Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Wannabehero on February 21, 2013, 12:05:57 am

Title: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: Wannabehero on February 21, 2013, 12:05:57 am
Deeper Dwarven Domestication - UPDATED to 0.44.12

This mod adds a short list of diverse and thematic creatures based on mountain and subterranean beasts. These creatures are meant to add some extra flavor, fun, and utility to your fortress animal farms.

Currently, the 0.44.12 version of DDD is just these same ten creatures as of old, revised and compatible to the most recent game version.  In the future I hope push out a broader overhaul of all domestic animals based on civilizations, but I wanted to get these core creatures updated first. Hopefully they can add to your enjoyment of this wonderful game!




This mod is menacing with spikes of pixels, both 16px (Phoebus or Mayday compatible) and 32px (Meph and Vettlingr compatible).  The Core mod file is required, and can then be supplemented with the graphics files.

DOWNLOAD:

Core Mod Files (with installer):
< [44.12] Deeper Dwarven Domestication CORE (ASCII) > (http://dffd.bay12games.com/file.php?id=14396)

16px GRAPHICS Files (Phoebus or Mayday's Compatible):
< DDD Graphics (16px) > (http://dffd.bay12games.com/file.php?id=14397)

32px GRAPHICS Files (Meph and Vettlingr Compatible):
< DDD Graphics (32px) > (http://dffd.bay12games.com/file.php?id=14398)



Installation Instructions

Download and unzip the contents of the Core file and optionally the Graphics file into your dwarf fortress directory.  Accept all overwrites (there should not be any).  Run the DDD_installer.

This version of DDD uses entity animal tokens to assign the new DDD creatures to the dwarven civilization in the entity_default.txt file.  Also, in order for dewbeetles to be able to produce mead requires a slight change to the reaction_other.txt so that the vanilla make_mead reaction will accept their delicious honeydew.  In order to make this mod more lightweight and compatible to other mods, I've included an installer script that adds the tags to the entity_default.txt and reaction_other.txt files for you.  Simply double click the DDD_installer.exe and all changes should be made.

The installer script should paste in the necessary tags into those files without overwriting any other changes that have been made to those files, preventing conflicts with other mods or any already modified version of these files.

If you don't want to run the installer, or it doesn't work for some reason (like maybe because I'm bad at code), there are instructions on what changes need to be made to those files in the DDD_readme.txt file.

And as always, remember to generate a new world and strike the earth!




The creatures:

Boulder Crab   (https://i.imgur.com/NilPntr.png)
Spoiler (click to show/hide)

Dewbeetle   (https://i.imgur.com/pD6pwmh.png)
Spoiler (click to show/hide)

Badgerdog   (https://i.imgur.com/TKdDul2.png)
Spoiler (click to show/hide)

Moleweasel   (https://i.imgur.com/0aqUjh3.png)
Spoiler (click to show/hide)

Leatherwing Bat   (https://i.imgur.com/H8iLtmV.png)
Spoiler (click to show/hide)

Bearded Cavernkeet   (https://i.imgur.com/0AuCbAL.png)
Spoiler (click to show/hide)

Tusked Cragboar   (https://i.imgur.com/rNhzyhR.png)
Spoiler (click to show/hide)

Woolly Mountain Goat  (https://i.imgur.com/WCQFXq7.png)
Spoiler (click to show/hide)

Cavetortoise   (https://i.imgur.com/v8j0nzT.png)
Spoiler (click to show/hide)

Mountain Tuskox   (https://i.imgur.com/DDhxLn3.png)
Spoiler (click to show/hide)



Spoiler: Compatibility (click to show/hide)



Credits

AdeleneDawner – whose dwarf caramel mod (http://www.bay12forums.com/smf/index.php?topic=80901.0) was an early inspiration to complete this
Vettlingr – whose wonderful DBDB mod (http://www.bay12forums.com/smf/index.php?topic=171979.0) kept this dream alive during my hiatus.  Check it out!
Ironhand – whose awesome graphics pack was shamelessly exploited to make more graphics
Kafine – whose awesome animal graphics were shamelessly exploited to make more graphics
Boydcarts – my good buddy at work who patiently listens to me talk about DF all day, despite having never played himself.  Leatherwing bats were his idea.


Links to the old version of DDD (v0.34)
Spoiler (click to show/hide)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on February 21, 2013, 12:25:57 am
I'm still thinking over the purchase costs as well as the balancing of shearing and milking time intervals for these animals.  For shearing I feel that maybe some animals might be shearable to frequently.  I was trying to increase the value of livestock above simple meat and butchering products.  Input is always welcome.

I have a few scrapped creatures that didn't really fit into the core theme of the domestic animals list I was compiling.  I might finalize these and release them as an expansion to the basic animal lists, possible as new [PET] creatures while not specifically [COMMON_DOMESTIC], or possibly exotics if they are valuable enough (like the creatures whose bodyparts can be melted down into metal).  Ideas and suggestions would be most appreciated!
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Hugo_The_Dwarf on February 21, 2013, 01:31:44 am
If adding some sort of creature that can have parts melted for metal, they should need to be captured and domesticated (deep underground) and be only base/weak metals (Tin,Copper,Silver,Lead) anyway to have it as a very long shear time? And melt that part?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: JackSlinger on February 21, 2013, 11:10:09 am
Nice work, I loved the dwarven caramel mod and this builds on the idea well.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Urist_McDagger on February 21, 2013, 03:52:19 pm
This should work with any ASCII tileset, right?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Deon on February 21, 2013, 04:06:26 pm
This should work with any ASCII tileset, right?
There are both graphical and ASCII versions in the first post, so yes.



These creatures are awesome. They have a nice flavor and they suit DF as well, and those tiles are great.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on February 21, 2013, 05:47:49 pm
This should work with any ASCII tileset, right?

Absolutely.  The ASCII downloads don't include graphics, so the creatures should be represented simply by the specified letter or symbol from the creature raw.



These creatures are awesome. They have a nice flavor and they suit DF as well, and those tiles are great.

Thanks Deon!  I spent a good deal of time brainstorming the creature concepts that seemed to fit well with DF's atmosphere, and drawing the sprite tiles was a lot of fun.  I think I've got the bug for it now.  If anyone wants a custom sprite or sprite set made, I would love to take a crack at it.


Nice work, I loved the dwarven caramel mod and this builds on the idea well.

Thanks JackSlinger, I loved it too and always wished it was finished.  Maybe I can contact AdeleneDawner and fold some of the Dwarf Caramel creatures into an expansion to this mod.


If adding some sort of creature that can have parts melted for metal, they should need to be captured and domesticated (deep underground) and be only base/weak metals (Tin,Copper,Silver,Lead) anyway to have it as a very long shear time? And melt that part?

I completely agree, creatures that go so far as to give metal or gems or whatnot should be captured and tamed as exotic pets.  I had the idea for a bird (ironbeak cliffowl) that could provide iron when butchered, and a snail (coppershell tunnel racer) that provides copper when butchered.

I don't know how to increase shearing time, aside from having multiple tissues shearable so that it would require multiple jobs to completely shear the creature.  Then a custom reaction to use all the body parts (like requiring 4 sheared copper body parts + 1 fuel to produce 1 copper bar).

