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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Valikdu on April 28, 2016, 11:20:30 am

Title: [43.05] Desolation 1.5: Attack on Urist
Post by: Valikdu on April 28, 2016, 11:20:30 am
Desolation
ϟ Version 1.5: Attack on Urist ϟ


DESOLATION is an expansion mod for Dwarf Fortress. It adds more of everything: creatures, plants, entities, materials, buildings, reactions.

It features a world that has been cast into endless night and corruption through the actions of the mysterious Archons. Due to these factors, trees have been supplanted by giant mushrooms, and all surviving animals are mutated. Mutation is observeable in the dwarves themselves, as well (and all the other sentients, of course).


0.42.06 version: 1.1 (May 12 2016)
Link (http://dffd.bay12games.com/file.php?id=11988) - with DFHack and Therapist

0.43.05 version: 1.5 (Aug 13 2016)
Link (http://dffd.bay12games.com/file.php?id=12182) - no tools yet

Version 1.5 for ASCII (raws only) (http://dffd.bay12games.com/file.php?id=12262)


Spoiler: Disclaimers (click to show/hide)

Spoiler: Credits (click to show/hide)

Spoiler: Special Thanks (click to show/hide)

Spoiler: Changelog (click to show/hide)

Desolation Wiki (http://df-desolation.wikia.com/wiki/DF_Desolation_Wikia)

Friendship is Magma (http://www.bay12forums.com/smf/index.php?topic=121116.0): Earlier version, with pony entities.

(https://i.imgur.com/qsVtp3M.png) (https://www.patreon.com/user?u=3057609)
Title: FEATURES, in short
Post by: Valikdu on April 28, 2016, 11:21:33 am

New Entities
-The Equinyr: a playable entity with special materials for the various castes. Each caste, save for the Archons, is assigned a specific set of roles.
-The Unity is an unplayable invader entity. They will attack with groups of monstrous Morphlings, sometimes lead by Corrupt Archons.
-The Crows is another unplayable invader entity. They will send packs of mutated giant crows, lead by strange alien creatures.
-Goblins are replaced with Dusk Elves. That's a whole new bundle of tentacles.
-Existing entities get some reworking, including new positions and individualized weapon sets. Existing entity creatures recieve powerful and rare mutant castes (even the kobolds do).


The Material System
-A new system of tissue materials is applied to all creatures, with four tiers of material strength that are split into levels of value.
-Two groups of wooden materials (one for the fungal trees, another for the wood that's been salvaged from monsters), with varying levels of refinement.


Tainted World
-All wildlife has been affected by the Archon cataclysm, mutating animals and creating "evolved" castes with improved natural weapons and protection
-Many new large roaming creatures: dryads, star beasts...
-New megabeasts, including some with spouse-conversion. The Age of Myth won't end.
-Several species of magical bees can be employed to produce a variety of items


New Plants
-Mushrooms. Mushrooms everywhere. As well as bone spikes, flesh-trees and crystal pillars.
-Most growdurs and values are rebalanced
-New shrub-plants for variety, flavor and special purposes
-Multi-component drinks can be made


Histories of Industry and Arcanite
-In all, 37 new buildings and 1200+ new reactions are present
-The Arcanite Factory buildings will enable you to put EVERYTHING to use! Especially the spines!
-The Crystal Forge will allow the furnishing of rooms with solid gem items!
-The Magic Loom will create a variety of magical fabrics!
-The Organic Refinery will create organic metals and turn bones and chitin into Bonemold!
-You will make GUNS!
-And much more! See the Full Readme for details. (https://drive.google.com/file/d/0B2s02snKCo9scVRhVElVeXF1bkk/view) Alternatively, see the Wiki. (http://df-desolation.wikia.com/wiki/DF_Desolation_Wikia)

Building & Reaction Flowcharts: https://drive.google.com/folderview?id=0B2s02snKCo9sT2hCbFJMYzl1Uk0&usp=sharing (https://drive.google.com/folderview?id=0B2s02snKCo9sT2hCbFJMYzl1Uk0&usp=sharing)
Title: Re: [42.06] Desolation Mod 1.0 - RELEASED!
Post by: Meph on April 29, 2016, 07:38:02 am
Impressive. Really nice readme too :)
Title: Re: [42.06] Desolation Mod 1.0 - RELEASED!
Post by: SharpKris on May 01, 2016, 02:31:29 am
I like the complexity of the mod but is there any flowchart or basic guide to start things off?
Also a bit more details on the new races would be amazing (getting a big vibe of steven universe)
Title: Re: [42.06] Desolation Mod 1.0 - RELEASED!
Post by: Valikdu on May 01, 2016, 04:32:05 pm
I like the complexity of the mod but is there any flowchart or basic guide to start things off?
I've made some just now. Do these help? https://drive.google.com/folderview?id=0B2s02snKCo9sT2hCbFJMYzl1Uk0&usp=sharing (https://drive.google.com/folderview?id=0B2s02snKCo9sT2hCbFJMYzl1Uk0&usp=sharing)

