:100] and [STOCKPILE_THREAD_METAL], individually and at the same time. Also, another metal is an alloy comprised, in part, of adamantine. Will adding [DEEP_SPECIAL] to a pure metal cause issues, and is there any other way to keep civilizations from using it without that tag?
      Title: Re: What's going on in your modding?
      Post by: Boltgun on January 24, 2023, 04:22:31 am
      I don't think you can make custom furnaces??? It's always just been workshops to my knowledge.

      The process is the same but starting with BUILDING_FURNACE instead. The only difference is that the building ends up in the furnace submenu.

      We have more menus now so I guess it's an old system.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on January 24, 2023, 08:34:34 am
      I don't think you can make custom furnaces??? It's always just been workshops to my knowledge.

      The process is the same but starting with BUILDING_FURNACE instead. The only difference is that the building ends up in the furnace submenu.

      Plus it needs an architect before it can be built.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 24, 2023, 02:06:40 pm
      Spoiler (click to show/hide)

      Yeah, you may not be able to get kobolds to eat eggs directly. You could try a reaction to process eggs into chunks of meat from a creature, though.

      For their language, try generating one with DFLang, you can still find it on DFFD. Its still the best tool ive found for generating languages quickly. Then use the output's ID in the entity translation, and make sure youve included the language file in your mod folder. Make sure your kobolds have both UTTERANCES and CAN_SPEAK. I'm not sure what could actually be causing the crash, but probably either a typo or duplicate word or something.

      Oh! And you need to update the dflang word list with the current DF word list; it's from a much older version and doesn't have a bunch of new words.


      @boltgun; thanks, I didn't know that.



      Personally, I've been doing a lot of sprites. Sprites sprites sprites. They're ugly, I'm bad at it, it's taking forever and ever, but I don't just want to copy the sprites used in vanilla and edit them a little bit, I want to make my own. Other than a few critters that would be literally identical to a vanilla creature and therefore just use the vanilla sprites for that creature, or are using them temporarily as a stand-in until I get their sprites made.

      I'm also adding back in the boiling rocks treatment for learning spells, this time it will be alongside the edible essences, so it will give a chance to inhale the gas and learn something directly, teaching your wizard to perform the spell related to that gas (if they inhale it) immediately, and also dwarves can eat essences produced later. This is still all just a stand-in for being able to write spell books dwarves can read from a reaction, since that's not currently possible. Except for a reaction to burn essences into gas. It's all work arounds for work arounds for features that won't actually be implemented for years to come. As it always has been.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 24, 2023, 08:55:16 pm
      In the year 24 a Skink demon burst from the underworld to take vengeance on those who dig too greedily and too deep! Demons and hobbits poured forth destroying all in their path.
      Yes, it's usually goblins, and sometimes dark elves, but on occasion, all the underworld has to offer up are plump cheese merchants. And for the first time in a great many worlds, the hobbit invasion has actually been successful. Taking over all the surrounding dwarf fortresses, burning down their libraries and building new structures to rule from with names like "The Fortress of Gerbils", "The nuts of dressing" and "The Spicy Cinnamon".

      Mostly they've been lead by a series of ambitious necromancers after the initial skink demon died which probably helped.

      So, ah, yeah, that works.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 24, 2023, 08:58:52 pm
      hmm, how did you set that up? they have the [DEMON] flag?
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 24, 2023, 09:00:22 pm
      hmm, how did you set that up? they have the [DEMON] flag?
      [EVIL]. Dark elves, gobbos and hobbits have it, game picks one at random whenever an underworld breach event occurs in worldgen.

      Also allowed them a mountain supported biome to encourage them to invade a bit further (not sure if it was necessary).
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on January 24, 2023, 10:20:47 pm
      ive not actually seen evil critters pop out of the underground myself, i didnt know that happened.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 25, 2023, 01:58:10 am
      ive not actually seen evil critters pop out of the underground myself, i didnt know that happened.
      In Worldgen. It was added in 47.01.
      Civs with the trigger [MINING_UNDERWORLD_DISASTERS] can breach the underworld in fortress (and maybe dark fortress?) sites. A bunch of demons plus an army made up of an [EVIL] race appear and form a new civilization. Just look for a civ that was formed after the year 1, that's one that emerged from the underworld.

      My hobbits are bit too nice. They formed an alliance with the dwarves that released them just a few years later. :)
      Title: Re: What's going on in your modding?
      Post by: GadgetPatch on January 25, 2023, 03:03:19 pm
      demon hobbits

      Fucking amazing. I love this.


      Yeah, you may not be able to get kobolds to eat eggs directly. You could try a reaction to process eggs into chunks of meat from a creature, though.

      I've had some luck getting raw eggs to be recognizable as meat, by adding [EDIBLE_RAW] to the egg materials, without the [MEAT] tokens. Bizarrely, doing the same thing to cheese doesn't make it edible to carnivores though. And as soon as either ingredient is cooked, it's no longer considered edible.

      VERY weird that [EDIBLE_RAW] only works with raw eggs, and no other item. And double odd that the meat item type is carnivore-edible, even without [EDIBLE_RAW]. It's got to be something about primitive item classifications with a specific carnivore handling for egg object types, that isn't inherited when cooked, which is entirely different from however meat items are checked in the source. Lots of very strange behavior for carnivores, still!

      Quote
      For their language, try generating one with DFLang, you can still find it on DFFD. Its still the best tool ive found for generating languages quickly. Then use the output's ID in the entity translation, and make sure youve included the language file in your mod folder. Make sure your kobolds have both UTTERANCES and CAN_SPEAK. I'm not sure what could actually be causing the crash, but probably either a typo or duplicate word or something.

      Oh! And you need to update the dflang word list with the current DF word list; it's from a much older version and doesn't have a bunch of new words.

      I actually had already generated a language using a different technique, and it works fine normally; the crash seems to come whenever an ENTITY has a TRANSLATION, but it's constituent CREATURE has the UTTERANCES tag, and only when you click the top-right randomize button in the name-picker UI. Even happens with vanilla languages; I ended up reporting, in case it's a canary in the coalmine for other crashes.

      And yeah, I just generated my own truncated kobold syllables using GenGo (https://collinbrennan.github.io/GenGo/index.html). The wiki has some nice notes on using it! I just multiline copy-pasted them into a language file with some regex and sublimetext. The process gives finer control over structure and word length, so I'd recommend it! It also let me prune out words that sounded bad or ran long. The translation gives compound words like bulbin-kraler, rather than compounds like shrabodoshrayrber-slakibodraymbus.

      The downside is, removing UTTERANCES takes out a really cute thing the game does (https://i.imgur.com/gaIwslN.jpg), where songs that Kobolds write have nonsense lyrics. But UTTERANCES also seem to make Kobolds regenerate their names whenever they return after a raid. So I'll probably just use a TRANSLATION and remove UTTERANCES for now.
      Title: Re: What's going on in your modding?
      Post by: Elbow on January 27, 2023, 12:10:15 am
      Are you pulling your hair out and going bald because some of your military dwarves mysteriously keep going bald themselves? Are you freaking out because the dwarf you told to equip that full suit of bismuth bronze armor isn't wearing it, and now it's missing? Are you a modder who used the vanilla graphics_creatures_layered.txt as the basis for your modded race, only to discover your seemingly perfectly functional mod was causing problems with bismuth bronze? Well, it's not your fault. This is a vanilla problem - the vanilla layered graphics RAWs do not specify any sprites for items made of bismuth bronze, and the fix is super easy. Like, "one find and replace" easy.