I got cute to get remains that you could melt down.  Actual body parts can't be designated for melting, but tools can.  When butchered the animals provide "remains" that are actually tools, whose only purpose is to melt down to metal.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on February 21, 2013, 06:21:22 pm
Yeah, I always had problems with metallic bodyparts... I do use iron/steel armored animals, and they give "animal iron/steel" upon death, which is just another bodypart that cant be used for anything.

Even if I try to use it as a reagent CORPSEPIECE:NONE:INORGANIC:STEEL/IRON DF does not acknowledge it.

I think people would be interested to see this in masterwork... I do have some custom domestic pets, but nothing as fancy as these. If the question arised, might I include it? I would have to mod it a little, to fit the standardized bodymaterials, but otherwise I wouldnt change anything.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: mastahcheese on February 22, 2013, 01:46:05 am
I am.... Quite impressed, this is amazing. While I've still yet to see any creature that could justifiably produce both milk and eggs, these are some novel and innovative creatures.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on February 22, 2013, 06:34:07 pm
Yeah, I always had problems with metallic bodyparts... I do use iron/steel armored animals, and they give "animal iron/steel" upon death, which is just another bodypart that cant be used for anything.

Even if I try to use it as a reagent CORPSEPIECE:NONE:INORGANIC:STEEL/IRON DF does not acknowledge it.

I think people would be interested to see this in masterwork... I do have some custom domestic pets, but nothing as fancy as these. If the question arised, might I include it? I would have to mod it a little, to fit the standardized bodymaterials, but otherwise I wouldnt change anything.

Did you try using reaction classes or material reaction products?  That seems to be the method other body parts get used by reactions.  For example:

Spoiler (click to show/hide)

If you make a new material template for your metal tissued animals (such as CREATURE_IRON_TEMPLATE for iron armored dogs and other iron containing creatures) you could copy and paste the raw for iron, then add MATERIAL_REACTION_PRODUCT:MELT_MAT:INORGANIC:IRON to the material template (or whatever other name you like, this is just an example).  The same could be done for steel, bronze, and so on for other animals.  Then a single reaction could be used to melt any metal body part, something like:

Spoiler (click to show/hide)

The reaction would grab any body part from any animal that is comprised of a tissue with a MELT_MAT reaction product.  It would return a metal bar designated by the material reaction product token (iron in our example).  Requires creating new material templates for your metallic animals, but that is stupid easy.



The other easy method I found to butcher metallic body parts such that they can be melted afterwards (without custom reactions) is to go into the material template for metal and adding

[BUTCHER_SPECIAL:TOOL:ITEM_TOOL_BODYPART]

Where ITEM_TOOL_BODYPART is a custom tool that you make that has no specified tool use, and the name of which can be whatever you like, such as "remains" or "body parts".  Any animal with body parts containing metal tissues will yield the tool instead of untyped remains (for that tissue layer), and tools can be designated for melting.  The tool will carry over the material of the body tissue, such as "iron body parts" for example.  The only issue is stockpiling, as the meltable tool-remains will go to finished goods stockpiles.

You can also create unique tools for each creature/body part if you want more specificity.

If you don't want to edit material_template_default or the inorganic_metal raws, you can just add in the BUTCHER_SPECIAL token when designating the metal as a creature mat.

This approach is a little "cute", in that you aren't actually making the body parts meltable, but instead kind of curving around the idea conceptually.  If you wanted to skip the whole melting part, you could have BUTCHER_SPECIAL:BAR:NONE to have the body part's tissue yield a metal bar.



I would be absolutely tickled if you wanted to use any of these creatures in Masterwork, of course that would be fine, it would be better than fine, it would be great!  Anyone can use any of this mod for whatever they want, I'm just happy to share.


I am.... Quite impressed, this is amazing. While I've still yet to see any creature that could justifiably produce both milk and eggs, these are some novel and innovative creatures.

Thanks mastahcheese, I appreciate it!

Dewbeetles were the closest I could come conceptually to a creature that was both milkable and an egg layer.  They are for all intents and purposes giant aphids (http://en.wikipedia.org/wiki/Aphid), about the size of jack russell terriers.  Seemed natural dwarves would want to make booze outta their honey stuffs.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on February 24, 2013, 09:10:11 am
By adding [BUTCHER_SPECIAL:TOOL:ITEM_TOOL_BODYPART] to the metal template, this:
Code: [Select]
[TISSUE:ARMOR]
[TISSUE_NAME:steel plate:NP]
[SCARS]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:1500]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:ARMOR_EXTERNAL_TISSUE_LAYERS:ARMOR]

would result in the tool when butchered ? Because the tissue uses [TISSUE_MATERIAL:INORGANIC:STEEL], which is a metal? I have to try this. :) Its not a big matter, but I would be very glad if it is solved. You never stop to learn. :)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on February 24, 2013, 11:46:31 am
By adding [BUTCHER_SPECIAL:TOOL:ITEM_TOOL_BODYPART] to the metal template, this:
Code: [Select]
[TISSUE:ARMOR]
[TISSUE_NAME:steel plate:NP]
[SCARS]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:1500]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:ARMOR_EXTERNAL_TISSUE_LAYERS:ARMOR]

would result in the tool when butchered ? Because the tissue uses [TISSUE_MATERIAL:INORGANIC:STEEL], which is a metal? I have to try this. :) Its not a big matter, but I would be very glad if it is solved. You never stop to learn. :)

Yep, that should work.  INORGANIC:STEEL uses the metal template, so it would carry over the BUTCHER_SPECIAL token.  Just remember to make the custom tool!   ;D
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Dohon on February 24, 2013, 02:45:03 pm
I really like the creatures. As has been said in the thread already, they really seem to fit the DF atmosphere. Good job and a big thanks from yours truly!
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Vattic on February 24, 2013, 09:18:01 pm
Some well thought out and fitting creatures.

I have similar giant aphids in my unreleased antman mod. They also have milkable honeydew.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on March 01, 2013, 05:27:07 pm
Just wanted to let you know that I finished my update and did indeed include your dwarven pets. :) I liked the idea so much, that I started doing kobold-specific pets only for the add-on race. :)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on March 02, 2013, 01:34:51 pm
Awesome!  I'm glad you like them   :)

If you want tiles drawn for any creatures you come up with, I would be happy to take a crack at that.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on March 02, 2013, 02:45:48 pm
I have to first think of some ;) The kobolds currently have 5 pets, a trapdoor spider, an ogre, jack rats, psychoactive toads and shalwars (tiny rapotrs that hunt vermin) All those have sprites already... but if you come up with any other ideas, let me know.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: kopout on March 05, 2013, 06:50:57 pm
I'd like to submit one of my own domesticated animals. Its basicly a giant tenticled snail. You get shells out of them after a few years.


Spoiler (click to show/hide)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: jaxy15 on March 07, 2013, 02:45:14 pm
I always like to see domestic animal replacement mods. Great work!
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on March 07, 2013, 04:55:59 pm
I just noticed that the animals are all a lot, lot better then the ones I have in the mod. With better I mean for the fortress, the egg-cluster size is insane. I definetely have to balance them more.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on March 13, 2013, 10:23:09 pm
kopout, I like that snail :D

Thanks for the kind words jaxy.

