Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: IndigoFenix on June 01, 2012, 09:10:41 am

Title: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on June 01, 2012, 09:10:41 am
Rise of the Mushroom Kingdom
(https://i.imgur.com/s6QKPMI.png)

DOWNLOAD LINK (http://dffd.bay12games.com/file.php?id=13305)
Legacy Version (for DF.43) (http://dffd.bay12games.com/file.php?id=11422)
Legacy Version (for DF2014) (http://dffd.bay12games.com/file.php?id=8801)
Legacy Version (for DF2012) (http://dffd.bay12games.com/file.php?id=6406)

Other associated downloads:

Full sprite sheet by Rydel (http://dffd.bay12games.com/file.php?id=9857)
TWBT graphic pack by Rydel (http://dffd.bay12games.com/file.php?id=9902)
Soundsense soundpack by Indigofenix (http://dffd.bay12games.com/file.php?id=8232)
Stonesense sprites by EmeraldWind (http://dffd.bay12games.com/file.php?id=8128)
Older sprite sheet by EmeraldWind (http://dffd.bay12games.com/file.php?id=6992)

This mod is set in the world of the Mario games, but in which these games, and Mario himself, are simply legends.

This is a significant mod that adds enough new content to the game that it can be played fine without any Vanilla creatures, entities, or plants, however it does not change any of the game's base files.  If you want to play a Mushroom World-only game, delete the raw/objects folder and then place the downloaded raw files in their place.  If you want to play crossover Dwarf World and Mushroom World, simply place the new files in alongside the old.  All of the new objects are uniquely named, so it should play well with any other mods you choose to throw into the mix as well, provided that they don't change the base files either.

There are three playable races in this mod.  To see which one you are playing as, on the embark screen, press tab until you find a list of neighboring races.  The one at the top is your civ's race.  To switch civs, press tab until you find a list of civ names and then pick the one you want.  Check the highlighted sites on the world map to quickly determine which type of civ you've selected: Toads live in cities (#), Koopas in dark fortresses (Π), and Shyguys in forest retreats (î).

The Story:
Spoiler (click to show/hide)

Current features include:

Playable race: Toads:
Spoiler (click to show/hide)

Playable race: Koopas:
Spoiler (click to show/hide)

Playable race: Shy Guys:
Spoiler (click to show/hide)

Minor races:
Spoiler (click to show/hide)

Continued in next post...
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: IndigoFenix on June 01, 2012, 09:12:08 am
Power-Ups
Spoiler (click to show/hide)

Cooking reactions (for Toads only):
Spoiler (click to show/hide)

Plenty of new secrets:
Spoiler (click to show/hide)

A couple of new materials:
Spoiler (click to show/hide)

And lots of new creatures:
Spoiler (click to show/hide)

Complicated things that advanced modders may find interesting/useful:
Spoiler (click to show/hide)

Update Log
Spoiler (click to show/hide)

Credits
Spoiler (click to show/hide)

Bugs and possible issues:
Spoiler (click to show/hide)
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: ArKFallen on June 01, 2012, 06:46:56 pm
How to include Bowser-style Demon Koopas.  The creature is already in the raws, though it will not appear in the actual game.
Ideally, there should be a way of making one into one of the civilization-conquering demons, as this seems to be what Bowser was intended to be (his japanese name actually means 'Devil King Koopa').
Make it a Night Creature with the [POWER] token. Back before vampires were properly put in I had a vampiress creature caste with POWER that took over Civs. There's also supposed to be a hidden tag that allows a position to be filled by demons, might be [WORSHIP_HF].

On another note the download seems to be missing the Subspace materials and HEAD_HORN_BIG_MW.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Pikdome on June 01, 2012, 10:01:33 pm
Don't forget to fill up the world with the large amount of assorted flora and fauna that have spanned the games.

Caste variants of the races would be swell, like parakoopas and and paragoombas, spiked goombas etc.

Add in chain chomps as a beast that can be domesticated, there could also be an underground variant like the stone chomps in dry dry ruins in paper mario 64.

Also, what sorts of weaponry are you thinking of adding for each race, aside from toads?
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: IndigoFenix on June 02, 2012, 01:28:57 pm
How to include Bowser-style Demon Koopas.  The creature is already in the raws, though it will not appear in the actual game.
Ideally, there should be a way of making one into one of the civilization-conquering demons, as this seems to be what Bowser was intended to be (his japanese name actually means 'Devil King Koopa').
Make it a Night Creature with the [POWER] token. Back before vampires were properly put in I had a vampiress creature caste with POWER that took over Civs. There's also supposed to be a hidden tag that allows a position to be filled by demons, might be [WORSHIP_HF].

On another note the download seems to be missing the Subspace materials and HEAD_HORN_BIG_MW.

...Really?  I've tried using the [POWER] token with megabeasts, but I've never tried it with night creatures.  Gonna try this out now!
Sorry about the upload error, it's fixed now.

Don't forget to fill up the world with the large amount of assorted flora and fauna that have spanned the games.

Caste variants of the races would be swell, like parakoopas and and paragoombas, spiked goombas etc.

Add in chain chomps as a beast that can be domesticated, there could also be an underground variant like the stone chomps in dry dry ruins in paper mario 64.

Also, what sorts of weaponry are you thinking of adding for each race, aside from toads?

There's already quite a bit of flora and fauna, and there's a lot more to come.  I'm starting mainly with the power-up plants and unusual or well-known creatures, but one of the reasons why I picked the Mario series in particular is its vast, vast number of creatures to choose from.  By the end of this, the mod should have enough diversity to function as a total conversion mod in its own right.

I prefer to avoid over-using caste tokens (this is one of the major differences between this mod and the other Mushroom Kingdom mod on this site, Legacy).  Instead, whenever possible, I'm going to make creatures - particularly civilized creatures - have variants based on their equipment.  For instance, a Spear Guy is just the name of a shyguy 'spearman', a Medi Guy is a shyguy doctor, a Snifit is a shyguy with a peashooter equipped, and 'Anti Guy' is the name of the shyguy 'Master Wrestler' job.  There are already Parakoopas as a caste of Koopa, and I'm debating whether or not to put in Paragoombas and Beezos as well (they aren't nearly as widespread in the games).

Chain Chomps, or rather just plain Chomps, were actually the first creatures I made for this mod (I wanted them in Dwarf Fortress before I even got the idea of making a full-on Mushroom Kingdom mod).  They are domesticated by Koopas (and should probably show up in Goblin sieges, so watch out!), and are among the most dangerous creatures in the game in a melee, being virtually indestructible with their thick iron shells.  However they have poor eyesight, so the best use for them is... chaining them up as guards in corridors.  There is also a Giant Chomp megabeast.  Don't even go near it unless you have either an adamantine spear or a pool of magma.

Weaponry is pretty minimal at the moment (there aren't really that many conventional weapons in the Mario series).  Shyguys have spears, tridents, slingshots and peashooters (basically blowguns with bullets, which is the closest I can get to a Snifit's snout without making them a separate caste).  Koopas use mostly conventional weaponry, although they do get a Chomp Shell weapon (basically, a flail that can bite you).  They're also going to get throwing hammers, of course, once I work out the best way to implement them.  And everyone gets at least some kind of hammer, naturally.  I'm open to suggestions!

EDIT: For future reference, in order for a creature to take over a civilization: the creature needs to be [FANCIFUL] as well as having the [POWER] tag, it must be either a megabeast or night creature, the civ needs VARIABLE_POSITIONS referring to the position the creature is to take over, and it seems that in order to be ruled by a megabeast, night creature, or demon without any trickery taking place, a civ needs to have no RELIGION tag as well as being more-or-less okay with KILL_ENTITY_MEMBER - which seems reasonable except that this appears to be the only ethic requirement.

At any rate, Koopas will now regularly appoint demons or megabeasts as their kings, and thanks to a matchup in their SPHERES, that megabeast will very often be a Demon Koopa.  (Demon Koopas will sometimes take over Goblin and Human civs as well).  Which means, (I think), that when the monarch shows up to your super-sized fortress, you'll often get a demon or megabeast for your population.  Perfect!  This will be included in the next release.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Pikdome on June 02, 2012, 08:49:21 pm
Good, good making lots of progress.
Maybe I'll just help you brainstorm a bit.

Well, I suppose for weapons, hammers, which are more like mallets, need to be a weapon common to each group, as they've been wielded by spy guys, hammer bros, etc.
Also, I don't think having differing castes amongst the groups is a bad thing, though I suppose it would sort of be redundant at times, although the nature of the shyguys would have it fit well having the varied castes as they are pretty specialized in themselves, so it would make to sense to have that reflected in the way their society is.

Add a tougher underground variant of goombas: gloombas.

Maybe latern ghosts from yoshi's island in the underground as benign wanderers.

Uhhh how about tribal, well, less civilized variants of the races, like jungle spearguys, bandit(guys) or toadies or somethin'?

Oh, and don't neglect bloopers, sidesteppers and cheep-cheeps, and the other watery denizens.
(http://www.mariowiki.com/Sidestepper)

Maybe a super blooper as a megabeast...
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: coolguy1351 on June 02, 2012, 09:13:40 pm
This sounds like a very original and well thought-out mod. Keep at it!
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Itnetlolor on June 02, 2012, 09:16:55 pm
Does touching or eating Fuzzy make one dizzy?
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Putnam on June 02, 2012, 09:19:27 pm
Maybe latern ghosts from yoshi's island in the underground as benign wanderers.

Obviously, they would have [LIGHT_GEN]
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Hugo_The_Dwarf on June 02, 2012, 09:26:12 pm
Maybe latern ghosts from yoshi's island in the underground as benign wanderers.

Obviously, they would have [LIGHT_GEN]
why was I just remined of Poes from zelda? (ghosts)
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Pikdome on June 02, 2012, 09:31:00 pm
Well, they are 'ghosts' whom carry lanterns, just like poes, except they have feet, err shoes and look like they are wearing a bed sheet.

(http://i.imgur.com/C59Sf.png)

EDIT: Oh, you should add bumpties for freezing or glacier environments
http://www.mariowiki.com/Bumpty
(interestingly enough, they have been shown to be intelligent in some games, having their own city and whatnot, but as to if you'd want them to be anything other than a penguin replacement is up to you.)

While I'm still talking about freezing environments;
http://www.mariowiki.com/Flurry
Weak wandering flurries who are made of snow

http://www.mariowiki.com/Mr._Blizzard
Tougher and stronger that flurries, maybe they could have some kind of breath attack to simulate them throwing snowballs, also could use snow as its body material.

Ninji thieves?
http://www.mariowiki.com/Ninji

And these guys, is it possible to make them drop a random item on death?
http://www.mariowiki.com/Baron_von_Zeppelin


Oh, and add wigglers that get enraged.
You could add snifits as a caste of shyguys with a material breath attack as their natural shooting ability.
http://www.mariowiki.com/Trouter
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: IndigoFenix on June 03, 2012, 10:06:40 am
Bloopers, cheep-cheeps, and raging wigglers are already in.
Fuzzies: There are actually two different creatures called 'fuzzies' in the Mario series, and they're both already in.  The Yoshi's Island ones are called 'floating fuzzies' and yes, they do make you dizzy if you touch them.  The other kind you will soon learn to fear.
Lantern ghosts, flurries, sidesteppers, trouters, and ninjis: Definitely going in.
Mr. Blizzard...what kind of species has 'Mr.' as part of its name?  Heh heh... either way, yeah I'll put them in somehow.
Bumpties: Planning on making them an arctic-only minor civ.
Gloombas...I wasn't going to put them in, but thinking about it now, I guess they could be like Troglodytes are to humans, or a hidden underground minor civ.
I'm not really sure what to do about Bandits.  I mean, they seem a bit different than shyguys, but they have masks and robes, and they both steal stuff, and they have kind of independent importance in some places... They'll go in somewhere.
Baron von Zeppelin... Wow, I never even thought of them.  It is possible to make them drop random items by making multiple castes, maybe they'll go in.
The Shy Guy caste thing is a major stylistic choice, I know, but aside from Beezos and (maybe) Snifits, they all have the same basic physiology, so I think keeping the different types as being separate jobs for the same creature is a better idea.

I'm trying to give each race's gameplay a distinct 'feel' to it appropriate to that species, which is why this mod's basic premise (the 'literary agent hypothesis') offers a bit of room for 'artistic licence' when the situation calls for it.  That doesn't mean that I'm going to start inserting completely foreign ideas like a bad fanfic writer, but for minor stylistic choices like saying that the Snifits are shyguys with peashooters, that Koopa shells are actually constructed armor (really, the games have never been 100% clear on this - if Koopas can remove their shells and put them back on, how do Parakoopa wings WORK?), and splitting two-legged, shoe-wearing Koopas with removable shells and four-legged, unshod ones whose shells are not removable (now being dubbed 'Shellcreepers' after the turtles from the original 'Mario Bros' game) into two separate species, I'm aiming more to make this a fun-to-play mod than going straight for perfect Mushroom World accuracy.  Which makes sense, really, since this is the spirit that the Mario games themselves are built in.

At any rate, the focus of the Shyguy game is supposed to be 'letting your creativity run wild and minimizing the need for planning ahead and micro-management'.  Since having to pay attention to which individual caste you're choosing for each particular task would run counter to that feel, I'm trying to avoid it as much as possible.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Pikdome on June 03, 2012, 03:29:14 pm
Oh, say, if your gonna add baron von zeppelins, you should add boo balloons as an aggressive but pretty much just as harmless counterpart. They could inhabit the underground while the barons inhabit the above.
http://www.mariowiki.com/Boo_Balloon

if your still interested in other civs, you could add in mousers, particularly nomadimouses for desert biomes.

http://www.mariowiki.com/Little_Mouser

As for shyguys physiology being roughly the same throughout, well yeah, they mostly are the same for the most part, but there are some more mold breaking ...guys

http://www.mariowiki.com/Fat_Guy
http://www.mariowiki.com/Pyro_Guy
http://www.mariowiki.com/Stretch_%28Shy_Guy%29
http://www.mariowiki.com/Boo_Guy

Oh and bandits are more of an aggressive offshoot of shyguys.

http://www.mariowiki.com/Green_Glove
http://www.mariowiki.com/Zeus_Guy_%28Bandit%29
http://www.mariowiki.com/Grunt
egg'cetra.

http://www.mariowiki.com/Raven
http://www.mariowiki.com/Mini-Raven
Hmmm what could you do with ravens...?

http://www.mariowiki.com/Crazee_Dayzee
http://www.mariowiki.com/Amazy_Dayzee
http://www.mariowiki.com/Bubble_Dayzee
Benign good biome wanderers, perhaps...
You could make them an elf like minor civ, whom grow their signature berries that they brew into tasty tonics, like red tonic, bubble tonic, crystal tonic, etc.
http://www.mariowiki.com/Red_Berry
http://www.mariowiki.com/Blue_Berry
http://www.mariowiki.com/Yellow_Berry
http://www.mariowiki.com/Bubble_Berry
http://www.mariowiki.com/Crystal_Berry
http://www.mariowiki.com/Tasty_Tonic

Some lava enemies perhaps?
http://www.mariowiki.com/Blargg

http://www.mariowiki.com/Piro_Dangle

Maybe some more aquatic variety for ye
http://www.mariowiki.com/Nibbles

http://www.mariowiki.com/Piscatory_Pete

http://www.mariowiki.com/Spray_Fish

http://www.mariowiki.com/Preying_Mantas

A weaker chomp subspecies perhaps...
http://www.mariowiki.com/Red_Chomp

Your average joe milde
http://www.mariowiki.com/Milde

Your average yellow slime, you could add it in as something to add more variety to the underground.
http://www.mariowiki.com/Lemon_Drop

http://www.mariowiki.com/Amanita
an aggressive 'plump helmet man' type of enemy
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: IndigoFenix on June 04, 2012, 09:52:42 am
It's pretty easy to add new creatures, I've got some of these already and I intend to add more.  However, what I'm more interested in now is working out the civs and the gameplay styles for the three playable civs.

What I'm thinking is as follows:

The Shyguy game's main principle is more-or-less complete, it needs plenty of adjustment but you can already use the Subspace Portals, which alters the game enough to be considered a completely new style of play.

The Koopa game will be focused mainly on building up your fortress.  Among the three civs its game will be the most similar to the vanilla DF, with a greater emphasis placed on combat (as babysnatchers, they will get attacked a lot).  I'm going to try to give them several nobles who actually do something and who you will want to have around and keep happy.  They will also unlock new abilities or workshops as you 'upgrade' the fortress, so a basic settlement will let you raise an army, a mini-fortress will let you convert koopas into tireless undead slaves (i.e. Dry Bones), a major fortress will allow you to train Magikoopas, and when the king arrives you get a free demon or megabeast.  Something like that.  Ideally I'd like to attach these options to the arrival of particular nobles, but I'm not sure if that's possible.  If not, I'll make them have requirements that you'll only have access to in a higher-level fortress (large number of gems, magma, megabeast parts, etc.)

The Toad game will be focused on trade.  They'll start out with almost nothing useful - not even picks, maybe not even axes (although if not, I'll make sure they have other options to get a basic fortress started, like the ability to produce mushroom logs or something).  However, the world will be peppered with a huge number of minor civs which will trade with Toads, each of them carrying something of use to add to your fortress.  Beanish will carry proper weaponry, Mole Folk will carry mining equipment and gems, Bub-ulbs will carry rare plants, etc.  As your exports increase, new civs will open up trade with you as well, turning the fortress into a year-round marketplace.  The Toads themselves will have a lot of exclusive reactions in their kitchens, letting you turn the various plants you'll receive into new, exotic power-ups to increase the stats of your citizens or sell them for items that the Toads can't produce themselves.

Right now my ideas for the 'good' trading civs are as follows (feel free to offer comments/suggestions, it's all very sketchy - I'm not even sure if all this specialization is possible):

Bub-ulbs (Spring): Sell valuable plants that appear only in good regions and can be used for cooking reactions.
Beanish (Summer): Sell proper armor and weaponry, maybe other bean-specific items.
Toads (Autumn): Sell simple clothing and domestic tools that can double-up as weak weapons.
Bumptys (Winter): Sell... fish, I guess, maybe some ice-themed items.  Useful mainly because they show up in winter, when everyone else is gone.
Yoshis (Spring): Sell... fruits?  Maybe shouldn't be a trading race at all, seeing as how the Toads will have domesticated ones which could get awkward, and they are unlikely to have anything useful anyway.
Frog People (Summer): Sell valuable (expensive) exclusive power-up drinks like Kerokerocola, Energizer, Bracer, etc.
Mole Folk (Autumn): Sell mining equipment and underground items.
Pianta (Spring?): Sell tropical fruits...maybe something else...?
Nokis (Summer?): Sell... seashells?  Pearls?  Gems?  Something useful?  Something useless that other races like?
Doogans (Autumn?): Sell... I don't know, stuff... Pets maybe?

Does anyone have any experience with new cooking reactions?  Every time I try to make a new kind of prepared meal the game crashes when I look at its description.  I COULD make the 'meals' types of plants instead, but then their value won't be affected by the cook's cooking skill, and the particular items used to make them won't make any difference in the finished product.

Also, is there any way of altering how much a civ will pay for a particular item?  I know that some civs seem to prefer different kinds of gem shapes, but what about other items?  Will civs automatically pay more for something they don't have, or is everything just based on the stated material value/item quality?
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Putnam on June 04, 2012, 05:06:11 pm
Changing how much civs are willing to pay isn't in yet, no. It's material value * item value, at this point, IIRC.

However, the Caravan Arc is still going, so you can probably expect supply and demand at some point.

Tying things in to arriving nobles is impossible, but having nobles be certain castes isn't, so that could help.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: IndigoFenix on June 06, 2012, 05:31:41 pm
New release up!  Lots of new content added: Powerup plants, new secrets, trader races and cooking reactions for Toads. Koopas will be ruled by megabeasts or demons.  Any testers available?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 06, 2012, 07:01:20 pm
I'll start testing it.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: UnkemptArmada on June 06, 2012, 07:08:09 pm
Installing now!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 06, 2012, 07:13:40 pm
Just got a crash during world gen, heres the error log:

*** Error(s) finalizing the creature TANOOKI_MW
Interaction Token not recognized : HIDE

EDIT: just got another crash with the same error.

Okay, genned another world, seems like there aren't any tanooki's, which is why it didn't crash
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: StephanReiken on June 06, 2012, 07:32:43 pm
Good to see someone picking up where my old mod left off.

You are free to use anything from my mod if you wish.

http://dffd.wimbli.com/file.php?id=2585
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 06, 2012, 07:42:09 pm
Good to see someone picking up where my old mod left off.

You are free to use anything from my mod if you wish.

http://dffd.wimbli.com/file.php?id=2585

I really did like your mod as well, its interesting to see the different directions the mods headed in.
Its also quite generous and kind of you to offer all your prior materials to this mod.

Such a good fellow.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: StephanReiken on June 06, 2012, 07:58:37 pm
I'd like to have picked it back up myself but RL keeps getting in the way. At least now what i made might be put to use ^^.

Thoughts about what I had that you might choose to use.

I casted all of my races to the extreme. If there was a variation I tried to caste it. My koopas varied greatly and they could be anything from shell-less koopas to Hammer Brothers to Magikoopas to King Koopas. From my mod you can see how I did it. It wasn't easy to get all of the body tokens sorted out and applied correctly across the board.

I did this because I liked the Genesis Mod so I tried to do something similar to my playable races.

Koopas should also have a minor, peaceful civilization. As shown by Paper Mario where there was Koopa Village.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 06, 2012, 08:31:26 pm
Okay, playing as toads, brought some Yoshi's and puffs along on embark.

I've noticed toads are very very limited in what they can do, I can't forge a pick even. I know you have an emphasis on toads trading for what they need, but you should give them a wee buff like the ability to make coke products and make bronze, no steel or more advanced materials though.
Also, you should make it so you can forge picks as a toad, being stuck with only wood as a building material is pretty slow going, at least being able to get some stone would make it easier to make them into blocks and start building above ground from there.
I expected to be able to smelt the malachite and casserite into some bronze, make that into a pick and start looking for gems for my jewlertoad to cut for trading.
I've always seen toads as being the most moderately advanced, well rounded, yet most peaceful race, with really poor fighting abilities, not a bunch of fellows who can't mine, smelt or take care of themselves.

Edit:
Okay, after butchering my cats, the yoshi's seem to be eating vermin.

Still pretty slow, just hit autumn, waiting for some trading partners to trade all these copper and tin crafts I made.

I've also noticed my yoshi's get thirsty and hungry. Thirst wasn't a problem, but I had set a water source zone, and set my options to zone drinking only so they would actually drink, now my problem is that they are hungry, I think I recall browsing the raws and seeing that they are vermin eaters, and I also have brought along cats, does this mean that they are going to starve? They haven't gone over to my food stockpiles to eat anything, so I'm getting worried.

A lot of boos are flying around, spotted two big boos as well, exciting, but my toads would be killed pretty easily if they tried to fight them.

I just traded a bunch of bone goods and copper spears and wooden training spears for basically everything the trader toads had, I also now just realized that there are no other civilizations near me, meaning I can't get picks, meaning I'm stuck above ground permanently.

Yoshis need to eat and drink alot, too much I'd say.

Oh and, StephanReiken, thats what I really liked about your mod as well.

Well, I've learned its not particularly fun to play as toads I've abandoned the fortress out of boredom, they need a lot of changing, because this is just boring having to wait for others to supply things that I need to get more materials and goods to get the goods to trade in the first place, and on top of this crippling handicap, they don't seem to be particularly good fighters either, resulting in an overly nerfed race that is completely dependent on wood, limiting where you can settle, cannot mine, cannot *really* make metal goods or alloys, is too dependent on other races and isn't really a viable choice when compared to other races to play as.
You did succeed in making a drastically different play style I suppose, but that doesn't mean its a fun one.
I personally feel that having the various playable races possess the same abilities on basic things such as mining, would make for a better overall mod.
Next, I'll try playing as the koopas.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pokon on June 07, 2012, 12:23:14 am
I cannot help but suggest powerful "Starperson" semimegabeasts that have verying magical powers, some moreso than others.

Also, great mod, by the way.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Baijiu on June 07, 2012, 12:40:45 am
I'm rather enjoying playing as the toads. Trying to get a nice wooden fortress started before the caravans start coming. I'm a sitting duck right now though. No weapons, no armor, no walls... Hopefully nothing dangerous comes to eat my mushroom people.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 07, 2012, 01:27:10 am
I'm rather enjoying playing as the toads. Trying to get a nice wooden fortress started before the caravans start coming. I'm a sitting duck right now though. No weapons, no armor, no walls... Hopefully nothing dangerous comes to eat my mushroom people.
The novelty wears off once you realize you can't make mechanisms and that you need to depend on others for things you could do yourself as another race.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: StephanReiken on June 07, 2012, 02:53:06 am
I would agree on that. Toads should have access to both stoneworks and basic metalworks up to Iron. (No Steel, but Iron yes). Its more fitting with Toads in game who often have many stone based structures.

What they shouldn't make are metal Weapons and Armor and instead rely on traps and such.

I can see how this might be a problem in your gameplay goal (forcing elven play) but I can't really see that in keeping with Toad technology shown in the games.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 07, 2012, 03:00:54 am
I would agree on that. Toads should have access to both stoneworks and basic metalworks up to Iron. (No Steel, but Iron yes). Its more fitting with Toads in game who often have many stone based structures.

What they shouldn't make is Weapons.

Thats an angle I could agree on, or they could have access to advanced materials like steel, but can't really make efficient weapons due to their nature, that along with them being poor fighters, it'd be like trading your fighting edge for being naturally very good craftsmen.
I mean, they should definitely be able to mine underground, take a look at the toad town sewer system, how do you think they excavated that? With fans? No sir.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: StephanReiken on June 07, 2012, 03:13:22 am
Hmm, lets reconsider this from the top.

You can't mine until traders come and they 'might' bring a pick.

Things means..

No Metals
No Stone

Until trading starts

To make basic traps you need metals.
To make basic weapons you need metals.
To make mechanisms and other complicated buildings you need metals.

So, until you've traded you can't defend yourself except with trained pets.
Since you couldn't do anything metals anyway you can't defend yourself, except with traded weapons.

Really all they need then is the ability to use metals but unable to make weapons and maybe armor. You would gain access to mining one or two years into your game. Until you have weapons or trap parts you can only defend yourself with Yoshis.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Baijiu on June 07, 2012, 03:44:40 am
FUUUU. One of my toads went into a fey mood during the first summer. And he needs rocks. I should've embarked with some. :(

Update: The toad went melancholy before the caravan(s) could arrive.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 07, 2012, 03:54:58 am
Playing as shyguys is pretty interesting, one thing to note, when you select 'find anything' from the subcon door, it'll sometimes make block crafts like rings and amulets, these have no value, as the base material of blocks also have no value, you should probably take them out, as they just started accumulating after a while with no use and no where to go.

StephanReiken, thats only as long as the civs you trade with have metal or stone in the first place, so you are really dependent on who you settle near, which is kind of silly needing to rely on other races for metal, which your toad homeland traders sometimes bring anyways and yet you can't really get your own, its not like pickaxes would be a well kept secret thats impossible to duplicate.

Maybe you could make it so that the tools and weapons you make as toads would be inferior to what you could trade for, digging slower or chopping slower or something.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: IndigoFenix on June 07, 2012, 09:31:11 am
The Toads were meant to be dependent on outside traders, pet Yoshis, and power-up foods, but perhaps I did take it a bit too far.  I started to have second thoughts when I realized that no stone also means no millstone, which means no flour or sugar, which means no cake mix, which means that you can't do the special cooking interactions that will play a major part in the Toad's wealth production and combat ability boosting.