      Open graphics_creatures_layered.txt (or the equivalent file in your mod if you're dabbling with modding) in NotePad++. Open the Find and Replace window (Ctrl+H) and turn regular expressions on:
      FIND:
       \[CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE\]
      REPLACE:
      [CONDITION_MATERIAL_TYPE:METAL:BLACK_BRONZE]\n            [CONDITION_MATERIAL_TYPE:METAL:BISMUTH_BRONZE]

      (You can probably do this without regular expressions turned on as well if that's intimidating for you or whatever, just remove the "\"s in the FIND string and "\n" in the replace. Using regex just keeps the raw file tidy.)

      Et voila, your mysteriously unarmored baldies should now look like the badasses you always intended them to be. This was also probably a problem with wielded bismuth bronze weapons/picks/axes (almost certainly - no bismuth bronze sprites whatsoever are specified in the layered creatures raws, but I haven't seen the issue with my own two eyes so I'm couching this in uncertainty).

      BEFORE:
      (https://i.imgur.com/85uNZIm.png)
      (https://i.imgur.com/FX0jYJP.png)

      AFTER:
      (https://i.imgur.com/UcYQzee.png)
      (https://i.imgur.com/ivJAvoF.png)


      NOTE:I don't know if updating the vanilla RAWs manually will import them to an existing save. Tested with my BF's vanilla save and a modded vanilla RAW, and unless he screwed something up in a major way it doesn't work for unmodded games without generating a new world. I know for a fact that it's compatible with existing saves when it comes to editing the appropriate file in the "installed mods" folder (see the pics above, that's my 'deep dwarf' race, and it's the same deep dwarf in both pics).  If updating the vanilla RAWs truly doesn't work for existing saves, as long as you have even *one* mod running you can maybe work around this by adding a text file which will cut the accursed vanilla file and also adding your edited copy of the vanilla file to any mod's graphics folder (or even by adding a graphics folder to an installed mod with no graphical component and doing the same - I haven't experimented with any of this though so take with a huge grain of salt).

      Was advised by Shonai_Dweller to crosspost this to the modding forum so people could search the board for bismuth bronze and easily get an answer. Didn't want to make a second thread saying the exact same thing as the thread I already posted as a more broad heads up kind of thing, so they suggested bumping a general RAWs thread instead. While this is maybe not a perfectly on topic post, it is something I discovered in the course of my modding, and so here we are.  lol  :o
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on January 27, 2023, 01:14:09 am
      Great. It was only yesterday I was searching for "bismuth" in the hopes someone had a simple solution posted here somewhere.
      Title: Re: What's going on in your modding?
      Post by: Boltgun on January 30, 2023, 04:26:15 am
      My attempt in making the succubi corporate friendly is meeting resistance. Now that I made them sprites, it's obvious that they care little about clothing and start half naked.
      There is bottom wear available in the civ, and they dress up when I make some at the clothier. But they don't start covered and now I'm reviewing my life choices.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on February 01, 2023, 04:28:27 am
      ok spent probably a month trying to figure out animal entity tokens interactions in 50 and how to get full petition citizens from them.

      it seems like the process requires the non-historical figure to kill something or someone to become a historical figure and after that live in the fort for 2 years to work up the courage to petition.
      creatures that lived in the fort previously that had not kill anyone but gain a historical figure would probably not gain one until after you retire and unretire the fort which then the +2 year wait will be triggered and after those +2 years they will petition.

      this does make playing multi-culture forts more lopsided but more possible to do fort mode only than it was in 47 where you only got access to the starting embark citizens.

      having test this out with a mock up version of an underground mining disaster civ had left me with an experience of 'dang I sure grown attach to seeing these 20 foot tall humanoids petition to join a site after years of hard work.'

      there like a few test I need to do to see if it's possible to speed up the process but so far one of them requires conquering a site and probably exiling the animal entity token gotten citizen to that place and recalling them back with a messenger.
      which might cut down the wait from 2 years but from what I experimented on you can't exile non-historical figures and or pets that goes into the pet tab so the process for getting them historical figures might lead to the question do one wait out 2 years for a petition or do you risk conquering a site and sending the unit off to a small trip to a new location and recall them back?

      though I guess if you retire and unretire this will give all the non-hist-figs citizens connections to your civ and probably histfigs so sending them off to a site you own might be a bit faster?
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on February 12, 2023, 08:00:42 am
      Finally dove into graphics raws to match up the new items and materials in my mod to existing graphics (not that interested in having them look different). Two new weapons, two new materials that all weapons and armour can be made of. Took quite a while and I'm pretty happy with the result, but the gatekeeping, elitist part of my brain can't help but tut about how much the barrier to modding has jumped up with the Steam release (at least until a text tileset version is decently playable).

      Need layered minotaurs and hobbits for it to be complete, that'll have to wait. Not gonna learn how to make pixel art now.

      Other than that, very pleased to have arena to play with to check everything is still working. Love the option to shoot the temperature up to "Dragonfire" when things start to get cluttered.

      Will get round to making this guy a bit smaller and more purple at some point.
      (https://i.postimg.cc/fTF2xxPT/hippo.png)
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on February 15, 2023, 06:47:05 pm
      Pretty happy to find that I can add weapon graphics to animal people without having to build the whole damn thing from scratch. Just two layers. Basic sprite and dwarf_wieldables.
      Won't match up perfectly every time. But good enough for me, and not too much work as I only have eight animal person civs.

      (https://i.postimg.cc/65Td4kyq/Bear-sword.png)
      Title: Re: What's going on in your modding?
      Post by: Morning_Oak on February 20, 2023, 11:21:11 am
      I have recently added an evil race of Dark Dwarves to the game, along with an evil but civilized Undead/Forsaken-style-Human Civ and a "Bandit"-like Human civ for a fun twist. I also went and tweaked Emilovich's "The Language Overhaul" and got it working with Steam to my liking, it adds a nice feel to the game. Lastly, I added reactions to be able to create gem weapons & armor, but sadly they don't seem to want to equip my gem gauntlets & boots, despite claiming them for their uniform. Oh well. 
      Title: Re: What's going on in your modding?
      Post by: KittyTac on March 01, 2023, 05:03:26 am
      I'm gonna try and make a DCSS (Dungeon Crawl Stone Soup) mod that adds races, monsters, and spells from that game into DF. Since the game has very little lore, I have a blank check to do as I please.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on March 09, 2023, 02:18:45 pm
      Still trying to get an excrement and waste management mod going. Which, now requires that I learn how to mod premium, and do sprinting. So it's a process.

      Recently, I tried replacing dwarf blood with a yellow palette swapped substance called urine, which was toxic for dwarves. My intention was to remove their actual need to have blood, but have them still continue to produce it. It wasn't ideal, but I thought it could be a better solution than the complex interaction syndrome logic chains I had been struggling with thus far. 

      But allow me to just say that this mod will never see the light of the day, lol. And in case this hadn't already immediately come to mind for you as you're reading this, allow me to illuminate why this approach is a bad idea: For starters, I cannot even begin to describe how weird vampires are.

      Sure they're basically free dialysis machines, that can receive criminal charges. But, thats kind of the problem. In one particular circumstance involving piss vampires, you'd likely see some behavior that would resemble a contemporary U.S. court case a little too closely.1 Obviously, this approach is pretty terrible, due to a myriad of reasons. The most notable of which are the issues that can arise when vampires are enabled. I mean, if the vampires are caught you can punish them, I guess? But I don't see the need to model any of this. Unless certain alterations are made to several intelligent species, or a custom vampire is defined, its best just to scrap this approach entirely.