Meph, yeah, the creatures do have some pretty large clutch sizes, in keeping more with vanilla DF clutch sizes.  Particularly the cavernkeet and caveturtle, which have clutches close to the vanilla turkey and duck.  I thought about balancing them smaller early on, but in the end decided to stay big, as the idea of the mod was to both theme the domestic animals and increase their role in fortress sustenance.  After some playtesting I do agree that they should be reduced in size.  I tend to have more caveturtle hatchlings than I know what to do with (aside from shove in a cage), and just a ridiculous heap of egg roasts.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: mastahcheese on March 14, 2013, 12:00:36 am
Well, I've been playing with this mod for a little bit now, and at first I was a little off put by my civ's lack of cats, due to my affinity for them, but I now have to say I'm loving this mod, and that those dewbeetles are now one of my favorite creatures to have.
Also, I was very delighted to find out I had settled in an area when there are wild cats anyway.
Great work, again! Also, have you thought about making a custom hiveable creature?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: jaxy15 on March 14, 2013, 07:31:19 am
Also, have you thought about making a custom hiveable creature?
Are subterranean hiveable creatures even possible?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: mastahcheese on March 14, 2013, 11:05:50 am
Also, have you thought about making a custom hiveable creature?
Are subterranean hiveable creatures even possible?
I know that someone tried it before, i don't remember exactly, but I think it might have worked.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on March 14, 2013, 11:10:48 am
Should be possible, I see no reason why not.

The only problem is that you cant micromanage your beekeepers that well. You can only tell them to collect a colony, not if it is above or belowground, or what type of insect.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on March 15, 2013, 01:42:36 pm
Great work, again! Also, have you thought about making a custom hiveable creature?

Thanks mastahcheese, I'm delighted you enjoy this little mod.

Hiveable creatures eh?  That thought never even crossed my mind, but it is sooooo good.

Maybe a hiveable snail?  That seems quite proper, and interesting...
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on March 15, 2013, 02:59:39 pm
I have 4 in my mod.

Bees for honey and mead.
Cochineal for dye, based on real life.
Silk moths for silk, based on real life.
Bane spiders for greenskin bane venom, for my "toxicist workshop".

I havent done any underground hive-creatures yet, but ants, termites or even special fungi would make sense. A fungi/spore hive that gives plants when the hive is harvested. :)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Spectrelight on March 18, 2013, 11:17:44 am
I've been playing the new version of Masterwork with these creatures, and they're just awesome. I want my own moleweasel. I breached the first cavern long before I was ready, and a female moleweasel got in there before I sealed it up. Years later, when I opened the cavern again, there were a bunch of little moleweasels running around, apparently so fast that the natives couldn't catch them.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Deon on March 18, 2013, 11:31:16 am
So, I hope you don't mind that I borrow your stuff for Genesis, they fit greatly as I already told. You are going to be in credits this moment (and the mod will be eaten by Genesis with its next release) :).
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on March 26, 2013, 12:15:42 pm
That's fantastic Deon, I am flattered that you and Meph both would consider using these creatures in your awesome mods.  I should get back to this and start making some more non-domestic animals to enliven the underground hunting landscape.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on March 26, 2013, 01:27:17 pm
I would love to see what you can come up with for Kobold-specific pets ;)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Intrinsic on March 30, 2013, 07:53:01 am
This looks really cool, would it work if directly stuck into your Accelerated Mod Meph? it's prolly choose the overwrite option.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on April 25, 2013, 12:14:14 am
I would love to see what you can come up with for Kobold-specific pets ;)

Shameless self-promotion time.

Here is a teaser for a kobold-pet-inspired themed expansion: Savage Subterranean Species [SSS]

(http://tnypic.net/9ptop.png)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: InsanityPrelude on May 22, 2013, 11:55:03 pm
That snail is just adorable. I want one.  :D
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on May 23, 2013, 08:18:42 am
Hehe, hate to break your alliteration, but Kobolds are not subterranean. They cant dig :P (then again, they live in caves officially, so I guess its ok)

They look very nice though, I wonder what you came up with for them :)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on May 25, 2013, 01:52:26 am
Hehe, hate to break your alliteration, but Kobolds are not subterranean. They cant dig :P (then again, they live in caves officially, so I guess its ok)

They look very nice though, I wonder what you came up with for them :)

How about "Kampy Kobold Kritters" then?   :D

I've been pretty stupid busy of late, and thusly have not finished the Raws.  Maybe sometime soon, plus I still need to draw up some child sprites.

In the mean time, how about a few more spoilers

(http://www.tnypic.net/6ocmn.png)


And here is a cute little fella that didn't make the cut as a pet creature.  Maybe I'll make a playable civ out him.

(http://www.tnypic.net/k7n3w.png)


Quote from: InsanityPrelude
That snail is just adorable. I want one.  :D

Thanks Insanity!  I was very happy with how the snail turned out.  Also I feel the saber-toothed toad and the centipede-thing came out better than I expected.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: jaxy15 on May 25, 2013, 05:46:30 am
Is that a walrus-bat, spider-squid and a giant grasshopper?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on May 25, 2013, 07:56:27 pm
hehe, didn't even think about the bat looking like a walrus  :)

Supposed to be a spiderbat, stalagsquid (darkmantle if you are a D&D fan), and a giant cave locust.


The bonus creature is based on two different critters, the Meeps from Quest for Glory (http://www.youtube.com/watch?v=YBUWcTNSvQc), and Fizgig from Dark Crystal (http://www.youtube.com/watch?v=p0iRbfxPpVY)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Extreme Boyheat on June 12, 2013, 10:09:07 pm
Definitely a walrus-bat. :D
Those are some massive fangs either way.

Loving this so far, I was overwhelmed by turtles when I embarked with 5 female caveturtles and forgot to let my dwarves collect eggs, there must've been a male somewhere in the caverns.

Mead is delicious as well, bringing a couple dewbeetles is great when building a fortress that doesn't support bees.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: sackhead on June 13, 2013, 02:21:20 am
Hehe, hate to break your alliteration, but Kobolds are not subterranean. They cant dig :P (then again, they live in caves officially, so I guess its ok)

They look very nice though, I wonder what you came up with for them :)

How about "Kampy Kobold Kritters" then?   :D

You want to make a mod called KKK for short....
i am a bit woried people may confuse it for the Klu klux klan mod i am workinig on
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: RickRollYou2 on June 13, 2013, 07:54:45 am
Actually I would be more worried that you are working on a Ku Klux Klan mod
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Bihlbo on June 13, 2013, 06:24:22 pm
This mod looks great, I can't wait to try it out tonight!

Also, I vote for "Kampy Kobold Kritters". Don't let an irrelevant group of withered hundred year-old terrorists keep you from using the alphabet as you like. If you let them stop you from using the letter K it just gives them power.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Bihlbo on June 22, 2013, 02:33:26 am
Okay I've tried out DDD, and this mod is awesome! I especially love those swift little moleweasels.

I ran into a problem, however. I'm using sackhead's skin alteration (http://www.bay12forums.com/smf/index.php?topic=122003.0) to produce more leather, and so the skin clipped from the bats cannot be tanned. I'm guessing it's because that skin is not a glob. But, I don't know what to change to make it work. Any suggestions?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: sackhead on June 22, 2013, 06:42:19 am
yeah that will be the cause
check the masterwork change log, it includes both mods i remember meph talking about fixing it somehow
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Bihlbo on June 22, 2013, 08:59:42 am
Okay, I found this: "Fixed tanning for sheared materials, like leatherwing bat skin or drakescales. The sheared amounts now always give 1 leather/scaleplate."