If you do make sure to embark in an area with lots of nearby friendly civs, do they send traders?  I didn't have enough time to test if they actually would show up and bring the items they were supposed to.  The mole people in particular don't really have anything except mining equipment, so I figured they would always bring it.

Thing is, I don't want the Toads actually living underground, and when you can mine, underground fortresses are a lot easier to make than above-ground ones.  At any rate, I'll see what I can do about picking up the Toad's game.  Is there any way to make a pick that digs less effectively?

Do Yoshis eat from stockpiles?  I saw they got hungry and more-or-less assumed they would.  They are able to speak, which seems to be the deciding factor (and if they can't speak, they begin relentlessly devouring every nearby civ).  I'd rather them have a high upkeep and make them more useful than make them not require food - first off, I want to give them their own power-up foods like Yoshi Cookies, and second, they are the original big eaters, after all!  I'm going to be changing the Yoshis somewhat at any rate, since currently there's no way to 'milk' them for the extremely useful Yoshi-Ade and Red Essence (yes, Red Essence is made from Yoshis.  I checked.)

Thanks StephenReiken, I'll check out what I can use from your mod.  Though I should point out that I don't really like overdoing castes, especially for civilized races - just a stylistic choice, I prefer to vary them through equipment and upgrades instead.

Playing as shyguys is pretty interesting, one thing to note, when you select 'find anything' from the subcon door, it'll sometimes make block crafts like rings and amulets, these have no value, as the base material of blocks also have no value, you should probably take them out, as they just started accumulating after a while with no use and no where to go.

A good point.  That is why the 'Dump into Subspace' option is there, so that you could get rid of the accumulating objects that you had no use for, but perhaps including worthless crafts wasn't a good idea.

Koopas should also have a minor, peaceful civilization. As shown by Paper Mario where there was Koopa Village.

I played with this option a bit - I don't really like DF's system of babysnatchers vs. non-babysnatchers, it seems too rigid and I'd like to see civs of Toads and Koopas getting along peacefully on occasion.  While it would be possible to make multiple civs with the same creatures (I actually considered making three different Shyguy civs - regular, babysnatcher, and item thief - so that you could have them trading with everybody as well as stealing from everybody) I'm deciding against it, at least for now (Goombas and Bob-ombs have also been shown to have peaceful variants, and things could get confusing fast if everyone gets to play both sides of the fence).  Throughout most of the series, Koopas and their allies have been the bad guys, and since they're actually canon babysnatchers, I just split the races into two main groups (and Shyguys).  However, since Koopas and the other minor 'bad-guy' races aren't 100% evil in the way that goblins are, you'll often find them hanging around peacefully in Toad-civ cities in Adventure Mode.

EDIT: I fixed the Tanooki problem and put up the new download.  Don't know how that one got through.  I should probably start testing with the MW files alone instead of testing all of my mods in the same worlds at the same time :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.02)
Post by: Pikdome on June 07, 2012, 01:47:02 pm
From what I've seen, yoshis do not eat or drink from stockpiles, which makes a decent incentive to stay near a water source lest your yoshis dehydrate, I've also seen them eat vermin to sate their hunger.

Yes, toads need some kind of less effective digging implement, I think it's possible, I seem to recall genesis mod having two kinds of axes for chopping wood, one being slower and smaller yet requiring less material, so unless I'm mistaken, I think it's possible for picks.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: IndigoFenix on June 07, 2012, 03:42:53 pm
All right, did a bit of modification.  Toads can now embark with small picks, but they don't seem to be any less effective than large ones (except in combat).  So I made them unable to gain skill in mining or engraving instead - they will never rise above 'dabbling', so carving out a massive underground fortress will take a lot longer than putting together a wooden one above-ground, especially in the deeper, hard-rock layers.  I also increased some of the power-up plant prices.  They probably still need adjustment though.

A strange thing happened during testing.  Shortly into the game, I got a 'megabeast' message indicating the arrival of a demon koopa.  However, this demon koopa was the master of a nearby goblin civ, and it was... friendly?  It would run around destroying buildings, but would not attack the Toads themselves.  To deal with the problem, I simply made a nice wooden building, stuck a nest box inside as bait, and then sealed off the entrance when the demon koopa went inside.  Has anyone else seen this kind of thing before?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: StephanReiken on June 07, 2012, 03:59:26 pm
That does sound odd.

As I recall, currently the quality of the pick or the materials of the pick have no bearing whatsoever on mining speed or droprate.

So yea, capping Toad mining skill will make them incredibly slow at it instead. While you could make them learn mining slowly instead people playing as Toads could bypass that from Embark and the occasional migrant.

I casted a lot but I would consider making these castes in Koopas considering that most of the others can be considered derivatives of those secrets that you are using.

Caste Magikoopa, Koopas with magic in their blood who can easily learn many secrets. (Can secrets be limited to caste? I haven't modded recent versions)

Caste rare Royal Koopas. These Koopas come with spiked shells naturally and while they start as normal Koopa sizes they grow to much larger proportions. Bowser and the Koopalings would fit this Caste.

Just my two cents ^^.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: IndigoFenix on June 07, 2012, 04:22:50 pm
That does sound odd.

As I recall, currently the quality of the pick or the materials of the pick have no bearing whatsoever on mining speed or droprate.

So yea, capping Toad mining skill will make them incredibly slow at it instead. While you could make them learn mining slowly instead people playing as Toads could bypass that from Embark and the occasional migrant.

I casted a lot but I would consider making these castes in Koopas considering that most of the others can be considered derivatives of those secrets that you are using.

Caste Magikoopa, Koopas with magic in their blood who can easily learn many secrets. (Can secrets be limited to caste? I haven't modded recent versions)

Caste rare Royal Koopas. These Koopas come with spiked shells naturally and while they start as normal Koopa sizes they grow to much larger proportions. Bowser and the Koopalings would fit this Caste.

Just my two cents ^^.

Well, it's not technically capped so much as has such a slow learning rate and such a fast rust rate that their skill will generally wind up going backwards.  I'm not sure if you can build it up slowly by having them mine constantly, but in any event it's not really worth it.  Can skill levels even be capped?  I know attributes can, but I couldn't find anything on skills.

I originally had Royal Koopas as a caste, but it was disappointing to look through hundreds of figures in Legends mode to eventually find one, only to find that he became a fish cleaner or something.  The new system of having Demon Koopas that take over Koopa civilizations works a lot better, I think, especially because that seems to be what Bowser is intended to be.  As for Magikoopas, they'll go in somehow, but I'd rather make a workshop that trains them than have them be born with the ability.  The 'Polymorpher' secret is based on the vaguely-defined 'Koopa Magic' mentioned in a few games, but I'd expect they have a bit of necromancy and as well (where else do Dry Bones come from?).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: StephanReiken on June 07, 2012, 04:47:09 pm
Aye, I can understand that reasoning.

Do you plan on having a Lakitu secret that gives a cloud and flight to a Koopa? (Particularly this, in addition to 'Super Koopa' would let you teach flight to your non-Para Koopas.)

I'd imagine that if its a bodypart thats required for flight but doesn't bleed or feel pain it would fit the role of a cloud quite well.


Spells for MagiKoopas
Flying Broomstick (Basic secret for Magikoopa to gain flight.)
Four Polygon Blast (The Poly Morph spell is usually shown dealing damage too, but might want to keep them separate)
20 Polygon Blast (Just a stronger variant. Might need Four first)

Magical Boost
Magic Shield
Invisiblast (Probably impossible to implement. Makes an ally invisible.)
Heal
Group Heal
Electrify (Hard to implement. Add a temporary bodypart that leaks by design, with a highly damaging fast acting syndrome?)
Magikopy (Makes four puesdo Magikoopa. Can a secret make new allied entities?)

Legendary Magic
Omega Growth (Yoshi's Island, causes target to grow to Megabeast proportions temporarily. Can it be done Temporarily?)
Omega Shrink
(I can't think of any other epic spells Magikoopa have used before)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: IndigoFenix on June 08, 2012, 01:25:55 am
Aye, I can understand that reasoning.

Do you plan on having a Lakitu secret that gives a cloud and flight to a Koopa? (Particularly this, in addition to 'Super Koopa' would let you teach flight to your non-Para Koopas.)

I'd imagine that if its a bodypart thats required for flight but doesn't bleed or feel pain it would fit the role of a cloud quite well.


Spells for MagiKoopas
Flying Broomstick (Basic secret for Magikoopa to gain flight.)
Four Polygon Blast (The Poly Morph spell is usually shown dealing damage too, but might want to keep them separate)
20 Polygon Blast (Just a stronger variant. Might need Four first)

Magical Boost
Magic Shield
Invisiblast (Probably impossible to implement. Makes an ally invisible.)
Heal
Group Heal
Electrify (Hard to implement. Add a temporary bodypart that leaks by design, with a highly damaging fast acting syndrome?)
Magikopy (Makes four puesdo Magikoopa. Can a secret make new allied entities?)

Legendary Magic
Omega Growth (Yoshi's Island, causes target to grow to Megabeast proportions temporarily. Can it be done Temporarily?)
Omega Shrink
(I can't think of any other epic spells Magikoopa have used before)

These are some good ideas!

Unfortunately, there is no means of making a non-flying creature into a flying one without transforming it into another creature, which I try to avoid doing casually since it has a lot of odd properties connected to it (for instance, it is not possible to transform a creature if it is already transformed, and the transformation restores any lost body parts).  The 'Puff' creature was intended to be a flying mount for Koopas (does Lakitu's Cloud even have an independent species name?  I couldn't find one), so although you can't play as one, sometimes cloud-riding Koopas will attack your fort.  Currently Toads can use them too, but if I make them evil or underground, only Koopas will have them.  Making a smiley-face cloud classified as 'evil' seems wrong somehow, though...

Ironically, the 'basic flying secret' is one of the only two you mentioned that is impossible to implement (the other is Magikopy - it isn't possible to create new creatures, only transform existing ones).  Temporarily boosting stats and even size with magic is doable, and would make a good counterpart to the Toads' ability to boost their stats by eating power-ups.  True invisibility isn't possible, but it is possible to temporarily boost their hiding skill and give them the ability to hide even when an enemy can see them (the Boos have this ability naturally).  Electrifying through adding a body part isn't possible, but giving someone else the ability to transfer a syndrome by touch is.  Even so, I'd like to avoid overdoing it.  The Koopas are already the toughest of the civilized races, so unless I make an even stronger race that is either 'good' or one of the races that attacks everyone (which means Toads will also have to deal with them), Koopas have the advantage in sieges already.

I need new domestic creature and plant ideas.  Is there anything in the Mushroom Kingdom that looks like it can be sheared, spun or woven to make thread?  Something like cotton?  A woolly animal?  Any kind of unique mammalian creature?  Don't know... Also, is there anything that looks like it can give milk?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: StephanReiken on June 08, 2012, 04:05:10 am
Of course there are!
Other Notes
See Paper Mario. Shroom Shakes and the like, many cooking recipies

Plants
Goomnut (Paper Mario)
Strange Leaf (Paper Mario)
Dried Fruit (Paper Mario) Comes from Dry Dry Desert
Iced Potato (Paper Mario)
Turtley Leaf (Paper Mario)
Horsetail (Paper Mario)
Keel Mango (Paper Mario)
Peachy Peach (Paper Mario)
Mild Cocoa Bean (Paper Mario)
Golden Leaf (Paper Mario)
Coconut (Paper Mario)
Square Apple (Paper Mario) Comes in many colors
Blue Berry (Paper Mario)
Bubble Berry (Paper Mario)
Heart Fruit (Yoshi's Story)
Bomberry (Yoshi's Story)
Melon (Yoshi's Story)
Grapes (Yoshi's Story)
Banana (Yoshi's Story)
Watermelon (Yoshi's Story)
Red/Green Pepper (Mario & Luigi)
Nut (Mario & Luigi)
Super Nut (Mario & Luigi)
Ultra Nut (Mario & Luigi)
Dash Pepper (Mario Galaxy) Speed Boost
Durian (Mario Sunshine)
Bean Fruit (Mario & Luigi) Some kind of Beanbean apple
Woo/Hoo//Chuckle/Hee Bean (Mario & Luigi) Different colored beans
Red/Green/Pink Berries (Super Mario World)
Lemon (Paper Mario)
Lime (Paper Mario)
Blimp Fruit (Mario Galaxy)
Fire Flower (Super Mario Brothers)
Ice Flower (New Mario Brothers)
Super Mushroom (Super Mario Brothers) Increases size
Bad Mushroom / Poison Mushroom (Super Mario Brothers Japanese 2)
Polymorph Mushroom (Mario RPG) Turns anything that eats it into a mushroom temporarily
Mid Mushroom (Mario RPG)
Max Mushroom (Mario RPG)
Mega Mushroom (New Mario Brothers) Grow to Megabeast proprotions temporarily
Volt Shroom (Paper Mario)
Life Shroom (Paper Mario) Not the green kind. This one is red spotted and one spot is a heart
1-Up Shroom (Super Mario Brothers)
1-Up Super (Mario & Luigi)
Absorbing Mushroom (Mario Kart GP)
Bee Mushroom (Mario Galaxy) Powerup
Mushroom Drop (Mario & Luigi)
Super Drop (Mario & Luigi)
Ultra Drop (Mario & Luigi)
Propeller Mushroom (New Super Mario Brothers) Powerup
Refreshroom (Mario & Luigi) 1-Up basically, has a white spot
Reverse Mushroom (Super Mario Brothers) Size Reducing Mushroom
Rock Mushroom (Mario Galaxy 2) Powerup
Slimy Mushroom (Super Paper Mario) Cured poison and restored health
Slow Mushroom (Paper Mario) Gave Health Regen instead of instant health
Sluggish Shroom (Mario Party) Slowed down the dice making it easier to roll what you want
Super Mini Mushroom (Mario Party) Pink version of the Mini Mushroom and shrinks farther
Mini Mushroom (New Mario Brothers) Shrinks instead of grows
Super Mega Mushroom (Mario Party) Not really any different from Mega Mushroom but its blue.
Spring Mushroom (Mario Galaxy) Powerup
Super Shroom (Paper Mario) Unlike Super Mushroom, this just restores health
Vaccum Shroom (Mario & Luigi) Powerup that gives the user Kirby-like vacuuming.

Bulb Bush (Paper Mario) Touch it and it gives off light.
Dune Bud (Mario Sunshine) Absorbs large amounts of water.
Heart Plant (Paper Mario) Gives off Hearts when touched
Hurt Plant (Paper Mario) Looks like Heart Plant but attacks when Mario gets close
Lava Lotus (Super Mario Brothers 3) Underwater planet that spits fireballs.
Volcano Lotus (Super Mario World) Same thing as Lava Lotus but on land
M. Bush (Paper Mario) A poisonous plant that attacks Mario
Chuckola Fruit (Mario & Luigi) Plant turned into Chuckola Cola. Comes in several varieties identified by color, Red, Purple, White, and Orange.
Spinning Flower (Mario RPG) Flower plant that Mario stands on and can jump from, much higher than normal.
Spinning Flower (Paper Mario) No real name is given for this either, different variety. Notably different appearance, lacking the sphere with a face in the middle of the petals.
Nipper Dandelion (Yoshi's Island) The last stage of the Nipper Plant which is carnivorous and jumps around.
Windbag (Yoshi's Island) Huge, eggplant shaped fruit attached to a long vine holding it up in the air. Blows strong winds, usually at Nipper Dandelions.


Creatures

Web Spinners
Pider (Paper Mario) Forest spiders that are completely black and white
Scuttle Bug (New Super Mario Bros)
Fuzzy Family ('Fuzzy', maybe let them get sheared too?)
Kumo (Mario Land 1)
Suu (Mario Land 1)

Milked
Lil' Oinks (Paper Mario) Pigs creatures with many strange appearances and apparently come from eggs.
Moo Moo (Mario Kart 64) Cows
Debull (Yoshi's Island) Bulls (no female shown.. male Moo Moo?)


Shear
Fuzzy Family (Maybe)
Fuzzy Wiggler (Yoshi's Story) Wiggler with green hair


Other
Birdo (Used like Yoshis pretty much)
Star Bunny (MarioGalaxy) Rabbit
Poochi (Yoshi's Island) Dog
Bumpty (Yoshi's Island) Penguin
Swooper (Super Mario World) Bats
Monty Moles (Super Mario World) Moles
Chow/K-9 (Mario RPG) Wolf or Dog-like enemy
Guerilla/Chained Kong (Mario RPG) Clearly a Donkey Kong Ape
Hippopo (Mario RPG) Hippo enemy
MukuMuku (Mario RPG) Gophers
Ukiuki (Mario 64) Monkeys
Porcupo (Super Mario Brothers 2) Porcupine enemy from Sub-con
Walruss (Super Princess Peach) Yea, Walrus.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: Pikdome on June 08, 2012, 04:05:44 am
Why, moo moos of course!
http://www.mariowiki.com/Moo_Moo

You can derive a type of sheep, a 'sleepy sheep' or something of the like from this item:http://www.mariowiki.com/Sleepy_Sheep
There have been instances of sheep, but if you wanna make a more Mario lore friendly sheep, I reccomend a sleepy one.

Oh, darn, beaten to it, by a lot.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: IndigoFenix on June 08, 2012, 05:18:58 am
That's a lot of powerups!  But there's still a major lack of plants that are used for things other than eating.  Probably because the Mario series wasn't made for a game like this  :P

Li'l Oinks, Sleepy Sheep, and Moo Moos could work, although they are kind of generic.  Shearing Fuzzies didn't occur to me, it's a good idea.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.03)
Post by: StephanReiken on June 08, 2012, 07:52:02 am
Most of those are health recovery plants rather than powerups. :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: IndigoFenix on June 08, 2012, 10:25:15 am
Most of those are health recovery plants rather than powerups. :P

I'm using health recovery items as powerups that increase recuperation speed.

Anyway, new workshop added: The Magikoopa Sanctum.  Koopa magic uses the Alchemy skill (I used that because the hidden MAGIC_NATURE skill is a lot harder to control, since everyone always has it active, also it has no job name).  You can produce magic scepters, which are weapons that use the Alchemy skill in melee and can fire magic ammo, which is created from small cut gems.  You can also train magic ability in the Sanctum, and learn three new special abilities: Stun for immobilizing enemies, Enlarge for buffing allies, and Teleport for moving around quickly.  Magikoopas are pricey though: Magic ammo costs one small cut gem per shot, and building the sanctum, creating the scepters, and learning the abilities consume one LARGE CUT GEM each, so don't expect there to be a lot of Magikoopas running around until much later in the game.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: kilakan on June 08, 2012, 04:43:42 pm
noticed something about the koopas, not sure if it's just my one or what, but they couldnt make pants... and were thus always very angry and embarassed.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: ArKFallen on June 08, 2012, 08:11:53 pm
Koopas also embark with a tax collector because it isn't appointed or elected by anything else they have (supposed to be DUKE/COUNT/BARON). Very aggravating seeing as the tax collector doesn't need to work and every time you leave the position empty someone else decides to fill it.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: kilakan on June 09, 2012, 07:52:32 am
oh and most of the time koopas  can embark with 1 point cost trolls.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: IndigoFenix on June 09, 2012, 02:28:04 pm
noticed something about the koopas, not sure if it's just my one or what, but they couldnt make pants... and were thus always very angry and embarassed.

Yeah, forgot this one...it'll be fixed by the next update.

Koopas also embark with a tax collector because it isn't appointed or elected by anything else they have (supposed to be DUKE/COUNT/BARON). Very aggravating seeing as the tax collector doesn't need to work and every time you leave the position empty someone else decides to fill it.

This was actually intentional - I wanted the Koopas to have a 'constantly hounded by their king' feel to them, so a lot of their upgrades actually depend on nobles showing up.  I'll take it out if it's too annoying though.

oh and most of the time koopas  can embark with 1 point cost trolls.

That's because they can embark with evil subterranean pets (like goblins), and I'm not changing the original files, only adding new ones.  Eventually there should be enough content to take the original files out entirely and make it a total conversion mod, but until then... you don't have to buy them if you don't want to :P

The Magikoopa system needs to be reworked, I think.  Requiring large gems isn't good, because I want to encourage above-ground play somehow (though it won't be as mandatory for the Koopas as it will for the Toads - where would Koopas be without large amounts of stone masonry and lava, after all...)  But how to make sure Magikoopas stay rare and elite support soldiers instead of simply making it easy to teach magic to every single citizen?

Some possibilities: Making them physically weaker with each spell learned, making a chance of them going berserk when learning a new spell, making the training take a really long time (not sure if this is possible).  However, none of these will have an effect on someone using a magic scepter as a projectile weapon without learning actual spells... and to be honest, the gem-shooting scepter is also kind of weird, I'm not too sure it was such a good idea.  Anyone have any better ideas?

In the meantime, I'll see if I can get an interaction to reanimate corpses into Dry Bones.  I wonder if there's a way to make them only be usable for combat and hauling, maybe construction as well.  Like children...soldiers.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: StephanReiken on June 09, 2012, 08:46:52 pm
Perhaps a Koopa secret that creates the ammo

And another which allows that Koopa to train with that weapon. (Any other Koopa would have low learn rates and large decay values.)

This might not work out in relation to other races using the weapon though.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: Putnam on June 09, 2012, 09:19:59 pm
Perhaps a Koopa secret that creates the ammo

And another which allows that Koopa to train with that weapon. (Any other Koopa would have low learn rates and large decay values.)

This might not work out in relation to other races using the weapon though.

...No. That's a no. Big no, right there.

Unless you mean "reaction" when you say "secret", which, after re-reading, I think you do.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: kilakan on June 09, 2012, 09:32:52 pm
If it's a reaction and skill based thing, with huge decay values it still wouldn't really work unless you wanted non-magikoopas to still be able to use it, to a far weaker extent.  ofc I have no problem with that at all and would second the notion of making it a reaction and anyone but magikoopa hugely inefficient skill.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: StephanReiken on June 09, 2012, 10:30:04 pm
Perhaps a Koopa secret that creates the ammo

And another which allows that Koopa to train with that weapon. (Any other Koopa would have low learn rates and large decay values.)

This might not work out in relation to other races using the weapon though.

...No. That's a no. Big no, right there.

Unless you mean "reaction" when you say "secret", which, after re-reading, I think you do.

No, I mean secret. Its magic after all.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: Putnam on June 09, 2012, 10:30:51 pm
Then no.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: StephanReiken on June 09, 2012, 10:39:37 pm
And Why?

The Wand - Ammo thing is just a simplification of 4/20 Polygon Blast.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: King Mir on June 10, 2012, 03:13:04 am
I think you could make an ore material, produced in a workshop from whatever. From scratch would work too. The ore would have a 5% chance of smelting into a metal. The metal would be required to make Magikoopas.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: IndigoFenix on June 10, 2012, 12:03:40 pm
Perhaps a Koopa secret that creates the ammo

And another which allows that Koopa to train with that weapon. (Any other Koopa would have low learn rates and large decay values.)

This might not work out in relation to other races using the weapon though.

This could work (if you replace 'secret' with 'reaction' - secrets can't be used in Fortress Mode).  If the reaction that lets a Koopa train with the scepter also makes them terrible at virtually everything else, it could even be balanced.  The problem is that the magic scepter weapon is already kind of messy - its primary material is a gem, and since it's only created through reactions it isn't considered 'native' to any race, not even the Koopas themselves.

I've found a way of making a long-term reaction.  It's a bit messy though, and I think it would be best to create a new workshop if I implement it because of the ridiculous number of automatic reactions it would take.  Basically, instead of consuming a large gem to learn a new spell, you have to spend a long period of time 'charging' a large gem, which, upon being fully charged, can be used to learn a new spell, returning the gem to its uncharged state to be 'charged' again.
I think... it should require magma.  I like the idea of Koopas deriving magic from magma, which would explain why their castles are always full of the stuff (well, aside from the obvious reason).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: kilakan on June 10, 2012, 03:22:15 pm
if you wanna keep it with the requiring large gem to work part, prehapes we could get a reaction to condense gems into large gems?  Since it's insanely rare, at least for me, for anyone to ever cut a large gem... they always end up as bloody gem crowns.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: IndigoFenix on June 10, 2012, 04:30:42 pm
if you wanna keep it with the requiring large gem to work part, prehapes we could get a reaction to condense gems into large gems?  Since it's insanely rare, at least for me, for anyone to ever cut a large gem... they always end up as bloody gem crowns.

Well, that's kind of the point.  I'm seeing Magikoopas as being a kind of late-game reward - something that you won't be dealing with much until you've leveled up your fortress at least once and are preparing for being put under siege by every nation at the same time.  But with this system, it's not too bad.  I'm running with one gem to create the Sanctum, one to create the charge point, and one to act as the energy-storage gem, which could be reused once you've learned a new spell (if you're really desperate, you could deconstruct the charge point once you're done charging and use it to create the Sanctum in its place).  Also, one for each scepter, assuming I keep those.  They don't appear often, but you could embark with large gems for 20 points each, or buy them from trade caravans later.  The real cost is the time period involved - charging a gem is a ritual consisting of 100 successive reactions.  It's all automated once you start, but should still take around one season per spell for each gem/charge point pair you have available.  Also, all of a Koopa's physical attributes drop by about 20% for each spell learned.  So, you're not going to want them making the bulk of your military force, although they'll be extremely useful support troops.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update! Version 0.04)
Post by: ArKFallen on June 14, 2012, 08:41:41 pm
I'm having a lot fun as shyguys. Though some of the Subspace Portal's reactions have the same shortcut keys (b and f). To make it a capital letter use CUSTOM_SHIFT_letter instead.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 15, 2012, 08:15:53 am
Major update!

New underground gamplay:

Toads can now learn to dig, but they suffer from speluncaphobia (fear of caves) and need to live above ground.  Staying underground for more than short trips at a time will cause gradually increasing levels of dizziness, causing them to work slower and faint from time to time.

Koopas are tougher and won't faint from the darkness, but they still aren't dwarves and staying underground for months on end will cause them to move and work slower.  However, if you tough it out and keep them underground until they become cave adapted (1 year), they will begin to improve and ultimately wind up stronger, tougher, and more agile than their above-ground counterparts.  They will still become nauseous from the sun though, and they'll lose these bonuses if they go outside, so altogether it might not be worth the trouble.  (Based on Dark Koopas)

Shy Guys don't care if they're above or below ground.  Hopefully the ability to produce an abundance of building material for free will encourage above-ground fortress building by itself, and there's no reason to make it more difficult to fill your psychedelic parallel-universe fortress with magma if you so choose :D

New magic system:

The source of Magikoopa powers are magic gems.  To make one, you first need a 'Gem Charge Point', which itself requires a large gem and access to magma.  Once you create a charge point, you can use it to charge up a gem with magic, which takes a very long time (about a season or so).  A magic gem can be used to create a Magikoopa Sanctum, the place where most of the magic is actually done.  To change a regular Koopa into a Magikoopa, you'll need to create a 'potion of power', which requires a cauldron, a ladle, a large pot, and another charged gem.  When the potion is drunk, the koopa who drank it will have ALL of their physical capabilities CUT IN HALF, but will gain the power to buff their allies, stun their enemies, and teleport (Magikoopas flash with a blue 'M' to indicate their presence, though you'll probably be able to recognize them by the constant teleporting).  A charged gem can also be used to create 20 magic polygons, which are used as the ammo for magic scepters (the magic scepter itself can be created through mundane methods).  When a charged gem is used, it reverts back to a regular large gem and can be charged again.  Altogether, you won't be using Magikoopas until much later in the game, but they'll make your army much stronger when you do get them.

