Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Kyubee on January 19, 2017, 06:35:00 pm

Title: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines
Post by: Kyubee on January 19, 2017, 06:35:00 pm
Have you ever seen troglodytes in the caves and thought "Hmmmm, wouldnt it be cool to modify their raws a lot and play as them?" No? Then what are you doing here! Just kidding, anyways, this mod adds in a little more than troglodytes! Amongst these added things are;

Evolved troglodytes; A playable civilization modified off the troglodytes you all know and love. They can spit fire like a rapper when threatened, however, so keep your livestock and your citizens separate. Civilizationwise, they cant use any fancy alloys except electrum, so youll have to rely on trade to get the really good stuff, though you can mine and cook cotton candy, so go to the circus and get you some.

Creatures that make life in evil biomes a living circus; moreso than usual! Ever wanted flying carp? Now they exist. youre welcome.

A super heavy type of tree found in absolutely every surface biome; Elves should have the capacity to be a threat if they start bashing you with wood spears now.

Planned Features:

More wood
more creatures of my own creation
more metal (Especially more alloys)
Distinct player races (Nothing really separates Zarekians from Dwarves but equipment; They need some more features. Same with troglodytes, but at least they have other gameplay changes)
More races
More equipment, mostly weapons and armor
More balancing

Download link is http://dffd.bay12games.com/file.php?id=12662
Title: Re: [43.05] Trog Fortress (Now accepting suggestions)
Post by: Asin on January 22, 2017, 01:29:10 pm
Error log coming your way!

Spoiler (click to show/hide)

Also, tried genning a world with the create a new world option.
DF crashed.
Title: Re: [43.05] Trog Fortress (Now accepting suggestions)
Post by: Kyubee on January 22, 2017, 08:54:54 pm
Error log coming your way!

Spoiler (click to show/hide)

Also, tried genning a world with the create a new world option.
DF crashed.

None of those errors are relevant to the crash I think! I've tried fixing the Zarekians issues, removed Phantom Crabs because i'm getting annoyed at trying to make them work, and fixed the minor bug with flying coelocanths, though. After I give it a test, ill upload it. It's probably the entity again. amrok damn it
Title: Re: [43.05] Trog Fortress (Now accepting suggestions)
Post by: Kyubee on January 22, 2017, 09:41:07 pm
well i have no way to fix it... i tried but it didnt work.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Asin on January 22, 2017, 09:43:44 pm
Sucks...
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Enemy post on January 22, 2017, 10:50:01 pm
I'll try to help when I get a chance.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 22, 2017, 10:51:45 pm
I'll try to help when I get a chance.

Thanks man!
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Enemy post on January 22, 2017, 11:01:12 pm
You're welcome. I'll try tomorrow.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 05:49:14 am
You're welcome. I'll try tomorrow.

When you do, tell me what i did wrong, I need to take notes.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 08:35:46 am
Throw what's not working my way, I'll tell you what's wrong with it and how you can fix it :)
Errors like this;

Code: [Select]
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL_STINGER

mean the TAIL cannot connect to the BODY. You've set it as a crab body, which is as follows;
Spoiler (click to show/hide)
EDIT: don't look at the above spoiler, format is messed up. Just a copy/paste of a crab's body raws.

Notice how the crab body has no [BODY_LOWER]? That means the TAIL can't connect.

Problems like this;
Code: [Select]
ZAREKIAN:FEMALE:quill: No tissue thickness
ZAREKIAN:MALE:quill: No tissue thickness
are caused due to a lack of defined tissues. You've told the game to create a body part called quill, but not what it is made of (skin? hair? the game doesn't know!)
Here's an easy fix;
Spoiler (click to show/hide)
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 08:37:39 am
Throw what's not working my way, I'll tell you what's wrong with it and how you can fix it :)
Errors like this;

Code: [Select]
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL
PHANTOM_CRAB:Body Token Recognized But Could Not Connect: TAIL_STINGER

mean the TAIL cannot connect to the BODY. You've set it as a crab body, which is as follows;
Spoiler (click to show/hide)
Notice how the crab body has no [BODY_LOWER]? That means the TAIL can't connect.