Before I download this massive thing and go diving through the raws, does anyone have a hint to give me as far as what I'm looking for or how to know I've found it?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on June 23, 2013, 01:31:03 am
Yes, I fixed it, I even went to far as copying out the raws and wanting to post them here, but then I noticed that the fix would only work within Masterwork, so I stopped.

You make a second reaction that accepts NONE:NONE:NONE:NONE with a reaction class, and add the reaction class to a copy of the skin template, and make the leatherwing bats use this new skin instead of the old skin to make leather.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Bihlbo on June 24, 2013, 11:52:13 pm
I'm familiar enough with that to know the concept behind what you just said. But I'm as likely to pull that off as I am to sheer a goat. And I don't have a goat.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Thuellai on June 25, 2013, 01:48:13 am
Just wanted to say thanks for this mod, and that I'm looking forward to any new creatures you add.  Really enjoying the variety of features and functions in these animals - my current fort doesn't farm at all, but gets by on other sources of food and a truly staggering quantity of mead.

Having a lot of fun with DDD!
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Ombragon on July 30, 2013, 04:07:05 am
your mod is just awesome, and I want to know if there are any thing planned (other than kobold specifics creatures)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on August 31, 2013, 10:00:14 pm
Hey, any progress on the Kobold pets? Or did you abandon the idea, in which case I'd still like to see the unfinished raws you did write so far. :)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Noobshock on September 02, 2013, 07:09:40 am
This is nice but do these creatures have any noticeable drawbacks or are they just flat out better than the normal ones and generally reduce the difficulty of achieving self sufficiency?

Would be nice if you could just add them on to the normal list for more "variety" but if they're just generally better really it reduces the variety more than anything.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on September 02, 2013, 07:47:35 am
They are somewhat better. They have more ways to utilitize them then the normal animals.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Noobshock on September 03, 2013, 06:21:24 am
Alright, srs complaint time: the names on many of these are so long they are very obnoxious when it comes to in-game display, especially with truetype fonts enabled, some still have "male/female" in the name strings instead of just going by the m/f "icons", which further adds to name length issue. Should try and see if anything can be done about that.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Apani on September 06, 2013, 12:23:49 pm
Idea for dog replacement for kobolds: chiuauas, or whatever it's written.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Snaake on September 07, 2013, 04:06:01 pm
Idea for dog replacement for kobolds: chiuauas, or whatever it's written.

Insert "h before each "u". Chihuahua.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Apani on September 07, 2013, 04:13:33 pm
I'm Italian, I'm deaf to most "h"s. :-[
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Snaake on September 08, 2013, 04:33:34 pm
Yes, I fixed it, I even went to far as copying out the raws and wanting to post them here, but then I noticed that the fix would only work within Masterwork, so I stopped.

You make a second reaction that accepts NONE:NONE:NONE:NONE with a reaction class, and add the reaction class to a copy of the skin template, and make the leatherwing bats use this new skin instead of the old skin to make leather.

This got me thinking whether replacing
Code: [Select]
[REAGENT:A:3:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
with
Code: [Select]
[REAGENT:A:3:NONE:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
would work (I use 3 globs of skin per leather, should probably up it to 4 or 5 to stop fully-grown chickens from giving more than one)? Is the :GLOB: required for the basic sackhead modifications to work, for some reason? Since from your comment, I gather that the crucial part, in the end, is [REACTION_CLAS:SKIN] and [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT], stated in the reaction definition and the skin material template.

Also got me thinking about making a 2nd reaction (and a different material template that would probably mostly duplicate leather, for now) for tanning lizard/croc/dragon scales, currently I just set the scale material template with the same modifications as for skin, plus [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE]

But yea, tl;dr: why is a 2nd reaction needed to tan leatherwing wing leather, instead of just removing the GLOB requirement from the sackhead modification?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on September 10, 2013, 12:08:40 am
Because you only get 1 item from shearing, so you shear, get 1 glob, cant tan it because tanning requires 4 globs. So I made the 1 glob to be "REACTION_CLASS:IS_SHEARED" and it in a specific reaction only for sheared skins.

If I change the tanning reaction to make 1 leather from 1 glob, creatures would give way too much leather, 4 times more then I currently think is balanced.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Flypaste on January 05, 2014, 02:55:12 pm
I'm trying to use DDD with Ironhand graphics, but the creatures still show up as ASCII icons.
I checked in (raw/graphics/graphics_wbh_DDD_18px.txt)
and all the directories look fine, so I'm very confused.

I can't remember for certain, but I think the crabs show up correctly, as crabs.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on January 05, 2014, 05:17:14 pm
Interesting Flypaste.  I checked through it too and I didn't see any problems either at first glance.  Are you using the enhancement or replacement version?  Only crabs are working, and none of the others?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Flypaste on January 05, 2014, 06:54:33 pm
I edited this post many times as I was solving and fixing problems constantly. I solved all 5 problems I had, nevermind.
All I can say was that fixing it was very fun.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on January 06, 2014, 05:37:16 pm
Glad you got it fixed Flypaste, and having FUN in the process!

Welcome to the dark dark world of modding.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Flypaste on January 06, 2014, 08:27:30 pm
Oh, this NOT my first time with modding experience!
I always come in expecting things to go wrong. I'm just happy that whatever DF runs on is so easy to understand.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: zilpin on April 19, 2014, 02:41:14 pm
@Wannabehero
do you have a wiki page setup for this mod?
how are tusks made shearable?  i not see anything in the raw to make it happen.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: heydude6 on July 28, 2014, 05:31:02 pm
Small question but do the bouldercrabs crabs ever lay real eggs that hatch? So far all they've done in is lay dolomite. Just asking.

If not does that mean there is no possible way to breed them?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Agent_Irons on July 28, 2014, 09:58:17 pm
How compatible is DDD for DF2014, and are there updates planned? The new throat/neck default bodyparts and addition of gaits might throw you for a loop, but I'd love to have bouldercrabs again.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Darkond2100 on July 28, 2014, 10:12:09 pm
I too, wish to see leatherwing bats flying amongst my 3D tree in DF2014.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Agent_Irons on August 30, 2014, 07:19:13 pm
I gave it a go: Let me know if anything is broken.


http://dffd.wimbli.com/file.php?id=9573
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Agent_Irons on September 01, 2014, 02:49:30 am
The dewbeetle dew is definitely not brewable. Hmm. You can eat it though, so.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on November 26, 2014, 07:27:01 pm
Thank you Agent_Irons for working on updating this mod.

I've been away from DF for a little bit, and haven't completely caught up to speed on the new build.

Most of my free DF time has been consumed with making my own tileset, but I will try to take a look into this mod when I have the chance.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Darkond2100 on December 03, 2014, 12:53:12 am
gelding update?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on January 09, 2015, 09:19:59 am
The 40.x version gives errorslogs.

This had to be removed from boulder crabs:
         [STATE_NAME:ALL_SOLID:carapace]
         [STATE_ADJ:ALL_SOLID:carapace]
         [BONE]
         [ITEMS_HARD]
         [ITEMS_SCALED]

and this from dew beetles:
         [BONE]
         [ITEMS_HARD]
         [ITEMS_SCALED]

I also removed the scale skin from the cave turtles, its weird to have a new material template for something that minor. Normal turtles just use scale, why not the cave turtles.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: GM-X on January 10, 2015, 12:24:30 am
Oh my. Somehow I missed this mod. If you have no objections Wannabehero, I'm fusing this into Dark Ages for the next release.