You can split these magic duties however you want (the gem charger doesn't have to be the potion brewer, the potion brewer doesn't have to be the drinker, and anyone can use a magic scepter as long as they have access to the polygon ammo).  However, because of the enormous amount of  work it takes to charge a magic gem, the one who charged it will gain considerable experience in using magic, which will make them more effective at using the scepter without having to use up the considerably costly ammo for training.  And, since they will be fighting with projectiles anyway, they'll be the best candidates for using the ranged attack and support spells that the potion grants (Hammer Bros also fight with projectiles, but unlike magic scepters, 'hammer gear' can be used effectively at close range, and physical strength lets them throw hammers better).  So it's not a bad idea to give all the magic to the same koopa.  Use burrows and stockpiles to control which koopa drinks the potion.

Oh right, I forgot to mention that you can now create zombies by bringing a corpse near the sanctum and selecting the 'raise a nearby corpse' option.  This is not, however, a smart idea, as I haven't figured out how to stop the 'friendly' corpse from attacking everyone.  I threw it in anyway.

New cooking reactions:
Toads can now fry eggs and cook some individual food items (not too many yet though).  You can also make surprise cake.  What's a surprise cake?  It's a surprise!  ;D

Also added some new creatures and plants, like Moo Moos, Sleepy Sheep, Li'l Oinks, Fuzzbushes, Giant Shellcreepers, Gloombas, and Melody Frogs, and made minor adjustments to existing creatures.

Next on the list... more creatures, plants, items, cooking recipes, and trading races.

Have fun!

Some possible issues:

Frog People should now carry their special drinks (froggie drink, elixir, megalixir, kerokerocola, bracer, energizer, crystalline, and power blast), at least most of the time.  (It's not guaranteed, and sometimes other civs will carry them as well.  They are extracts from certain rare castes of 'Melody Frogs' which can be found in freshwater wetlands.)  I am not sure, however, if you can actually drink them.  For some reason they don't work if you purchase them on embark, and neither does milk... I don't know.  If anyone purchases one from a caravan let me know if it works, since my tests don't generally last long enough to actually see a caravan arrive (a creature that does drink one will flash with a green, red, or blue 'up arrow' for about a month after drinking it, as long as the status boost lasts).

Sometimes there are crashes on worldgen.  They aren't common enough to let me pinpoint the issue, so in the meantime if you do get a crash, just generate a new world.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: StephanReiken on June 15, 2012, 04:30:02 pm
Doesn't a fear of underground prevent toads from living inside buildings too?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 15, 2012, 04:37:31 pm
Doesn't a fear of underground prevent toads from living inside buildings too?

No; cave adaptation only happens underground. Above-ground buildings are not considered underground; in fact, if a tile has ever been exposed to the outside, it will never be underground.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: OREOSOME on June 15, 2012, 10:23:47 pm
I have a problem for this mod, I installed it a little while ago (earlier today) And as soon as i Pressed either of the world gen buttons, a white box appeared. and for the record, i am using a mac.

EDIT: this bug has happened on other mods, such as Fortbent, and was fixed as soon as i downloaded the latest community fort for said mod. Perhaps all i need is a pre embarked world?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 16, 2012, 12:54:44 pm
I have a problem for this mod, I installed it a little while ago (earlier today) And as soon as i Pressed either of the world gen buttons, a white box appeared. and for the record, i am using a mac.

I... have no idea what that is.  This mod only edits the raws, so I don't see any reason why it should behave differently on a mac...
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: kilakan on June 17, 2012, 08:32:30 am
Downloading new version, looks quite a bit better then the last one I Dl'ed, overall very interesting mod!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 17, 2012, 01:02:42 pm
Toads sound like they would play like those farming community/succession forts that pop up from time to time.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Superior_Tomato on June 17, 2012, 02:48:55 pm
I have absolutely no modding experience what so ever, but to solve the whole toad problem, wouldn't it be easier to give them a reaction that allows them to make wooden mechanisms, so they can defend themselves until traders arrive?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Rakonas on June 17, 2012, 03:07:15 pm
Bug:
As a koopa I can embark with trolls. Each troll only costs 1 value, and they arrive with clothes on. I've only genned one world, but I was hoping to be able to embark with shellcreepers.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 17, 2012, 03:33:35 pm
That's not a bug, just an oddity.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Rakonas on June 17, 2012, 04:16:03 pm
Dear gods, I found an even stranger oddity. At first I thought little of it when some of my koopas claimed nest boxes, but right now I'm looking at a koopa egg roast. They're eating their own damn eggs.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 17, 2012, 04:30:35 pm
Dear gods, I found an even stranger oddity. At first I thought little of it when some of my koopas claimed nest boxes, but right now I'm looking at a koopa egg roast. They're eating their own damn eggs.

That's hilarious... and bizarrely fitting :P
I've been playing as Toads and finding quite a number of oddities, like a group of migrants showing up with a Yoshi merchant as a pet ???.  I think I'm going to remove Yoshi traders entirely, it's not like they bring anything useful anyway.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Rakonas on June 17, 2012, 05:10:36 pm
The helms and shells/ half-shells made at a craftsdwarves workshop wear out very quickly for one reason or another. I thought they were supposed to be armour?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 17, 2012, 05:20:20 pm
The helms and shells/ half-shells made at a craftsdwarves workshop wear out very quickly for one reason or another. I thought they were supposed to be armour?

They ARE armor... both types of shell are [ARMORLEVEL:3], and the helms are unchanged from vanilla.  That's odd...I've never seen them wear out, and I don't see why they would.  Maybe something else is damaging them?  Like fire or something?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 17, 2012, 05:31:22 pm
Quick question. What does your hero actually do? Apart from being your villages own personal Mario.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Rakonas on June 17, 2012, 05:36:01 pm
The helms and shells/ half-shells made at a craftsdwarves workshop wear out very quickly for one reason or another. I thought they were supposed to be armour?

They ARE armor... both types of shell are [ARMORLEVEL:3], and the helms are unchanged from vanilla.  That's odd...I've never seen them wear out, and I don't see why they would.  Maybe something else is damaging them?  Like fire or something?
I have them stored in open air, so perhaps that contributes? I've tested it with both wood and bone with all the 3 types and they all wore out for me.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Pokon on June 17, 2012, 06:24:40 pm
Hmm, I am realy likeing this mod. Plenty of interesting stuff ( just found a few ghosts, as in Boo's), and the new races are thought-out. Actualy, I wish to submit a suggestion for a race: Mousers are desert-folk, realy only notworthy for there high birth rate and there willingness to steal. However, for those that are not in a conflict with them, they bring both cloth and steel in equal amounts, which could be a savoir of shyguy's who are struggeling. Also have lemons and limes, who's uniqe taste ( matiral value) is enjoyed by everyone.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 18, 2012, 09:45:39 am
Quick question. What does your hero actually do? Apart from being your villages own personal Mario.

Well, he's allowed to have his own squad, but the main reason he's there is to boost the morale of all the other Toads (they almost all enjoy talking to nobles in general, plus he has the 'raise morale' job).  He's the 'pillar of society' that makes the Toads feel ecstatic despite having slept in the grass, being caught in the rain, and suffered 'minor' injuries like having an arm ripped off (still scratching my head over that particular oddity).

Hmm, I am realy likeing this mod. Plenty of interesting stuff ( just found a few ghosts, as in Boo's), and the new races are thought-out. Actualy, I wish to submit a suggestion for a race: Mousers are desert-folk, realy only notworthy for there high birth rate and there willingness to steal. However, for those that are not in a conflict with them, they bring both cloth and steel in equal amounts, which could be a savoir of shyguy's who are struggeling. Also have lemons and limes, who's uniqe taste ( matiral value) is enjoyed by everyone.

That's a good idea, but will item thieves ally with other item thief races in the same way that babysnatchers ally with each other?  I haven't actually tested this.  If so, I'll put it in - shy guys are going to be in serious need of allies with all the enemies they're going to have.

I'm planning on adding a whole bunch of new races, but organizing them is tricky.  My plan is to have one new race per season show up to trade with the Toads with every new fortress level (of which there are 3), meaning 9 trading races in total (not counting Bumpties in the winter).  Some of them should attack the Koopas and Shy Guys as well.  The problem is trying to balance out their active seasons (since the season they trade will also be the season they attack, although it doesn't have to be at the same fortress level) while at the same time making them come in a suitable season.

So something like this, but it'll probably need to be changed...

SpringSummerAutumn
Level 1Nokis (tropical ocean products)Beans (weapons/armor)Toads (clothing and food)
Level 2Bub-Ulbs (good-region fruits)Frogs (special powerups)Moles (mining equipment)
Level 3Tanookis? (no idea)Piantas (exotic pets/tropical fruit)Doogans? (no idea)

Any suggestions?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Rakonas on June 18, 2012, 10:31:07 am
How would that work? Would you only get one of each type per season or have multiple caravans a season?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 18, 2012, 11:51:21 am
How would that work? Would you only get one of each type per season or have multiple caravans a season?

You can have as many caravans per season as you want.  They'll all go to the same depot and you select which one to trade with when you open up the trading screen.  You can also be attacked by multiple armies at once.  With this many races, it could get pretty crazy.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Jake on June 18, 2012, 12:31:09 pm
Just a thought, but if this mod is going to share its title with a certain rather good Newgrounds animation series (first part here (http://www.newgrounds.com/portal/view/113889)), I think you should follow its creator's example and make the Toads at least moderately badass.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 18, 2012, 01:46:10 pm
Just one more question. Will having cellars harm my toads at all? My warehouse/kitchen/dining hall has a cellar for food. And I'm considering giving each toad his/her own cellar. Only my woodworker has her own house. I just wish she would marry the woodcutter already. Makes my job easier. Less houses.

Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 18, 2012, 03:29:05 pm
Just a thought, but if this mod is going to share its title with a certain rather good Newgrounds animation series (first part here (http://www.newgrounds.com/portal/view/113889)), I think you should follow its creator's example and make the Toads at least moderately badass.

Well done!  Yeah, that series was actually part of the inspiration for this mod - the Mushroom Kingdom at full-out war.  I'd like to figure out a way to make the Toads tougher without them losing character.  They get pulled apart way too easily in this version, I think.

Just one more question. Will having cellars harm my toads at all? My warehouse/kitchen/dining hall has a cellar for food. And I'm considering giving each toad his/her own cellar. Only my woodworker has her own house. I just wish she would marry the woodcutter already. Makes my job easier. Less houses.

Cellars are no problem.  You can even make occasional trips to the cavern layers to gather plants or find water, as long as your main meeting/working areas are above ground.  And even if you do pass the limit, the effect isn't permanent, just give them a little time to rest above ground and they'll be fine.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 18, 2012, 03:55:02 pm
Thanks. I just hope I don't run out of wood. It's only been two seasons and my embark is already an Elfs nightmare. I have a secret. The only Mario game I've ever played is Paper Mario: The Thousand Year Door. Unless you count Mario Cart.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Pokon on June 18, 2012, 08:44:53 pm

Hmm, I am realy likeing this mod. Plenty of interesting stuff ( just found a few ghosts, as in Boo's), and the new races are thought-out. Actualy, I wish to submit a suggestion for a race: Mousers are desert-folk, realy only notworthy for there high birth rate and there willingness to steal. However, for those that are not in a conflict with them, they bring both cloth and steel in equal amounts, which could be a savoir of shyguy's who are struggeling. Also have lemons and limes, who's uniqe taste ( matiral value) is enjoyed by everyone.

That's a good idea, but will item thieves ally with other item thief races in the same way that babysnatchers ally with each other?  I haven't actually tested this.  If so, I'll put it in - shy guys are going to be in serious need of allies with all the enemies they're going to have.


I do belive so: my last personal mod had two such item thieves in such a relationship.

Also, for desert-dwellers, there are actualy creatures called Bandits who, well, act as bandits. Not sure if they would best fit as the closest thing to a traditinal 'bold-goblin mix or a stand-alown creature wandering around in desert boimes, but there worth looking up on.
In hindsight, the Paper Mario series could fuel this thing for a long, long time.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 18, 2012, 09:01:42 pm
I think bandits are actually from Yoshi's Island >_>
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Pokon on June 18, 2012, 09:20:02 pm
... I thought those guys where Shy Guys.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 18, 2012, 09:26:58 pm
I mean these guys. (http://www.youtube.com/watch?v=NfJiTCzua6Y&feature=player_detailpage#t=75s)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Pokon on June 18, 2012, 09:47:43 pm
So we are talking about the same things, then. (http://www.mariowiki.com/bandit)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 19, 2012, 09:07:29 am
So item thieves do ally, and therefore I am adding in two new thieving races as Shy Guy allies: Bandits and Squeeks (Little Mousers?  Nomadimice?  I chose Squeeks 'cause it sounds slightly less awkward).  I'm not sure what they should carry though.  I guess Squeeks can carry clothes, because Bandit clothes would be too big, and Bandits can carry...something else.  Metals maybe?  Baseball bats?

Piantas and Nokis are in.  Piantas will attack Koopas sometimes.  I've got an idea that they'll carry no weapons but they'll be extremely strong... but only above ground.  'Cause photosynthesis.  And they like the sun.  I'm not sure if that will work though, can enemy invaders be affected by cave adaptation triggers?  I don't suppose anyone would know the answer to that one...

Doogans are also in, and they'll also be an attacking race.  I don't really know much about them though, any ideas of what would be appropriate for them to carry or do?  Do they have a distinct kind of personality?  (Never played any of the PM games except the first, and the wiki doesn't say much about them).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Pokon on June 19, 2012, 12:32:03 pm
Squeeks could have both fine cloth and Lemons and Limes (both vaulable food items) while Bandits could presumably supply others with weak-ish metals. Honestly, they seem like the sort that Shyguy players will trap there caravans and use the guards as extra security before they go insane.

Doogans have nice stuff ( could they sell some sort of magical "badge" item's that give boosts? Not sure if that would work.), but they also make up a large part of the thugs around the main hub.

Also, Clubba's are a good choice for Koopa alies. Presumably, they have several big growth spurts thruout there lives, hence gigantic Bowser-like individuals alongside normal-sized ones. Presumably, the traditinal spiked ball on a stick weapon would be using the Mace item catagory, and would be powerful-ish. Might be exportable.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 19, 2012, 03:10:59 pm
I wasn't really sure what to do about Clubbas/Spikes.  The Koopas already have a caravan per main season, and they aren't really meant to be trade-oriented.  I was considering putting them in as intelligent pets (kind of like the Yoshis are to Toads), or perhaps an underground civ.

Think I should take HUNTS_VERMIN off of Yoshis?  I've found that if they don't have that tag, they'll eat from barrels just like a regular civ member, which means they could get powerups from food (they could still GOBBLE_VERMIN that they come across, they just won't actively chase them).  They could be like non-working but more combat-capable ally/pets that way, and they multiply really fast if you let their eggs hatch (there's a bug in the current version where the babies will just wander aimlessly and die of thirst, but I've got it fixed for the next release).  You can't use their body parts if you slaughter them though.  Unless I make the Toads sapient-eaters.  (Which would actually be kind of an interesting twist.  They are fungi, after all...)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Pokon on June 19, 2012, 03:35:34 pm
I wasn't really sure what to do about Clubbas/Spikes.  The Koopas already have a caravan per main season, and they aren't really meant to be trade-oriented.  I was considering putting them in as intelligent pets (kind of like the Yoshis are to Toads), or perhaps an underground civ.


Could have a pet version that comes in both Spike and Clubba forms, and have the underground civ basicly function like a function-swaped version of the Piantas. ( More powerful in the dark, gets sick in light, physicly powerful, and generaly a pain in the rear for most of the fort's life until you get some realy good metal's poping out of the forges.)

 
Quote
You can't use their body parts if you slaughter them though.  Unless I make the Toads sapient-eaters.  (Which would actually be kind of an interesting twist.  They are fungi, after all...)

Huh, would that cause some conflicts with ethics, tho? ( Actualy, one must wonder what primorial ooze the forests of Giant Mushrooms are growing on.)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 19, 2012, 04:53:48 pm
Quote
You can't use their body parts if you slaughter them though.  Unless I make the Toads sapient-eaters.  (Which would actually be kind of an interesting twist.  They are fungi, after all...)

Huh, would that cause some conflicts with ethics, tho? ( Actualy, one must wonder what primorial ooze the forests of Giant Mushrooms are growing on.)

Not if everyone else is more-or-less okay with it too...

Dare to explore the possible darker implications of the Mushroom World.  The Toads are a morally-crippled servant race that needs to designate an arbitrary individual as their 'hero' so they have someone to believe in, the Koopas are reptiles ruled over by an uncaring and perpetually demanding demon king that builds massive fortresses out of its turtle-like instinct to construct a protective shell around itself, and the Shy Guys are anarchist reality-warping children from another universe who are effectively trying to turn the world into a set of building blocks to play with.  Why shouldn't everyone be cannibals as well?  The Yoshis certainly have no qualms about devouring their sapient enemies...
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 19, 2012, 05:34:38 pm
I'm gonna guess half of the new plants need irrigation?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 19, 2012, 06:03:18 pm
No plants need irrigation, ever. It's impossible to require that.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 19, 2012, 06:18:32 pm
By irrigation I mean mud.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 19, 2012, 06:22:30 pm
They don't need mud, either. Soil is the only thing required.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 19, 2012, 06:30:04 pm
Huh. Then why can I only grow Sugarcane, Wheat, Fuzzbushes, and Chunkola fruit?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Putnam on June 19, 2012, 06:32:20 pm
Those all sound above-ground, to me. I'm not sure which ones are above or below ground. Try starting an underground farm (you don't need mud for that either, just soil BTW)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 19, 2012, 06:46:17 pm
Tried that early on. I have seeds for apples, bananas, peaches, grapes, watermelons melons, peppers, mango's, and turtle bushes. Not sure on that last one.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: kilakan on June 19, 2012, 07:29:38 pm
It also depends on the climate of the local embark, for instance if you embarked in a cold climate, you'll never be able to grow banana's, on the other hand there is also things you can not grow in hot climates.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 19, 2012, 07:44:52 pm
It also depends on the climate of the local embark, for instance if you embarked in a cold climate, you'll never be able to grow banana's, on the other hand there is also things you can not grow in hot climates.

Ah. My embark is cold. I only realized that after I embarked. I bet even the summers are chilly for my poor toads.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 20, 2012, 08:58:49 am
Yeah, the new plants are much more biome-dependent than the vanilla ones (they are all above-ground, although there are a few such as mushrooms that will grow below ground too).  Besides being limited to tropical or temperate climates, there are some plants that will only grow in forests, others only on plains, etc.  I did that so that different races which live in different areas could bring different kinds of plants, increasing the incentive to engage in the trading of consumables.  Since you can also cook many of the new plants into more valuable forms, especially once you have cake mix available, it opens up a buy food/cook food/resell food trading game.

On an semi-related note... for some reason, Toads won't drink the frog drinks, and I don't think they drink milk either.  They will use them for cooking if it's the only thing available, but then they won't eat the cooked food.  What gives?  Is there something that makes creatures refuse to eat animal extracts specifically?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Rakonas on June 20, 2012, 11:14:47 am
Do Max/Mid Mushrooms function as normal food? Is there any reason not to have your entire fortress live off of max mushrooms and as a side effect have really high recuperation or whatever they do?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 20, 2012, 11:31:32 am
I forget what my embark is. I know that it's "Heavily Forested".
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 20, 2012, 02:40:43 pm
Do Max/Mid Mushrooms function as normal food? Is there any reason not to have your entire fortress live off of max mushrooms and as a side effect have really high recuperation or whatever they do?

They work as normal food.  The only real downside of most powerup foods is that they have a long growth period and limited available growing locations and seasons, so farming them as staple crops could be a challenge.  Also, some rare powerups (like 1Up Mushrooms) have no seeds and can't be farmed at all, only gathered or bought.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: kilakan on June 20, 2012, 06:54:59 pm
I think it's sorta a default problem with DF indigo, creatures never really seem to like drinking non-alcoholic beverages and often even resort to water over milk.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 20, 2012, 07:04:51 pm
I thought milk counted as food?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: kilakan on June 20, 2012, 07:12:47 pm
Hum, whatever it counts as I've rarely seen people drink/eat it except those who have the prefernce for loving it
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: Vgray on June 20, 2012, 08:37:42 pm
My toads have super healing powers. Break a few bones because a Goomba thief got bold? No problem! Rest in bed for a few days your as good as new. No doctor required.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: IndigoFenix on June 21, 2012, 06:47:48 am
I think it's sorta a default problem with DF indigo, creatures never really seem to like drinking non-alcoholic beverages and often even resort to water over milk.
I thought milk counted as food?
Hum, whatever it counts as I've rarely seen people drink/eat it except those who have the prefernce for loving it


I've been getting some really weird results with liquids, like when I selected 'prepare easy meal', the cook grabbed ALL of the drinks and put them into the meal, which all showed up in the food description.  As being minced, too.  Then, I tried embarking as Dwarves with milk as the only food item and was getting cancellation messages saying 'X cancels Give Food: No Food Available'.  I haven't read anything about bugs like these, it sounds like a duplicate raws or need-to-regen-world bug, but I always regen worlds after making changes, and there's nothing in the errorlog...

If this kind of thing keeps up I could just cut around the issue entirely and make them either solid food (which would be kind of weird, although irrelevant as far as gameplay is concerned) or alchoholic drinks (which would change the 'one powerup at a time' mechanism).  Still, I feel as though this whole thing shouldn't be.  When I made the Magikoopa potion (which is almost exactly the same material, just with a different syndrome and method of production) a Koopa drank it without an issue.  Why should stuff actually extracted from animals behave any differently than creature extract-classed drinks produced artificially in a workshop?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Major Update! Version 0.1)
Post by: kilakan on June 21, 2012, 07:58:00 am
My toads have super healing powers. Break a few bones because a Goomba thief got bold? No problem! Rest in bed for a few days your as good as new. No doctor required.
Yea, heheheh except for the fact that a scratch can easily de-limb or bisect one, they are quite resilient.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 22, 2012, 05:54:57 am
New update:

3 new regular civilizations added: Piantas, Nokis, and Doogans.  Piantas and Doogans will form bandit groups in Adventure mode and attack Koopas and Shyguys in Fortress.  Be especially cautious of Piantas: just because they go into battle unarmed and wearing nothing but short skirts doesn't mean they're pushovers.  They're troll-sized, and get combat bonuses as long as they're outside.  In Fortress mode, lure them underground to make them lose this edge.  As for adventurers... good luck  :P

2 new item thief civilizations for Shy Guys to trade with: Squeeks and Bandits.  Squeeks carry clothing and food, and Bandits carry metals.  Non-thief races should watch out for Bandits, they show up in the summer and are bigger than the average skulker.

2 'challenge' races that have a small chance of attacking your fort late in the game: Shroobs and Machine Mades.  Shroobs are unintelligible ray-gun toting babysnatchers that can use their infectious spores to turn your civ members into crazed lunatics, brain-dead zombies, and mushrooms, while Machine Mades are brutally powerful robotic monsters that will siege and burn your fort to the ground.  Prepare for a tough fight!

With all these races running around, it might be time for getting rid of the vanilla entity file.  Pay attention to your neighbor list on embark though: depending on what part of the world you're settling in and what climates the continent is connected to, there's a decent chance that you won't wind up with access to all of these races at once.

Some bugs have been fixed: Most importantly, Koopas can now withdraw into their armor in Adventure Mode.  Frog Drinks have been changed into alcoholic beverages, so they will actually work now, although the powerup time will be only half that of food-type powerups (since creatures drink more frequently than they eat).  Boos will no longer show up in random locations, as they have been restricted to roaming wild in evil locations and attacking travelers at night.

Chomp Shells have been made two-handed in order to balance them out, and a new one-handed version has been added: Mini Chomps, which have about the size and power of a regular flail/morningstar/whip.  They are both highly versatile weapons, combining a bludgeon, blade, and whip in one.  Make your Koopa adventurer a Macekoopa for a chance of starting out with one.

Toads are, on average, tougher than before and won't get pulled to pieces quite as easily.  In exchange, their recuperation speed has been lowered.  They are still pretty breakable with a quick recovery time, and can still recuperate from any injury (aside from losing limbs) with sufficient bed-rest.  In addition, Toads will no longer be restricted to starting out with wooden weapons in Adventure Mode (the wood forms of weapons have been turned into training weapons).  They will also build castles and fortifications in worldgen.

Yoshi behavior has been changed.  They will no longer hunt vermin (although they will gobble them if they happen to cross paths) or adopt owners.  Instead, they will eat from stockpiles like regular citizens.  If one of them eats a Yoshi Cookie (made in the kitchen from cake mix and a melon), it will gain stat bonuses for the next month.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Vgray on June 23, 2012, 04:25:34 pm
So are the regular DF races going to be phased out? It feels weird buying cloth from Elves and Humans when I'm supposed to be playing toads.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 23, 2012, 05:32:40 pm
So are the regular DF races going to be phased out? It feels weird buying cloth from Elves and Humans when I'm supposed to be playing toads.

I'm giving everything a unique name so that you could play it with or without the original files or mix it with other unique-named mods as you prefer, but at this point there are more than enough races to go around, so you can simply delete the entity_default file.

There are a still a few issues in Adventure mode...most importantly some of the enemies are somehow immune to all physical attacks.  I'm... not entirely sure how.  Let's just pretend they drank a Red Essence until I can figure out what's really going on.  They can be stunned with attacks and strangled unconscious, though they don't seem to suffocate, and they aren't any stronger than usual, so you can generally work around them, although they do have a tendency to kill your teammates.

That isn't to say Adventure Mode isn't a lot of fun, though!  You can travel to find villages occupied by many different races, and sometimes people will leave power-up foods out in free bags.  I've yet to see anything but peppers, but I wonder if the game balances the kinds of foods people will leave out, or if it just randomly chooses from all available plants.  I wonder if you could wind up with free Fire Flowers, or even 1-Ups.  A bagful of those would be a hugely unfair boon to adventurers.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Pokon on June 23, 2012, 06:09:52 pm
You know, if we ever get multi-ethnic cities, this mod could be so much bleeping fun (not that it is not already, but still.) Boo's lurking around, shops to raid, pinta crime lords to kill, ect.

In other news, playing a Koopa in adventure mode is fun. Sadly, I found a Chomp. Afer breaking a leg.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Putnam on June 24, 2012, 03:44:51 pm
Cities are already multi-ethnic. Check out a market sometime!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 25, 2012, 07:35:25 am
Wha -

Is anyone else getting Shy Guy embarks with everyone being inexplicably 'injured' from the start despite having no actual injuries?  What kind of bug is that?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: DarthBoogalo on June 25, 2012, 12:49:50 pm
My first Shy Guy migrant wave gave me five legendaries.
Is this normal? ???
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 25, 2012, 01:42:05 pm
My first Shy Guy migrant wave gave me five legendaries.
Is this normal? ???

That's not supposed to happen either, though you appear to have gotten luckier than I was.
Something weird is going on with the Shy Guys...
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 25, 2012, 04:08:34 pm
Found the problem.  Shy Guys have kind of a weird body plan, and there was an error that made the game think their lower body wasn't connected apparently.