Problems like this;
Code: [Select]
ZAREKIAN:FEMALE:quill: No tissue thickness
ZAREKIAN:MALE:quill: No tissue thickness
are caused due to a lack of defined tissues. You've told the game to create a body part called quill, but not what it is made of (skin? hair? the game doesn't know!)
Here's an easy fix;
Spoiler (click to show/hide)

Yes but those mods both just do their thing, the creatures lose those parts, and life goes on. In this case, I altered one of the entities wrong, as simply generating a world bricks the game after generating entities. Also, making the quills out of copper actually reminds me fo the tabletop version of the Zarekians I made whixch in fact did have metal quills. but I figured that would be too OP
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 08:40:02 am
They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 08:42:16 am
They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)

I found that error before in version .0000001 of it, and fixed it before even the first release. As for the Zarekian tissue issue, I just made it use the default nail template for now, but later I may re-add metal quills. I also decided to remove phantom crabs for the best, as, as much fun as splicing creatures is, that should be saved for megabeasts.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 08:47:35 am
They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)

I found that error before in version .0000001 of it, and fixed it before even the first release. As for the Zarekian tissue issue, I just made it use the default nail template for now, but later I may re-add metal quills. I also decided to remove phantom crabs for the best, as, as much fun as splicing creatures is, that should be saved for megabeasts.
Super quick process of elimination; your antmen entity is the issue. Lemme look into it a bit more.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 08:48:10 am
They're still errors that you should fix. You'll be looking at the errorlog alot when you mod, and seeing it spammed full of tissue and body errors doesn't help. As for your entity, there are known incompatibilities that can crash the game (important speaker or something in a position + dark fortresses are a known crash combo. Lemme take a looksie...)

I found that error before in version .0000001 of it, and fixed it before even the first release. As for the Zarekian tissue issue, I just made it use the default nail template for now, but later I may re-add metal quills. I also decided to remove phantom crabs for the best, as, as much fun as splicing creatures is, that should be saved for megabeasts.
Super quick process of elimination; your antmen entity is the issue. Lemme look into it a bit more.

Oh glob darn it! It worked just fine before, and I havent edited it since the last time it worked. Im pretty sure it doesnt have nobles
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 08:50:54 am
Remove this tag from entity_ant
[SITE_VARIABLE_POSITIONS:ALL]
Works perfectly. I think that tag and dark fortresses as a combo are a nogo

Oops perhaps I'm wrong. Genned two more pocket worlds and got a crash.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 08:52:13 am
Remove this tag from entity_ant
[SITE_VARIABLE_POSITIONS:ALL]
Works perfectly. I think that tag and dark fortresses as a combo are a nogo

Oops perhaps I'm wrong. Genned two more pocket worlds and got a crash.

We all have wrong moments, dont worry~  The variable positions are from vanilla goblins though. Honestly I may remove the Nantuko as they currently exist and re-add them later, basing them off of Magic the Gathering's insect folk of the same name.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 08:58:52 am
Okay for certain, the issue is with your entity_frost. I've been removing each of the entities 1 by 1 to see what might be the issue, this is the only one that causes a crash. I've genned 5 medium worlds without them.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 09:00:02 am
Okay for certain, the issue is with your entity_frost. I've been removing each of the entities 1 by 1 to see what might be the issue, this is the only one that causes a crash. I've genned 5 medium worlds without them.

Ahhh, dang. Hopefully its something fixable; I really dread the idea of starting from the ground up
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 09:04:46 am
Okay for certain, the issue is with your entity_frost. I've been removing each of the entities 1 by 1 to see what might be the issue, this is the only one that causes a crash. I've genned 5 medium worlds without them.