With credit of course.  :)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on January 10, 2015, 03:28:58 am
The prices are a bit strange as well. Tuskox, a bigger cow, costs half of what a normal cow costs. As an example. I will change the values a little bit to better reflect vanilla DF pet prices, if thats ok.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: GM-X on January 16, 2015, 09:09:49 pm
Deeper Dwarven Domestication (DDD) is now blended with Dark Ages. Many minor changes and additions were made, and you were given credit on the lore page of the site Wannabehero: http://dfdarkage.com/lore.html (http://dfdarkage.com/lore.html)
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: splinterz on January 24, 2015, 05:18:58 am
The dewbeetle dew is definitely not brewable. Hmm. You can eat it though, so.
to fix this i believe all you need to change is in reaction_other.txt, in the [REACTION:MAKE_MEAD] section, replace HONEY_BEE with NONE
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on January 24, 2015, 06:36:43 am
Correct.

The mod does include a new reaction_other.txt, which has the corrected reaction in it.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Ops Fox on April 04, 2015, 07:00:26 pm
This is awesome, moleweasels are awesome as well.

If toady one ever gives dwarf in forts the ability to have mountable animals I shall have war turtles thanks to this.

This should be on the first page, carry on.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: klefenz on April 12, 2015, 12:32:02 am
Dewbeetles have nymphs?

[INSERT RANT ABOUT COLEOPTERA BIOLOGY]

I guess you wanted to avoid cocoon stage.


Anyway, I also play with Modest Mod, and it accelerator module.
I modified the creature definition file to make the creatures drop generic meat pieces on butcher like everything else in AcceleratedModest.
Also I merged it with the creature_domestic file, which both mods overwrite.

If anyone wants it, I uploaded the edited files:
http://dffd.bay12games.com/file.php?id=10765
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on April 14, 2015, 04:55:12 pm
Oh wow, this thread is still active.  Hi everybody!

If I wasn't so busy IRL I would get down to releasing a new updated version, but special thanks to everyone who has been working this into the new version of DF!

Dewbeetles have nymphs?

[INSERT RANT ABOUT COLEOPTERA BIOLOGY]

I guess you wanted to avoid cocoon stage.

You caught me  :P  It's mainly a nomenclature thing, as Dewbeetles are envisioned to be like a giant aphid.  So more Hemiptera than Coleoptera, though wingless.  It would be likely they are not primitively wingless, but rather developed as a secondary wingless Pentatomoidean from some other basal hemimetabolic hexapod.  However, the compound name of "Dewbeetle" was more phonetically appealing to me than "Dewbug".

... I have like fourteen wikipedia tabs open right now.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Darkond2100 on December 03, 2015, 01:00:21 pm
Will we be seeing this updated to 0.42.xx? I miss my dewbeetles and leatherwings.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Rammok on December 03, 2015, 01:23:18 pm
Will we be seeing this updated to 0.42.xx? I miss my dewbeetles and leatherwings.

Is there any reason the old version is not working? I didn't think there were any changes that would effect this mod.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Button on December 04, 2015, 04:24:08 pm
Looking at the descriptions on the first page (but without looking at the raws, so take this with a grain of salt), the only update this mod should require is removing the parchment material from the horned caveturtle.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Rammok on December 07, 2015, 01:47:26 pm
Looking at the descriptions on the first page (but without looking at the raws, so take this with a grain of salt), the only update this mod should require is removing the parchment material from the horned caveturtle.

Confirmed. Getting a few errors on hair color, but that's it. Removed the offending colors, and all is well. For the recording, I have not been using the DDD reactions in Dark Ages.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Bihlbo on May 26, 2016, 09:07:40 am
One of my favorite mods. Anyone have updates that work with the newest version?
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Meph on May 26, 2016, 11:02:58 am
Yes, I have them in the new Masterwork mod.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Thuellai on July 01, 2016, 10:17:36 pm
Any chance you could post the updated raws on their lonesome?  My internet is satellite, with a data cap, so 150 MB for Masterwork represents a pretty significant bandwidth investment.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: FantasticDorf on May 08, 2019, 06:20:02 am
Hi, this mod's been on my radar for a while but i haven't really found the time to try it until recently when i dove into the Mephs Masterwork pack. I wouldn't have bumped this thread without a good reason after the three year gap between the last post, so to pose a question to the OP: How's the health of this mod post functions like [ANIMAL] entity tags and recent changes?

Quote
I have a helpful suggestion in that i know from my own modding (from my past modding attempts) that [PET_EXOTIC] and [ANIMAL] entity tags interact in such a way that animals can be imported while still being pet_exotic to be exclusive with no public taming knoweldge, making the use of [PET] and [COMMON_DOMESTIC] redundant or promote a particular creature in a civ without biomes or risk of being stolen by folks like elves. (By way of using [ANIMAL_ALWAYS_PRESENT] to insinuate implicit common domestic without interacting with entity tags looking for common-domestics)

Its just me, but i was irked by the masterwork's mod making these creatures *widely availible*, and considered changing it in its raws but stopped because it might have broken the laucher. It didn't seem considerate that these powerful creatures weren't a tightly held dwarf/underground dweller secret you'd have to spend overblown prices for and keep dwarf relations sweetened to get.

Also also to address with another question: since most of these creatures are 'better' as you might say than conventional farm animals will we ever see a sequel-mod or continuation of development?

Creatures are really well put together I will say.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: voliol on May 08, 2019, 10:20:26 am
Also also to address with another question: since most of these creatures are 'better' as you might say than conventional farm animals will we ever see a sequel-mod or continuation of development?

DBDB (Dwarven Bred Domestic Beasts) (http://www.bay12forums.com/smf/index.php?topic=171979.0) is not quite a direct continuation, but it is a spiritual successor to this mod that is still up-to-date. I recommend you check it out.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on May 16, 2019, 01:30:54 pm
Like an old lover, DF keeps coming back to me (or I to it).

I've recently dived back into Dwarf Fortress with a vengeance, and have been working to familiarize myself with all the changes since I last played (there have a been a ton, its been years).

I have a half dozen new and partially completed mod ideas that have been occupying my limited free time since interest rekindled; I hope to get to a state where I can share them. Oh, and a 24px sprite set that I started work on like 4 years ago...

But DDD has a special place in my heart. Seeing this pop up, I think I need to dig out the old spreadsheets and RAW's and update a maintained version.  Maybe brainstorm and add in a few more creatures too as an expansion...

---

Also, I checked out DBDB (http://www.bay12forums.com/smf/index.php?topic=171979.0) and it looks brilliant! Very nice designs and lovely sprites.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: DerMeister on May 16, 2019, 02:06:39 pm
Why mods of dwarven domestic creatures seems so cheeting and not in setting? Start as simple mod with remove exotic from cave pets/mounts/others and decline dwarven acces to common domestic animals. Add some tokens to vanilla cave animals. And only after it - add a little new creatures for needed functions.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: FantasticDorf on May 16, 2019, 03:14:44 pm
Why mods of dwarven domestic creatures seems so cheeting and not in setting? Start as simple mod with remove exotic from cave pets/mounts/others and decline dwarven acces to common domestic animals. Add some tokens to vanilla cave animals. And only after it - add a little new creatures for needed functions.