That doesn't account for the Legendaries, but that part could be an effect of their odd learning rates.  (Shy Guys learn at 4x the speed of most races, but they also lose skills at 4x the normal rate.  It could be that the game automatically attributes skills multiplied by their learn rates, so a Shy Guy that would be at a 'Skilled' level or something might wind up as a Legendary.  You have to keep them doing their job though, or they'll be demoted pretty quickly.)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Rakonas on June 25, 2012, 10:24:20 pm
Is it possible to start as a magikoopa? I just tried to and ended up with a copper trident instead of a wand.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Putnam on June 25, 2012, 10:39:56 pm
You ended up with the trident because you didn't have the correct skill for the wand.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Rakonas on June 25, 2012, 10:47:04 pm
wouldn't that be the magikoopa skill?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 26, 2012, 12:46:07 am
Is it possible to start as a magikoopa? I just tried to and ended up with a copper trident instead of a wand.

In this version, you can't start out as a magikoopa in Adventure Mode, and if you do get a magic scepter you won't be able to use it because the 'Polygon' ammo isn't native to any race (since it can only be produced by reactions in Fortress mode, and the game doesn't seem to recognize that possibility when determining available ammo).  You can learn magic techniques through reading secret books though.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: kilakan on June 26, 2012, 08:10:54 am
playing as koopas, my Law-Giver just spawned as a titan for my fortress, he got the whole pop-up message and then proceeded to wander around the fortress.  He was marked as friendly so it was kinda cool to have my king just like walk past my fortress, right up until a siege spawned and he ran head first into it..... He did kill them all but he is now laying in my hospital with two broken arms.

Pre-post edit: Appears my crack team of medics has him up and running since he just got up and left the map like a normal animal spawn...
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 26, 2012, 02:28:18 pm
playing as koopas, my Law-Giver just spawned as a titan for my fortress, he got the whole pop-up message and then proceeded to wander around the fortress.  He was marked as friendly so it was kinda cool to have my king just like walk past my fortress, right up until a siege spawned and he ran head first into it..... He did kill them all but he is now laying in my hospital with two broken arms.

Pre-post edit: Appears my crack team of medics has him up and running since he just got up and left the map like a normal animal spawn...

Huh.
Well I was wondering what kind of things would happen once the leader arrived.  I guess that's reasonable for a Titan though.  He didn't start knocking down buildings, did he?

Also, did he come at the regular time that the King is supposed to show up (after building a huge fortress etc.) or was it just a Titan that happened to be your civ's own ruler?  I haven't been able to do any testing with the later effects of this mod, and I don't think there's been much science done on how the game handles megabeast/titan/demon rulers.  My guess is that you won't be able to have complete control over them, since they aren't your base species.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: kilakan on June 26, 2012, 03:41:44 pm
yea it wasn't at the right time for a king, I had like 20 koopas and only an expidition leader, was like the first winter for time reference.  So it was just a titan that happened to be my civs leader, and no he was perfectly freindly
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: StephanReiken on June 26, 2012, 10:02:30 pm
(http://i.imgur.com/HtEUg.png)
(http://i.imgur.com/qM2Pg.png)

Proof of concept, the 16x16 Koopa. 15x16 actually.

For some reason this mod, with Phoebos graphics (I haven't tested non-graphical) always crashes when I try to generate a large world. I can't seem to make it crash anywhere else.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: EmeraldWind on June 26, 2012, 10:37:52 pm
yea it wasn't at the right time for a king, I had like 20 koopas and only an expidition leader, was like the first winter for time reference.  So it was just a titan that happened to be my civs leader, and no he was perfectly freindly

You know. Even though it was a titan, I still imagined Bowser entering the map. Announcing his arrival ("Did someone mention the king of awesome!") and stomping around for a while. Running head first into battle, being on the medical bed, and then leaving. It gave me a good chuckle.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 27, 2012, 12:30:58 am
yea it wasn't at the right time for a king, I had like 20 koopas and only an expidition leader, was like the first winter for time reference.  So it was just a titan that happened to be my civs leader, and no he was perfectly freindly

You know. Even though it was a titan, I still imagined Bowser entering the map. Announcing his arrival ("Did someone mention the king of awesome!") and stomping around for a while. Running head first into battle, being on the medical bed, and then leaving. It gave me a good chuckle.

Then my intention was fulfilled.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 27, 2012, 03:37:34 pm
So here's the current line-up for the trading races for Toads:

SpringSummerAutumn
Level 1Beans (weapons/armor)Piantas (good-aligned pets/tropical fruit)Toads (clothing and food)
Level 2Bub-Ulbs (good-region fruits)Nokis (tropical ocean products)Moles (mining equipment)
Level 3Frogs (special powerups)Something else...Doogans (evil-aligned plants/animals)

Goombas will start attacking between levels 1 and 2, Koopas and Bob-ombs around level 3.

Any ideas of one more race for the missing slot, and what they should carry?

Koopas and Shy Guys will have to fight Yoshis from the start, and will be attacked by Beans in the spring, Piantas in the summer, and Doogans in the autumn, all starting around Level 2 (although they have different appearance requirements, so they might show up in different orders depending on your playing style).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: kilakan on June 27, 2012, 03:42:04 pm
Don't forget about bumpties... killed so many bumpties playing as koopas
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 27, 2012, 04:35:36 pm
Don't forget about bumpties... killed so many bumpties playing as koopas

Oh right, they're already in, they come in the winter.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: Pokon on June 27, 2012, 04:58:09 pm
So here's the current line-up for the trading races for Toads:

SpringSummerAutumn
Level 1Beans (weapons/armor)Piantas (good-aligned pets/tropical fruit)Toads (clothing and food)
Level 2Bub-Ulbs (good-region fruits)Nokis (tropical ocean products)Moles (mining equipment)
Level 3Frogs (special powerups)Something else...Doogans (evil-aligned plants/animals)

Goombas will start attacking between levels 1 and 2, Koopas and Bob-ombs around level 3.

Any ideas of one more race for the missing slot, and what they should carry?

Koopas and Shy Guys will have to fight Yoshis from the start, and will be attacked by Beans in the spring, Piantas in the summer, and Doogans in the autumn, all starting around Level 2 (although they have different appearance requirements, so they might show up in different orders depending on your playing style).

Craws? A bit like Doogans, but rather than animals they have moderately good metals.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: EmeraldWind on June 28, 2012, 11:13:12 am
So here's the current line-up for the trading races for Toads:

SpringSummerAutumn
Level 1Beans (weapons/armor)Piantas (good-aligned pets/tropical fruit)Toads (clothing and food)
Level 2Bub-Ulbs (good-region fruits)Nokis (tropical ocean products)Moles (mining equipment)
Level 3Frogs (special powerups)Something else...Doogans (evil-aligned plants/animals)

Goombas will start attacking between levels 1 and 2, Koopas and Bob-ombs around level 3.

Any ideas of one more race for the missing slot, and what they should carry?

Koopas and Shy Guys will have to fight Yoshis from the start, and will be attacked by Beans in the spring, Piantas in the summer, and Doogans in the autumn, all starting around Level 2 (although they have different appearance requirements, so they might show up in different orders depending on your playing style).

Craws? A bit like Doogans, but rather than animals they have moderately good metals.

How about Star Sprites?

Bowser's Inside Story shows that Star Sprites still have a moderate affiliation with the Mushroom Kingdom. Paper Mario shows that Star Sprites are born the ground and ascend up to Star Haven later on. Star Sprites can have infinite life spans and take a long time to grow up, but when they have kids it can be in groups of seven. They would have to be live in good-aligned biomes to keep the mystic quality they are supposed to have.

They could trade Star Pieces, an item made to be melted into a very rare metal or be a stone type that the Toads can work with. I think stone would be better and the Sprites could also possibly bring weapons or armor made from a metal that can only come from the Star Sprites. I like this because Toads can't really dig for the deepest metal, so giving them some kind of long term reward of this type seems like a nice thing.)

They could also trade other Star themed goodies even maybe trade young Star Sprites to act as a support pet. (Even better if it is possible for Toads to make wishes on the Star Sprites to give them power boosts, can interactions target allies? It seems like you can have it target specifically Star Sprites from the way the tokens look.) The other Star themed goodies could be like valuable plants that the player can try to grow or maybe a neat fabric or something.

And a Star Bit item that can be turn into a Star Cake.

On that note, Lumas could be a secondary caste for Star Sprites as the creatures are nearly identical anyway. (I know you like to stay away from castes, but here it is because really they could easily just be the same species with different names and they would hang out in the same place. This way they form societies together and live in Star Organism harmony.)

Edit: You could also add an interaction in good aligned biomes that causes it to rain Star Bits, Falling Stars, or Star dust or something. It would be neat bit of flavor for those areas.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 28, 2012, 02:41:59 pm
So here's the current line-up for the trading races for Toads:

SpringSummerAutumn
Level 1Beans (weapons/armor)Piantas (good-aligned pets/tropical fruit)Toads (clothing and food)
Level 2Bub-Ulbs (good-region fruits)Nokis (tropical ocean products)Moles (mining equipment)
Level 3Frogs (special powerups)Something else...Doogans (evil-aligned plants/animals)

Goombas will start attacking between levels 1 and 2, Koopas and Bob-ombs around level 3.

Any ideas of one more race for the missing slot, and what they should carry?

Koopas and Shy Guys will have to fight Yoshis from the start, and will be attacked by Beans in the spring, Piantas in the summer, and Doogans in the autumn, all starting around Level 2 (although they have different appearance requirements, so they might show up in different orders depending on your playing style).

Craws? A bit like Doogans, but rather than animals they have moderately good metals.

How about Star Sprites?

Bowser's Inside Story shows that Star Sprites still have a moderate affiliation with the Mushroom Kingdom. Paper Mario shows that Star Sprites are born the ground and ascend up to Star Haven later on. Star Sprites can have infinite life spans and take a long time to grow up, but when they have kids it can be in groups of seven. They would have to be live in good-aligned biomes to keep the mystic quality they are supposed to have.

They could trade Star Pieces, an item made to be melted into a very rare metal or be a stone type that the Toads can work with. I think stone would be better and the Sprites could also possibly bring weapons or armor made from a metal that can only come from the Star Sprites. I like this because Toads can't really dig for the deepest metal, so giving them some kind of long term reward of this type seems like a nice thing.)

They could also trade other Star themed goodies even maybe trade young Star Sprites to act as a support pet. (Even better if it is possible for Toads to make wishes on the Star Sprites to give them power boosts, can interactions target allies? It seems like you can have it target specifically Star Sprites from the way the tokens look.) The other Star themed goodies could be like valuable plants that the player can try to grow or maybe a neat fabric or something.

And a Star Bit item that can be turn into a Star Cake.

On that note, Lumas could be a secondary caste for Star Sprites as the creatures are nearly identical anyway. (I know you like to stay away from castes, but here it is because really they could easily just be the same species with different names and they would hang out in the same place. This way they form societies together and live in Star Organism harmony.)

Edit: You could also add an interaction in good aligned biomes that causes it to rain Star Bits, Falling Stars, or Star dust or something. It would be neat bit of flavor for those areas.

I definitely want to put in star sprites/star spirits/lumas/starmen/whatever they're calling them these days, although I think they're a bit too special to be put among the regular trading races, unless they show up at level 5 or something (the highest level possible, which is also when the 'alien' races will start attacking).

There's a plan to completely convert certain particular biome combination types into some of the more exotic locations in the Mushroom World.  For instance, good temperate grasslands will have the Flower Fields type plants and creatures, savage temperate grasslands/shrublands could be Giant Land, savage tropical areas could be Dinosaur Land (in general, I'm using tropical climates for creatures that appear mainly in the Yoshi series, while temperate climates are the location of the regular series), evil forests become Forest of Illusion/Forever Forest type areas.  Using custom grasses it's possible to give a particular biome a very distinct look, although it's tricky to make them behave, especially when using good/evil/savage tags to try and make a very distinct looking area.

I've been experimenting with turning the rare-but-noticable good-aligned mountain ranges into Sky World/Nimbus Land/Coin Heaven type areas using a custom grass, but it's only halfway successful, most of the time I get a half-and-half mix of cloud-grass and regular grass, even when I make the two kinds of grass have a huge difference in frequency.

Turning a particular biome into a star-themed area (like Star Hill or Star Summit) is a great idea, I might just go with that for good-aligned mountains instead of trying to make it into clouds, as it would probably be a whole lot easier (not to mention less weird; mining clouds made of rock just doesn't seem right, although travelling over them in Adventure mode is quite fun).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: EmeraldWind on June 28, 2012, 04:39:09 pm
I definitely want to put in star sprites/star spirits/lumas/starmen/whatever they're calling them these days, although I think they're a bit too special to be put among the regular trading races, unless they show up at level 5 or something (the highest level possible, which is also when the 'alien' races will start attacking).

There's a plan to completely convert certain particular biome combination types into some of the more exotic locations in the Mushroom World.  For instance, good temperate grasslands will have the Flower Fields type plants and creatures, savage temperate grasslands/shrublands could be Giant Land, savage tropical areas could be Dinosaur Land (in general, I'm using tropical climates for creatures that appear mainly in the Yoshi series, while temperate climates are the location of the regular series), evil forests become Forest of Illusion/Forever Forest type areas.  Using custom grasses it's possible to give a particular biome a very distinct look, although it's tricky to make them behave, especially when using good/evil/savage tags to try and make a very distinct looking area.

I've been experimenting with turning the rare-but-noticable good-aligned mountain ranges into Sky World/Nimbus Land/Coin Heaven type areas using a custom grass, but it's only halfway successful, most of the time I get a half-and-half mix of cloud-grass and regular grass, even when I make the two kinds of grass have a huge difference in frequency.

Turning a particular biome into a star-themed area (like Star Hill or Star Summit) is a great idea, I might just go with that for good-aligned mountains instead of trying to make it into clouds, as it would probably be a whole lot easier (not to mention less weird; mining clouds made of rock just doesn't seem right, although travelling over them in Adventure mode is quite fun).

I see. That makes sense. Though having them show up around the times the alien attackers does sound interesting.

As for naming, I think Star Sprites is the name for the denizens of Star Road and Star Haven as they seem to be parts of the same whole. Star Spirits I think would be titles given to leaders of the Star Sprites. Lumas though are definitely a different critter. Rather than living to grant wishes, Lumas grow into planetary bodies, like planets and galaxies. But because of their very similar bodies and preference for living space I figured putting them together wouldn't be much of a stretch.  Starmen though always seemed to be to be a simple power up.

That's pretty cool how you are recreating the lands from the games by using combinations of the biome tags.

Speaking of clouds though, what about the Nimbus Landers from SMRPG. They could provide cloth spun from clouds. Maybe even have a building material from clouds that can be made into constructions or beds (could be in the form of a wood log called a cloud roll). All their stuff can be very very light weight which help speed up construction since light weight items won't encumber the Toads or require wheelbarrows (though I don't know how much of a difference that will make in practice). They could also be a source of cloud based pets.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: IndigoFenix on June 29, 2012, 01:03:20 am
It was going to be the Nimbus Landers, but given how hard creating a cloud-themed biome is turning out to be...  I guess there could still be some of them walking around anyway, like as visitors or outcasts from the sky.

It's kind of funny including Star Spirits in this way, since they're basically the Mushroom World's pantheon and DF's system doesn't really support custom divine races.  That's why they were originally going to have the [DOES_NOT_EXIST] token and persist only in pictures.  Could be interesting to try out though... If I give them the [PANTHEON] token and remove it from other races, most of the gods will wind up being depicted as Star Spirits.  I think it's possible for some races to start worshiping another races' gods, or does that require them to also have a pantheon of their own?  Perhaps something could be done with spheres...

I put in a custom 'shooting star rain' for good-aligned mountains that gives intelligent creatures the ability to 'make a wish', which gives them a temporary boost to one or more random stats, and has a small chance of enabling them to regrow lost limbs or bring back the dead.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.11)
Post by: EmeraldWind on June 29, 2012, 11:55:03 pm
It was going to be the Nimbus Landers, but given how hard creating a cloud-themed biome is turning out to be...  I guess there could still be some of them walking around anyway, like as visitors or outcasts from the sky.

It's kind of funny including Star Spirits in this way, since they're basically the Mushroom World's pantheon and DF's system doesn't really support custom divine races.  That's why they were originally going to have the [DOES_NOT_EXIST] token and persist only in pictures.  Could be interesting to try out though... If I give them the [PANTHEON] token and remove it from other races, most of the gods will wind up being depicted as Star Spirits.  I think it's possible for some races to start worshiping another races' gods, or does that require them to also have a pantheon of their own?  Perhaps something could be done with spheres...

I put in a custom 'shooting star rain' for good-aligned mountains that gives intelligent creatures the ability to 'make a wish', which gives them a temporary boost to one or more random stats, and has a small chance of enabling them to regrow lost limbs or bring back the dead.

That's a cool idea making the star rain give the ability to wish. Brilliant!

Yeah, the Star Spirits will be a neat addition once Toady gets around to RAWable gods and RAWable planes of reality. At that point they could possibly work as the games intend them with young Star Sprites being born as shooting stars, growing up somewhere on land, and then later ascending back to Star Haven. Granted, that is probably 8 years down the line. So you could make them not exist.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.12)
Post by: IndigoFenix on June 30, 2012, 06:06:19 pm
Update time!

Changes:

Craws have been added as a trading race, and an attacking race on the bad guys side.  They might also start wars with Piantas, which could potentially get interesting as they both show up in the same season...

Due to the difficulty in getting civilized creatures to stay in their respective alignment biomes, Nimbus Landers and Star Sprites have not been added.  However, Good-aligned mountain biomes will experience occasional rains of shooting stars, which will give intelligent creatures the ability to 'wish', increasing one or more randomly-picked stats each week, and has a small chance of resurrecting deceased creatures.  Be warned that this bonus also applies to your enemies!

All races in Adventure Mode are now playable as members of their respective civs, and human Outsiders have been added to the list (no human civ added yet, unless you're still playing with the vanilla entities).

Cooking reactions, which now include pasta-making, egg-frying, and cake-baking, will actually work now, aside from the issue of consuming whole stacks for each reaction (which is just the way DF works).  Fortunately you should get out of the reaction as much as goes into it, with the exception of Surprise Cake.

Drawing inspiration from the seasonal crops mod, some of the more powerful powerup plants can now be grown over a period of several seasons.  To grow these valuable plants, plant them in their proper season, and then make sure that nothing is set to grow in subsequent seasons until their harvest time (otherwise, your citizens will destroy them to plant the new crops, wasting the seeds).  Super Mushrooms and Super Bushes are planted in the Spring and harvested in the Autumn, while Fire Flowers (and their new tropical variant, Fire Tulips) are planted in the Winter and harvested in the Summer.  Simpler food plants can still be grown in short periods.

More varieties of plants can be used for flour and sugar: Flour can now be obtained from wheat, rice, or iced potatoes, while sugar comes from sugar beets (in temperate regions) or sugar cane (in tropical regions).  Hopefully this will lower the chances of being stuck without access to one of these resources.

Whackas (finally) will yield edible bumps when hit in the head, which must then be knocked off of the Whacka with another attack.  They die without leaving regular corpses, so you'll have to harvest the bumps while the Whacka is still alive.  You wouldn't do such a horrible thing, though, would you?  Not even when a Whacka Bump is not only an excellent powerup food, but sells for a value of 800 apiece?  Ha ha...good luck finding one, though!

Some new creatures and plants have been added too.  Let's see... Blarggs, Burts, Beanlets, Clefts, Dayzees, Ravens, Tap-Taps, Unagis, Strawberries, Mega Mushrooms, probably some more things...

You might find some interesting objects underground, too... keep an eye out for buried treasures!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.12)
Post by: IndigoFenix on June 30, 2012, 06:41:43 pm
Also, some 'speech' files have been added for bragging about killing certain creatures, you can put them in the data/speech folder.  They don't really matter, but I did have some fun writing them.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.12)
Post by: Putnam on June 30, 2012, 09:40:27 pm
I don't think that your creatures will destroy crops…
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.12)
Post by: IndigoFenix on July 01, 2012, 02:11:33 pm
I don't think that your creatures will destroy crops…

They'll plant over them, destroying the crops that are already there in the process.  Normally it's a non-issue because plants take less than a season to grow, but for those that take longer you have to leave the crops time to mature.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.13)
Post by: IndigoFenix on July 13, 2012, 01:19:43 am
It's been a little while.  I've been busy with a project of my own, but still have a bit of free time for modding, so...

New update!

Toads have a building of their own now: the Warp Pipe!  Unfortunately you can't use it for travel, but you can use it to produce an unlimited amount of water, which can in turn be used to fill artificial ponds.  This should increase the versatility of the Toads by allowing them to build a fortress (and raise Yoshis) without the need for a settling near a river or digging into an underground lake.

New vegetation and creatures have spawned some new biomes - good forests are now modeled after Boggly Woods, and savage tropical areas are now full of dinosaurs.  There are a plenty of new creatures in this update, including as piders, rexes, scuttlebugs, ninjis, spikes, huffin' puffins, albatosses, flurries, and ostros.  The rare moneybag creature will show up too, and true to its name, can be butchered for a gold bar (because DF coins are basically worthless), but if you manage to catch one, it will lay gold bars as eggs!  Sadly they won't reproduce in captivity.  Nipper plants will show up too, and they will mature into stationary piranha plants after spending a few weeks on your map.  Deal with them accordingly!

Demon Koopas are now much tougher than before to put them on par with standard demons, and their personalities have been shifted to match.  They've been modified a bit so that (hopefully) they won't show up to your newly constructed fort.  I'm still a bit iffy on 'friendly' building destroyer behavior, sometimes they seem to destroy buildings, sometimes they don't, and sometimes they seem to do so but at a very slow rate.  More study is needed.

Two new megabeasts have been added: First off, three-headed firebreathing serpent Tryclyde, which can spit one fireball at a time for each of its remaining heads.  Second, four-eyed canine hunger god Belome will slurp you to death while attacking with 'scarecrow syndrome', an illness that will take away your ability to use basic physical attacks, but you'll still be able to move (slowly) and use any learned abilities.  Learning the Thunderhand technique will give you a huge edge against this monster, as it is extremely vulnerable to electric attacks.

A new human civ has been added.  Humans are a minority in the Mushroom World, living in small villages scattered all over the world, and they will not show up to your fort until late in the game.  In most other respects they are similar to vanilla humans.

Last and probably least, the 'animate corpse' reaction at the Magikoopa Sanctum now revives an entire roomful of corpses in a single move for free.  They will still attack your koopas on sight, but a clever contraption involving a wall of fortifications and a floodgate will allow you to produce a roomful of zombies that can be unleashed upon an invading siege at the pull of a lever.  As zombies seem to have a hard time killing even unarmed koopas owing to their ability to curl up and protect their vulnerable parts, this might be a useful defense strategy.  If nothing else, at least it will be !!FUN!!.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: IndigoFenix on July 20, 2012, 10:13:15 am
Update!

Not too much has been changed: Couple of new creatures, as well as a Vibe secret.  I can't really think of much else to add, so aside from gradual additions and tweaks, this mod is more-or-less complete, at least until Toady's next big update.

Post any ideas you have or bugs you find here.  I guess it's time to put this on the community mod thread now!

Enjoy!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: EmeraldWind on August 02, 2012, 09:32:09 pm
I just noticed the pic on the front page. GENIUS!

Now we need a thread for pictures of our favorite video games DF style. J/K.

Edit: I found something pretty neat while adventuring. While at a night troll's lair I found two doses starman paste.

I saved it for later and used it to go invincible while attacking a yoshi bandit camp.
I wasn't sure if eating the starman paste would have an effect or not, but it worked pretty well. (BTW, yoshis are really brutal as bandits. Carry a shield. Or starman paste)

So that's something you can look for if you are adventuring in this mod.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: EmeraldWind on August 06, 2012, 02:19:39 am
You know what, I was trying to gen a world that took out all the vanilla DF creatures and civs.

After a couple a gens I realized secrets weren't being injected into the worlds properly.
I then realized that none of the civs in this mod have gods.
A couple of them have religious spheres pointing to the stars, but they don't actually worship anything (forces or pantheons).

Bul-ulbs are the only ones that actually get anything since they have a religion type and a religion sphere defined (force and nature).
No wait, Star Sprites work too. But they are fanciful creatures so they don't actually form civs...

Yoshis have a religion type of force, but have no spheres.

No religions form so secrets don't appear as slabs. Demons will occasionally write books about the secrets that match their spheres, but I haven't seen demon koopas do it yet.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: Pallbearer on August 06, 2012, 07:57:34 am
This is absolutely unreal, fantastic work!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: IndigoFenix on August 06, 2012, 05:00:44 pm
Hm, is that why the secrets weren't showing up?  I've seen firebrand and polymorph secrets show up, but there are some that just don't seem to appear.  I guess it makes sense that you need to have a race worshiping a god before it creates a slab, since DF gods are apparently created by their worshipers.  Does that mean that you need to have a civ that has a religion aligned with the sphere of the given secret before a slab for that secret will be sent?

I was trying to get some of the races to worship star sprites, but since that doesn't seem to work I guess I'll have to revert them back to worshiping gods made in their own image.  Don't want all those secrets to go to waste, after all.

I doubt that Demon Koopas will create secret books - they aren't technically demons, but megabeasts, and I guess megabeasts aren't included in whatever procedure enables demons to generate secrets.

Nice find with the starman paste - I forgot that night creatures sometimes have mashed vermin in their lairs, and starmen are technically vermin!   On a related note, free bags of powerup plants can and do show up in random people's houses - I found a bag of about 60 super mushrooms once, which lasted me quite a while (given adventure mode's time frame, you can generally expect each powerup to last you one battle).  This wasn't a intended effect and I could imagine that finding a bagful of, say, mega mushrooms would completely break the game, but hey, it's not like they're particularly common, and it is something to look forward to, so let's call it a 'feature', shall we?

This is absolutely unreal, fantastic work!
Thanks!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: EmeraldWind on August 06, 2012, 10:25:16 pm
Hm, is that why the secrets weren't showing up?  I've seen firebrand and polymorph secrets show up, but there are some that just don't seem to appear.  I guess it makes sense that you need to have a race worshiping a god before it creates a slab, since DF gods are apparently created by their worshipers.  Does that mean that you need to have a civ that has a religion aligned with the sphere of the given secret before a slab for that secret will be sent?

I was trying to get some of the races to worship star sprites, but since that doesn't seem to work I guess I'll have to revert them back to worshiping gods made in their own image.  Don't want all those secrets to go to waste, after all.

I doubt that Demon Koopas will create secret books - they aren't technically demons, but megabeasts, and I guess megabeasts aren't included in whatever procedure enables demons to generate secrets.

Nice find with the starman paste - I forgot that night creatures sometimes have mashed vermin in their lairs, and starmen are technically vermin!   On a related note, free bags of powerup plants can and do show up in random people's houses - I found a bag of about 60 super mushrooms once, which lasted me quite a while (given adventure mode's time frame, you can generally expect each powerup to last you one battle).  This wasn't a intended effect and I could imagine that finding a bagful of, say, mega mushrooms would completely break the game, but hey, it's not like they're particularly common, and it is something to look forward to, so let's call it a 'feature', shall we?

Yeah, gods need a temple to interact with their people. Slabs and curses both require temples to exist as far as I can tell.

You do also need to have gods that match the spheres of the secrets (and for that you need to make sure the civs have those as possible religion spheres).

Eventually Toady is going to allow for rawable god entities. He mentioned it in a Future of the Fort thread years back. When that happens, you can probably create a pantheon of custom star sprites and even give them the spheres to allow giving out secrets. That will be a while from now, so a normal pantheon will work for now.