Ahhh, dang. Hopefully its something fixable; I really dread the idea of starting from the ground up

[START_BIOME:OCEAN_ARCTIC]
[BIOME_SUPPORT:OCEAN_ARCTIC:1]

The game is trying to generate dark fortresses in the middle of the ocean in your entity_frost. This is impossible. Remove the above two tags, 100000% certain this is your issue.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 09:07:17 am
Okay for certain, the issue is with your entity_frost. I've been removing each of the entities 1 by 1 to see what might be the issue, this is the only one that causes a crash. I've genned 5 medium worlds without them.

Ahhh, dang. Hopefully its something fixable; I really dread the idea of starting from the ground up

[START_BIOME:OCEAN_ARCTIC]
[BIOME_SUPPORT:OCEAN_ARCTIC:1]

The game is trying to generate dark fortresses in the middle of the ocean in your entity_frost. This is impossible. Remove the above two tags, 100000% certain this is your issue.

Kay, can you try a couple times with the tags removed to bee 382.213321% sure?
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Godlysockpuppet on January 23, 2017, 09:10:26 am
Okay for certain, the issue is with your entity_frost. I've been removing each of the entities 1 by 1 to see what might be the issue, this is the only one that causes a crash. I've genned 5 medium worlds without them.

Ahhh, dang. Hopefully its something fixable; I really dread the idea of starting from the ground up

[START_BIOME:OCEAN_ARCTIC]
[BIOME_SUPPORT:OCEAN_ARCTIC:1]

The game is trying to generate dark fortresses in the middle of the ocean in your entity_frost. This is impossible. Remove the above two tags, 100000% certain this is your issue.

Kay, can you try a couple times with the tags removed to bee 382.213321% sure?

6 successful world gens on medium map.
Title: Re: [43.05] Trog Fortress (HELP WANTED)
Post by: Kyubee on January 23, 2017, 09:13:16 am
Okay for certain, the issue is with your entity_frost. I've been removing each of the entities 1 by 1 to see what might be the issue, this is the only one that causes a crash. I've genned 5 medium worlds without them.

Ahhh, dang. Hopefully its something fixable; I really dread the idea of starting from the ground up


[START_BIOME:OCEAN_ARCTIC]
[BIOME_SUPPORT:OCEAN_ARCTIC:1]

The game is trying to generate dark fortresses in the middle of the ocean in your entity_frost. This is impossible. Remove the above two tags, 100000% certain this is your issue.

Kay, can you try a couple times with the tags removed to bee 382.213321% sure?

6 successful world gens on medium map.

Alright, it's been changed, and your mod added with credit given, now to work on my own cavern creatures again. Or maybe specifically slave races for my evil groups to use. I dunno yet.Probably both
Title: Re: [43.05] Trog Fortress
Post by: Godlysockpuppet on January 23, 2017, 09:15:22 am
You're best off fixing those tissue and body errors first ;) Always easier to fix as you go along than see a load of errors at the end and thinking "screw this".
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 23, 2017, 09:16:02 am
whoops multiposted like an idiot
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 23, 2017, 09:26:41 am

I fixed the tissue issue, and removed the source of the body issue. decided Phantom Crabs arent needed. Okay no, I didnt actually fix Zarekians right, so I added you quill template to a file called tissue_template_zarekian. How do I add the template correctly?
Title: Re: [43.05] Trog Fortress
Post by: Godlysockpuppet on January 23, 2017, 09:31:43 am

I fixed the tissue issue, and removed the source of the body issue. decided Phantom Crabs arent needed. Okay no, I didnt actually fix Zarekians right, so I added you quill template to a file called tissue_template_zarekian. How do I add the template correctly?
Just add this;
Code: [Select]
[TISSUE:QUILL]
        [TISSUE_NAME:quill:NP]
        [TISSUE_MATERIAL:INORGANIC:COPPER] //I made this of copper. You can also use something like LOCAL_CREATURE_MAT:BONE or whatever
        [STRUCTURAL]
        [RELATIVE_THICKNESS:1]
        [CONNECTS]
        [TISSUE_SHAPE:STRANDS] //see the tissue definitions on the wiki for these tags
to the creature under [SELECT_CASTE:ALL] in the creature_x file.
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 23, 2017, 09:35:56 am