Balance has been talked about before but like the similar spiritual successor mod, its impractical to take all of the mod's creature's in at once without obtaining them gradually over time via trade and taming immediately at embark because like with common domestics, the utility can depend on what you want them for.

Goat farms give milk, a little bit of meat and guranteed horns regardless of the sex being butchered unlike sheep, which are also quite small and yield wool for only a bit of grassland pasture for a comparison of similar creatures, sometimes its more preferable to take leatherbats if im not going to be hunting in this particular embark etc in order to get some quick leather supplies and livestock.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on May 16, 2019, 03:19:34 pm
Why mods of dwarven domestic creatures seems so cheeting and not in setting? ...

The original intent of this mod (and others like it, such as DBDB (http://www.bay12forums.com/smf/index.php?topic=171979.0)) was to create fun thematic animals that are more aligned to the mountain and cave dwelling habits of dwarves. Instead of "not in setting", the idea was to expand on the setting, adding more weird hybrid concept animals and/or fantastical creatures that seemed "dwarfy". This game already has a strange union of real world materials and creatures and laws, along with unique and absurd fantasy elements.

The animals of this mod were intentionally designed to be "better" than the normal vanilla creatures, because I found that the standard domestic animals were a pretty lack-luster part of the game. The vast majority of these animals were only good for purchasing from caravans for immediate slaughter to obtain their bones/skin/meat (with the exception of cats for vermin control). There was/is no real incentive to care for, bred, and expand your animal herds when so many other industries provide what you need for far less effort and time spent waiting (and impact on your FPS). All of this is particularly true when preparing for embark.

All of the "best" animals in vanilla (such as GCS's, Giant Grizzly Bears, saltwater crocs) are exotic pets that you needed to find and tame for yourself, which is a rewarding but unpredictable experience. This much is very true.

... Start as simple mod with remove exotic from cave pets/mounts/others and decline dwarven acces to common domestic animals. Add some tokens to vanilla cave animals. And only after it - add a little new creatures for needed functions.

I was and am strongly considering this; the use of biome restricted animal taming to make civs more unique and have some variation between worldgens.  Given how entity animal usage tokens have changed (i.e. been added) since I originally started working on mods back in v0.34, this feature would have been a lot of work and super buggy, but the new animal_always_available entity tag and others like it fixes a lot of the original problems (some common animals need to be retained to insure all civs have access to wagon pullers and pack animals).  When I push out some updates of this, I'm thinking of having replacement/enhancement/civilization versions that will either replace, add to, or completely revamp the use of domestic animals by civs, and the degree of replacement desired.
Title: Re: .∙• Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Thuellai on May 25, 2019, 03:24:29 am
I'd appreciate a simple update to this mod just to get to have these creatures back, and then I'd definitely like to see your new ideas.  But mostly just seeing a new .44 version of this would be cool, I miss having these guys in my game
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on June 02, 2019, 01:25:54 am
Well, it has been a long time coming, but finally, I have updated DDD to DF v0.44.12!

New mod files are linked in the OP 1st page.

I've revamped some old graphics, and drawn some completely new sprites for 32px graphics sets!  We didn't have those back in my day!


16px Sprite Sheet (Upsized 2x for ease of viewing)

(https://i.imgur.com/odtwLg2.png)

32px Sprite Sheet (Upsized 2x for ease of viewing)
(https://i.imgur.com/8J5XrKN.png)


I also wrote a very simple installer script in python that adds the necessary animal tags to the entity_default.txt file, and tweaks the MAKE_MEAD reaction in the reaction_other.txt file, so that this mod won't overwrite already modded versions of DF.  I am just a little baby when it comes to python, but all my testing has it working perfectly.  If you don't feel comfortable running the DDD_installer.exe file, or it doesn't work, the DDD_readme file has some directions on the small changes that need to be made to activate your new DDD creatures.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Asin on June 02, 2019, 10:34:54 am
I am curious about your future plans for this mod, which if I'm understanding right, will change up the domestic creatures for the other races too?
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on June 02, 2019, 11:25:15 am
Yep Asin, my plan is to eventually rework the domestic animal list so that there are some themes about which races/civs have which animals, with some chance for civs to have different animals each game based on starting biomes. It would also help reduce the amount of redundant animals available at embark.

There would be a short list of actual common domestic animals, that all civs would have, something like:

Then we define additional animals based on civilizations using the entity ANIMAL tags.  For instance lets look at dwarves.  It makes sense for them to have the following animals as domestic creatures, due to them being mountainous animals

And then for humans, who prefer plains/grasslands, they might have animals like:

And of course, elves have just about everything because of their racial civ special.

Each current domestic animal would have biomes assigned to them so they can show up in the wild and can possibly be tamed by the starting civilizations. Some Example Biome reworks for current domestic animals could be:

Some care would need to be taken to make sure each civ is still guaranteed some basic functions, like wool/cheese source, a wagon puller, a pack animal, and a mount.  From there, we can start creating some new themed animals for the different civs.  I'm thinking some kobold specific and goblin specific creatures, to spice things up and give some additional benefit to raids on other civs sights for livestock.  I've already got a few ideas that need to be fleshed out:

Slurk   (https://i.imgur.com/s8x8if4.png)
A large saber-toothed toad that dwells in evil fetid swamps and wet caves.  Beware its nauseating mucus.  Kobolds and goblins can sometimes train these monsters for war and ride them into battle.

Scutterpede   (https://i.imgur.com/SpuO1Yf.png)
An enormous armored centipede with a venomous sting. Difficult and dangerous to raise, the armored scales of these creatures can be harvested to make a superior organic armor.

Giant Cave Locust   (https://i.imgur.com/YwyHtRy.png)
Why the kobolds began breeding cave crickets to enormous size is anyone's guess, but the result is a huge leaping beast with corrosive spit.

Walrusbat   (https://i.imgur.com/N7O3PdC.png)
Once upon a time, a Walrus and a Bat fell in love. The result is a strange breed of flying tusked monsters with valuable ivory and a prodigious amount of fat.

Giant Cave Racer   (https://i.imgur.com/HIEzTWf.png)
An enormous snail with a curling metallic shell.  Don't be fooled by their appearance, these snails are fast and potentially very dangerous.  Their shells can be melted down to yield the valuable metals they have dissolved from the cavern rock.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: DerMeister on June 02, 2019, 12:19:08 pm
Yep Asin, my plan is to eventually rework the domestic animal list so that there are some themes about which races/civs have which animals, with some chance for civs to have different animals each game based on starting biomes. It would also help reduce the amount of redundant animals available at embark.

There would be a short list of actual common domestic animals, that all civs would have, something like:
  • Dogs
  • Cats
  • Chickens
  • Pigs

Then we define additional animals based on civilizations using the entity ANIMAL tags.  For instance lets look at dwarves.  It makes sense for them to have the following animals as domestic creatures, due to them being mountainous animals
  • Yaks
  • Llamas
  • Alpacas
  • Mountain Goats

And then for humans, who prefer plains/grasslands, they might have animals like:
  • Horses
  • Donkeys/Mules
  • Sheep
  • Goats
  • Cows

And of course, elves have just about everything because of their racial civ special.