As for the starman paste, it was actually pretty cool. I like finding stuff like the bags of a ton of items. It reminds of how older video games would occasionally throw a really useful item somewhere in the game. The starman paste is also a pretty good reason to hunt down night creatures. I was glad I had it when the yoshi ripped off my right arm in that battle. Then I proceeded to teach them how to fly hammer style.


Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: IndigoFenix on August 11, 2012, 03:26:48 pm
So I'm trying to get the secrets to show up by using two new races who will function as 'secret-keepers': Star Sprites and Shamans (Tribe of Ancients, Tribe of Darkness, Merlon and Co., Count Bleck).  Trouble is, I want them to be rare and preferably cave-dwellers (Shamans may occasionally move into cities in small numbers), and they don't seem to form temples unless there's a lot of them building cities.  I once saw them build a temple in a cave, but it's not a normal occurrence (I think there needs to be some kind of critical number before they start building temples, and somehow I ended up with over 1000 in one cave... that would have been a sight to see in-game!)  Is there any way to encourage a minority race to build temples, or is there a way to create teachable secrets through methods other than slabs or demons?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: EmeraldWind on August 11, 2012, 11:48:30 pm
Try making the Shamans have a secret on them. (If it works you might want to create a caste system from Shamans where certain Shaman castes have different secrets. I know you don't like castes very much, but Paper Mario actually supports this as the names of the Shamans are dictated by their profession and therefore their powers.) And make sure they can write books.

They should be able to write down the secrets they know of or teach them to apprentices. As long as the secrets have this group of tags:
Code: [Select]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
I think you have that on secrets where that is necessary already.

This way someone will eventually write a book with the secret in it.

The only problems are with this is they might go all necromancer and build towers in the wilderness, not sure. (Though since they can't create buddies this shouldn't happen.) Also this might create a side problem that the apprentices never happen because a tower is never established.

And the other problem is that Shamans and Star Sprites could end up weirdly powerful, but I don't see that as a big problem.

All in all there is a little bit of science needed here to figure out what would happen. Cuz I've never seen a non-ruler or non-necromancer in a tower write books. But I noticed demon koopas write when they are in charge, so what ever causes them to write could also be something to look into.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: IndigoFenix on August 12, 2012, 12:43:14 pm
I was toying around with various methods of encouraging secret production, and found something interesting by accident.  Apparently, making a couple of 'major curse' interactions makes people a LOT more fond of building temples, causing the world to become practically choked with secret slabs.  Huh.

So that seems to be working now.  I didn't want to make even rare castes of Shamans too overpowered, since they're going to be playable in adventure mode.  They are going to get some magic of their own though, so don't worry about that.

Now I just need to figure out how to get them to teach their secrets to members of other races.  I've seen that happen quite a bit in earlier versions when Koopas had a pantheon and learned magic, but Shamans don't seem to like to share.  They need to be necromancers, you said?  Or do I have to make them babysnatchers as well?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: EmeraldWind on August 13, 2012, 12:48:48 am
I suggested the experiment to see if Shamans would write, but I think writing is limited to leaders and necromancers (and leaders only under certain circumstances, like demons or the demon koopas which I assume is the megabeast token).

Babysnatching I think is unrelated.

Necromancy still requires a tower before they will write though. So I don't think that is an option either.
But then again... you seen creatures learn magic from koopas?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: IndigoFenix on August 13, 2012, 11:59:28 am
In an earlier version, when all of the races had pantheons, yes - and it wasn't just necromancy either.  They would even teach flamethrowing and polymorphing, if they happened to know it.  However, necromancers teaching necromancy was by far the most common occurrence.

The way I think it works is: Creature learns necromancy (or any other secret capable of raising the dead) by reading a slab given by a god or a book written by a demon.  Necromancer produces zombies, which build a tower.  Other creatures throughout the world who become obsessed with their own mortality seek out the tower, and begin studying under one of the other secret-keepers living there, and can learn any teachable secret from them - also, their species and original entity's values appear to be irrelevant; clearly wizards consider themselves to be a race unto themselves.  Since there has to be at least one necromancer to start the tower in the first place, necromancy is the most common secret spread around through tower-dwellers; even if a creature elsewhere in the world learns a non-necro secret, they won't set out for the tower and start teaching, because they weren't obsessed with their own mortality.  However, since it isn't unheard of for a single individual to study multiple secrets, sometimes a tower will be built by a cross-disciplinary necro, who can then teach any one of his collected secrets to the other tower-dwellers.

I think I'm going to lump a bunch of the secrets together and make a new kind of zombie-maker based on magikoopas.  The non-magikoopa related secrets can be taught through other means.  Hmm... If I make a secret that teaches new abilities over the course of a creature's life, maybe I could make it that the older wizards know more spells.  Not sure how worldgen would react to the timescale of the process, though, since all of the secrets we've seen so far take effect immediately.  Science time!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.2)
Post by: ArKFallen on August 15, 2012, 03:50:47 pm
Hm, is that why the secrets weren't showing up?  I've seen firebrand and polymorph secrets show up, but there are some that just don't seem to appear.  I guess it makes sense that you need to have a race worshiping a god before it creates a slab, since DF gods are apparently created by their worshipers.  Does that mean that you need to have a civ that has a religion aligned with the sphere of the given secret before a slab for that secret will be sent?

I was trying to get some of the races to worship star sprites, but since that doesn't seem to work I guess I'll have to revert them back to worshiping gods made in their own image.  Don't want all those secrets to go to waste, after all.

I doubt that Demon Koopas will create secret books - they aren't technically demons, but megabeasts, and I guess megabeasts aren't included in whatever procedure enables demons to generate secrets.
Megabeasts can teach secrets they're aligned with when worshipped. Bronze Colossuses can teach WAR secrets, dragons could teach fire ones. The cool thing is the megabeast doesn't even have to be able to speak (though if you give it POWER and let it speak it often ends up worshipped[like demons]).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: IndigoFenix on August 17, 2012, 10:46:34 am
New update... but see disclaimer at the bottom.

The purpose of this update was to get the secrets working, and yes, they are certainly working.  Two new races have been added as secret-keepers: Shamans and Star Sprites.  Both are reclusive races who live mainly in caves, although you'll occasionally come across a city-dwelling Shaman.  Both have some very unusual properties:

Shamans are born with the ability to cast powerful lightning and ice spells, and are naturally resistant to heat and cold attacks, though they tend to be physically fragile.  They can also improve their odds of victory by placing curses on their enemies (much like a mummy's curse, but temporary) and charms on themselves or their allies (which has the opposite affect).  They make excellent allies, though adventuring alone as one may be a bit of  a challenge due to their delicacy.

Star Sprites are weak on their own, but they have the ability to give their allies the ability to perform support techniques on them by wishing.  Wishing on a Star Sprite greatly increases all of its physical stats, and if a Star Sprite falls in battle, it can be wished back to life as long as its allies are still standing.  You can't play as one, but if you're lucky enough to get one as an ally, it will serve you well.

As for the secrets themselves: Teleportation and Polymorphing have been merged into a new secret, Magic, which gets a damaging spell as well.  Polymorphing has been changed; it is now a single attack that has one of several effects.  It has a small chance of transforming the victim into a mushroom (which is basically game over), but will usually trap them in an egg for a short time instead.  When the egg hatches, there is a reasonable chance of coming out as a random creature, generally of the small and weak variety, although if you're lucky, you might turn into a Toad, Koopa, or even a Yoshi.  If you're really unlucky, you might hatch as a Cheep Cheep instead.

Firebrand and Thunderhand have been improved somewhat: Firebrand gains a 'Fire Finale' attack which gives you a short period of time to basically crispy-fry everything in the immediate area (but can only be used once in a decent amount of time), and Thunderhand users can now electrically charge their allies, granting them a short-range electrical attack as well.  In addition, several creatures have been given a weakness to electric attacks, including Chomps, Belomes, and Smithy Units in tank form.  Also Metal Elementals, which is now a new creature, by the way (you can become one through a 'curse').

Speaking of which, becoming a Tanooki or a giant is now considered curse.  And in homage to their original appearance, people can acquire the Thunderhand and Firebrand techniques by defiling temples as well.  I think some sacrilege is in order.

People weren't dying enough in worldgen, so I added two new megabeasts: Fryguys and Dragons.  Mushroom World dragons are quite different from vanilla DF dragons - they can only breathe regular fire, but are quite durable and hard to make bleed.  They also have a surprise in store for anyone who tries to get rid of them by trapping them in a magma pit.  In homage to the Czar Dragon, Bonetail, and Bone Dragons, larger dragons (a bit larger than around half the size of an elephant, which should start appearing in worldgen at around the year 100) can survive having their flesh boiled away, and will emerge from the magma as a fierce skeletal dragon that can no longer breathe fire, but will no longer bleed or feel pain; the only way to kill one is by removing the head or destroying the brain.

Now for the disclaimer: I am not sure that this version actually works.  I've been seeing bugs that make no sense at all, random crashes when loading the raws for any purpose, but only sometimes, and if you return to the menu screen it always happens if you try a new mode without exiting, also there have been weird characters showing up in place of the regular non-alphanumeric characters... Oh, and intangible creatures have joined the impossibly hard ones, and I didn't put any Metal or Vanish caps into the game (if only there was a way to harness these bugs!).  The raws all check out and there is nothing in the errorlog, so I'm assuming that this is just some bizarre effect specific to my computer, but I'd like some confirmation from testers that it actually works properly on other computers.  On that note, has anyone else ever encountered the unbreakable bandits that I've mentioned in the bugs?

Have fun, and let me know if this thing works please!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: Korbac on August 18, 2012, 07:22:11 pm
I pasted this over a fresh install. Worldgen crashes. I have tried doing various things, but... no no. :(
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: GaxkangtheUnbound on August 18, 2012, 07:43:00 pm
I pasted this over a fresh install. Worldgen crashes. I have tried doing various things, but... no no. :(
To quote the first post:
Quote from: IndigoFenix
Bugs and possible issues:
Spoiler (click to show/hide)
Also, could you perhaps see if your error log is generating anything odd?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: EmeraldWind on August 19, 2012, 01:06:40 am
Mine is crashing trying to get to worldgen. As soon as I pick Create a new world.
It also immediately crashes if I try a command line world gen.

I'm getting no errors and all I did was copy these over to the DF without any vanilla creatures (save for the wagons).

I'm doing some tinkering to try and see where the root of the problem is... and it is actually the dragon doing it...

Weird... I remove the dragon and it works... I've looked through the dragon entry and I'm not seeing anything wrong with the standard dragon stuff, so I'm assuming it is either the dragon itself (the tissue stuff) or the unique body you created for it. I'm not familiar enough with the body details and tissue stuff to figure out if there's something wrong.

But onto other problems, the dragonless world genned, but now it is crashing when I go to look in legends or play. I genned a smaller world and it started to give me similar problems but came up on the second try. I'm going to try and gen a few more, but another thing I noticed:

The error log complains with this: "Impoverished Word Selector" while genning a world. It doesn't seem to be a big issue, it is the only error in the log (but it is there several times).

On topic though,
I genned a third world that had slabs. An angry sun created a slab.
It was worshipped by star sprites and was killed by a Yoshi named Camela Punchnuts. I think it was able to create the slab due to all the sprites worshiping it. Surprisingly all the slabs were found by either star sprites or shamans. Which actually gets the slabs to some interesting areas instead of being put into towers they end up in dungeons, sewers, and caves. Unless it gives necromancer powers... Star Sprite Necromancer made me laugh a little.

A different angry sun lived in a place called Subordinate Hell. His first actions were to piss off the nations: The Familial Cremation, The Unspeakable Burns, The Mighty Sun,  and The Devious Burn. Somehow I think these guys named their civs thanks to this guy.

So basically, my trouble seemed to stem from the dragon. But I still noticed the weird lock downs when you switch modes, which I got with the previous version. And it sometimes crashes when I try to play a world. It might give me trouble for a bit, but it eventually loads it. I'm not sure what would cause this sometimes works sometimes doesn't besides maybe a RAM overflow...

Also as an off the wall suggestion. I think you should give the Yoshi a language where every word is "yoshi". This was a sort of joke in SMRPG and in that one Nintendo Power comic where the Yoshi speak a full language that just sounds like them saying "yoshi" to us. Granted this would end up with Yoshi all appearing to have one name if named in their own language and their titles would look bizzare: "Yoshi Yoshiyoshi Yoshiyoshiyoshi" Still kind of funny though.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: Korbac on August 19, 2012, 11:12:38 am
I pasted this over a fresh install. Worldgen crashes. I have tried doing various things, but... no no. :(
To quote the first post:
Quote from: IndigoFenix
Bugs and possible issues:
Spoiler (click to show/hide)
Also, could you perhaps see if your error log is generating anything odd?

Cheers bruv. It's crashing consistently though. :( Also, nothing in the error log. I'll try again later without the dragon as some people have suggested.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: IndigoFenix on August 19, 2012, 12:09:37 pm
Darn.  Don't be so quick to judge the dragon, the reason why I thought it couldn't be the raws is that it didn't seem to be connected to any of the raws in particular, deleting any large amount of data would stabilize the game temporarially, but it would then grow unstable later... Is it even possible for a plain text file to be inperceptibly corrupted?  And more importantly, is there a way to fix it?  Worst case scenario, I guess I can try going back to the previous version and starting over... unfortunately my computer's in the shop, so I can't reupload it just yet.  Keep your old files on hand, I guess.

As for the other things... Most races have very 'thematic' naming styles, which can help you to recognize their civs at a glance.  I'm guessing that your fire-loving civ was probably created by Bob-Ombs.

BTW, wizards will create towers too, although you'll never actually see them raise the dead, because of the way that the game calculates syndrome effect time (that is, illogically).  That is, they should be learning necromancy 10 years after becoming a wizard (Fortress time) but worldgen apparently just recognizes them as zombie-makers and has them creating towers from the get-go.

As for languages, I actually had a few ideas for languages, including a Yoshi language that was mostly 'Yoshi' with some pat-perns, lum-buims, and woo-hoos mixed in, a Koopa language that was mainly repeating consonant-vowel pairs (noko, koko, muku, kaku, pata), and a Shy Guy language composed entirely of non-standard characters.  Unfortunately I don't have the patience to put together something like that, but if anyone else wants to, be my guest!

EDIT: Now that I think about it, the problems did start while I was testing out the dragon.  It certainly isn't causing problems in any standard way, but it isn't impossible that it could be the source of them, either through its non-standard traits or due to some kind of data corruption.  It'd be a shame if it was the problem, but try deleting it, maybe before loading it into the game in the first place, and see how it goes.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: Putnam on August 19, 2012, 01:53:30 pm
I've had errorless worldgen crashes from the following:

1. Certain creatures.
2. Having CREATURE_ACTION interactions with HIST_STRINGs.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: EmeraldWind on August 20, 2012, 12:01:06 am
Darn.  Don't be so quick to judge the dragon, the reason why I thought it couldn't be the raws is that it didn't seem to be connected to any of the raws in particular, deleting any large amount of data would stabilize the game temporarially, but it would then grow unstable later... Is it even possible for a plain text file to be inperceptibly corrupted?  And more importantly, is there a way to fix it?  Worst case scenario, I guess I can try going back to the previous version and starting over... unfortunately my computer's in the shop, so I can't reupload it just yet.  Keep your old files on hand, I guess.

As for the other things... Most races have very 'thematic' naming styles, which can help you to recognize their civs at a glance.  I'm guessing that your fire-loving civ was probably created by Bob-Ombs.

BTW, wizards will create towers too, although you'll never actually see them raise the dead, because of the way that the game calculates syndrome effect time (that is, illogically).  That is, they should be learning necromancy 10 years after becoming a wizard (Fortress time) but worldgen apparently just recognizes them as zombie-makers and has them creating towers from the get-go.

As for languages, I actually had a few ideas for languages, including a Yoshi language that was mostly 'Yoshi' with some pat-perns, lum-buims, and woo-hoos mixed in, a Koopa language that was mainly repeating consonant-vowel pairs (noko, koko, muku, kaku, pata), and a Shy Guy language composed entirely of non-standard characters.  Unfortunately I don't have the patience to put together something like that, but if anyone else wants to, be my guest!

EDIT: Now that I think about it, the problems did start while I was testing out the dragon.  It certainly isn't causing problems in any standard way, but it isn't impossible that it could be the source of them, either through its non-standard traits or due to some kind of data corruption.  It'd be a shame if it was the problem, but try deleting it, maybe before loading it into the game in the first place, and see how it goes.

I was having trouble even getting world gen get to screen where I pick the parameters. I went through and removed the new additions and replaced them one at a time to narrow down the problem. The dragon was the last thing I tried. And I could gen worlds again afterwards. I tried looking over the specifics of the dragon, but the custom stuff you did is confusing and I'm not all that up to scratch on the body stuff.

Granted, the other problems seem to be something else entirely. The trouble loading genned worlds wasn't new to this version with me, but it seems to be more severe from what I noticed. The real problem is the fact the game seems to have no error outputting for whatever is going wrong. I'd like to at least see "Could not load file: xxxxxx.txt" or something to indicate what it was trying to do at the time it crashed. But that isn't your problem, but instead something Toady would need to put into the game.

The civ things were just me confirming it worked and some stuff that made me laugh.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: IndigoFenix on August 20, 2012, 10:34:45 am
After deleting the dragon, did the game gradually become as unstable as it was before?  If not, I'll presume that it's the source of the extreme crash tendency.  There isn't anything particularly strange or illogical in it (it's almost the same as any other creature in the end, but constructed from the bottom-up by adding layer upon layer so that it could have an actual spine that holds it together after its torso melts - DF spines are just considered another organ and don't actually connect anything).  Still, there's always room for surprise bugs.

The info on HIST_STRING creature actions could also be useful, and it's actually logical... if HIST_STRINGs are added to legends, and caused by ordinary creature actions, there's a reasonable possibility that certain events could cause a huge amount of strings to be added to legends, possibly causing RAM overflow.  I can't remember if there are any such actions in this mod, but I did just add/change a whole lot of interactions so it's not impossible.  Some other chain-reactive effects may also cause RAM overflow, though I don't think that there's anything in this mod that's more 'catchy' than regular werecreatures.  It's a start though.

Unbreakable and intangible bandits are still a mystery.  Since I now know it isn't a food item effect, what could possibly cause something like that?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21)
Post by: EmeraldWind on August 20, 2012, 10:56:12 pm
As for languages, I actually had a few ideas for languages, including a Yoshi language that was mostly 'Yoshi' with some pat-perns, lum-buims, and woo-hoos mixed in, a Koopa language that was mainly repeating consonant-vowel pairs (noko, koko, muku, kaku, pata), and a Shy Guy language composed entirely of non-standard characters.  Unfortunately I don't have the patience to put together something like that, but if anyone else wants to, be my guest!

Would combinations of n(vowel) and k(vowel) with words ranging from 4 to 8 letters work good for the koopa's language. Cuz I got one that uses that.
http://dffd.wimbli.com/file.php?id=6802 (http://dffd.wimbli.com/file.php?id=6802)

I used the DFLang utility. It is a neat program that takes a basis file of words and uses it to construct a language using any patterns it sees. It also has a feature so words in the same groups will have similar parts if you want to do that. It is here: http://www.bay12forums.com/smf/index.php?topic=47332.0 (http://www.bay12forums.com/smf/index.php?topic=47332.0)

I just typed up 100 different combinations of k(vowel) and n(vowel) and let the program do its work. I set the words to range from 4 to 8 but the tool noticed the pairing thing and only generated words with even numbers.

The Yoshi language is going to be a different story though. I'm also considering making a language file for the Shaman by using things like "sha-zooby", "shaa-zibby", "shazam", "pow", etc. for the base words. Not sure what it will look like on the other end though. For Bob-Ombs, sound effects (bang, boom, ban, fizz, sizz, etc) could be used to some kind of effect. The only problem with these is the tool's creator suggests using at least a hundred different base words.

After deleting the dragon, did the game gradually become as unstable as it was before?  If not, I'll presume that it's the source of the extreme crash tendency.

I mentioned before while the dragon was stopping me from flat out entering world gen, it still crashes often when the world is loading for use in fort, adv, or legends modes. I haven't had it crash during world gen though, but I notice it throws out a lot of worlds. So I don't think the dragon is the source of all the crashes, but there is something weird about it that world gen don't like.

I am curious about the  "Impoverished Word Selector" thing, I read somewhere else that it can be caused by limiting civs to too few naming options. Perhaps you could expand the theme naming of a couple of the entities and see if that clears up the error log, but like I said I'm not sure if the error is a critical one or not. The game still seems to run when it throws it so I don't think that is what is crashing it.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: IndigoFenix on August 20, 2012, 11:34:03 pm
"Impoverished word selector" just means that the world generator can't pick enough unique names for all of the things that need naming, which is a common problem when dealing with a large number of entities or limited theme naming, and this mod has both in spades.  I'm pretty sure that it's a non-critical error though, that if it occurs civs will just start giving names outside of their normal naming conventions.

As for the other crashes, I'm going to guess that something in the interactions is causing the problems.  I did change a lot of them around in this version, so it's not impossible that something there could be the cause, or possibly one of the 'special' creatures that many interactions are connected to.

That DFLang utility looks neat.  I'll check it out!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: Korbac on August 21, 2012, 05:33:35 pm
Hey Fenix, when's the next release going to be up? :) Just wanna try a 100% 'shroom kingdom game (without any dwarves / elves.)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: IndigoFenix on August 22, 2012, 10:31:12 am
Once I get my computer back, hopefully sometime tomorrow, I'll put up a copy of the previous (stable) version, and I'll re-release this one again once I iron out the bugs.  I'll estimate the next day, but don't count on it.  Nice to see support :)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: EmeraldWind on August 22, 2012, 07:46:47 pm

I made a Shaman language, but I think I need to limit it a bit. I tried to get it using hyphens a lot and it worked, but some of the words are crazy long.
But some of the results are funny. It might need some slight modifications by hand though.

Spoiler (click to show/hide)

The real problem is that somehow a lot of this appears in the language...
[T_WORD:BALD:boobie-ming]
[T_WORD:BAR:boobie]
[T_WORD:BOIL:shaa-boobie]
[T_WORD:STRANGE:booby]

I think this one still needs some kind of tweaking before I call it done. I think I need to alter the roots file to get some words looking better.
And I need to cut down the length of some of the hyphenated words.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: IndigoFenix on August 23, 2012, 10:37:24 am
LOL at that Shaman language!  Though I was kind of imagining them as more dark and mysterious wizards than wacky stage magicians... also it would be nice if they tended to choose names that reflect the naming patterns of the Merlon clan (their naming conventions will be centered on scholarship and mystery).  They're a complex bunch though, so I'll probably end up using some of it.

Anyway I got a computer to work with, but it isn't mine, so no down-date back to stability today.  I'll get working on the bugfixes though and try to get a fix up as soon as possible.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.21) WARNING: BUGS!
Post by: EmeraldWind on August 23, 2012, 02:20:23 pm
LOL at that Shaman language!  Though I was kind of imagining them as more dark and mysterious wizards than wacky stage magicians... also it would be nice if they tended to choose names that reflect the naming patterns of the Merlon clan (their naming conventions will be centered on scholarship and mystery).  They're a complex bunch though, so I'll probably end up using some of it.

Anyway I got a computer to work with, but it isn't mine, so no down-date back to stability today.  I'll get working on the bugfixes though and try to get a fix up as soon as possible.

In the games, the Shamans always had rather goofy sounding chants. So that is what I tried to go with.

I also tried to get the Shaman sounding names in, but since mer was picked up as a root it doesn't pop up very often. I was think of manually insert mer as magic in the root file so that any word associated with magic has a chance of having mer in it. (Rather oddly magic is currently hoby,  but the roots don't pop up as much as I think they should.)

One case of a Shaman sounding name is    [T_WORD:WEED:merlimbie]. I'll always imagine Merlimbie as Merlon's pot-smoking hippie cousin now...
There's also [T_WORD:UNWELCOME:merpoo]. I guess he's the black sheep of the family...

All the names from the games were on my initial list so they are in the language: 
[T_WORD:SORROW:merluvlee] [T_WORD:ROMANCE:merlon] [T_WORD:EARLY:merlee]

Problem is they landed on words they don't fit. Except I kinda like merluvlee being sorrow that is kind of neat. Though I was figuring once I had got the language looking nicer and removed the boobies, I would put those name under appropriate meanings. For example, Merlon can be for sorcerer and Merlee can be for witch.

I found a couple other funny words though:
[T_WORD:WOMAN:whoobibie] - If you say it out loud it sounds like whoo baby.
[T_WORD:STRANGE:booby] - This pretty much sums up my thoughts on this weird language glitch.
[T_WORD:SOOTHE:zooshuttup]

Like I said, I think it needs some more work either way.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.201)
Post by: IndigoFenix on August 23, 2012, 03:02:53 pm
So... quasi-update-ish I guess...

I still haven't found what's causing the bugs and the 'fixes' don't make any sense.  Apparently removing a sufficient number of creatures from the creature_mw_special file (mostly creatures that only appear as a result of a transformation) stabilizes the game, though there doesn't seem to be any pattern concerning which creatures are removed.  So I just tossed out the ones that are the least critical to the game and called it a day.  Enjoy your ghost-free nights and non-murderous Surprise Cake for now.

Anyhow, this version is reasonably stable.  It still does the random-crash-on-mode-switch thing, but it works more than half the time, which is a big improvement over the last version, so I'll call it a fix until I can get a hold of a copy of 2.0 and start again from scratch.

I've included the whole set of raws this time: There are enough creatures and plants in the mod to abandon DF creatures altogether, though you might still prefer to keep some of the animals in, as animal diversity is still kind of on the low side.

EDIT: Forgot to mention - including Vanilla plants causes crashes.  No, there are no calls to any Vanilla plants in the modded files.  I think that whatever causes the crashes has to do with RAM overflow, but I have no idea how that works.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.201)
Post by: IndigoFenix on August 24, 2012, 02:24:52 am
So this is so unstable that even putting in too many new languages causes crashing... This mod has seriously got to be fixed.

Anyway I've been playing around with DFLang and now have a working Bob-omb, Koopa, and Shy Guy language.  The Bob-Omb language has various permutations of 'wipwobwibwibwipwibwip', with a few explosion-related phrases mixed in, and generally sounds like them, although the words can get a bit long and the names are hard to remember, but everyone just uses the translations anyway, right?  As for the Shy Guy language...

   [T_WORD:BARBARIAN:!...(o_O)]
   [T_WORD:BUNNY:m(.^)]
   [T_WORD:ECHO:(^_^)...?]
   [T_WORD:GORE:....(o_O)]
   [T_WORD:MESS:!??......]
   [T_WORD:MESSIAH:...(^_^)]
   [T_WORD:POINTVERB:;-).....]
   [T_WORD:PRISTINE:..(*_*)!]
   [T_WORD:SPIDER:!!..('_;)]
   [T_WORD:SURPRISE:?..(x_x)?]
   [T_WORD:SWALLOW:!!.......]
   [T_WORD:VENOM:?!?!!?!?!]

The trick is to use single-letter find/replace to translate all non-standard characters into standard ones so that DFLang doesn't choke on them, then change them back afterwards.  Amazingly enough, DF has no problem with non-standard characters in languages (with the exception of ':', '[', and ']', which it needs to parse the language file itself).  Now that I know the theory is sound, I'll try doing it again with a logical root system.