I fixed the tissue issue, and removed the source of the body issue. decided Phantom Crabs arent needed. Okay no, I didnt actually fix Zarekians right, so I added you quill template to a file called tissue_template_zarekian. How do I add the template correctly?
Just add this;
Code: [Select]
[TISSUE:QUILL]
        [TISSUE_NAME:quill:NP]
        [TISSUE_MATERIAL:INORGANIC:COPPER] //I made this of copper. You can also use something like LOCAL_CREATURE_MAT:BONE or whatever
        [STRUCTURAL]
        [RELATIVE_THICKNESS:1]
        [CONNECTS]
        [TISSUE_SHAPE:STRANDS] //see the tissue definitions on the wiki for these tags
to the creature under [SELECT_CASTE:ALL] in the creature_x file.

Like this?

Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE:QUILL]
        [TISSUE_NAME:quill:NP]
        [TISSUE_MATERIAL:INORGANIC:COPPER] //I made this of copper. You can also use something like LOCAL_CREATURE_MAT:BONE or whatever
        [STRUCTURAL]
        [RELATIVE_THICKNESS:1]
        [CONNECTS]
        [TISSUE_SHAPE:STRANDS] //see the tissue definitions on the wiki for these tags

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
Title: Re: [43.05] Trog Fortress
Post by: Godlysockpuppet on January 23, 2017, 12:06:55 pm
Yes, then add [TISSUE_LAYER:BY_CATEGORY:QUILL:QUILL] with the first being the body part you want to give a tissue, and the second being the name of your tissue. Here's an example from my own work;
Code: [Select]
[TISSUE:OLDBONE]
[TISSUE_NAME:weathered bone:NP]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:ALL:OLDBONE]
Title: Re: [43.05] Trog Fortress
Post by: Enemy post on January 23, 2017, 06:11:54 pm
Thanks for taking care of this for me, Godlysockpuppet.
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 23, 2017, 09:37:41 pm
Yes, then add [TISSUE_LAYER:BY_CATEGORY:QUILL:QUILL] with the first being the body part you want to give a tissue, and the second being the name of your tissue. Here's an example from my own work;
Code: [Select]
[TISSUE:OLDBONE]
[TISSUE_NAME:weathered bone:NP]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:ALL:OLDBONE]

im still getting

Spoiler (click to show/hide)

speaking of, can you tell whats wrong with phantom scorpions?
Title: Re: [43.05] Trog Fortress
Post by: Arcvasti on January 23, 2017, 10:24:04 pm
According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 23, 2017, 10:40:36 pm
According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.

Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen phantom scorpion venom]
[STATE_ADJ:ALL_SOLID:frozen phantom scorpion venom]
[STATE_NAME:LIQUID:phantom scorpion venom]
[STATE_ADJ:LIQUID:phantom scorpion venom]
[STATE_NAME:GAS:boiling phantom scorpion venom]
[STATE_ADJ:GAS:boiling phantom scorpion venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:phantom scorpion sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SCORPION_PHANTOM:ALL]
[SYN_INJECTED]
[CE_NUMBNESS:SEV:300:PROB:100:START:5:PEAK:10:END:33600]
[CE_DIZZINESS:SEV:65:PROB:100:START:5:PEAK:10:END:33600]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

This is the code for their venom. Know how I can make it work?
Title: Re: [43.05] Trog Fortress
Post by: Arcvasti on January 23, 2017, 11:09:29 pm
According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.

This is the code for their venom. Know how I can make it work?