      --------------------
      -- Heres just a preliminary color changing test I did with modified clones of troll raws by palette swapping blood_magenta.png so we can use our own unique colored spite graphics:
      Spoiler (click to show/hide)
      The state_color for the yellow blood is "fuchsia", yellow itself redirects to mud.png, as the game only considers the closest available foreground color. And with splatter liquids in premium, that foreground color will then be redirected one of several splatter liquid sprite images located in the vanilla_environment image folder. Note: Although magenta itself isn't listed within the game's own color palette, a number of graphical assets and reference tables will mention or be called magenta, or light magenta. But yeah, if you list [STATE_COLOR:ALL:MAGENTA] under a creature's blood definition, this will result with the game going with the default blood splatter png. However, "fuchsia" works just fine!


      -- The basic concept of a "bat-room" that dwarves use to relieve themselves of their toxic urine blood:
      Spoiler (click to show/hide)
      The idea was that if their blood made them a little sleepy, they'd path to their bedroom to take a nap. Where some kind of bat or giant mosquito could be chained up to siphon the urine, and then fall asleep. It definitely needed some work, and to like, remove the attack flag from the siphon blood stuff, so it didn't cause panic, and cause the dwarves to destroy all their toilet bats and mosquitos. But dumping waste into giant mosquitos isn't really the end game we have in mind. Sewer system micro is what we're aiming for, not just a giant flying towel cloth, that sucks vomit out of people's stomachs.


      -- This last one may be indicative of progress, maybe?
      After looking over the cave floater raws, I had an idea which would allow me to scrap the entire interaction granting chain of syndromes model, as this is a headache. I added templates, body parts, and body plan structure to facilitate both an internal bladder, as well as a urine liquid tissue layer, located underneath the bladder. And the liquid "regrows." The idea is that it can be expelled a couple times a day. Fecal matter will have its own "regrowth cycle" as well. However, upon reviewing some initial tests, its not immediately clear what kind of progress I've made:
      Spoiler (click to show/hide)
      It kind of works? But it's using the wrong substance, and I can't seem to find any urine anywhere, and IDK why this particular organ is melting. Actually, I think maybe I do know, but now I'm confused, and my heads getting fuzzy. 


      1. The United States vs. R. Kelly, (2019)
      Title: Re: What's going on in your modding?
      Post by: brewer bob on March 09, 2023, 04:19:31 pm
      One can not but admire your tenacity in trying to get pee and poo to work.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on March 09, 2023, 05:11:19 pm
      The melting problem is related to liquid tissue layers. It will drain the entirety of the liquid tissue layer from the entire body regardless of what body part is actually injured. So if they get a cut on their finger, you'll have piss spraying out of the wound until the tissue is entirely depleted.

      I tried to make giant ants that had an acid layer on a section of their abdomen once. It had the same problem. Any injury to any body part and the acid would leak everywhere.

      I would suggest you just use a self-targeted item creation interaction to have them create filfth at their location, but you want them to do it in a sanitary, civilized manner instead of just dropping a deuce wherever and letting other dwarves haul it off, it seems.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on March 09, 2023, 05:23:20 pm
      Quote
      -- This last one may be indicative of progress, maybe?
      After looking over the cave floater raws, I had an idea which would allow me to scrap the entire interaction granting chain of syndromes model, as this is a headache. I added templates, body parts, and body plan structure to facilitate both an internal bladder, as well as a urine liquid tissue layer, located underneath the bladder. And the liquid "regrows." The idea is that it can be expelled a couple times a day. Fecal matter will have its own "regrowth cycle" as well. However, upon reviewing some initial tests, its not immediately clear what kind of progress I've made:
      Are you saying you managed to get it to regrow, or just that you plan to?
      My evil Hobbits leak putrid seawater from their feet (defense mechanism against minotaurs whose horns rot if they step in it, causing despair). However, I didn't find a way to grow it back at the time. To be fair, if a minotaur has already punched a hole in a Hobbit, they're not likely to survive that long, but it would be nice if the survivors could regenerate and not be forever shunned by polite society.
      (https://i.postimg.cc/F1tRQf8s/water.png)
      Title: Re: What's going on in your modding?
      Post by: brewer bob on March 09, 2023, 09:00:14 pm
      My evil Hobbits leak putrid seawater from their feet (defense mechanism against minotaurs whose horns rot if they step in it, causing despair).

      I can't even begin to describe what's going on in my head after reading this, lol.

      (Also, just woke up and it's four in the night over here.)
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on March 10, 2023, 02:11:22 am
      The melting problem is related to liquid tissue layers. It will drain the entirety of the liquid tissue layer from the entire body regardless of what body part is actually injured. So if they get a cut on their finger, you'll have piss spraying out of the wound until the tissue is entirely depleted.

      I tried to make giant ants that had an acid layer on a section of their abdomen once. It had the same problem. Any injury to any body part and the acid would leak everywhere.

      I would suggest you just use a self-targeted item creation interaction to have them create filfth at their location, but you want them to do it in a sanitary, civilized manner instead of just dropping a deuce wherever and letting other dwarves haul it off, it seems.

      Yeah its that last bit thats complicated. If there was a normal way to remove interactions from creatures, that would make this a lot easier. Just having a cooldown and self targeted interaction that makes the substance sounds fine. But I wanted there to be repercussions for not getting rid of it. Miasma was the logical means of how to do this, but most won't produce miasma, even when you add the tags for it.

      So I ended up having the dwarves spawn a "raw_fish dwarf male". Which looked like the dwarves, but were actually poop statues. These would then rot into butchered dwarf corpses. Which would then produce miasma, once they in turn had rotted. And the dwarves wouldn't automatically touch the body parts, for various reasons, unless they were manually designated for dumping.

      I really want a substance that produces miasma, is a liquid thats called waste or whatever, and can be flushed down a grate. This is the ideal.
      Title: Re: What's going on in your modding?
      Post by: Shonai_Dweller on March 10, 2023, 05:00:45 am
      My evil Hobbits leak putrid seawater from their feet (defense mechanism against minotaurs whose horns rot if they step in it, causing despair).

      I can't even begin to describe what's going on in my head after reading this, lol.

      (Also, just woke up and it's four in the night over here.)
      Yeah, this bit of the mod was me indulging in some dark thoughts. The unspoken concept is that the cheerful cheesemakers are in fact, not hobbits at all but something that crawled out of the sea during the breaking of the world and took over their forms.

      Only hint in game is when you happen to spot the extremely rare thought of a random dwarf who "likes true hobbits for their tragic past". Oh, and when the minotaur dancing in your tavern suddenly goes berserk after stepping in a pool of hobbit water...

      No one will ever know it's there, but that's OK, because likely no-one but me will ever play it. :)
      Title: Re: What's going on in your modding?
      Post by: brewer bob on March 10, 2023, 05:50:03 am
      No one will ever know it's there, but that's OK, because likely no-one but me will ever play it. :)

      Best part of personal mods, if you ask me.
      Title: Re: What's going on in your modding?
      Post by: delphonso on March 12, 2023, 09:15:28 am
      No one will ever know it's there, but that's OK, because likely no-one but me will ever play it. :)

      I will stand by you with my own forms of self-indulgent, highly obfuscated world-building.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on March 22, 2023, 10:15:34 am
      ended up working on my infurn civ mod( normal cats that domesticated 40 different fiends civ) to the point where I got a decent df50 workable fort going.

      then I got access to dfhack again and now I'm playing this goblin faction(off shoot of the infurn civ) that currently moving around the world map and connecting to sites.