EDIT: Adding the vanilla insects file improves stability.  Removing any creatures from the special file improves stability.  Removing the entity file improves stability.  Adding language files without removing an equal number of original languages causes a crash.  Adding vanilla plants cause a crash.  Removing megabeasts increases stability.  Nothing generates any errors.  Has anyone ever seen anything like this?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.201)
Post by: IndigoFenix on August 24, 2012, 05:48:56 am
Another quasi-update.

This one is a bit more stable and also includes a few languages.  Also Boos and Surprise Cake are back in action.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.201)
Post by: EmeraldWind on August 24, 2012, 11:48:09 am
So this is so unstable that even putting in too many new languages causes crashing... This mod has seriously got to be fixed.

Anyway I've been playing around with DFLang and now have a working Bob-omb, Koopa, and Shy Guy language.  The Bob-Omb language has various permutations of 'wipwobwibwibwipwibwip', with a few explosion-related phrases mixed in, and generally sounds like them, although the words can get a bit long and the names are hard to remember, but everyone just uses the translations anyway, right?  As for the Shy Guy language...

   [T_WORD:BARBARIAN:!...(o_O)]
   [T_WORD:BUNNY:m(.^)]
   [T_WORD:ECHO:(^_^)...?]
   [T_WORD:GORE:....(o_O)]
   [T_WORD:MESS:!??......]
   [T_WORD:MESSIAH:...(^_^)]
   [T_WORD:POINTVERB:;-).....]
   [T_WORD:PRISTINE:..(*_*)!]
   [T_WORD:SPIDER:!!..('_;)]
   [T_WORD:SURPRISE:?..(x_x)?]
   [T_WORD:SWALLOW:!!.......]
   [T_WORD:VENOM:?!?!!?!?!]

The trick is to use single-letter find/replace to translate all non-standard characters into standard ones so that DFLang doesn't choke on them, then change them back afterwards.  Amazingly enough, DF has no problem with non-standard characters in languages (with the exception of ':', '[', and ']', which it needs to parse the language file itself).  Now that I know the theory is sound, I'll try doing it again with a logical root system.

EDIT: Adding the vanilla insects file improves stability.  Removing any creatures from the special file improves stability.  Removing the entity file improves stability.  Adding language files without removing an equal number of original languages causes a crash.  Adding vanilla plants cause a crash.  Removing megabeasts increases stability.  Nothing generates any errors.  Has anyone ever seen anything like this?

The reason for the language one is probably due to the fact that unused languages still get used at random for location names not named by entities. I didn't realize that until I genned a new world and it used the Shaman language I made despite me not using it for their civ yet. So it might be loading a bunch of the languages pointlessly.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: Putnam on August 24, 2012, 11:55:44 am
Oddly enough, DF really can't handle letters like é. I had to make a file (https://dl.dropbox.com/u/13790475/Dwarf%20Fortress%20accent%20text%20reference.txt) to reference accent marks and their symbol in the raws.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: Spinal_Taper on August 24, 2012, 09:53:34 pm
Honestly, I think you should make bowser type koopas just a very rare caste.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: EmeraldWind on August 24, 2012, 09:58:00 pm
Honestly, I think you should make bowser type koopas just a very rare caste.

Any reason why?

I haven't played the fort mode, but so far as much as I can see the demon koopa megabeasts seem to work pretty well for legends and adventure mode.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: Putnam on August 24, 2012, 10:42:28 pm
You can make it so that castes are so rare, they'll only show up as a certain noble. I did the same thing for Melkor and Sauron in the LOTR mod that seems to have died

(wait why did it die holy shit)
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: kilakan on August 25, 2012, 09:10:45 am
Honestly, I think you should make bowser type koopas just a very rare caste.

Any reason why?

I haven't played the fort mode, but so far as much as I can see the demon koopa megabeasts seem to work pretty well for legends and adventure mode.
Last time I played the bowser showed up as a quasi-agressive titan spawn at one point who ran around killed a few invaders and then knocked over a building or two before leaving.  When he actually came as a leader the bowser ended up just standing around at the edge of the map for quite awhile before moving to a meeting area.  I had a hell of a time giving him anything or moving him about.  Of course it may have changed last time I played was a while ago.
Title: Re: Rise of the Mushroom Kingdom: Major Mod
Post by: IndigoFenix on August 25, 2012, 12:58:10 pm
Honestly, I think you should make bowser type koopas just a very rare caste.

Any reason why?

I haven't played the fort mode, but so far as much as I can see the demon koopa megabeasts seem to work pretty well for legends and adventure mode.
Last time I played the bowser showed up as a quasi-agressive titan spawn at one point who ran around killed a few invaders and then knocked over a building or two before leaving.  When he actually came as a leader the bowser ended up just standing around at the edge of the map for quite awhile before moving to a meeting area.  I had a hell of a time giving him anything or moving him about.  Of course it may have changed last time I played was a while ago.

If he wants to knock down a building, he'll do it!  If he wants to wander around the fortress, he'll do that too!  NOBODY tells the Koopa King what to do!

Seriously though, I have considered using the rare-caste-and-restricted-position option, but from the time that Great Demon King Koopa arrived on the gaming scene and up until his infernal stage entrance in Super Smash Bros, there's always been the subtle implication that Bowser isn't really one of the Koopas, as turtle-like as he might appear on the outside.  The idea of playing as the puppet leader of a nation conquered by the iron fist of a demon king intrigued me, so I constructed the entire Koopa game around that feeling; when he shows up, you have to build your game around his wishes, not the other way around.  It's a challenge, but hey, what other challenges are there by the time you've reached that point?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: Spiderking50 on August 25, 2012, 02:33:49 pm
Hi, idk if anyone has pointed this out, but when i try to download this mod from your link on the first post, it only downloads as a word file and its in gibberish (code). Any way to fix this?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: kilakan on August 25, 2012, 04:03:47 pm
Sorry I also should of mentioned that being a non-race leader seems to make him never make demands or place restrictions.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: IndigoFenix on August 26, 2012, 10:22:16 am
Hi, idk if anyone has pointed this out, but when i try to download this mod from your link on the first post, it only downloads as a word file and its in gibberish (code). Any way to fix this?

Odd...works fine for me.  It's a .rar file though, usually I put it as a .zip, maybe your unzipping program doesn't work with it.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: IndigoFenix on August 26, 2012, 06:50:24 pm
Yet another quasi-update: Just some weapon tweaks (no more bisecting enemies with fans, though they are good at slitting nerves and breaking bones), a few new regular weapons added (punch gloves and metal claws for toads and koopas respectively), one artifact-only weapon (ultra hammer, which is especially good at propelling enemies), bumpties made more durable, and finally, shy guy language is now more concise and less jarring, though not much easier to pronounce.  Also, experimenting with Pyro Guys (basically, any shy guy can burn indefinitely if they escape from the source of the burning quickly enough).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: Spiderking50 on August 26, 2012, 10:48:32 pm
Hi, idk if anyone has pointed this out, but when i try to download this mod from your link on the first post, it only downloads as a word file and its in gibberish (code). Any way to fix this?

Odd...works fine for me.  It's a .rar file though, usually I put it as a .zip, maybe your unzipping program doesn't work with it.

Your right, does anyone have this as a .zip?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: Korbac on August 28, 2012, 02:24:52 pm
Excuse me, but I'm having trouble installing this.  :(

Process:

Download fresh version of DF to a new folder

Download MK mod and paste it over the DF main folder

Play

Create world

Crash :(

Any ideas what I'm doing wrong?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: IndigoFenix on August 28, 2012, 04:37:31 pm
This version is pretty unstable, sometimes you have to try a few times before it works.

Try deleting the vanilla plants and grasses file.  Yeah, I don't know why, but it seems to help.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: kilakan on August 28, 2012, 05:40:30 pm
I deleted, plant_standard, entity_default, creature_standard, creature_domestic from the raws and now the game works great.  It must be some type of species, plant, or creature overload causing the crashes... wait aren't humans in the mods files and the creature_standard file?  I smell duplicate raws.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: Korbac on August 28, 2012, 05:58:06 pm
No luck, sorry guys. :(

Error luck still produces nothing.  ???
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Quasi-update: Version 0.202)
Post by: EmeraldWind on August 28, 2012, 07:06:35 pm
I deleted, plant_standard, entity_default, creature_standard, creature_domestic from the raws and now the game works great.  It must be some type of species, plant, or creature overload causing the crashes... wait aren't humans in the mods files and the creature_standard file?  I smell duplicate raws.

Actually shouldn't be a problem IndigoFenix put a _MK at the end of the name for every creature he added, including humans. DF Vanilla humans should be able to play nice with Mushroom Kingdom humans (in a solely mod sense, I imagine they will kill each other in play).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: IndigoFenix on August 29, 2012, 10:43:18 am
So... Got my computer back.  I've downgraded the mod back to the stable version 0.2, so no more secrets unfortunately, but at least you can play it without crashing.  I'm going to start from scratch and see if I can figure out what went wrong with the last update.  Stay tuned!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: IndigoFenix on August 29, 2012, 12:20:32 pm
Seems that something very weird is at the heart of this mod.  I can't figure out how to make it actually 100% stable, but there seem to be ways of changing its level of stability in a relative sense, and these things don't seem to have any clear pattern.  Even rearranging the order of completely unrelated creatures seems to affect the stability; I put some civ creatures into the megabeast folder and it suddenly became much more stable.  The way I'm looking at it, I'll call it good enough if it can reliably start a new game on startup (once the game is actually running it doesn't seem to be particularly crash-prone - the problem is apparently being caused by something that happens when the raws are loaded).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: Putnam on August 29, 2012, 11:43:02 pm
Oh, secrets were causing it? Here's a hint: any CREATURE_ACTIONs will crash if they have HIST_STRINGs.

There are a few others.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: IndigoFenix on August 30, 2012, 12:09:35 am
Oh, secrets were causing it? Here's a hint: any CREATURE_ACTIONs will crash if they have HIST_STRINGs.

There are a few others.

Nope, secrets weren't causing it.  Went through them, looked for errors, flat-out removed them and every mention of them throughout the files... no use, stability in this mod still seems to be a relative thing.  There must be some logic to it, but I haven't found the source of the problem.  Feel free to have a look yourself though!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: IndigoFenix on August 30, 2012, 02:03:36 pm
This will be a useful tactic for future modders.

DF doesn't tend to shut down when it encounters an error, it simply keeps trying to run until it crashes and burns.  If something throws the parser out of whack, it'll keep going on its merry way, even if that means it'll start sticking materials and creatures where they shouldn't go, leading to the weirdness that happens due to duplicate raws.  I figured whatever the bug was here, it must be related somehow to this phenomenon: something that isn't listed among the illegal operations but throws the parser out of place so you get invincible bandits if you're lucky and crashes if you're not.

So I got a new idea: Instead of playing hit-or-miss and trying to find a pattern for how stable the game was, try to figure out how the game was loading the raws.  How?  Simple: deliberately introduce errors into the files and read the order they show up in the error log.  Turns out the game always loads the raws in the same order: inorganics, plants, tools, creatures, civs, and interactions, and within a type, it loads them in the order the files are arranged (alphabetically).

I couldn't figure out what was making the difference between whether the game loaded or crashed, but I did find that when it crashed, the error logs always stopped at the same creature group, no matter where they were placed.

It's the shellcreeper family sky-blue spinies/paraspinies.  They've been in since the very beginning, not making trouble, but ultimately setting up the stage for an inevitable crash later on.  Rather fitting, no?  Curse you, spiny blue shell!

Remove them and the game is 100% stable.  Problem solved!  (Still haven't figured out what the problem is exactly, but the whole shellcreeper family is kind of knotted together in order to avoid repetition, and it isn't hard to imagine that formerly unknown bugs could come from that kind of data structure.  I'll just give them their own separate section.)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: kilakan on August 30, 2012, 02:07:17 pm
WOOO HOOO!!!!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: EmeraldWind on August 30, 2012, 02:28:20 pm
This will be a useful tactic for future modders.

DF doesn't tend to shut down when it encounters an error, it simply keeps trying to run until it crashes and burns.  If something throws the parser out of whack, it'll keep going on its merry way, even if that means it'll start sticking materials and creatures where they shouldn't go, leading to the weirdness that happens due to duplicate raws.  I figured whatever the bug was here, it must be related somehow to this phenomenon: something that isn't listed among the illegal operations but throws the parser out of place so you get invincible bandits if you're lucky and crashes if you're not.

So I got a new idea: Instead of playing hit-or-miss and trying to find a pattern for how stable the game was, try to figure out how the game was loading the raws.  How?  Simple: deliberately introduce errors into the files and read the order they show up in the error log.  Turns out the game always loads the raws in the same order: inorganics, plants, tools, creatures, civs, and interactions, and within a type, it loads them in the order the files are arranged (alphabetically).

I couldn't figure out what was making the difference between whether the game loaded or crashed, but I did find that when it crashed, the error logs always stopped at the same creature group, no matter where they were placed.

It's the shellcreeper family.  Remove them and the game is 100% stable.  Problem solved!

(Or rather not quite, I can't make a Mushroom Kingdom mod without shellcreepers.  But now I know where the problem is, and fixing it is only a matter of time now.  Expect a fixed update shortly.)

What the hell? Just the shell creepers? That is kind of hilarious.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Down-date: Version 0.2)
Post by: Meph on August 30, 2012, 02:33:37 pm
Quote
This will be a useful tactic for future modders.
-snip-

Nifty, and is mentally noted.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Re-Update: Version 0.21) Bugs fixed!
Post by: IndigoFenix on August 30, 2012, 03:46:37 pm
Update is up and running - wizardry, towers, curses and all!  As an added bonus, the skins of scaly Mushroom World creatures are now tannable!  Also a few other things which I probably forgot about!

You can use only the ROTMK raws if you want to have a 100% Mushroom World - there are enough plants and creatures to support a full game - or you can put them in with the vanilla DF files or alongside other mods if you want to play crossover... your choice!  Enjoy!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: IndigoFenix on August 31, 2012, 10:30:09 am
New update!  This one adds a bunch of new creatures to fill up the emptier biomes (the temperate grasslands in particular).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: Korbac on September 02, 2012, 12:47:02 pm
IT LOOKS LIKE IT'S GOING TO WORK!!!

Many thanks Fenix, this is gonna ROCK!!! :D
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: Pokon on September 02, 2012, 01:10:37 pm
Heh, time for adventure mode !!Fun!!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: EmeraldWind on September 03, 2012, 12:55:34 am
Hey Indigo! I got some good news!

I reinserted your dragon! I figured with how you explained the instability was being caused that perhaps the dragon was just easy to screw up if the parser was off.

They work. Boy! Do they work. I pitted two against each other in the arena and boy was that crazy.  :o

I dropped another in magma. And yeah...  :P These are what I call dragons.

EDIT: If you ever get a chance pit a dragon vs. a demon koopa. Much fun is had.

Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: IndigoFenix on September 03, 2012, 11:19:37 am
Hey Indigo! I got some good news!

I reinserted your dragon! I figured with how you explained the instability was being caused that perhaps the dragon was just easy to screw up if the parser was off.

They work. Boy! Do they work. I pitted two against each other in the arena and boy was that crazy.  :o

I dropped another in magma. And yeah...  :P These are what I call dragons.

EDIT: If you ever get a chance pit a dragon vs. a demon koopa. Much fun is had.



Nice!  Could you upload/post it and its dependent files please (body plan and body detail plan)?  I accidentally deleted my backup copy and I'd rather not rebuild it from scratch, adjusting it was a pain, as you might have guessed...

Preview for future plans: I've got about 60-70 creatures I want to put in (over time), at least one new reaction or building for each of the three major races, some upgrades to the more boring civilized creatures that will make each one feel unique in Adventure mode, more segregated and defined biomes (once there's enough creatures to fill up each one), some Underworld surprises, and possibly some region reactions (Prankster Comets would be fun if I could figure out a good way to implement them).

P.S.: If Demon Koopas are causing trouble, give them a more reasonable ATTACK_TRIGGER token.  I made it zero thinking that it would prevent them from destroying your fortress, but instead it seems that they can show up at any time, and can be either 'friendly' (but will still knock down every building you set up) or 'uninvited guests' (which will burn your fortress to the ground before you even get a chance to start).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: EmeraldWind on September 03, 2012, 12:52:48 pm
Nice!  Could you upload/post it and its dependent files please (body plan and body detail plan)?  I accidentally deleted my backup copy and I'd rather not rebuild it from scratch, adjusting it was a pain, as you might have guessed...

Preview for future plans: I've got about 60-70 creatures I want to put in (over time), at least one new reaction or building for each of the three major races, some upgrades to the more boring civilized creatures that will make each one feel unique in Adventure mode, more segregated and defined biomes (once there's enough creatures to fill up each one), some Underworld surprises, and possibly some region reactions (Prankster Comets would be fun if I could figure out a good way to implement them).

Here ya go: http://dffd.wimbli.com/file.php?id=6872 (http://dffd.wimbli.com/file.php?id=6872)
(I guess its a good thing I keep all the old archives for DF related stuff.)

I just copied and pasted the dragon and its necessary parts to the newer version's text files, so these are consistent with .22.

The dragons are pretty tough and unlike standard DF dragons these ones tend to live through world gen. That said though, I think you should bump up the life-span of some of the other megabeasts as they tend to die out pretty early due to old age or at least make it so they reproduce more often. Giant Chomps never seem to have kids and tend to die between 70 and 90 years in.

I'm looking forward to see what you put in.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.22)
Post by: IndigoFenix on September 14, 2012, 10:09:32 am
So!  Next update is here, and it's a pretty big one.

First off...Power Stars.  Every once in a while, your miners or gatherers will uncover star pieces, and Toads can now create a Star Beacon, which allows them to fuse the star pieces into Power Stars.  The Star Beacon can produce a number of effects, and the more Power Stars you gather, the stronger your fort will become.  Power Stars are not used up in these reactions, only broken into their component Star Pieces, and most of the reactions affect your entire fort... for a whole year.  Mind, it'll take a while to collect enough for the really big effects... the highest level power requires 77(!) of them.  You can also collect Power Stars in other ways: by defeating megabeasts or by raising Lumas to maturity (this can only be done on Good-aligned mountains where Star Bits are found).  Only Toads can utilize Stars in this manner, although Koopas and Shy Guys can still use them to increase the value of their fort...or melt them down and produce powerful weapons.  (Toads can do this too, but as a melted star can't be restored, it probably isn't worth it.)

For the Koopas, metal-based pets and creatures now have a new use: you can butcher them and melt down their shells for extra metal.  Tap-taps generally produce 2 copper bars, Buzzy Beetle shells produce 1 bronze bar, and Chomps can produce up to nearly 20 bars of iron at full size (assuming you want to slaughter your Chomp, that is).  They can also make a new ranged weapon, the Bullet Bill Blaster.  It's heavy and fires slow but deals great damage and knockback.

Shy Guys can now make bonfires.  Just 'cause.  And since they're already a kind of cheat mode as far as fortress-building is concerned, if the game gets boring you can now up the ante by producing useless, but absurdly valuable, Subcon Crystals.  That should bring on the sieges quick enough!

Speaking of sieges, the adventure-only races are now a lot more interesting.  Each of them has something unique to offer as an adventurer, and their attacks on fortresses are more threatening than before.  Frog People now produce poison like their wild Frogog cousins, Mole People have extravision and claws like daggers, Bub-ulbs can spread sleep- and dizziness-inducing pollen, and Bumpties will resist blunt attacks while they gradually penguin-slap their enemies to death.

Plant and fungus creatures now have more realistic and detailed anatomy.  Bean-based creatures have a tough seed-coat, for instance, and most plant creatures now have edible parts.  And before you ask, a hymenium is the part of the mushroom underneath the cap, where the spores are held.  They function as brains and can be gouged.  Also, plants, animals, and fungi each have different syndrome classes now, so certain creatures will be immune to diseases that others are not (for instance, Toads are immune to most venomous bites and stings, but are susceptible to the Blorbs and transformations.)

All the civs are more segregated in worldgen and tend to build in specific biomes.  So when you're wandering the wilds and run into creatures like Beanies and the like, you'll know that the town over the horizon is probably Beanish, and if you're in a barren wasteland you're more likely to find Koopa fortresses.  (The only problem with this system is that sometimes civs tend to wind up 'trapped' by unfavorable regions, preventing their spread, and can sometimes leave vast sections of the planet uninhabited, depending on the world's shape.  Usually all of the major races end up on one continent, leaving the smaller continents to around one to four races...which isn't such a great loss, seeing as how there are only four main races in DF to begin with.)  Humans have more of a presence now, by the way.  They'll tend to build their major kingdoms in deserts but can also show up elsewhere from time to time.

And lots of new creatures, of course - enough to make each biome different, and each game a new experience.  Most of the new creatures are from the RPGs, though there are a few surprises too.

Only one new secret this time around - it's called the Star Beam (AKA Smite Evil).  Now the night will know why it fears you.  (It works on demons too!)

Have fun!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.23)
Post by: kilakan on September 14, 2012, 12:15:19 pm
Just wanted to say that this is simply awesome and I love the amount of work you are putting into this Indigo!  :D
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.23)
Post by: EmeraldWind on September 14, 2012, 12:21:27 pm
 :D YAY! Downloading now. I'm going to have fun with this!

Edit: So far so good. I had a rather successful adventure. I got destroyed by a bunch of skulking goombas and their cheiftess, though. I had some fire flowers with me and was able to take out a few.

I also found a boss in a dungeon wielding a star hammer and a star shield. Though I checked out the star metal, it doesn't appear to make for good hammers, but it was light so I kept it.

Also I was a little surprise when I killed my first goomba. I didn't expect the sporeplosion.

One thing of note, Tryclides have a max age between 20 and 30. Is that intentional because they tend to die out ridiculously early?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.23)
Post by: IndigoFenix on September 15, 2012, 06:47:38 pm
Enjoy the free star weapons while you can, because I'm giving it the [SPECIAL] tag in the next version to keep it out of adventure mode and trader caravans.  It's basically yellow adamantine, and as nice as it is to find some as an adventurer, running into enemies equipped with it isn't so nice (unless it happens to be a hammer, in which case no problem).

Tryclydes aren't supposed to die out that quickly, I thought I changed it.  Huh.

Mushroom-type creatures drop their spores if they're killed with a headshot.  It's normally just for show, but watch out for Amanitas...  :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 22, 2012, 01:05:06 pm
New update: Basically just touching up a few of the bugs, making the entity territories work a bit better (Had anyone ever encountered a city where machine mades had taken up residence?  Hilarity ensues.  Not anymore, though!)  There are also some new creatures in the savage deserts (they will be Sarasaland) and you'll find occasional hint blocks which will give you advice in adventure mode.  Also, you can now get yoshi extract and red essence...but it ain't pretty.  Especially the red essence.

I've been experimenting with 'spawning' creatures, so next version may include piranha plant infestations in the caverns, courtesy of Naval Piranha.  Still working out how to keep it under control without sending your framerate into the underworld.

On an unrelated note, I noticed that DF allows for three seperate tropical forest biomes and three tropical swamp biomes.  Think it's a good idea to reserve one of each for some monkeys and crocodiles that arguably share the same 'verse?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: EmeraldWind on September 23, 2012, 12:23:46 am
New update: Basically just touching up a few of the bugs, making the entity territories work a bit better (Had anyone ever encountered a city where machine mades had taken up residence?  Hilarity ensues.  Not anymore, though!)  There are also some new creatures in the savage deserts (they will be Sarasaland) and you'll find occasional hint blocks which will give you advice in adventure mode.  Also, you can now get yoshi extract and red essence...but it ain't pretty.  Especially the red essence.

I've been experimenting with 'spawning' creatures, so next version may include piranha plant infestations in the caverns, courtesy of Naval Piranha.  Still working out how to keep it under control without sending your framerate into the underworld.

On an unrelated note, I noticed that DF allows for three seperate tropical forest biomes and three tropical swamp biomes.  Think it's a good idea to reserve one of each for some monkeys and crocodiles that arguably share the same 'verse?

Ah, just when I think this mod couldn't get bigger you remind me of a whole spin-off series that you haven't gotten to yet. Considering the amount of stuff in this mod I'm looking forward to see how the next release of DF will handle it and all the neat new stories that will be generated thanks to the more robust and active world.

As for Kongs and Kremlins, invite them to the party. I'd like to see how they fit in. I for some reason think that Kremlins and Koopas wouldn't get along very well though.

Also it would be cool if Kongs produced Barrel Cannon parts that could be traded for. (Though that doesn't look likely because it doesn't look like you can mod in catapult like things.) Peanut Popguns might work though as a trade-able weapon. With peanuts being a crop that can be grown and processed into ammo (Though how would peanut seeds work as peanuts are the seed? Perhaps there could be two types of processing one for ammo and one for cracking the peanuts into 2 or 3 seeds). Other than that I can't see much trade coming from Kongs... granted a siege of Kongs mounted on Rhinos and the big-old-bird-thing-that-I-can't-spell (Spell check kept giving me Footbridges as a suggestion, wtf) would be awesome.

Actually, I can see both groups being pretty hefty forces in battle.



Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Sorcerer on September 23, 2012, 06:54:33 am
I've been trying to figure this out, but how did you get the shyguy's to not require pants? There doesn't seem to be anything outside the fact that their civ does not have any listed. Tell me your secret! the ponies require non-awkward pantlessness!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 23, 2012, 11:53:37 am
I've been trying to figure this out, but how did you get the shyguy's to not require pants? There doesn't seem to be anything outside the fact that their civ does not have any listed. Tell me your secret! the ponies require non-awkward pantlessness!

Well, you know how they say that the shyguy's face holds a secret?  Mwahaha...

The shyguys have a really weird body plan that just happens to look normal.  The key is that any part with the [LOWERBODY] tag will A. take pants and B. cause embarrassment if not covered, regardless of where on the body it actually is.  By leaving out this tag entirely from a body plan, creatures won't need pants, and by putting it elsewhere, you can make them get embarrassed about leaving other parts uncovered.  (For shyguys, the [LOWERBODY] tag is placed on their head, so they'll get embarrassed if they don't have masks.  They will also wear pants on their head if given the option, but since neither they nor their trading civs produce pants naturally this isn't a regular problem.  Besides, it's funny when it does happen.)

Short answer: To make creatures that don't need pants, create for them an entire new body plan and leave out the [LOWERBODY] tag from the lower body.  You will also need to include all lower body organs in this body plan, because the default ones use the [LOWERBODY] tag to determine where to connect. Unfortunately it is impossible to make creatures that don't need shirts, since every creature requires an [UPPERBODY] part.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: b_knight286 on September 25, 2012, 11:19:38 pm
Lurker here, I un-lurked just so I could tell you this is awesome! Also, Goombas are baby snatchers, right? I say this due to the fact that each time their caravan leaves, I get spammed with messages saying they "kidnapped" the caged animals they didn't sell...another oddity I suppose. Also, to anyone playing as a Koopa, I haven't seen this myself but according to someone ELSE who made a reptile civ, the eggs laid by the female Koopas should hatch so long as she's married and nobody takes the eggs from the nest box. I say this because I was personally worried when I saw them just walk away to work after laying their eggs. Another thing, just wanna point out that, in canon, Bandits and their subclasses are technically a caste of Shy-Guys. At this point it's a bit late, but I just wanted to say that anyways. My first fort with this mod is going well, disabled invaders due to being a coward...I'll reactivate them once I'm ready to offer their souls to Great Demon King Koopa, as Bowser is known in Japan. Here's hoping someone with talent decides to love this, and make a graphics pack! I'm so confused, as long as I've played I've used Ironhand! Keep going strong, and awesome work so far!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Asra on September 26, 2012, 07:51:10 pm
So I embarked with some spinies and goombas and they're all starving in my koopa fort and dehydrating. Is there some way to avoid them all dying?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 27, 2012, 01:58:08 am
So I embarked with some spinies and goombas and they're all starving in my koopa fort and dehydrating. Is there some way to avoid them all dying?