Quote
Also a bit more details on the new races would be amazing (getting a big vibe of steven universe)
The Equinyr are a semi-successful result of an experiment of the Archons.
The "semi" is in the fact that, when they are separated from the Archons' influence for long, they lose their mind. You may encounter the "lost" Equinyr as roaming creatures. The Archons have also created the crystal-golems (which turned out to be uncontrollable, and you may also encounter them).
They're a servant species for the Archons, with various castes performing appropriate tasks. I've made the ruby and sapphire castes the toughest ones, as these substances are physically harder... and the amber caste the farming one, as amber is formed from plant sap... and the others are just random. :)
The Archons have also created the Morphling Unity, which might have resulted in "The Cataclysm" that made the entire wold be covered in mushrooms and mutations. The ones that were attending their new creation have gone crazy, which is why the Unity will invade you.
The Crows are just space aliens. I really liked the Morrigi (http://orig15.deviantart.net/9cec/f/2012/176/c/0/example_morrigi_trader_by_ludomercier-d54u1lk.jpg) from Sword of the Stars, so I put them in the mod! With appropriate body detail plan (they're described as having several sets of hears and lungs, so I had to really give those to them, with an appropriately enlarged number of ribs surrounding them). Each Morrigi would be very formidable, so I gave them the numerous "servitor" castes (giant crows and crow-men). They use a unique metal, unobtainable by other means.
The Dusk Elves are... well, just drow, really. But without the spider fetish; instead, there's tentacles. Their mutant castes may get increasingly large amounts of tentacles.

Impressive.
S-senpai... noticed me!
Title: Re: [42.06] Desolation Mod 1.0 - RELEASED!
Post by: SharpKris on May 01, 2016, 11:43:30 pm
been gathering plants from the outside trees getting skycap and trying to make it into booze but for some reason it doesn't show as drink on my z menue
Title: Re: [42.06] Desolation Mod 1.0 - RELEASED!
Post by: Valikdu on May 02, 2016, 04:05:14 am
Um... are yous sure? I've tried it just now; gathered sky cap spore pods (the fruit) show up in the kitchen menu for me, and the "brew drink from fruit" reaction works on them normally.
Title: Re: [42.06] Desolation Mod 1.1 - Endless Nights
Post by: Valikdu on May 12, 2016, 08:12:24 am
New version (http://dffd.bay12games.com/file.php?id=11988). I've done some tuning to the tissue materials; butchering the "historical" animals (the ones that killed someone) should be non-problematic now.

Also, I've added in a new semi-megabeast.

I'll switch over to 0.43 once it becomes stable and has the tools.
Title: Re: [42.06] Desolation Mod 1.2 - Endless Nights
Post by: Valikdu on June 22, 2016, 08:08:37 am
I've made an update to the 0.43 version of DF. The tools (DFHack, Therapist) for this version aren't ready yet, though.

http://dffd.bay12games.com/file.php?id=12182 (http://dffd.bay12games.com/file.php?id=12182)
Title: Re: [43.04] Desolation Mod 1.2
Post by: TheHossofMoss on June 22, 2016, 05:23:40 pm
Hey there!

I think this mod sounds great! I love the grim and macabre vibe of it.  I was just wondering if there was a wiki or is it all in the read-me? I'm excited about trying a mod ( I hardly ever deviate from vanilla ) for once.

Sorry if you explained it somewhere in this thread, I must have glazed over it if so.
Title: Re: [43.04] Desolation Mod 1.2
Post by: Valikdu on June 23, 2016, 07:19:48 am
I think this mod sounds great! I love the grim and macabre vibe of it.  I was just wondering if there was a wiki or is it all in the read-me?

Thanks!

Um. I haven't actually thought about a wiki... Do mods usually have those? There's only the readme (and the flowchart page) now, but now that you've brought up the idea, it sounds good. Maybe I'll make one.
Title: Re: [43.04] Desolation Mod 1.2
Post by: TheHossofMoss on June 24, 2016, 02:00:36 pm
I think this mod sounds great! I love the grim and macabre vibe of it.  I was just wondering if there was a wiki or is it all in the read-me?