      the process of connecting to a different site is mostly using like 3 different scripts and one of them which suppose to just let one unretire any site had proven to crash on use normally, except when used with this other script that lets me jump back into the 'choose your own game mode menu' and embark a second time, the third script is the one that moves the player fort around the world map as I learn when you embark two sites the game tries to align them to the coordinates of where they are on the world/region map.
      so my current experience is piloting a mobile 'void' pirate ship that raids and plunders smaller sites(bigger ones end up killing my fps and pc on ram usage and would require more research on tackling those in smaller chunks)
      then gather enough gems, coal and platinum to smelt into goods to trade with the intent purpose of buying more crew members to go on raiding missions and dig.
      the feeling of exploring another site with a team of miners carving out a tunnel into the unallocated space between the two sites and possible chances to swipe rare furniture pieces that usually get generated in pre-gen sites is fun.
      also the added bonus of oddities of doing this like micro explosions on the 'void ship', crew members getting stuck in the ground, flooding, the dangers of mixing different biomes together and other unseen events that could pop up.

      oh and retiring in this state causes anyone not on the main site(so this is the site you recently embark/unretire/reclaim with) to be left behind so there's an urgency to making sure everyone is back on the 'ship' before lifting of or just treating the folks on the other site as a lost cause for anything that stuck on there.
      this also lets me dump trash on someone's lawn and not have to worry about it.

      so now after a few rounds of testing and stealing ladles and querns from lairs I'm starting to wonder if there's a fun total conversion mod(for df50 classic) to go with this dfhack'd playstyle?
      Title: Re: What's going on in your modding?
      Post by: montejobarato on March 26, 2023, 02:14:25 pm
      Damn, I am litterally leaning how to program in Lua for the sole porpuse of creating maps, like, the one you make your fortress and play on adv, last one not available yet, to integrate the playstyle of the Rainworld(not to be confused with Rimworld) gameplay, i tried to, in the past, creat rocks that evaporate as soon as you load a place to create large rooms and tunnels, but, well, you can litteraly contain lava in wooden or ice constructed walls, so it's was not a suprize that it did not work, but now, dfhack perhaps will add a way foward to my mod, that was stuck in the "there is no way to do this" phase untill now, by the way, thanks Chat GPT for the help!

      Anyway, programing, hard as hell, at least to the end of the year I must have a alpha out if I learn and do things very quickly.  :)
      Title: Re: What's going on in your modding?
      Post by: SQman on April 04, 2023, 02:44:17 am
      For some reason I felt like starting another projext I'm not going to finish: Might and Magic mod, based on the games set in Ashan. Why Ashan instead of the beloved Heroes 3? It's mostly because of more consistent factions. Pre-Heroes 5 dwarves were aligned with both wizards and elves,  while orcs were either green-skinned barbarians, or pigman bandits.
      So anyway, I have Haven denizen creature almost finished. It consists of several castes, from the most cammon to the rarest:
      Tier 1:
      -Human - you know what a human is;
      Tier 2:
      -Radiant and blazing glories - divine light elementals, feminine in appearance but genderless. Ideally the only way to kill them should be hitting them in diamond spirit cores within their chests;
      Tier 3:
      -Celestials - souls of angels in human bodies, slightly larger than humans, and with superior stats;
      Tier 4:
      -Angels - larger than humans, with superior stats and damage reduction;
      Tier 5:
      -Archangels - superior to angels, can resurrect;
      -Seraphs - between angels and archangels when it comes to physical attributes, but can enter trances, have natural weapon skills, and are completely merciless.

      Other than that, I've decided to force myself to work on dino-hybrid sprites. I have two pterosaurs finished, and that's only because I forgot about carnivorous mammals that would be more fun to work on.
      As fascinating as pterosaurs are, they have a few quirks that makes converting them to 32x32 sprites kinda tricky.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on April 17, 2023, 06:41:45 pm
      Putting millions of bees inside a warhammer, and bonking people with it.

      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on April 17, 2023, 08:32:49 pm
      Ok, thats a new one. How did you manage to get them into the hammer? Do they add much to the weight, and maybe damage?
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on April 18, 2023, 01:37:37 pm
      Ok, thats a new one. How did you manage to get them into the hammer? Do they add much to the weight, and maybe damage?

      Just Advfort, believe it or not. Using the -c argument allows you to construct a furniture item out of whatever reagent.
      Built a war hammer into a cabinet, put the bees inside, and deconstructed it. If you drop the war hammer and reload the area, take a nap, whatever, all of the bees inside the hammer will disappear. However, if the hammer is still in your inventory when you retire your character, take a nap, whatever, the bee colonies will persist.

      Umm, interestingly, the hammer didn't do any more noticeable damage.
      What did do a significant amount of damage however, was the porcelain bee hive I was running around bashing people with. Like, it was severing limbs via blunt damage. No idea how that was happening.


      --------
      As of premium, you can finally relocate bee colonies to cages and other objects in fort mode. At least, once the colonies have been installed to a hive. This means that strange beehive hybrid objects could be made very easily using DFHack. Haven't tested much on that end besides just vanilla stuff, like placing a bunch of bees onto a pedestal, in order to make probability distribution clouds made out of bees.

      From what I've gathered, the remote flying worker bees, which spawn outside the colony and sting people, won't spawn unless the bee colonies are attached to some kind of constructed furniture item. The remote bees haven't appeared to spawn if you have a backpack full of them and drop the backpack etc. That said, the remote bees are a little 'bugged' in adv mode. They are very fickle about when they like to spawn in advmode, and their motivations for doing so, or not doing so, are mysterious.

      In premium, I know I placed a bunch of bee colonies in a cage, and deconstructed the cage, but I don't remember what the results were. My hunch is that is that it was a negative though. 
      Title: Re: What's going on in your modding?
      Post by: brewer bob on April 18, 2023, 01:58:52 pm
      Maybe they were stung by so many bees that the limbs got severed? Or that is what I want to believe in.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on April 18, 2023, 02:14:51 pm
      Maybe they were stung by so many bees that the limbs got severed? Or that is what I want to believe in.

      I've been meaning to mod in custom bees, which act sort of like the robot attack drone funnels from Gundam, that melt off limbs.
      Or perhaps some-kind of fantasy reskin, where they're made out of wood? IDK.

      (https://thumbs.gfycat.com/ColdNeighboringBrocketdeer-max-1mb.gif)


      I did make some bees for premium however, that only spawn in evil biomes, and turn creatures they sting into goats.
      Haven't hosted it yet though, due to weird modding issues that arise from running DF premium through a wineskin on mac. 

      Heres some of the sprite artwork I did for my goat bees - apis caprarum:
      Smaller:
      Spoiler (click to show/hide)

      Larger:
      Spoiler (click to show/hide)

      2nd take:
      Spoiler (click to show/hide)

      Hive colonies reskin:
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on April 19, 2023, 09:26:08 pm
      And crazy they called me.

      (https://i.imgur.com/mCxyPwV.png)

      (https://i.imgur.com/XvaHot3.png)

      Spoiler (click to show/hide)

      Title: Re: What's going on in your modding?
      Post by: King Zultan on April 20, 2023, 01:54:07 am
      Those images leave me with many questions.
      Title: Re: What's going on in your modding?
      Post by: delphonso on April 20, 2023, 05:39:51 am
      Someone stop dikbutdagrate.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on April 23, 2023, 11:09:34 pm
      Someone stop dikbutdagrate.
      (https://i.imgur.com/qQG5MtQ.png)

      Oh dearest Delphonso, in just a few short hours it'll have been four days since your post.
      And so far, no one has been successful in stopping me.

      Unfortunately, I believe that it is all but inevitable now...
      that my detractors will begin hurling the false accusation that I am perhaps unstoppable.