Ah... they need an open water source (they won't drink from barrels).  Well, the goombas anyway, the spinies shouldn't need food.
I added the ability to have bob-omb and goomba 'slaves' so that koopa armies would show up with a mix of all three.  Since Koopas can't create their own water sources like the toads, you need to find some natural ones if you want to keep intelligent pets.

(P.S.: It's not worth it.  Goombas will eat your food, won't do work, and aren't great fighters.  And slaughtering them will cause unhappiness.  As for bob-ombs... well, 90% of the time their potential hazards outweigh their benefits.  They're there for flavor, not gameplay.)

Lurker here, I un-lurked just so I could tell you this is awesome! Also, Goombas are baby snatchers, right? I say this due to the fact that each time their caravan leaves, I get spammed with messages saying they "kidnapped" the caged animals they didn't sell...another oddity I suppose. Also, to anyone playing as a Koopa, I haven't seen this myself but according to someone ELSE who made a reptile civ, the eggs laid by the female Koopas should hatch so long as she's married and nobody takes the eggs from the nest box. I say this because I was personally worried when I saw them just walk away to work after laying their eggs. Another thing, just wanna point out that, in canon, Bandits and their subclasses are technically a caste of Shy-Guys. At this point it's a bit late, but I just wanted to say that anyways. My first fort with this mod is going well, disabled invaders due to being a coward...I'll reactivate them once I'm ready to offer their souls to Great Demon King Koopa, as Bowser is known in Japan. Here's hoping someone with talent decides to love this, and make a graphics pack! I'm so confused, as long as I've played I've used Ironhand! Keep going strong, and awesome work so far!

Thanks for the support!  Yeah, the bandit/shy guy thing was a discussion early on, but I eventually decided to separate them because they're often used differently, especially in later games.  In this mod, bandits are more aggressive, and shy guys are more built for out-of-sight mischief. (in the next update, both will have separate special abilities in adventure mode, once I can work out how to deal with adventure mode's wacky timing).
I actually like DF's simplistic style, but a graphics pack would be pretty cool.  Especially now that I seem to be running out of Ks.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: b_knight286 on September 27, 2012, 06:32:56 pm
I like Shy Guys the most, any chance you can give them a bit more variety?  I'm interested in this special ability of yours, but it would be cool if you could give their coffins a reaction to summon Boo Guys, as a semi-citizen pet like Yoshis.  Granted, being able to summon undead minions would change the game due to how tough they are and the OTHER problems with DF undead, but it would be neat.  Maybe you could just tweak standard DF ghosts, which sometimes are so happy they have been known to organize parties?  What would also be neat, is giving them their own flying caste, such as the Beezo, which is a Shy Guy with dragonfly wings.
http://www.mariowiki.com/Beezo (http://www.mariowiki.com/Beezo)
Also, could you tweak their fat to make it a sort-of armor?  It would be a good way to sort-of add the Fat Guy caste, without ACTUALLY making a caste.  Also, when Bowser was a baby, his army consisted almost entirely of Shy Guys, so having a way to patch relations between his new minions and the ones who kept him from being eaten by sentient dinosaurs as a newborn would be kind of awesome.  Now to get back to slowly building a stony fortress from the ground up...my Koopas' eggs failed to hatch, even those belonging to married women who had layed them roughly one year ago...cooking them up, hopefully the next batch works!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: kilakan on September 27, 2012, 10:42:26 pm
yeah I've never seen a clutch of koopa eggs ever successfully hatch either, it seems that even if they leave to eat or drink then the eggs fail.  Tried giving female koopas, no eat, no drink, and then locking them in a room with only a nest box did work.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 28, 2012, 03:08:49 am
I like Shy Guys the most, any chance you can give them a bit more variety?  I'm interested in this special ability of yours, but it would be cool if you could give their coffins a reaction to summon Boo Guys, as a semi-citizen pet like Yoshis.  Granted, being able to summon undead minions would change the game due to how tough they are and the OTHER problems with DF undead, but it would be neat.  Maybe you could just tweak standard DF ghosts, which sometimes are so happy they have been known to organize parties?  What would also be neat, is giving them their own flying caste, such as the Beezo, which is a Shy Guy with dragonfly wings.
http://www.mariowiki.com/Beezo (http://www.mariowiki.com/Beezo)
Also, could you tweak their fat to make it a sort-of armor?  It would be a good way to sort-of add the Fat Guy caste, without ACTUALLY making a caste.  Also, when Bowser was a baby, his army consisted almost entirely of Shy Guys, so having a way to patch relations between his new minions and the ones who kept him from being eaten by sentient dinosaurs as a newborn would be kind of awesome.  Now to get back to slowly building a stony fortress from the ground up...my Koopas' eggs failed to hatch, even those belonging to married women who had layed them roughly one year ago...cooking them up, hopefully the next batch works!

The boo guy idea won't work - undead don't really do much good in fort mode (they'll attack everyone).  I gave it to the Koopas because it's kind of a tradition of theirs but it's a virtually useless reaction.  As for beezos, I've considered it... but flying castes are more of an annoyance than a help in fortress mode (they tend to get stuck on roofs), and we've already got a few fliers in adventure.  Again, I only gave it to the Koopas because it's a long-standing tradition of theirs.  Armor-like fat, though, could work - something that will make a shy guy with a description like 'he is amazingly fat' would be significantly harder to kill.  Unfortunately it would be really hard to test, because arena-spawned creatures are always trim.
I like shy guys the best too - they were pretty much designed to be the most !!fun!! race to play as.  The truth is though, they're kind of a cheat mode at this point - the costs of laziness, being slightly undersized, and poor organization don't really outweigh the ability to produce anything without limit and reach legendary levels in any skill in about 20 minutes.  It says something when I have to give them a reaction that serves no purpose except to make more armies attack you.  I have been thinking of giving them some extra traits to make them more of a challenge - what I'm working with now is making it so they throw REALLY wild parties - so that making them TOO HAPPY can become a hazard.
As for shy guy/koopa relations... well, we'll have to see what the next update to DF brings, presumably it'll allow for more complex international relations.  For now, though, it's impossible.
The next update is mainly focused on adventure mode, though.  Night creatures and stuff.  Possibly will add some things in the underworld too... (I've been reading up on the Thousand-Year Door, which I've never actually played...its story really meshes quite well with DF's hard-coded settings, doesn't it?)
I'll look into the koopa egg problem.  Has anyone else made a functioning egg-laying playable race, or is it a hard-coded issue?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Ultimuh on September 28, 2012, 04:07:38 am
Have you concidered making a Toad-friendly koopa civ?
I mean, according to the paper mario games, not every koopa are evil.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 28, 2012, 04:11:53 am
Have you concidered making a Toad-friendly koopa civ?
I mean, according to the paper mario games, not every koopa are evil.

The civilizations themselves are babysnatchers, but you'll find friendly koopas, goombas, etc. in adventure mode.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Ultimuh on September 28, 2012, 04:19:08 am
Have you concidered making a Toad-friendly koopa civ?
I mean, according to the paper mario games, not every koopa are evil.

The civilizations themselves are babysnatchers, but you'll find friendly koopas, goombas, etc. in adventure mode.

Ah, ok.

Another question.. If I were to play as I normally do in DF with cave dwelling alcoholics..
Which of these races here are best suited for cave adapting?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 28, 2012, 05:23:49 am
Another question.. If I were to play as I normally do in DF with cave dwelling alcoholics..
Which of these races here are best suited for cave adapting?

The koopa playstyle feels the most similar to dwarves overall (dig, produce food, forge armor and weapons, fight off enemies, increase fortress value), although if you want them to live in caves note that they will have minor speed handicaps for their first year underground until they become cave adapted.  Only shy guys can live in caves with no handicaps, but their unique production abilities and lack of nobles means that their playstyle will start to feel very different later in the game (or within the first two minutes if you rush to make a Subspace Portal).  None of the races are alchohol dependent, and all will have to deal with tougher and more frequent enemies than you'll typically find in vanilla DF.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: EmeraldWind on September 28, 2012, 02:02:34 pm
Have you concidered making a Toad-friendly koopa civ?
I mean, according to the paper mario games, not every koopa are evil.

The civilizations themselves are babysnatchers, but you'll find friendly koopas, goombas, etc. in adventure mode.

I think the Toad-friendly Koopa in the first Paper Mario game are supposed to be refugees that are a part of the Mushroom Kingdom now. Considering they live close to an old fortress of Bowser's it would make sense in a way. As for the Koopa town in PM:TTYD, I think it may just be a group of Koopa that chose to live in peace. Interestingly, Bowser appears okay with this which makes sense if you take his depiction in SMRPG to be true. (He had no trouble with some of his minions deciding to live in peace. Bowser may be a bad guy, but he's never been a total dicktator.)

Similarly, Goomba are supposed to be natural members of the Mushroom Kingdom, but lots of them defected to Bowser's side for some reason. Granted there still  seem to be a good number of MK loyal goomba. (If I had to assume the reason why goomba would leave is because Toads and goomba have different body types. Meaning goomba can't exactly do everything a nicely or easily as a Toad. Might be enough of a gap for some kind of racism to pop up. Which the Paper Mario games seem to hint that whoever wrote the Tattle Log was slightly prejudiced against goomba due to the description found in both games. Sadly, its kind of played for laughs from the goomba in your party and they both seemed to be surprised by the Tattle Logs' descriptions of their species.)

I wonder if Toady will ever allow political relations like this to form. Now you get stuff like this if one civ conquers another civ, but you don't necessarily get people moving from civ to civ because they disagree with the way their civ is run. I mean there will be refugees escaping sacked sites in the next version, I wonder if they will try to set up new lives in other civs if they can't reach sites from their original civ.

Edit:
The next update is mainly focused on adventure mode, though.  Night creatures and stuff.  Possibly will add some things in the underworld too... (I've been reading up on the Thousand-Year Door, which I've never actually played...its story really meshes quite well with DF's hard-coded settings, doesn't it?)
I'll look into the koopa egg problem.  Has anyone else made a functioning egg-laying playable race, or is it a hard-coded issue?

Wow, you never played Thousand Year Door? Actually I shouldn't be as surprised... I almost didn't play it due to the lack of advertising on it. It sort of slid past the radar for a while there. But if you played the first Paper Mario and liked it TTYD is actually a lot better. I've played through it a couple times.

This also explains why we can't make hot dogs from eggs yet. (There's a scene in the game where you have to save a Yoshi egg from a Hotdog Vendor (which is some kind of Pig Person). Mario gets a choice to give the egg back to the vendor that reads "Let there be hotdogs!" Cracks me up every time.)

So I say to you, "Let there be hotdogs!"

Edit 2: Speaking of missing oddities. You should probably add Volt Shrooms and Ice Flowers to the power-up crops.

Volt Shrooms electrify whoever eats one. You could have it give a temporary Thunder Hand ability.
Ice Flowers would need a bit more thinking through though... but you got some kind of ice spell with the shaman.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Ultimuh on September 28, 2012, 02:23:18 pm
So I say to you, "Let there be hotdogs!"

And there were hotdogs.
Code: [Select]
item_food

[OBJECT:ITEM]

[ITEM_FOOD:ITEM_FOOD_HOTDOGS]
[NAME:hotdogs]
[LEVEL:3]
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Droid15243Z on September 28, 2012, 03:28:30 pm
How about Ztars, Shinesprites, bronze, silver, green and grand stars? (I had ideas for these yesterday but had no acces to a PC or paper and forgot. I'm sure someone can come up with a use for these.) Also a variety of Yoshi from Super Mario Sunshine. (They squirt juice and water kills them)
Also are Polluted Piranha Plants (Rare, found in evil tropical areas) and Swoopin' Stus (They leave some form of refuse when they attack/get attacked) Possible?
http://www.mariowiki.com/Polluted_Piranha_Plant
http://www.mariowiki.com/Swoopin%27_Stu
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: b_knight286 on September 28, 2012, 04:23:29 pm
Quote
Has anyone else made a functioning egg-laying playable race, or is it a hard-coded issue?

Based on what he said, I think this guy made an egg-laying civ:
http://www.bay12forums.com/smf/index.php?action=profile;u=4877

Try asking him if he got it to work right.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: xominxac on September 29, 2012, 12:41:46 am
Is there by any chance a phobeus pack for this mod?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Droid15243Z on September 29, 2012, 03:34:13 am
There should be a succession fort, RP, stories and LPs of this mod! ;)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: IndigoFenix on September 29, 2012, 12:05:33 pm
So I say to you, "Let there be hotdogs!"

Edit 2: Speaking of missing oddities. You should probably add Volt Shrooms and Ice Flowers to the power-up crops.

Volt Shrooms electrify whoever eats one. You could have it give a temporary Thunder Hand ability.
Ice Flowers would need a bit more thinking through though... but you got some kind of ice spell with the shaman.

Hmm, egg dogs by mixing meat with eggs... simple enough!
Volt Shrooms are a good idea too, as a counterpart to Fire Flowers.
Ice spells are problematic though, freezing spray is possible but it'll affect the caster too.  As a natural ability it's fine if the caster's creature type is immune to cold (although it can cause them to freezer-burn their own clothes off if it's too strong) but giving it to a non-cold-immune creature is a recipe for self-destruction.  It could be made into an ice-ball shooting ability instead, but that's just a physical projectile and won't cause any cold-related damage.

How about Ztars, Shinesprites, bronze, silver, green and grand stars? (I had ideas for these yesterday but had no acces to a PC or paper and forgot. I'm sure someone can come up with a use for these.) Also a variety of Yoshi from Super Mario Sunshine. (They squirt juice and water kills them)
Also are Polluted Piranha Plants (Rare, found in evil tropical areas) and Swoopin' Stus (They leave some form of refuse when they attack/get attacked) Possible?

Hmm... I guess there could be other materials for power stars, but they'd all work pretty much the same.  The others are definitely possible, but I think something more creative could be done for goop-based creatures...

There should be a succession fort, RP, stories and LPs of this mod! ;)

Feel free to make one!  ;D
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: Droid15243Z on September 29, 2012, 02:58:51 pm
Mabey you can make special cloths for wizards that can't be freezer burned. X-Nauts (They fit in with the other end game siege types.) Could shy guys have balloons to float around with? The ghosts from Luigi's mansion could be added to 'haunted' areas. The tiny ones (not the mice) could be pets. Cloud N. Candy from Yoshi's story as a nearly harmless MB. (Can be butchered for cotton candy)  :)

Also mini mario toys (based off legends) As an intelligent or exotic pets)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.24)
Post by: EmeraldWind on September 29, 2012, 11:21:54 pm
Yeah, I kind of realized the impossibility of Ice Flowers as I was typing it.

The best you could do is make an a custom ice material that all normal creatures have a material weakness to and fire-based creatures have high material weakness to.
(Naturally ice friendly creatures would have a resistance to it.) But that honestly will be too much work and upkeep.

Though there are a lot of other neat power ups from the series to do, IE the Superball flower from Super Mario Land. It allowed Mario to produce rubber ball projectiles as weird as that is. You can have Super Garlic as an odd biome version of the Super Mushroom (and maybe Garlic, Mid Garlic, and Max Garlic as similar bizzarro mushrooms).

Mini Mushrooms could be made, but would have little purpose and would be down-right stupid to grow in a fort. (LOL) So would Poison Mushrooms... Though if we ever gain the ability to put poison onto weapon tips, they both would be fun then.

I guess a lot of these will be better when DF has more features to actually utilize them.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: IndigoFenix on September 30, 2012, 09:26:34 am
So!  New update!  Let's see what's in this time...

This update has been mainly focused on making adventure mode more interesting.  First off, a couple of interactions have been modified so that they will work with adventure mode's strange views on timing.  In particular, shy guy and bandit adventurers now have special abilities of their own: shy guys can use 'Panic!' to enter Panic Mode for a few turns, in which they will have dodging abilities that will put a bogeyman to shame, and anything that actually manages to hit them will do no more than bruise them... but their attack power will drop to nothing during that time.  It's used to make quick escapes from a dangerous situation...and leap from cliffs without taking damage (there is a limit, though.  They have to hit the bottom before the effect wears off, so chasm-diving is still not a great idea.)  Bandits can use 'Hit & Run', which will boost their attack power for a short period (indicated by a flashing red '!'), then drop it down to nothing while boosting their agility in order to make a quick getaway.  When the flashing red '!' turns white, that's when its time to run for it.

Two new predators have been added: Artichoker and Carriboscis.  They're rare, but prominent.  Artichokers are extremely tough and can use lightning attacks, and Carriboscis can inflict numerous status ailments that might force you to change tactics if you're used to relying on certain abilities.  Fun fact: did you know that adding a [VERBAL] tag to an interaction makes non-speakers unable to use it?  And that it's possible to remove (temporarily or permanently) the [CAN_SPEAK] tag from a target creature?

I hope you're ready to fear the night, because some new night creatures are in.  Shadowy doppelgangers will seed the world with Doopliss-style duplighosts masquerading  as regular citizens.  Duplighosts 'take over the lives' of creatures, condemning their targets to wander the world as shadowy doppelgangers themselves, looking for another creature to swap identities with.  Okay, it's technically just a werewolf-type curse, but the idea is that if one of them attacks you, you are now playing as the duplighost disguised as yourself and stealing your name, and your old soul is now in the form of a shadowy doppelganger, who you will probably kill.  Yah it's a bit confusing but it works (note, however, that if you 'discard your physical body' you will become a shadowy doppelganger permanently and will be unable to return to your original form or take on the shape of a flying duplighost.  You probably don't want to do that.)

Hidden machines are a little more straightforward, being stabbed by a 'machine made scout' will inject you with nanobots.  If you survive the fight (quite an accomplishment, machine mades are TOUGH), you'll become a hidden robot with all the regular night creature perks, plus steel-strength skin and the ability to 'reveal your true form', turning into a giant robot (based on Yaridovich).  Be warned that transforming is permanent.

Oh, yes, and shadow sirens as spouse-stealers.  If you think its strange that there will be male shadow sirens, you need to read up on Vivian's international secrets ;).  They will attack with elemental magic.  I tried to make it so that each one picks only one element but for some reason it didn't work.  Prepare to get frozen, fried, and zapped all at once.

Speaking of freezing, I found a way to make it work...kinda.  Ice flowers and a blizzard secret are in.  In order to use them without killing yourself, first use 'antifreeze' to coat yourself in a covering of warmth, which will offer you some resistance against self-freezing.  When the fight is over, use 'clean' to get rid of any unwanted residue.  They also have extravision, so when their eyeballs freeze over (generally the first major effect of extreme cold) they won't be handicapped.  This won't stop the computer-controlled characters from killing themselves like idiots (or somehow coating their opponents in antifreeze while leaving themselves exposed), but CPU flamethrowers tend to light themselves on fire too so I guess it's balanced out.  Superballs are in too.  They're a lot more straightforward and just let you shoot a rock at your enemy.

Hmm, what else... Oh, yes, tomb raiders should watch out for new disturbance curses: chomp mummies (who will sic stone chomps on you) and of course, phantos.  They won't give you permanent curses to make the rest of your life a pain, but they both have a very good chance of making the rest of your life a lot shorter.

Fortress players aren't entirely left out, though.  A new semimegabeast of the watery caverns, Naval Pirahna, will spawn waves of pirahna plants unless it's killed.  There is a limit placed on how much it can spawn in a given space, but it's a pretty big limit.  Hopefully framerate won't have too big of an issue, since pirahna plants are immobile.

Oh, and one more thing... the Shadow Queen.  I haven't actually tested if it'll work yet, but in theory, if you find a hidden underground fortress and bring the right citizen down there - it has to be someone who has not become accustomed to tragedy (the 'pure hearted' requirement - this is probably not likely to happen by accident), this creature may become a 'vessel' for the Shadow Queen.  She will then proceed to utterly destroy your fortress :P.  She is intended to be a 'final boss'.  I know DF doesn't really work with final bosses, but seeing as how the Shadow Queen is implied to be the leader of demons, the creator of megabeasts, and the one worshipped by creatures of the night, I'd say she fits the role.  And she will.  Big as a dragon, no thought center, poisonous evaporating blood, can shoot lightning, can animate the dead without even being able to see it... but hey, if it bleeds, we can kill it, right?  Right?  Try asking the 5 giant chomps I placed against one in the Arena.  Oh, they're zombies now.

(She isn't immune to the Star Beam though...)

Oh yes, nearly forgot: Kongs and Kremlings are in.  They aren't too common, but they're around.  Unfortunately I wasn't able to fully separate them from the other races - they'll still start wars in worldgen (especially Kremlings) but they shouldn't come to your fort.  Tropical moist broadleaf forests and tropical saltwater wetlands are their territories, so embark there if you want to build a fortress among critters like gnawties and klaptraps.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: Droid15243Z on September 30, 2012, 12:02:38 pm
Awesome update! Actually the kong/kremling civilizations warring with the mushroom world during world gen could be part of the lore explaining why they no longer associate with each other. (A truce mabey)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: Putnam on September 30, 2012, 03:44:52 pm
Fun fact: did you know that adding a [VERBAL] tag to an interaction makes non-speakers unable to use it?

Holy crap, so it's incantations and not just something they say.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: freeformschooler on September 30, 2012, 06:39:42 pm
Whoa. Being the Mario Guy in the forum games section, I'm going to have to get a community fort/succession fort of this rolling sometime down the road. I love that you made it independent from the original RAWs.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: IndigoFenix on October 01, 2012, 11:50:48 am
Fun fact: did you know that adding a [VERBAL] tag to an interaction makes non-speakers unable to use it?

Holy crap, so it's incantations and not just something they say.

Yeah, the wiki could use an update, huh?  In fact, I think I'm going to start updating the wiki, 'cause I'm finding out a whole lot of nice stuff making this mod.

Whoa. Being the Mario Guy in the forum games section, I'm going to have to get a community fort/succession fort of this rolling sometime down the road. I love that you made it independent from the original RAWs.

Hey, you started Mushroom Kingdom Wars, didn't you?  You were one of the two major inspirations I had for making this mod (the other being its namesake, naturally).
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: ArKFallen on October 01, 2012, 03:53:42 pm
I was browsing through the Raws and noticed a few possible errors:
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: IndigoFenix on October 01, 2012, 04:26:38 pm
I was browsing through the Raws and noticed a few possible errors:
  • The "obtain the Star Beam" reaction doesn't give you the Star Beam, just shatters some Power Stars
  • The Goomba Translation name is GOBLIN instead of GOOMBA
  • Starmetal has 2 material values 100 and 300(which makes it value=300, but I'm not sure why there're two different)
  • Starmetal can't seem do more than dent creatures because of how light it is. (Team A) 5 goombas skilled in axes with starmetal hatchets vs (Team B) 5 unarmed untrained goombas. The victor is Team B with only dented veils to show their triumph. Even a bandit with starmetal will get killed by a goomba if he actually uses his weapon.

...Huh?  I just checked my raws and they seem fine (aside from the starmetal double value).  Starmetal is basically a gold-colored clone of adamantine minus the thread extraction and underground location (so yes, clubs and hammers are useless, but axes should be fine), and GOBLIN isn't anywhere.... are you sure you have the right version?
You're right about the Star Beam though, I forgot that, my mistake... though I'd be very very surprised if anybody managed to collect enough stars to find out!  Something needs to be done about the star reactions in general, I think.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: ArKFallen on October 01, 2012, 04:56:51 pm
I was browsing through the Raws and noticed a few possible errors:
  • The "obtain the Star Beam" reaction doesn't give you the Star Beam, just shatters some Power Stars
  • The Goomba Translation name is GOBLIN instead of GOOMBA
  • Starmetal has 2 material values 100 and 300(which makes it value=300, but I'm not sure why there're two different)
  • Starmetal can't seem do more than dent creatures because of how light it is. (Team A) 5 goombas skilled in axes with starmetal hatchets vs (Team B) 5 unarmed untrained goombas. The victor is Team B with only dented veils to show their triumph. Even a bandit with starmetal will get killed by a goomba if he actually uses his weapon.

...Huh?  I just checked my raws and they seem fine (aside from the starmetal double value).  Starmetal is basically a gold-colored clone of adamantine minus the thread extraction and underground location (so yes, clubs and hammers are useless, but axes should be fine), and GOBLIN isn't anywhere.... are you sure you have the right version?
You're right about the Star Beam though, I forgot that, my mistake... though I'd be very very surprised if anybody managed to collect enough stars to find out!  Something needs to be done about the star reactions in general, I think.
I just re-downloaded and the language_GOOMBA file says
Spoiler (click to show/hide)
straight out of the zip.
And Adamantine has a [SOLID_DENSITY:200] while starmetal has [SOLID_DENSITY:1], so I think adamantine hits with 200x more force, but is still nearly weightless.

Imagine swinging an extremely sharp sword that is lighter than a feather, you can swing it as fast as your arm can go (Weight x Speed = Force) but it has almost no weight for your swings to multiply into force (1 x 1000 = 1000), whereas a slightly heavier object can be swung at nearly (if not) the same speed (2 x 900 = 1800) for more. DF weapon attacks though are always done at the same speed with the same attack no matter the weight (1000 x 1000 = 1000000) though you probably wouldn't hit with the heavier things, so you get an extremely sharp edge with almost no driving weight.

On the flip side, it's amazing as armor as it is the closest thing to weightless and still as rigid.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: Markus on October 01, 2012, 05:05:56 pm
... While I don't have much feedback for actual gameplay, it is nice to see some SMRPG enemies being included.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: IndigoFenix on October 01, 2012, 06:15:30 pm
I was browsing through the Raws and noticed a few possible errors:
  • The "obtain the Star Beam" reaction doesn't give you the Star Beam, just shatters some Power Stars
  • The Goomba Translation name is GOBLIN instead of GOOMBA
  • Starmetal has 2 material values 100 and 300(which makes it value=300, but I'm not sure why there're two different)
  • Starmetal can't seem do more than dent creatures because of how light it is. (Team A) 5 goombas skilled in axes with starmetal hatchets vs (Team B) 5 unarmed untrained goombas. The victor is Team B with only dented veils to show their triumph. Even a bandit with starmetal will get killed by a goomba if he actually uses his weapon.

...Huh?  I just checked my raws and they seem fine (aside from the starmetal double value).  Starmetal is basically a gold-colored clone of adamantine minus the thread extraction and underground location (so yes, clubs and hammers are useless, but axes should be fine), and GOBLIN isn't anywhere.... are you sure you have the right version?
You're right about the Star Beam though, I forgot that, my mistake... though I'd be very very surprised if anybody managed to collect enough stars to find out!  Something needs to be done about the star reactions in general, I think.
I just re-downloaded and the language_GOOMBA file says
Spoiler (click to show/hide)
straight out of the zip.
And Adamantine has a [SOLID_DENSITY:200] while starmetal has [SOLID_DENSITY:1], so I think adamantine hits with 200x more force, but is still nearly weightless.

Imagine swinging an extremely sharp sword that is lighter than a feather, you can swing it as fast as your arm can go (Weight x Speed = Force) but it has almost no weight for your swings to multiply into force (1 x 1000 = 1000), whereas a slightly heavier object can be swung at nearly (if not) the same speed (2 x 900 = 1800) for more. DF weapon attacks though are always done at the same speed with the same attack no matter the weight (1000 x 1000 = 1000000) though you probably wouldn't hit with the heavier things, so you get an extremely sharp edge with almost no driving weight.