Each current domestic animal would have biomes assigned to them so they can show up in the wild and can possibly be tamed by the starting civilizations. Some Example Biome reworks for current domestic animals could be:
  • Turkeys:  forests, temperate savanna, marshes and swamps
  • Horses:  any savanna, grassland, and shrubland
  • Ducks:  any wet biome (marshes, swamps, lakes)
  • Reindeer:  tundra and taiga
  • Guineafowl: savannas, semi-deserts (badlands and wastelands, but not sandy), and tropical forests

Some care would need to be taken to make sure each civ is still guaranteed some basic functions, like wool/cheese source, a wagon puller, a pack animal, and a mount.  From there, we can start creating some new themed animals for the different civs.  I'm thinking some kobold specific and goblin specific creatures, to spice things up and give some additional benefit to raids on other civs sights for livestock.  I've already got a few ideas that need to be fleshed out:

Slurk   (https://i.imgur.com/s8x8if4.png)
A large saber-toothed toad that dwells in evil fetid swamps and wet caves.  Beware its nauseating mucus.  Kobolds and goblins can sometimes train these monsters for war and ride them into battle.

Scutterpede   (https://i.imgur.com/SpuO1Yf.png)
An enormous armored centipede with a venomous sting. Difficult and dangerous to raise, the armored scales of these creatures can be harvested to make a superior organic armor.

Giant Cave Locust   (https://i.imgur.com/YwyHtRy.png)
Why the kobolds began breeding cave crickets to enormous size is anyone's guess, but the result is a huge leaping beast with corrosive spit.

Walrusbat   (https://i.imgur.com/N7O3PdC.png)
Once upon a time, a Walrus and a Bat fell in love. The result is a strange breed of flying tusked monsters with valuable ivory and a prodigious amount of fat.

Giant Cave Racer   (https://i.imgur.com/HIEzTWf.png)
An enormous snail with a curling metallic shell.  Don't be fooled by their appearance, these snails are fast and potentially very dangerous.  Their shells can be melted down to yield the valuable metals they have dissolved from the cavern rock.
Idea of reworking vanilla domestic is good. But new animals must be more in setting. Look at my idea - large toad (like large rat, but toad) is dwarven alternative of cat. Goblin "cat" will be gremlin or strangler.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on June 02, 2019, 12:37:01 pm
Idea of reworking vanilla domestic is good. But new animals must be more in setting. Look at my idea - large toad (like large rat, but toad) is dwarven alternative of cat. Goblin "cat" will be gremlin or strangler.

It sounds like you've got your own ideas on what you would like for 'in setting' animals DerMeister.  Perhaps you could write up your own domestical animals overhaul mod and show us all!

In this mod, the dwarves don't use a toad in place of a cat to hunt vermin.  Instead, they use a moleweasel (a mole and weasel hybrid) or a large bat.  This was meant to keep with the dwarf fortress theme, or 'setting', as Toady already has put in some fun and fantasy animals like naked mole dogs, beak dogs, helmet snakes, and bugbats as examples. These types of 'hybrid' animals are, in my opinion, super fun which is why I made this mod.  That and because the vanilla domestic animals list is fairly boring and redundant (Sheep, Llamas, and Alpacas are all functionally the same animal, as an example).
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: DerMeister on June 02, 2019, 01:16:33 pm
Idea of reworking vanilla domestic is good. But new animals must be more in setting. Look at my idea - large toad (like large rat, but toad) is dwarven alternative of cat. Goblin "cat" will be gremlin or strangler.

It sounds like you've got your own ideas on what you would like for 'in setting' animals DerMeister.  Perhaps you could write up your own domestical animals overhaul mod and show us all!

In this mod, the dwarves don't use a toad in place of a cat to hunt vermin.  Instead, they use a moleweasel (a mole and weasel hybrid) or a large bat.  This was meant to keep with the dwarf fortress theme, or 'setting', as Toady already has put in some fun and fantasy animals like naked mole dogs, beak dogs, helmet snakes, and bugbats as examples. These types of 'hybrid' animals are, in my opinion, super fun which is why I made this mod.  That and because the vanilla domestic animals list is fairly boring and redundant (Sheep, Llamas, and Alpacas are all functionally the same animal, as an example).
Mole dog isn't hybrid of mole and dog, mole dog is just enlarged version of naked mole-rat (also called naked mole puppy, real creature). Alternative of large bat as cat is hungry head from vanilla, but they live deeper. Helmet snake is good as cat for kobolds and even dwarves. Helmet snake even can make snakesplosion. So vanilla cave animals can be reworked into dwarven domestic by adding features for make them usable.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Superdorf on June 02, 2019, 02:46:29 pm
Walrusbats? Saber-toothed toads?

You have made me so very happy.  :D
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: DerMeister on June 02, 2019, 03:45:27 pm
Idea of reworking vanilla domestic is good. But new animals must be more in setting. Look at my idea - large toad (like large rat, but toad) is dwarven alternative of cat. Goblin "cat" will be gremlin or strangler.

It sounds like you've got your own ideas on what you would like for 'in setting' animals DerMeister.  Perhaps you could write up your own domestical animals overhaul mod and show us all!

In this mod, the dwarves don't use a toad in place of a cat to hunt vermin.  Instead, they use a moleweasel (a mole and weasel hybrid) or a large bat.  This was meant to keep with the dwarf fortress theme, or 'setting', as Toady already has put in some fun and fantasy animals like naked mole dogs, beak dogs, helmet snakes, and bugbats as examples. These types of 'hybrid' animals are, in my opinion, super fun which is why I made this mod.  That and because the vanilla domestic animals list is fairly boring and redundant (Sheep, Llamas, and Alpacas are all functionally the same animal, as an example).
Also I not use sheep, llama and alpaca, I use trolls.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on June 02, 2019, 10:49:09 pm
Found a slight error in the graphics.txt files for the original uploads (incorrect file title line for the 32px graphics file).  Fixed, should work fine now.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: FantasticDorf on June 03, 2019, 03:37:52 am
Walrusbats? Saber-toothed toads?

You have made me so very happy.  :D

I would have thought the walrusbat would have used its tusks to hang onto rock walls for support instead of hang upside down because of its body fat, the themes are good but aren't shaggy dogs technically a class group of 'dogs' because for dwarves they fufill the same purpose?

Taking the modification 'dog breeds 1.0' and other things 'dog' is described to be a indistinguishable mutt, so i wouldn't personally think it would be extra crucial to add them to dwarves, or least offer other races a caste of dog to use and allow dogs to remain under the domestic tag as they are.

Could also argue crag boars are also pretty decent substitute for sows entirely on body mass and tusks unless anything significant changed like nerfing them to be grazers (would you consider nerfing some dwarven animals to be grazers? There are a lot of omnivorous/herbivore utility creatures in this modification that could be lorewise moss grass feeders)
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: Wannabehero on June 20, 2019, 11:40:34 am
I would have thought the walrusbat would have used its tusks to hang onto rock walls for support instead of hang upside down because of its body fat, the themes are good but aren't shaggy dogs technically a class group of 'dogs' because for dwarves they fufill the same purpose?

Taking the modification 'dog breeds 1.0' and other things 'dog' is described to be a indistinguishable mutt, so i wouldn't personally think it would be extra crucial to add them to dwarves, or least offer other races a caste of dog to use and allow dogs to remain under the domestic tag as they are.