      Alas, in my current capacity, I am powerless to prove to them otherwise.
      If only there was more I could do to assuage their disproportionally overblown concerns born out of hysteria.
      Title: Re: What's going on in your modding?
      Post by: Viax on April 27, 2023, 02:20:07 am
      Is it possible to mod game deities? Or making your civ only believing in one deity?
      Also, was it ever possible to mod things like making more diplomacy available(make ally, ask for help in defending, attack together)? Fix ammo or other troublesome bugs? Or overall adding a non-existent layer to the game?
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on April 28, 2023, 09:17:30 pm
      No, raw modding can't change hard coded things like those, and DFhack is also limited to changing things that already exist in the game/game world. More modding possibilities will be available in the future, though.
      Title: Re: What's going on in your modding?
      Post by: Dunmeris on May 03, 2023, 10:09:15 pm
      I'm almost done with a really big mod I've been working on since like 2019-2020 (embarrassing I know). Right now, I'm adding a civ of elephantmen (using the (heavily edited, granted) vanilla elephant men), because they seem like they'd fit in the world. Now I just need to implement musth.

      It should be fairly easy. So I plan to add the rest of the Archons, maybe some more flora, maybe another civ, then update the mod to the current (classic, because I've got literal hundreds of added creatures and there's no way I'm even considering making sprite sheets for them) version (it's still in 47.05). Assuming everything works, and still works after the update, I plan to post the mod next week.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 04, 2023, 12:56:14 pm
      Been doing plant sprites. Also decided to remove the speaking to animals interaction from sorcerors because then you can't eat them even if you butcher them.

      I also made familiars a civilization. They deal in magical wares and creatures, and show up during winter. Otherwise, they're supposed to be pretty neutral, not get involved in warfare and politics. But it might get weird, like them getting kidnapped by goblins or ending up in human civs or even your civ. And they're not meant to be leaders. I dunno if I'll keep them or not.


      Oh, I also did workshops, but I just copy-pasted workshop bits from the vanilla workshops to make them. And I didn't do in-progress parts, just the complete ones. I've been very lazy.
      Title: Re: What's going on in your modding?
      Post by: DPh Kraken on May 08, 2023, 12:50:12 pm
      Terror birds have become the apex predator in every temperate biome I visit. Turns out having dodging skill and forming packs makes a creature invincible to adventurers.
      They have been punished for their insolence and now confined to deserts.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on May 13, 2023, 04:51:59 am
      ok since the last time I was messing with void forts and was thinking about playing with a total world conversion mod, well I spent all of april doing that with squamous mod which was interesting on a shuttle connecting to other locations in a sci-fi setting though during the break from that I stumble upon the old adv mode loading map chunks but for fort mode by messing with the player fort's global position coords in the site data.
      as doing so causes the game to adjust and load in the missing parts for the fort.
      which combine with void forts means I could move around the world then load in a chunk of the map under it with out needing to double embark.
      I dub this method of loading mapchunks nomad mode as you could load and unload the original starting position and slowly move around the world map digging up stuff building a constantly rebuilt stockpile of goods and trail of workshops.
      oh and potential chance of losing citizens if they are in the section of the map that set to be unloaded.
      I haven't figure out How this work I feel like it might be either timing based or terraforming based but what ever it is it slow enough to make sending squads of military folks a rough one unless I stretch the site out long enough to get the military squad to assault them or I void fort park the destination closer.

      I also haven't reach the 'I could turn this finding into a script' phase as it's also possible to shunt your entire fort into the void or starve your fort out trying to preserve a stash of drinks offsite that some how works.


      (https://cdn.discordapp.com/attachments/302956330304667649/1107141877758701638/nomad-fort-showcase-gif2.gif)
      here's a gif showing off the nomad effect in action.
      Spoiler: "old showcase" (click to show/hide)
      (https://cdn.discordapp.com/attachments/302956330304667649/1106878563061334137/nomad-doodle.png)

      ended up with mixing void fort knowledge and this nomad one to land a fort site near a dark fortress spire and just load in the spire and scoop up the prisoner children... and the master and I think safely leave.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on May 17, 2023, 12:32:59 pm
      BEHOLD! I have discovered the REAL WORLD!
      (Well, other people have done it before me, but I just really wanted to type that.)

      (https://i.imgur.com/3xOoTR2.gif)

      Rumrusher mentioned something about having explored where the object arena is, and I was curious.

      Did a couple of experiments The most interesting being how the open space works if you dig down 10 z levels, and then start channeling tiles, once the reverse skybox prevents you from digging down any further. Properties fall in line with how Rumrusher describes the void to behave, except with this being underground, the area seems to maintain an ambient temperature.

      Here are the images:

      Spoiler (click to show/hide)

      Interestingly, spawning flowing liquids via DFhack over the channeled out empty space tiles, causes the liquid flow tiles to fall through the channel and vanish. However, getting magma to fall first, and then water, even when separated by several ticks, causes boiling steam to erupt from the channeled tile. So something happens down there, even though the game prevents us from digging any further down, or lowering which z level the camera is on.
      Title: Re: What's going on in your modding?
      Post by: Enemy post on May 30, 2023, 03:14:34 pm
      Got some free time, so I'm doing a bit of modding again. Finally updating Primal's tiles to display larger, so the need to do that can stop living in the back of my mind. It's a fun feeling to get back into the raws and feel all the semi-forgotten practice rapidly coming back.

      *I've updated Primal, and I got my veterinarian golems on the Workshop. Glad to have that taken care of. Not sure what to do next, since I'd have to make new art. I guess I might be able to get WillowLuman's Daleks on the Workshop.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on June 06, 2023, 05:43:23 pm
      Workin' on my Thurz, which are intended to be a type of boulder mimic, thats only present in savage biomes. They start off sessile, and transform into rock trolls by night. And at dawn they go back to being "gabbro boulders." Theres a lot of stuff to iron with these guys though. Mostly, it's issues with how to synchronize the start up delay and end time, in ticks, so that their transformation only happens at night, for both fort mode and adventure mode.

      Some images:

      Spot the mimic.
      (https://i.imgur.com/yzgnMLW.png)

      Totally called that this would happen. (Note that the night troll hasn't even transformed yet.)
      (https://i.imgur.com/z6PzRsE.png)

      Fighting rocks, etc.
      (https://i.imgur.com/m0rNr7Z.gif)


      Ideally, these guys would also stay in their night form while underground, but I don't think thats happening.  Although I could solve that issue, maybe, by using a whole other set of castes within the thurz_night_form, which would be those by default, as opposed to the other way around, and actually spawn during world gen, and have them spawn in underground caverns. In the event they ever get to the surface, they use the interaction which sets them on the crazy transformation schedule. I've tested the location hint interaction token, and while the interaction version of the token is bugged, CDI:LOCATION_HINT:OUTSIDE might not be, it certainly does not prevent a creature from using the interaction while outside, but its not clear whether it actually prevents the creature from using it inside.

      Also been working on good biome regional effects, as well as some "magical item" prototype mods. I'll start thinking about what additional items DFhack will allow, but so far I've only considered "magical items" that the raws can facilitate on their own. Such as fixed mat material items; an inedible item, which continually rots into itself, and continually produces miasma in cycles; and an item that naturally produces discrete quantities of any item, like meat or soup ladles, and slowly repeats this over an infinite cycle.


      --------

      Edit: Working on a pestilence mod.

      I'm actually surprised to see how well the lice infestations are working. And I am VERY SURPRISED to see how well my plump helmet mimics are working. These things are evil!

      Regional interaction causes a dwarf to occasionally spawn a couple "plump helmets", which stack with normal plump helmets, but aren't plump helmets at all. When eaten raw or brewed, they inflict an ingested food poisoning syndrome. For premium, they'll probably use a slightly modified plump helmet sprite. (I'm doing the modding in 47.05 for now)

      Lice have been given a special vermin bite attack, which inflicts a syndrome, which causes a creatures with head hair to be able to spawn lice around them, which leads to anyone getting close, getting lice as well.