Thanks!

Um. I haven't actually thought about a wiki... Do mods usually have those? There's only the readme (and the flowchart page) now, but now that you've brought up the idea, it sounds good. Maybe I'll make one.

My pleasure! I honestly have no idea! I've never used mods that completely change the whole landscape/critters/etc. before. I don't really know the "norm" for these haha. I'm sure the readme is good enough (and the flowchart you mentioned).

Once I figure out what the Armok is up with my laptop that won't let me start Dwarf Fortress 43.04, I'll try it out! :)
Title: Re: [43.04] Desolation Mod 1.2
Post by: philli46 on July 11, 2016, 06:21:47 pm
Any chance you could release this so i could put it on mac?
Title: Re: [43.05] Desolation Mod 1.3
Post by: Valikdu on July 14, 2016, 06:39:17 am
The problem is that the graphics pack doesn't work with OSX. I may make a special version of the raws in the future, to use with OSX.


The Windows version is updated for the 64bit game (http://dffd.bay12games.com/file.php?id=12182).
Title: Re: [43.05] Desolation Mod 1.3
Post by: philli46 on July 15, 2016, 01:14:06 am
If you would be so kind, the mod looks awesome and I don't need fancy graphics. ASCII is just fine! Thanks for the consideration!
Title: Re: [43.05] Desolation Mod 1.3
Post by: Valikdu on July 15, 2016, 12:12:13 pm
I've tried to match the creature/item/stone/soil tile tokens to the vanilla ASCII ones. Try these raws with your DF version: http://dffd.bay12games.com/file.php?id=12262 (http://dffd.bay12games.com/file.php?id=12262)
Title: Re: [43.05] Desolation Mod 1.3
Post by: philli46 on July 17, 2016, 12:21:24 am
Thank you very much! Everything appears to be in working order.

I found a few interesting tidbits here and there that you might want to have a look at:
-stoats appear in the unit list as "nothing"
-the plains runner’s colour description only states that their right cheek is coloured.

Also, when I generate worlds, a lot of the landmass consists of 'J' tiles. Is that supposed to happen? If so, what causes it?

Once again, thanks for the awesome mod. Loads of fun so far!
Title: Re: [43.05] Desolation Mod 1.3
Post by: Valikdu on July 17, 2016, 05:54:59 am
Thanks for the feedback!
Quote
stoats appear in the unit list as "nothing"
Fixed this.

Quote
the plains runner’s colour description only states that their right cheek is coloured.
This is somehow caused by the part where I set the color of all hair ('fur') on its body. I'm not sure how; the color of its fur is displayed normally in front of that.

Quote
Also, when I generate worlds, a lot of the landmass consists of 'J' tiles. Is that supposed to happen? If so, what causes it?
Oh. Thanks for that, I've somehow missed that there's a ton of duplicated tree tile tags. These forests should now look like the mushroom tile, as they're supposed to.


[EDIT] Just uploaded another fix for a bug I've found; it was in the reaction for making twilight steel. Also, I'm working on filling the mod's wikia right now.
Title: Re: [43.05] Desolation Mod 1.31
Post by: Valikdu on July 18, 2016, 07:29:44 am
And here's the wiki.

http://df-desolation.wikia.com/wiki/DF_Desolation_Wikia (http://df-desolation.wikia.com/wiki/DF_Desolation_Wikia)
Title: Re: [43.05] Desolation Mod 1.31
Post by: Valikdu on August 03, 2016, 08:13:25 am
Struck by inspiration. Working on adding unspeakable horrors (http://static.tvtropes.org/pmwiki/pub/images/npc_creature_02hk_qianyachi.png) to the game, along with new reactions. Working title: "Attack on Urist".
Title: [43.05] Desolation Mod 1.4: Attack on Urist
Post by: Valikdu on August 04, 2016, 12:09:13 pm
I'm gonna test.

New features in the next release:
-Some fixes (for example, ironwood-crafting reactions now correctly use the carpentry labor)
-Three new dangerous creatures
-Reactions to make armor and weapons from the processed materials of these creatures
-New synthetic wood and leather, reactions to make weapons from the new wood; both materials needed to make the creature-derived weapons and armor
Title: Re: [43.05] Desolation Mod 1.4: Attack on Urist
Post by: Valikdu on August 06, 2016, 01:06:19 pm
I've released the new version! It's rather large.