Yes, I made that exact mistake  myself. The wiki example detailing how injectable syndromes work is flawed. The error lies in these two lines:

[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]

This creates a new creature material using the EXTRACT_TEMPLATE with a material identifier of VENOM

[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

This injects a local creature material whose identifier is POISON. As there is no local creature material with that identifier, it instead uses the default material[Which I think is probably blood]. Since blood doesn't have the [ENTERS_BLOOD] tag, it just splashes harmlessly against the victims skin when the scorpion stings.

Just change the bolded argument in SPECIALATTACK_INJECT_EXTRACT to both say "VENOM" and it should work fine.
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 23, 2017, 11:19:03 pm
According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.

This is the code for their venom. Know how I can make it work?

Yes, I made that exact mistake  myself. The wiki example detailing how injectable syndromes work is flawed. The error lies in these two lines:

[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]

This creates a new creature material using the EXTRACT_TEMPLATE with a material identifier of VENOM

[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

This injects a local creature material whose identifier is POISON. As there is no local creature material with that identifier, it instead uses the default material[Which I think is probably blood]. Since blood doesn't have the [ENTERS_BLOOD] tag, it just splashes harmlessly against the victims skin when the scorpion stings.

Just change the bolded argument in SPECIALATTACK_INJECT_EXTRACT to both say "VENOM" and it should work fine.

Danke, fraulein! Pardon my poorly spelled german!
Title: Re: [43.05] Trog Fortress
Post by: Kyubee on January 24, 2017, 04:30:40 am
So, I spent today from the point after I had Phantom Scorpions fixed (I simply removed Quills from Zarekians for now due to repeated annoyances, use your imagination), testing out my mod. I started off by genning a small world, and cheating a ton to make what I'm calling "The Troglodyte Tower of Pride"; an around 6 z-level tall tower of Pine Wood, with a gigantic wall of Rubber Wood around it, and two separate moats. So far it's an empty shell, with nothing underground, and no military set up yet; I'm working on it. Thus far, however, the game works as intended, albiet with minor issues like a Giant Cave Bee from Creepycaverns trying to sneak attack my trade depot. Regardless, the game has a poor frame rate due to my usual large embarks, so i havent got my first migrant wave; I hope it goes well. Tomorrow, if I'm not hanging out with my friends, the few I have offscreen, I shall spend some time working on my own expansions to caverns and good biomes, as well as some races to accompany the Zarekians, and a "special surprise"... he he he.

Unrelatedly, has anyone tried making good entities and good slow learners, seeing if they work like Goblins and their slow learner servants?
Title: Re: [43.05] Trog Fortress (Suggestions encouraged)
Post by: Kyubee on January 26, 2017, 02:10:16 am
So, today I got bored of not doing updates, and added six special new metals for you guys. Theres cobalt, in this mod a unique version of adamantine only refinable by Zarekians (It's heavier, but cant hold quite as much of an edge. It's about half the weight of steel, and 85% as sharp as adamantine. Does that need a buff? I didnt check steels sharpness) and five metals that have references behind them. Anybody who can identify the references, and the subreference within the same area of the same franchise (Much more subtle, needs you to find them in the raws and think about vanilla raws at the same time as a hint since nobody would get it normally) gets an artifact !☼Adamantine Star☼!
Title: Re: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines
Post by: Kyubee on January 29, 2017, 11:18:36 am
I recently updated the mod; Now there are two kobold-based player races, one small, one large.
Title: Re: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines
Post by: Asin on February 12, 2017, 04:14:53 pm
Nice!
Title: Re: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines
Post by: Kyubee on March 03, 2017, 11:38:45 pm
After a long, move-and-flood-and-adaptation-to-new-home induced break, i am preparing the next version for release; I'm just working a bit on the bigger kobolds who have been my main focus since making them
Title: Re: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines
Post by: Kyubee on April 01, 2017, 06:21:07 pm
Finally did that update I mentioned; Now I suppose I should work on it again. Say if you encounter any bugs, mmkay guys?