      Feral rats should also be fun to work with.

      Images:
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on June 11, 2023, 02:59:20 am
      so last time I was working on a nomadic playstyle which I had hit the point of writing it as a script. Though the process of shunting your entire fort into the void is still a thing it's at least more manageable with burrows and dfhack's citizen's alert features.
      Really hit the stress testing phase hard with realizing it's possible to build a boat that will sink if you don't void fort connect it to a different site,
      then realize you could nomad build a boat then secure the bottom of it to land (when the water's freezes) to have it work with the nomad set up and just have a constructed platform on sea.
      after which had a fun nautical adventure with this custom angel civ
      after which I learn the nomad playstyle hinges on the wagon staying intact which converted the nomad+void fort ship run to just a void fort ship run.

      though to back up to the moment where I realize the nomad system would really work was the session I had previous to the boat run which was a journey to cross the ocean to a remote island.
      the plan started out building a bridge to the island but I quickly remember how cave ins system work and decided to abandon that plan for traveling through the caverns. Which was interesting as it revealed staying too long in the caverns while traveling will attract agitated cavern dwellers. I think the mining and foraging induce agitation might persist between nomad travels.

      During that cavern trek session had inspired the idea of maybe I could try that constructions above water plan again, as I saw my quickly halted attempt of a constructed floor bridge still stand for a few minutes before collapsing I think I also saw some dingoes walking on the bridge also. I remember reaching the island then starting a new fort with the goal of building a boat which leads back to the story above.

      so flash forward to now where I realize I could be storing items on to the wagon via the keyboard cursor and not some extremely complicated and crash heavy set up. which means I might have the means to just scavenge and gather resources from sites and just pack up and move to a new location with lil to no major crash risk. I could even deconstruct a workshop and pack up the building material to rebuild it when I need to.
      raw modding wise been testing some old entity mods with the nomad stuff and poking around with raw ripped angel creature used for a custom entity.
      quickly re-learn why having a civ with every creature is a fps killer when you visit the generated site in df50.
      overall having fun playing out a roaming band of nomadic group that live off a wagon building and or scuttle trying.
      Title: Re: What's going on in your modding?
      Post by: KittyTac on September 04, 2023, 03:11:10 am
      Gigabrain idea for DFLang fodder:
      (https://media.discordapp.net/attachments/1034856361600745513/1148168450984906752/image.png)

      I then used Notepad++ to replace the line breaks with spaces.
      (https://media.discordapp.net/attachments/1034856361600745513/1148168993316814868/image.png)

      Update: better results if you tell it to keep it varied.
      Title: Re: What's going on in your modding?
      Post by: joostheger on September 04, 2023, 05:13:45 am
      Working on a presapient race to use as livestock, with a lot of autonomous behaviour.
      Title: Re: What's going on in your modding?
      Post by: aradar on September 04, 2023, 08:44:53 pm
      I'm working on a fallout inspired conversion mod I've got a lot of the ground work started vault dwellers reskin and some mega beasts not sure when the release to steam will happen I can't stop adding stuff 🤣

      arena test on glowing ghoul megabeast :D
      Spoiler (click to show/hide)

      a shot of some of my ghouls working :) hard to see there faces cause of the hair but still :D Mr. House quietly waiting for you to need him :D
      Spoiler (click to show/hide)
      the guy with his guts hanging out is killing me XDDDDD he loves his new unlife :D
      Spoiler (click to show/hide)
      same sex UNDEAD marrage WHAT ?! LOL
      Spoiler (click to show/hide)
      Title: Re: What's going on in your modding?
      Post by: FantasticDorf on September 05, 2023, 11:32:14 am
      Thinking a lot about DFhack lately and how to get things running again like i used to have quite a comfortable number of little scripts id collected from here and there on 47.05 to compliment my own personal RAW mods and experiments.

      The Steam Workshop has been pretty slow at the minute finding bits of inspiration, I think the bigger DFhack-ready mods haven't been made yet because the new way of doing DFhack scripting is just so outside of people's comfort zones. Taking up some reading, i think this document helps explain the actual process of applying DFhack, and you can but its still a very long way from anywhere a casual DFhack user might actually apply it. It'll probably take a few example mods for reference before the ball gets rolling, if not just mods that are entirely DFhack orientated full of miscallenous scripts before anything becomes mainstream, as its much easier to try out someone elses than arrange your own from scratch.

      < DFHack : Chapter: the Structure of a Mod (https://docs.dfhack.org/en/stable/docs/guides/modding-guide.html#the-structure-of-a-mod) >

      So im just going to see where i get by having a crack at a old grown-type workshop wood script, since I have a elf-fortress mod i had half started on the RAW side of things waiting for me gathering dust
      Title: Re: What's going on in your modding?
      Post by: aradar on September 07, 2023, 09:21:34 pm
      A centaur raid on my fall out mod :D

      Spoiler (click to show/hide)

      i think a few too many spawned :DD

      just added the iconic creature the brahmin,
      Spoiler (click to show/hide)

      adding iconic weapons :DDD
      Spoiler (click to show/hide)
      cat gets into some coke and loses its head ?
      Spoiler (click to show/hide)

       Working single mindedly on this mod hope to eventually convert the entire df into fallout world, dubbed DFFO
       im well on my way already, i have so far ghouls,vault dweller,super mutant playable civs, equipable power armor :D some deadly megabeasts and some not so deadly variants of them like feral ghouls and glowing ones, and Mr. Urist McHandy a servent droid which the entire mod revolves around.

      working on adding more creatures and other iconic items from the game series like nuka cola and most of the chems
      Title: Re: What's going on in your modding?
      Post by: Dylan Ail Don on November 06, 2023, 07:28:03 pm
      Working on a race of elemental men that rejects all forms of mechanical engineering (ludites), love alchemy and are able to turn inanimate objects like swords and beds into sentient creatures and transform fleshy creatures into inorganic versions of them. I'll have to use DFHack to remove wells, bridges, traps and all those things.

      This race replaces the wild elemental men of vanilla DF with other element-themed creatures (arguably better sources of fun than the boring vanilla elemental men). Fire Men were replaced by Salamanders, Mud Men were replaced by Golems, Amethyst Men were replaced by Gem Dragons, Iron Men were replaced by Warforged, Magma Men were replaced by Lava Snakes.

      These elementals are physical manifestations of the forces of nature, like angels are to the gods, so they need to reinforce their link with their elemental Mother-Forces through rituals or embrace the wrath of their life-givers.

      I would love to be able to change how DF uses pronouns. Having gender-less sentient creatures being called "it" seems weird to me.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on November 14, 2023, 10:02:22 am
      so kinda learn how to do manual fort mode necromancy by tapping into cursed tombs to use interactions that tie to messing with corpses.

      the experience is a bit thrilling but also challenging given vanilla interactions for resurrection and reanimation have a threshold of how preserved the body should be before you can't mess with them with the dark arts.
      and it usually stops at mangled body parts.

      I could probably pursue the other forms of interaction to see if one could tap into just target creatures. though as of now this means I could mess with spell craft mods that dip heavy into resurrection and reanimation. also botch resurrecting someone and they vanished after loading the save again
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on November 14, 2023, 05:03:48 pm
      How could they vanish from the save?