I've put all the changes on this wiki page. (http://df-desolation.wikia.com/wiki/Desolation_1.4:_Attack_on_Urist)

The links for the graphic and ASCII versions have been updated.
Title: Re: [43.05] Desolation Mod 1.4: Attack on Urist
Post by: Valikdu on August 08, 2016, 07:11:47 pm
I've fixed a problem that may have been causing the titan remains to not be processed.


Still inspired, working towards more improvements.
Title: Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
Post by: Valikdu on August 13, 2016, 06:08:50 am
Version 1.5 is live!

Improvements:
-Bonemold and ironwood production has been reworked.
--Individual reactions for each bonemold/plank type, allowing reactions to use multiple tool items correctly
--Appropriately, some reactions now use multiple molds/planks (similiar to the number of metal bars used for forging)
--Production of bonemold now requires 5 bones/chitin globs, as more molds are required overall

-Strange tree processing (flesh, bone, crystal) is rebalanced, as well; an ornamental gem has been added to crystal tree products

-Added Duskwood, produced by combining fungiwood logs with liquid dusk glue (requiring mutant bonemold, obsidian caps and crystal berries) at the sawmill. It is used similiarly to cyanwood (not except for the tooth-weapon reactions) and is similiar in strength to Noble Bronze.

-"Accelerated" clothing for playable entities


Links in the OP have been updated. The wiki has also been updated.
Title: Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
Post by: Kazymir on July 20, 2017, 12:52:16 pm
Posting to keep an eye on this.
Title: Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
Post by: Kyubee on September 28, 2017, 11:32:35 pm
Is this mod standalone or an overhaul?
Title: UNDER DEVELOPMENT: Desolation Mod 1.6 - Terror and Madness
Post by: Valikdu on October 21, 2017, 04:58:30 pm
Hey. Anyone still playing this?

I'm gathering the resolve to make new updates. I'd wanted to do it with a new DF version, but I don't know when that will be, so I'll just... work with stuff here.

(http://ih1.redbubble.net/image.136489343.1703/raf,220x200,075,f,101010:01c5ca27c6.u1.jpg)

Is this mod standalone or an overhaul?
It's an overhaul. To make things work, I have to modify most of the existing creature and tissue-related files.
Title: Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
Post by: Valikdu on August 01, 2018, 11:00:36 am
When I'm finished working on the MLF version of the Terror and Madness update, I'll port all the improvements here. Currently implementing all the changes related to tissues and materials.
Title: Re: [43.05] Desolation 1.5: Shingeki no Urist
Post by: Valikdu on October 16, 2021, 12:26:03 pm
Hey hey people.
So, after years of doing I'm not sure what, I'm going to do something that I am sure of.
First order of business is to port the new faction and other improvements from the unfinished other version of mod, and to port everything to the current Dwarf Fortress version.
Title: Re: [43.05] Desolation 1.5: Shingeki no Urist
Post by: BlackPaladin99 on October 16, 2021, 05:31:24 pm
Yes, plz do.  This looks interesting
Title: Re: [43.05] Desolation 1.5: Shingeki no Urist
Post by: Valikdu on October 18, 2021, 12:55:03 pm
I've made an errorlog-free version and will be testing it for now.

Coming back to DF feels good  ;D
Title: Re: [43.05] Desolation 1.5: Attack on Urist
Post by: Valikdu on October 19, 2021, 06:08:59 pm
Well, I've verified that the fix-sentient-butcher script work alright :D
(at least on animal people)
Title: Re: [43.05] Desolation 1.5: Attack on Urist
Post by: Valikdu on October 22, 2021, 11:33:35 am
I think the tissue system update that I'd previously made for the unreleased version had placed nerves on the outside of the spine, somehow. Like, the entire thing (I think the neck ususally has the same problem, but for me it was like the entire spine). So, I fixed the spines.

Also, I've added back aquifers and did some thinking on the mod-buildings. I've removed some that seemed redundant and brought their functions elsewhere.

More testing...
Title: Re: [43.05] Desolation 1.5: Attack on Urist
Post by: Valikdu on October 25, 2021, 05:32:33 pm
Found out that I need to redo the entity positions, since they don't work well with the new (for me) global map system.
Title: Re: [43.05] Desolation 1.5: Attack on Urist
Post by: Valikdu on October 27, 2021, 07:09:30 am
While I was playing with test forts, I've noticed that fish cleaners tend produce an overflowing amount of shells if the map has mussels. So I went to make reactions for turning bundles of shells into bonemold.

Then I thought about it and made reactions for all other kinds of shells - from the creatures that have shells that consist of shell material and are butchered as a distinct "shell" body part. They'll produce varying amounts of bonemold (for example, a giant desert tortoise shell is 20).