Could also argue crag boars are also pretty decent substitute for sows entirely on body mass and tusks unless anything significant changed like nerfing them to be grazers (would you consider nerfing some dwarven animals to be grazers? There are a lot of omnivorous/herbivore utility creatures in this modification that could be lorewise moss grass feeders)

Badgerdogs are not meant to be actual canides (the family of dogs, wolves, jackals, coyotes), but are a dog/wolf sized mustelid (the family of weasels, ferrets, otters, badgers, wolverines). They are a "dog" in the same sense that a beak dog or a naked mole dog is a "dog", they are a medium-large carnivore that is trainable.  It's purely a naming convention thing that Toady has established in the world of DF.

If I were to give dwarves their own actual dog species, it would be something like a Mountain Mastiff or similar, that dwarves could use as mounts.

And you are right!  Cragboars and pretty much every animal in this mod are better substitutes than the vanilla creatures.  This was intentional.  I didn't want to make these creatures busted, but they also need to be worthwhile to be worth investing time/resources to have them in your fortress.  This is because, in vanilla, there are only a few actual animals that are worthwhile; they are way better than all the rest, and pet prices are super screwy.

The best domestic animals:

Llamas and Alpacas are just more expensive sheep that offer almost no real benefit to warrant their double price tag and harsher grazing requirements. The only thing that makes them different from sheep is they are larger, which only amounts to ~30% more meat, double the bones, and a few more wool, but for twice the cost.

Horses, donkeys, yaks, water buffalo, reindeer, and cows are all essentially the same animal, with a little variation in total butchering products.  A yak or water buffalo is a better cow in almost every way, except it is only 2/3 the price of a cow.  Makes no sense.

All the birds are a mess.  If you only want eggs, then Turkeys are the way to go.  If you want to butcher your birds for meat/leather/bone, then Geese or Blue Peafowl are the only real options (Turkeys are an ok alternative, but you have to wait 2 years for them to grow to adults, which is silly).

All of this is only if you care about efficiency.  It is a game afterall, and so you will bring the animals you like, balance be damned.  And if that is the case, then who cares if these new animals are "better" by a little bit?  They're easier to manage, and provide your dwarves with more things to do. Its all meant for fun.

Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed domestic animals •∙.
Post by: DerMeister on June 20, 2019, 08:33:25 pm
I would have thought the walrusbat would have used its tusks to hang onto rock walls for support instead of hang upside down because of its body fat, the themes are good but aren't shaggy dogs technically a class group of 'dogs' because for dwarves they fufill the same purpose?

Taking the modification 'dog breeds 1.0' and other things 'dog' is described to be a indistinguishable mutt, so i wouldn't personally think it would be extra crucial to add them to dwarves, or least offer other races a caste of dog to use and allow dogs to remain under the domestic tag as they are.

Could also argue crag boars are also pretty decent substitute for sows entirely on body mass and tusks unless anything significant changed like nerfing them to be grazers (would you consider nerfing some dwarven animals to be grazers? There are a lot of omnivorous/herbivore utility creatures in this modification that could be lorewise moss grass feeders)

Badgerdogs are not meant to be actual canides (the family of dogs, wolves, jackals, coyotes), but are a dog/wolf sized mustelid (the family of weasels, ferrets, otters, badgers, wolverines). They are a "dog" in the same sense that a beak dog or a naked mole dog is a "dog", they are a medium-large carnivore that is trainable.  It's purely a naming convention thing that Toady has established in the world of DF.

If I were to give dwarves their own actual dog species, it would be something like a Mountain Mastiff or similar, that dwarves could use as mounts.

And you are right!  Cragboars and pretty much every animal in this mod are better substitutes than the vanilla creatures.  This was intentional.  I didn't want to make these creatures busted, but they also need to be worthwhile to be worth investing time/resources to have them in your fortress.  This is because, in vanilla, there are only a few actual animals that are worthwhile; they are way better than all the rest, and pet prices are super screwy.

The best domestic animals:
  • Cats: Only vermin killer
  • Dogs: Only trainable
  • Goats: Cheapest (and best) milk/horn/hoof/meat source with lowest grazing requirements (dogs are the best pure meat source)
  • Sheep: Cheapest (and best) wool source, otherwise identical to goat
  • Pigs: Only milkable animal that doesn't require grazing

Llamas and Alpacas are just more expensive sheep that offer almost no real benefit to warrant their double price tag and harsher grazing requirements. The only thing that makes them different from sheep is they are larger, which only amounts to ~30% more meat, double the bones, and a few more wool, but for twice the cost.

Horses, donkeys, yaks, water buffalo, reindeer, and cows are all essentially the same animal, with a little variation in total butchering products.  A yak or water buffalo is a better cow in almost every way, except it is only 2/3 the price of a cow.  Makes no sense.

All the birds are a mess.  If you only want eggs, then Turkeys are the way to go.  If you want to butcher your birds for meat/leather/bone, then Geese or Blue Peafowl are the only real options (Turkeys are an ok alternative, but you have to wait 2 years for them to grow to adults, which is silly).

All of this is only if you care about efficiency.  It is a game afterall, and so you will bring the animals you like, balance be damned.  And if that is the case, then who cares if these new animals are "better" by a little bit?  They're easier to manage, and provide your dwarves with more things to do. Its all meant for fun.
But vanilla creatures is realistic. Not all domestic creatures is good, but civ in region just have no better. Idea of make domestic animals biome-specied is good. You must not make creatures for your wish make better than vanilla, this animals will be all cheating and also not in setting. Look at vanilla cave animals. Add to some of them milk, vermin hunting, trainable or shearable. And make creature classes "DWARF_PET", "DWARF_SIEGE", "DWARF_MOUNT" and "DWARF_WAGONPULLER", for add creatures to dwarf civ by definition as kobold civ have spiders and snakes.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: Asin on June 20, 2019, 10:21:06 pm
Oh great, it's Mr. Negative-About-All-The-Mods again...
Title: Re:∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: DerMeister on June 20, 2019, 10:32:34 pm
Oh great, it's Mr. Negative-About-All-The-Mods again...
I want modmakers who make really good mods.
Title: Re:∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: brolol.404 on June 21, 2019, 05:29:53 am
Oh great, it's Mr. Negative-About-All-The-Mods again...
I want modmakers who make really good mods.

Why dont you just make the mods you want to see?
Title: Re:∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: Asin on June 21, 2019, 09:38:03 am
Oh great, it's Mr. Negative-About-All-The-Mods again...
I want modmakers who make really good mods.

These modmakers do make good mods!
Title: Re:∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: DerMeister on June 21, 2019, 08:37:45 pm
Oh great, it's Mr. Negative-About-All-The-Mods again...
I want modmakers who make really good mods.

These modmakers do make good mods!
I need better than this mods.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: Meph on June 22, 2019, 04:28:26 am
Just for your info, this is probably the most beloved pet mod out there.

Of course you can have a different opinion, but there is no need to post it.
Title: Re: .∙• [44.12] Deeper Dwarven Domestication (DDD) – themed animals (UPDATED) •∙.
Post by: heydude6 on June 22, 2019, 11:45:15 pm
Got to second Meph here. I'm happy to see that this thing is still alive.