      Uhh. I've been making lots of sprites. And by making, I mean I drew a few and traced the vanilla layered sprites to make layered sprite sheets for a few more. Wondering if I should just remove the references to hair for paklaras or make stylized head feather sprites over the hair sprite sheets. Also wondering how the hell komengs are going to work. Hair sprites for their head plate shapes? Can I reuse the hair mechanic to link to their "shape" colors somehow? But then how would I link to the tattoo and paint colors, since the head shape is technically also a color descriptor and they're also supposed to have paint and tattoos over that. Can it use two color descriptors as arguments to select a colored shape? This is why I made that thread about sprite graphics discussions.

      And made spirit wisps kill themselves after a month to make them "vanish" back into the "afterlife" because someone on steam was having a bug where they had become werewolves and even the militia wouldn't fight them for some reason. They were never intended to last that long anyway, they're supposed to be a temporary resurrection.
      Title: Re: What's going on in your modding?
      Post by: Rumrusher on November 14, 2023, 11:08:21 pm
      How could they vanish from the save?
      so far from what I look into it seems like the two skeleton archer humans I resurrected was resurrected away from their unit body so the game just went 'welp time to unload them from this location'
      like their historical figure data and the nemesis records seem to not have the unit data attached to them any more so on reload of the session save they just poofed.
      I didn't have much of this issue once I started resurrecting the bodies right where I found them.
      Title: Re: What's going on in your modding?
      Post by: Telgin on December 07, 2023, 11:27:53 am
      I've been working on a mod to allow me to play coyote men by replacing the primitive version with something based on the human entity.  I took the human sprites and tweaked them to make them into coyote men.  Having the base sprites to work from was a big help, but it still took a while.

      (https://preview.redd.it/mne4x00wwl4c1.png?width=303&format=png&auto=webp&s=a0781ac19857ec0a18010d1f92807bc67639400d)

      I ended up reusing some kobold armor sprites for them.

      (https://preview.redd.it/xg9bmrvc9l4c1.png?width=197&format=png&auto=webp&s=8b9a53ff2db8338b86d2f2c6979cb545bf1cac3b)

      I even went the extra mile to make child graphics to see if it was possible.  It mostly is, though it's double work because you have to make all of the body parts and clothes all over again.  It's hard to see the difference at a glance, but this shows a child (above) and his mother (below):

      (https://preview.redd.it/wnwza7413l4c1.png?width=104&format=png&auto=webp&s=e6b5af34061e34fb2e7ece92dd9ebdc4b35f3699)

      I screwed up the color coding for clothes so most people wear red now.  I'm sure it can be fixed but I haven't looked at it in too much detail yet because the config file is over 10,000 lines long.

      What sucks is that it appears to be impossible to make baby graphics work for layered creatures like this.  I made some baby graphics, but just can't get them to work:

      (https://preview.redd.it/ixogzh8z6l4c1.png?width=224&format=png&auto=webp&s=7ffec04455bcfaee7d889aa9899a50d8b9f358cc)

      I tried using [LAYER_SET:BABY] in the graphics config file, like used for gorlaks and other creatures with baby graphics, but it doesn't work and causes the game to start parsing the rest of the file wrong in weird ways.  I may have just done something dumb, but never could find any typo if there was one.

      For children, I used the [CONDITION_CHILD] tag on the layers, which does work.  Unfortunately, there doesn't seem to be a [CONDITION_BABY] tag for babies.  Oddly, I tried it and the game doesn't generate any error messages for it, but [CONDITION_BABY] seems to always be true so it turned all of the adults into babies.  I'm guessing the game just fails to parse the tag and sets an internal always true condition on the layer because of it or something.

      Oh well, I'm guessing this will eventually be implemented, and I'll have the graphics available when it is.  Making portraits will be a fair bit of work once that's released too.
      Title: Re: What's going on in your modding?
      Post by: aradar on December 27, 2023, 03:06:25 am
      Uploaded three new mods, links are in my signature.

      Learned a lot from this forum its community and the wiki with brute force. I really enjoyed building these and I hope you do too :D
      Big thanks to Eric Blank, Hugo the dwarf, Narhiril and so many others who helped me understand how this crazy world works.
      Hope every one had a happy holiday
      Title: Re: What's going on in your modding?
      Post by: DPh Kraken on December 30, 2023, 04:01:27 pm
      Working on a mostly-historical inorganic chemistry mod, initially had the idea to use blocks and have orders to automatically convert alchemical rocks into blocks. Then I realized that blocks aren't affected by economic stone orders, so rebalancing time ahoy. Saves a labor step, too! Probably means upping the metal yields when smelting comes into play, and raising the value of aqua regia.
      Also integrating the idea from another chemistry mod to use jugs for alchemical powders, since that also reduces micromanagement with bags being used a lot elsewhere.
      I do love the ridiculous complexity of the reactions I've researched, but I think I need to smooth the road a bit.
      Title: Re: What's going on in your modding?
      Post by: aradar on April 06, 2024, 08:47:47 pm
      Goblins with some Dapper hair styles :D im very happy with this :D
      Spoiler (click to show/hide)

      this is a shot of game im testing some things in and my Goblin king shows up and he's a Necromancer !!!!!! pretty cool :D
      And for some reason my goblin King is a necromancer dwarf LOL
      Spoiler (click to show/hide)

      Holy shit he brought a demon with him that is now living at my fort wtf a giant demon gopher ...... Wow amazing 😍
      Spoiler (click to show/hide)
      here just after his arrival it looks like every royal in the area is showing up now :OOO
      Spoiler (click to show/hide)
      Dannng a large necromancer army invaded my map killed a bunch of people resurrected a lot of my graveyard and then my necromancer King came out with the army and resurrected the other half and bricked my game I'm now watching One frame a second battle I'm not sure who's going to win there are tons and tons and tons and tons of corpses everywhere fighting
      Spoiler (click to show/hide)
      we won but at a heavy cost around 30-40 died including several babies that got turned into ghouls

      That fight ended up being really bad it took almost 40 minutes for it to conclude and I lost a lot of people and gained a ton of ghouls I even had to retire the fort because it didn't seem like the battle was ever going to end and then when I unretired it it's all good demon and King still living there 😍😍

      im getting pretty close to a release for steam(this is an update to one already on there) on this one its getting pretty crazy :DDDDD
      Title: Re: What's going on in your modding?
      Post by: SQman on April 11, 2024, 02:19:02 am
      Fishing in evil regions seems like an inherently bad idea - not only are you risking getting caught in strange weather, but there's also no chance of catching anything appropriately disturbing. This is where Dredge creature pack will come in handy.

      Despite the fact that vermin anatomy doesn't matter much, I'm recreating Dredge critters as accurately as I can, which includes not only strange deformations, but also anatomical features that vanilla animals lack - fins in fish, hepatopancreas in cephalopods and crustaceans, entire jellyfish bodies and tissues.

      What I didn't end up doing is giving the fish any harmful properties beyond melee attacks for large ones, and non-lethal vermin bites for some small ones. I was tempted to include some properties they display in Dave the Diver, but a part of my design philosophy is not giving players problems they have no way of fixing. An eel shooting crystal shards at dwarves that refuse to enter the ocean would only generate frustration. Similarly, some fish should be poisonous because of their rotting flesh, eldritch parasites and some more. That would require some annoying micromanagement to combat.

      I imagine this mod won't find much use, considering settling near evil oceans isn't something everyone does every day. There's also the question whether I will actually finish it..
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on April 11, 2024, 09:19:16 pm
      If you dont want to pester players with poisons, you could instead make some fish inedible - dwarves refuse to eat it, because it would poison them if they did. This would still "waste" some of their fishing product, but wouldn't kill dwarves or anything.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on April 23, 2024, 07:45:02 pm
      I can't post the raws right now, but I made the wildeni, a small, good-aligned humanoid race with a complex gender system inspired by the ruffs.

      They live in hillocks and caves (I did the hillocks with PLAYER_FORTRESS, so their hillocks are all blue on legends mode lol). They are usually bodied by the other races and megabeasts. But I love'em.
      Title: Re: What's going on in your modding?
      Post by: dikbutdagrate on May 01, 2024, 06:56:20 pm
      Thinking about porting over the mod I made for lice infestations over to premium.

      Along with several other things.

      Spent some time tooling around with mutant hamster vermin the other day, but the results are middling at best.
      Can't seem to get these things to chew through iron barrels, no matter what I do.

      Not sure if I ever posted it here, but I made an extremely hot metal that changes temperature to freezing whenever it gets coated in rainwater (or any contaminant, really.)
      I also have a prototype metal that experiences "corrosion" when exposed to containments also, but its finicky. And I'm not sure implementing a dwarf-safe version of "corrosion" is worth the effort.
       
      Title: Re: What's going on in your modding?
      Post by: DPh Kraken on May 02, 2024, 12:34:41 pm
      Overhauling the language files, for another pass. This time it's for "The X of Y", instead of compound names. There are 1,869 -'s in my language_words right now, and 1,171 +'s, and I'm only 25% through the X-of-Y pass.

      Some interesting names from the world I generated, the Rim of Pride.
      Quote
      The Marble Towers, mountain range in the Snarling Cradle
      The Howling Depths, inland sea in the Snarling Cradle
      The Perfect Isle, island in the Abyss of Raptors
      Silkendanced, forest retreat in the Peaceful Jungles (wilderness surroundings)
      The Unified Confederacy, human civilization
      The Last Fierce Blizzards, glacier in the Confusing Continents
      Diamondshovels, hillocks in the Crabby Lands
      Newwisdom, human monastery in the Declining Notch
      The Festive Brush, untamed shrubland
      Canyonkeg, dwarven tower in the Intricate Basin
      Standardeyes, town in the Field of Direction
      Oxut Shadeprince, forgotten beast
      Pasmug Dragonscrests, goddess of freedom and thralldom
      Feaststale, silver corkscrew, symbol of the baron of Jewelbarbs
      Shroomrasped, the Hood of Planning, mail shirt of the queen of the Ancient Alliance
      The Haggard Vulgar Bed, goblin tavern in Rentfang
      Sluk Murderstabbed, lord of the Disgusting Fiends in Contemptscream
      Realmlore, a hamlet governed by the Connected Treaties
      The Flowery Realms of Legend, an elven civilization
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 02, 2024, 02:28:38 pm
      I made an absolute dogshit mod. Just completely fucked it up.

      Like. Why. Why did I make this? This is morally wrong. This is messed up. I am messed up.

      I can feel the spirits of my ancestors looking down on me in disgust. I can feel Toady staring me down in disapproval.

      What have I done?
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 02, 2024, 03:33:31 pm
      you can always improve it.

      Unless the content is just inappropriate. Then you're inappropriate.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 03, 2024, 12:51:02 am
      I can feel the spirits of my ancestors looking down on me in disgust. I can feel Toady staring me down in disapproval.

      What have I done?

      You have made an abomination. No amount of penance will save you from the loathing of your ancestors.

      (So you might just as well tell us what the mod is about, eh?)
      Title: Re: What's going on in your modding?
      Post by: King Zultan on May 03, 2024, 02:01:48 am
      The only way to atone for your sins against your ancestors is to tell us what the mod is about.
      Title: Re: What's going on in your modding?
      Post by: TurboDwarf on May 03, 2024, 02:14:42 am
      The only way to say whether the mod deserves the condemnation from your ancestors is if you show it to us.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 03, 2024, 08:04:30 pm
      Citizen. Surrender your intellectual property for JUDGEMENT immediately.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 03, 2024, 08:11:48 pm
      OKAY OKAY

      I deleted it. So no raws.

      It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 03, 2024, 08:17:44 pm
      Sounds like a sausage party

      Was their only predator the dreaded titanic vulva slug? :P
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 03, 2024, 08:19:01 pm
      Sounds like a sausage party

      Was their only predator the dreaded titanic vulva slug? :P

      No.

      But do you know the worst part?

      They had lust at 100:100:100
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 04, 2024, 01:05:08 am
      It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.

      I, for one, approve of this and absolve you of your sins.

      However,

      I deleted it. So no raws.

      This is a travesty and you must cleanse yourself with ‼MAGMA‼
      Title: Re: What's going on in your modding?
      Post by: King Zultan on May 04, 2024, 02:07:12 am
      It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.
      That sounds like a beautiful and hilarious mod.

      I deleted it. So no raws.

      This right here is the sin your ancestors were up set about.
      Title: Re: What's going on in your modding?
      Post by: TurboDwarf on May 04, 2024, 03:31:19 am
      It was giant walking dongs everywhere. Like, whale-sized. All biomes. Cluster size 20-30. Frequency 100. Population number 100. They walked with their geldables. They were evil and attacked everything.

      To be fair, this what some people think of men as. Were their attacks slappy or stabby?
      But i agree with the others, the real sin was deleting the raws. A hard loss for all.
      Title: Re: What's going on in your modding?
      Post by: brewer bob on May 04, 2024, 04:49:21 am
      Were their attacks slappy or stabby?

      The Giant Dong slaps Urist McDwarf in the head with his shaft, and the part is smashed into the body, an unrecognizable mass!
      Urist McDwarf is propelled by the force of the blow!
      Urist McDwarf is knocked unconscious!
      Urist McDwarf has been found dead, badly crushed.
      Title: Re: What's going on in your modding?
      Post by: Magmacube_tr on May 04, 2024, 04:55:04 am
      Were their attacks slappy or stabby?

      Slappy.

      This is a travesty and you must cleanse yourself with ‼MAGMA‼

      As if that would work? I mean, look at me.
      Title: Re: What's going on in your modding?
      Post by: Telgin on May 04, 2024, 12:20:03 pm
      I've been working on adding portraits for my playable coyote man mod, which has been a bit of a slog since it needs more work to tweak the human face graphics than the creature graphics required.  There's still something off and uncanny about them too so I need another pass on it.


      Anyway I'm very glad for the new palette system, but holy crap there has to be a better way to specify the palettes than how it works now.  We don't have to duplicate the graphics 10 times anymore, but the config file is still thousands and thousands of lines long, repeating the same stuff over and over except for a color tag.


      I also found something that's debatably a bug, or just a missing feature, but it doesn't appear to be possible for a mod to replace vanilla creature portraits.  You can replace the creature graphics using the same creature name if you cut and replace the creature, but for some reason this doesn't work for portraits.  It'll keep using the vanilla portraits, with no error in the logs.  Deleting the vanilla creature portrait config fixed it, but that's not a valid solution for a mod.


      I think the only solution is to cut a creature and replace it with a new identifier.  But then you get error spam from the vanilla raws trying to add graphics for the cut creature.
      Title: Re: What's going on in your modding?
      Post by: Eric Blank on May 05, 2024, 04:26:11 am
      I spent literally all day converting interactions/syndromes so now Spellcrafts' magic schools now all run off of secrets instead of material syndromes. The syndromes instead give an on-self CDI that applies the secret to the target. Theoretically, this means they should be able to write them down in books, but a test fort has yielded nothing yet. Maybe because the secrets don't actually include a sphere? More importantly, it means they can be learned through multiple sources, i.e. from consuming essences, inhaling vapors, or being applied by other creatures without having duplicate spells.

      Also, now all the spells are bugged and printing the user and target verb lines twice in announcements. No idea why that is. I wish I could disable the announcements in fort mode without losing them in adventure mode too. I hate that it constantly spams them as combat announcements.