On the flip side, it's amazing as armor as it is the closest thing to weightless and still as rigid.

Ah, okay, I see what you're saying... admittedly it doesn't really matter much in this version, as it's virtually impossible to come by anyway, but I'll have it fixed for the next one.

... While I don't have much feedback for actual gameplay, it is nice to see some SMRPG enemies being included.

Yeah SMRPG was and yet remains my favorite game in the series... but quite apart from personal preference, it also happens to include a whole lot of 'wild animal' type creatures in it - the series as a whole has a huge number of enemies, but a very high percentage of them are goomba/koopa variants or otherwise intelligent or near-intelligent creatures.  I needed to look elsewhere in order to find creature variety to populate the biomes themselves, so you'll see a lot of representatives from the RPGs in general, especially the original.  Expect to see more in the future (I'm even planning on putting Culex in, though not in a way that's easy to find!)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: EmeraldWind on October 01, 2012, 10:22:12 pm
EmeraldWind has been taken by the spirit of procrastination.
EmeraldWind has claimed a computer.
EmeraldWind has started a stupid project.

(http://tnypic.net/03758.jpg)

Yeah, stupidity abound today. Why oh why? Work in progress...

EmeraldWind has returned to his project.

Edit: I finished phase one. Which was essentially to find or create sprites for each of the entity (as well as a active military sprite).

I don't have the talent to make a custom graphics set entirely plus I prefer to use the normal ASCII tiles, but having unique creature graphics seemed like it would help out a bit. 

I used sprites from Mario games for the Toads, Koopas, Frogs, Yoshi, G(l)oomba, and Bob-Omb. I modified sprites for Shroobs and Star Sprites. The rest were all original for better or worse.

The reason I did two sprites was to make the sprites like the two tile the dwarves use. The sprites are 16x16. I haven't had a chance to check to see all the sprites in-game as getting the creatures to show their military colors isn't exactly easy when they can't run a fort, but the regular colors seem good enough.

I still got a bit more before my project is done. I want to make a custom 16x16 tileset that isn't stretched like the curses one. I also want to get tiles in for some more creatures if I can. Granted this took me a good bit of the day to do this... and I got homework I should have been doing...

If anyone is interested in what I have done so far: http://dffd.wimbli.com/file.php?id=6992 (http://dffd.wimbli.com/file.php?id=6992)
It should be pretty easy to set up.

Edit: This also still has the Bert civ sprites on it even though the entity seems to be gone now.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: IndigoFenix on October 02, 2012, 03:09:07 am
Those are pretty good!  Though I should warn you that I do tend to shift things around without warning, especially the hidden underground civs (Burts were only in it so that they'd wear pants, but once I realized that they'd also form little groups and siege your fortress instead of just hopping along I decided it wasn't worth it.  Lantern ghosts might soon go the same way, now that I've figured out a method to turn body parts directly into items when butchering them.)  I don't personally use graphic packs, but this does go a way into making this mod feel more 'complete'.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: EmeraldWind on October 02, 2012, 08:08:30 am
Those are pretty good!  Though I should warn you that I do tend to shift things around without warning, especially the hidden underground civs (Burts were only in it so that they'd wear pants, but once I realized that they'd also form little groups and siege your fortress instead of just hopping along I decided it wasn't worth it.  Lantern ghosts might soon go the same way, now that I've figured out a method to turn body parts directly into items when butchering them.)  I don't personally use graphic packs, but this does go a way into making this mod feel more 'complete'.

I don't use graphic packs either and I stick with the simple ASCII font. I like the way the ASCII causes me to invoke my imagination a little more.
But the little bit I was testing out my sprites it definitely make it easier to see the creatures both on screen and in my mind.

This is why I'm limiting my sprites to two for entity creatures and one for non-entity creatures. I want to preserve the feel of the ASCII graphics, so the graphics are simple and made to be colored by the game itself.

That said I don't really like the stretched look of the 16x16 version of curses, so I'm going to try and improve it in that regard.

As for any rearranging that is fine, in fact I'm pretty sure the game will handle extra lines just fine since the graphics are pointed to the creature not the entity.

I'm not making any guarantees that I will do all the creatures though. My original goal was just to do the entity creatures. 

Edit: Okay, I did get around to adding a few more sprites. I filled out the blank spots on the sprite sheet I put up. I went through and made (or borrowed) sprites for the some of the creatures in the megabeast file. I did break my rule about 1 sprite for non-entity creatures though. I gave the demon koopa creatures two sprites. I thought it would be neat if Koopalings had their own sprite. Since there are megabeast chomp and piranha plant creatures their respective non-megabeast creatures have sprites now too. You can get the new file from the link two posts above this one.

BTW. Never pit a creature that can spawn minions against a creature that raises dead to a ridiculous scale. You end up with what can only be described as Mushroom Ragnarok.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.25)
Post by: Droid15243Z on October 02, 2012, 03:57:36 pm
Quote
That said I don't really like the stretched look of the 16x16 version of curses, so I'm going to try and improve it in that regard.
Heres a link to some cool ACSII sets.
http://www.bay12forums.com/smf/index.php?topic=114070.0
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.26)
Post by: IndigoFenix on October 04, 2012, 10:53:12 am
Minor update here:

Smithy is now more challenging and more epic: he's a shapeshifting boss, and by that I mean that he is intended to take longer to kill than the time it takes for him to transform.  Yet he's still killable over time if you keep on wailing away at him.  How?  Damaging him (in the head) gradually raises his body temperature via a boiling blood effect, and although transformations heal all wounds, they do not alter body temperature... so he has a vital body part that melts when it reaches a high enough temperature.  So essentially you kill him by overheating.  You get a slade maul for winning, which isn't as practical as it sounds because it's so heavy but hey, slade maul.  Adjustment was a pain, but I'm rather pleased with the result.  He's tougher than most megabeasts, but isn't as ridiculously unstoppable as the Shadow Queen.

Also non-weapon-skilled adventurers should start with spears and daggers by default instead of tridents and krooks.  I honestly can't figure out how the game decides which default weapons to pick, does anybody know the rules to this?

Oh yes, and Toads can now use a reaction in the crafttoad's workshop to seal powerup plants (super/volt/mega/1up mushrooms, fire/ice/superball flowers, super leaf bushes) inside blocks and unseal them when they are needed.  Sealed powerups won't rot or be eaten by vermin, which helps out for these seasonally-dependent powerups, and they can even be saved from one fort to the next if you abandon and reclaim it.  Also adventurers can unseal the blocks, so you can set up a farm to help out your next adventurer if you want to.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.26)
Post by: EmeraldWind on October 04, 2012, 03:25:30 pm
Oh yes, and Toads can now use a reaction in the crafttoad's workshop to seal powerup plants (super/volt/mega/1up mushrooms, fire/ice/superball flowers, super leaf bushes) inside blocks and unseal them when they are needed.  Sealed powerups won't rot or be eaten by vermin, which helps out for these seasonally-dependent powerups, and they can even be saved from one fort to the next if you abandon and reclaim it.  Also adventurers can unseal the blocks, so you can set up a farm to help out your next adventurer if you want to.

You know that will be really cool when the rest of the trading stuff goes in. You could create a fort with the goal being creating blocks and trading them to get them bouncing around the global trade.
Then you can create a fort later that can trade for a bunch of power-up blocks (even better you might be able to embark with them). It would probably help to get a bunch of power-up blocks on the market before heading to extremely evil regions.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.26)
Post by: Putnam on October 05, 2012, 06:25:47 pm
although transformations heal all wounds, they do not alter body temperature... so he has a vital body part that melts when it reaches a high enough temperature.  So essentially you kill him by overheating. 

God dang it Indigo why must you keep doing these amazing things.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.26)
Post by: EmeraldWind on October 08, 2012, 09:45:46 pm
although transformations heal all wounds, they do not alter body temperature... so he has a vital body part that melts when it reaches a high enough temperature.  So essentially you kill him by overheating. 

God dang it Indigo why must you keep doing these amazing things.

I agree with that. Picking up on that small nuance and using it was very clever.

Another thing is though, unless I'm thinking it through wrong. The Smithy creature would need to be taken out in a single battle preferably. If given enough time his temp should slowly revert back to normal effectively giving him a clean bill of health. Even that kind of adds to how epic a Smithy battle will be.

It will be quite fun.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on October 16, 2012, 10:57:07 am
Update time!

This version adds a couple of tweaks, some bigger, some smaller.  But first the cool but useless: I finally found out how to change the embark and trader messages.  What better way to start out a Mushroom Kingdom game than with a letter from your civ's ruler, after all?

Shy Guys have been given a significant nerf: you can still produce free stuff from subspace portals, but anything you make for free will gradually decay over the course of about a year (amount of time varies based on the type of object).  Constructed walls and the like will remain, but any furniture or items produced will fade away after a few months of use, potentially causing hilarity to ensue.  The precise type of hilarity depends on what object decays and what it's doing at the time...so watch what you make your supports out of, and take care when you're building cage traps to hold dangerous animals in!  This leads to some interesting gameplay effects if you tend to rely on subspace furniture, since your fortress will tend to 'migrate' if you don't reconstruct it as it was before.

Bob-Ombs are more fun to play as now, as they have two types of explosions: the kind that kills them and everything around them, and the kind that just sends everyone flying.  They have no hard body parts, so they are more resistant to being thrown into things than most of their enemies, although this does make them somewhat easier to kill by punching... CPU-controlled bob-ombs will always just use the fatal explosion though.

Smithy has been adjusted slightly so that animal-type creatures can defeat him without their fat melting from the heat, although this does make him somewhat susceptible to magma, but then again who isn't?  And the Shadow Queen should now be beatable - or more precisely, exorcisable.  That is, dealing enough trauma will cause the possessed creature to revert back to its original self.  Shadow Queen's possession is based on COMBATHARDNESS, that is, a creature needs to have never faced combat in order to be possessed, and the possession ends when they reach full COMBATHARDNESS.  I haven't tested it in fortress mode, so no telling what effect emotional trauma may have... Mind, she's still a dragon-sized lightning-shooting poisonous necromancer with no weak points, so 'beatable' is strictly a relative term in this case.  :P

Speaking of COMBATHARDNESS, some secrets have been given 'level-up' properties, so fighting more after learning them will unlock new attacks or strengthen old ones.  Firebrand, for instance, will let you shoot a single fireball at a time at low levels, but will allow you to use rapid fireballs and even dragonfire at the highest levels.  More of these to come in the future.

Finally, prankster comets may appear.  They are rare regional effects that can potentially occur anywhere (about 1 in 20 embarks will have one) that have unpredictable effects on creature's behavior or abilities, like periodically speeding up all non-sentient creatures or making everything die more easily.  There's no message to let you know when they show up, but if your game starts doing weird things, a prankster comet may be the cause.  They usually make the game more challenging but can potentially be turned to your advantage.

There are more ways of getting Power Stars now.  Star Bunnies, for example, are weak creatures that aren't hard to kill, but are really fast and agile enough to dodge arrows, so you'll have to use trickier tactics if you want their stars.  And if you aren't getting enough megabeasts, why not make your own?  Surprise Cake now has a use besides being an elaborate and costly means of suicide, as it can be farmed for Power Stars and operates by 'summoning' instead of permanently transforming the eater.  Of course, you'd better be well prepared before you make one...

Podoboos are more !!fun!! now.  They splatter magma on their enemies and basically behave the way a living blob of magma should act.  Don't fight them hand-to-hand unless you want to burn... They are tamable (make sure to use magma-proof cages!), but a pet podoboo is almost as dangerous as a wild one if not handled with extreme care.

More creatures too!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Vgray on October 16, 2012, 07:24:18 pm
I think I'm gonna try this mod again. What do you do with extra seeds in a standard embark anyway? Cook them?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: freeformschooler on October 16, 2012, 09:23:34 pm
This is definitely the most work I've seen put into the details of a mod so far. Amazing what Dwarf Fortress allows you to do with interactions. Going to try a Shy Guy fort, disappearing supports and chairs sounds excellent.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on October 16, 2012, 10:04:39 pm
Yeah, IndigoFenix is a wonderful, wonderful person god damn it.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: freeformschooler on October 16, 2012, 10:07:43 pm
Don't worry Putnam, your mod still reigns king in illustratedness, I believe :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on October 16, 2012, 10:11:49 pm
No need to worry, there wasn't a hint of irony in that post :P Pretty much everything he makes is pure gold.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: TastyMints on October 16, 2012, 11:11:03 pm
The dangers of fire flowers in dense forests:

Spoiler (click to show/hide)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: kilakan on October 16, 2012, 11:47:36 pm
what type of forest is that anyways 0.- it looks like a mix between the really good and really evil.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: TastyMints on October 16, 2012, 11:50:28 pm
It's a Joyous Wilds area that contains a Terrifying area that rains Bumpty blood.

Yeah Bumpties, the rounded blue penguins from Yoshi's Island.

A horde of Boos showed up and you can see the result.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on October 17, 2012, 02:30:26 pm
The dangers of fire flowers in dense forests:

Spoiler (click to show/hide)

Wow! That's funny!

The Bumpty blood is a tad creepy though...

This is definitely the most work I've seen put into the details of a mod so far. Amazing what Dwarf Fortress allows you to do with interactions. Going to try a Shy Guy fort, disappearing supports and chairs sounds excellent.

YOU! You're that guy who is doing that really awesome Mario RTD! You know how much studying time I lost because of you!?  :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: freeformschooler on October 17, 2012, 10:49:48 pm
YOU! You're that guy who is doing that really awesome Mario RTD! You know how much studying time I lost because of you!?  :P

No, I actually thought it was just the #bay12rtd nerds who read it. Maybe like a small portion of them. Glad to be an inspiration, though. :)

I have christened my Toadfort, "Toadworks," with appropriate symbolism.

Spoiler (click to show/hide)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Korbac on October 24, 2012, 07:53:41 pm
Just posting to say I'm loving this mod! :D Unfortunately all my Yoshi's die of dehydration when my river freezes, but that's my fault. :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: TastyMints on October 24, 2012, 08:26:36 pm
Just posting to say I'm loving this mod! :D Unfortunately all my Yoshi's die of dehydration when my river freezes, but that's my fault. :P

You could always build a warp pipe underground, use zones to designate the pipe as a water source, and fill a nearby reservoir by setting Pond zones on channeled squares.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Korbac on October 25, 2012, 03:02:18 am
Just posting to say I'm loving this mod! :D Unfortunately all my Yoshi's die of dehydration when my river freezes, but that's my fault. :P

You could always build a warp pipe underground, use zones to designate the pipe as a water source, and fill a nearby reservoir by setting Pond zones on channeled squares.

DERP. This is what I did last time. Cheers! :D
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Asra on October 26, 2012, 01:52:11 pm
Huh, a group of my koopas stopped moving outside for some reason, right in front of a pirahna plant. Is there anything that could do this to them? Nothing is showing up on the messages screen.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Korbac on October 27, 2012, 08:38:04 pm
DEM SHROOBS

When will my Toads be Unshroobed? XD As in, roughly how long does it take?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on October 28, 2012, 01:52:31 pm
DEM SHROOBS

When will my Toads be Unshroobed? XD As in, roughly how long does it take?

Congratulations on making it further than I've ever been!  :P
Shroob-induced mushroomization lasts 1 year, longer than all other mushroomization effects.  The good news is that they'll basically be in stasis until then.  Build a wall around 'em and reintroduce them into society when they wake up.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Korbac on October 28, 2012, 07:44:09 pm
What happens upon shroobing is that all the stats and histories of the shroobed go away. Apparently they can be butchered in this state, something I didn't try. :P

Also, a shroob sniper & squad turned up and ended my game. :(

KOOPAS NEXT!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: ZebioLizard2 on November 08, 2012, 12:24:48 pm
I do hope a graphics set is eventually made, I love this, but I'm not an honest fan of full ASCII.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: b_knight286 on November 16, 2012, 09:25:33 pm
Made a Koopa fort with the new update, my Koopas move faster while carrying things than they do just walking!  It was hilarious to see one trudge up to the block stockpile, grab a stone block, then zoom away three times faster than before!  Prolly some kinda bug though.  Also, the Koopa brain shuts off if they get next to an enemy.  Haven't seen what other races do, but Koopas just stand there and take it.  You can get them thinking again by chasing the enemy so it's not next to them anymore.  I drafted all my starting Koopas to save my miner from an enraged Wiggler, he was just sitting there, but the moment it started fleeing from the others, my frozen miner gave chase.  Koopas are my favorite race to play, though I like Shyguy's more.  Here's hoping you can figure out what went wrong!  Oh, and as a suggestion, for Koopas raising the dead, just make a custom Dry Bones creature, like the custom mushroom one, and have a reaction to turn LIVING Koopas into them somehow.  Possibly using a potion or whatever.  There should be a way to keep them friendly to the Koopas, but I don't really know.  Good luck modding this awesomeness!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on November 18, 2012, 10:32:10 am
Made a Koopa fort with the new update, my Koopas move faster while carrying things than they do just walking!  It was hilarious to see one trudge up to the block stockpile, grab a stone block, then zoom away three times faster than before!  Prolly some kinda bug though.  Also, the Koopa brain shuts off if they get next to an enemy.  Haven't seen what other races do, but Koopas just stand there and take it.  You can get them thinking again by chasing the enemy so it's not next to them anymore.  I drafted all my starting Koopas to save my miner from an enraged Wiggler, he was just sitting there, but the moment it started fleeing from the others, my frozen miner gave chase.  Koopas are my favorite race to play, though I like Shyguy's more.  Here's hoping you can figure out what went wrong!  Oh, and as a suggestion, for Koopas raising the dead, just make a custom Dry Bones creature, like the custom mushroom one, and have a reaction to turn LIVING Koopas into them somehow.  Possibly using a potion or whatever.  There should be a way to keep them friendly to the Koopas, but I don't really know.  Good luck modding this awesomeness!

That part about the Koopas going dumb in battle is probably due to their ability to hide in their shells.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: b_knight286 on November 18, 2012, 11:24:45 am
The combat logs didn't mention them "curling" or "uncurling" at all, so unless they don't mention those at all, they were just sitting ducks.  Would be better for them to try running away, since I can't get civilians to wear shells that would make a difference.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Korbac on November 30, 2012, 06:57:53 pm
Any updates to this great mod? I'm thinking of getting back into it again! :D
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Zavvnao on December 03, 2012, 12:36:43 pm
Hello? I just need some help, the bumptie civs always die off very fast :c
can someone help me with making last longer?

Also, Kremling cities tend to die off for no reason.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on December 16, 2012, 04:00:18 am
I never noticed that the Toads were forced to wear mushroom caps before. That's a nice touch...

Though I do have a bit of confusion. Ya see...

Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:VEIL]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HYMENIUM:HYMENIUM]
[TL_COLOR_MODIFIER:SPOTS_WHITE_RED_MW:64:SPOTS_WHITE_BLUE_MW:16:SPOTS_WHITE_GREEN_MW:16:SPOTS_WHITE_YELLOW_MW:16:SPOTS_WHITE_PURPLE_MW:16:SPOTS_WHITE_AQUA_MW:16:SPOTS_WHITE_PINK_MW:16:STRIPES_RED_WHITE_MW:16:STRIPES_BLUE_WHITE_MW:4:STRIPES_GREEN_WHITE_MW:4:STRIPES_YELLOW_WHITE_MW:4:STRIPES_PURPLE_WHITE_MW:4:STRIPES_AQUA_WHITE_MW:4:STRIPES_PINK_WHITE_MW:4:SPOTS_BLACK_RED_MW:4:SPOTS_BLACK_BLUE_MW:1:SPOTS_BLACK_GREEN_MW:1:SPOTS_BLACK_YELLOW_MW:1:SPOTS_BLACK_PURPLE_MW:1:SPOTS_BLACK_AQUA_MW:1:SPOTS_BLACK_PINK_MW:1]
[TLCM_NOUN:mushroom cap:SINGULAR]
[TL_COLOR_MODIFIER:SPOTS_WHITE_BROWN_MW:4:SPOTS_BROWN_WHITE_MW:1:STRIPES_BROWN_WHITE_MW:1:BROWN:1:WHITE:1]
[TLCM_NOUN:mushroom cap:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]

From this I gather that you have the mushroom caps' colors being determined by the Toad... so it the cap a natural part of them... or something they wear? Also it looks here that as they age their spots and stripes turn to brown...

I'm guessing that you intend for the caps to be in theory part of the Toad as the Toads must wear the mushroom cap and mushroom caps are only available to the Toads, but ultimately the caps are an item that the Toads wear.

I'm curious because I recently noticed that the Toads all wear mushroom caps.

Please nobody get excited about what you see beyond the spoiler.
It is merely an experiment caused by idle hands and a little extra time on a Saturday.
This is by no means a promise... or even a thing.
This is a warning that what you see is not going to be anything more than an experiment...
Spoiler (click to show/hide)




Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on December 16, 2012, 04:47:14 am
If it's defined in the creature, it's a natural part of them.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on December 16, 2012, 12:31:50 pm
If it's defined in the creature, it's a natural part of them.

It is and it isn't...

The Toads have something called the hymenium rather than a head. The descriptor patterns defining the patterns on the cap are applied to the hymenium as well as a mushroom cap TLCM_NOUN... but the mushroom cap is also a wearable helmet item that all Toads are forced to wear by their civ.

So, I think a bit a clarification on what exactly the mushroom cap item is would help a bit.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on December 16, 2012, 01:31:50 pm
They're not forced to wear it, the civ is just forced to have it.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on December 18, 2012, 12:15:51 pm
The mushroom caps are one of those creative liberties I took, although it's a bit ambiguous regarding what the interpretation is.  I spent a bit of time trying to decide exactly how fungus-like the Toads should be, and whether or not the mushroom caps should be biological or artificial, and eventually I settled on making them artificial (there have been, on rare occasions, Toads wearing things other than mushroom caps, like propeller helmets).  However, since the colors and designs on a Toad's cap are their main identifying feature in the source material, I decided to give them biologically-determined colors as well.  Also you can kill them by reaching under their caps and gouging out their hymeniums (gills), which function as their brains.

I guess you could say that they have a biological mushroom-like physiology with a small cap, but they like to wear big artificial caps over them.  Yeah, we'll go with that.  On a side note, those mushroom caps are extremely thick and as a result offer better protection than other kinds of soft clothing.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on December 18, 2012, 12:34:09 pm
The mushroom caps are one of those creative liberties I took, although it's a bit ambiguous regarding what the interpretation is.  I spent a bit of time trying to decide exactly how fungus-like the Toads should be, and whether or not the mushroom caps should be biological or artificial, and eventually I settled on making them artificial (there have been, on rare occasions, Toads wearing things other than mushroom caps, like propeller helmets).  However, since the colors and designs on a Toad's cap are their main identifying feature in the source material, I decided to give them biologically-determined colors as well.  Also you can kill them by reaching under their caps and gouging out their hymeniums (gills), which function as their brains.

I guess you could say that they have a biological mushroom-like physiology with a small cap, but they like to wear big artificial caps over them.  Yeah, we'll go with that.  On a side note, those mushroom caps are extremely thick and as a result offer better protection than other kinds of soft clothing.

That was slowly what I was seeming to figure out. I mean the cartoons had Toad remove his cap once or twice revealing it wasn't exactly part of his head and that was how I was visualizing Toads for this mod until I noticed the colors were determined by genetics which threw me off. But it makes sense, it just makes it seem like Toads are born with a natural color preference that determines what color their caps will be.
Spoiler (click to show/hide)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on December 18, 2012, 07:19:40 pm
I wouldn't take the cartoon as even remotely canon :P

I mean, yes, there is no canon whatsoever, but I wouldn't use the cartoon as a source material, personally.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on December 19, 2012, 12:04:57 am
I wouldn't take the cartoon as even remotely canon :P

I mean, yes, there is no canon whatsoever, but I wouldn't use the cartoon as a source material, personally.

Yeah, I realize that.  ;D

But since the mushroom caps for this mod were hats that the Toads could take off, it invoked the show in my head.
I was just saying because of that I ended up visualizing them in my head that way.

Not that I actually think the shows are canon in the slightest. I mean seriously, who would even believe the Mario Bros. came from Brooklyn in this day and age, right?

But then again I still favor the shows in that I believe the Koopalings to be Bowser's kids... regardless of what Nintendo or Miyamoto may say otherwise.   :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Monk321654 on December 19, 2012, 12:34:21 pm
It's one thing to have your kids do chores like wash the dishes, pummel those pesky plumbers, and watch after your kingdoms, but just hiring random hooligans off the street? Bowser seems a bit more... Low after that.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Paramatter on February 08, 2013, 04:31:46 pm
Personally, I've decided that if Bowser isn't the Koopaling's father, he's probably their uncle.

On a totally different note, I noticed that there didn't really seem to be any giant bloopers in this mod, and thought that was kind of a gap that needed filling, so, submitted for your appraisal,  here're my preliminary efforts at creating a "gooper blooper."

Spoiler (click to show/hide)

The problems that I am certain it has are that I know diddley about interactions and so its goop at present only really spreads in water (and I'm not sure how appropriate it is for it to be able to use it to hide...) and also that I haven't bothered yet to try and get its blue patterns represented by a TL_COLOR_MODIFIER.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Zavvnao on February 08, 2013, 07:25:13 pm
sory for aksing so much, but why do the caw, bumptie, and kremlings suffer so much during world gen?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on August 23, 2013, 12:33:05 am
 :o I'm surprised no one has posted here in quite a while.

I don't really want to necro a dead thread, but at the same time I just went through a Toad Fortress that I had a lot of fun with.

It didn't last long... less than a year, but that was because one of my Toad suddenly exploded in a Machine Made. It was an unexpected bit of FUN.
I really like the flavor that went into this mod and it is pretty fun for adventuring in for the same reason.

The only thing is I can't tell how exactly a character turns into the Machine Made. Is there another creature that infects it or something? It seemed to happen with no noticeable cause. And the interaction/syndrome seems to suggest that it is instantaneous rather than an incubation.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Zavvnao on August 23, 2013, 09:27:51 pm
I did not comment again as no one was replying to me.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on August 26, 2013, 10:10:22 am
You know what's funny?  Just yesterday I was thinking about getting into modding again.

:o I'm surprised no one has posted here in quite a while.

I don't really want to necro a dead thread, but at the same time I just went through a Toad Fortress that I had a lot of fun with.

It didn't last long... less than a year, but that was because one of my Toad suddenly exploded in a Machine Made. It was an unexpected bit of FUN.
I really like the flavor that went into this mod and it is pretty fun for adventuring in for the same reason.

The only thing is I can't tell how exactly a character turns into the Machine Made. Is there another creature that infects it or something? It seemed to happen with no noticeable cause. And the interaction/syndrome seems to suggest that it is instantaneous rather than an incubation.

Hidden Machine Mades are created when a creature is attacked and infected by a 'machine made scout' (you can find these events in Legends mode).  They are based off of Yaridovich.  While incubating, they are immortal, self-sustaining, immune to all the usual vulnerabilities, and have a force multiplier effect that makes their flesh's durability comparable to steel.  When they flee a fight, they permanently transform into a giant metal spear monster that kills all organic beings on sight.  The effect is not transmittable, so they are pretty rare, you got pretty lucky finding one in a fortress (well actually unlucky, but you know what I mean).

I wonder what new discoveries have been made in the months that I've been gone?  I'm hoping someone found a way of creating fortress-friendly zombies, so that I can make a proper Dry Bones reaction.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on August 26, 2013, 01:54:31 pm
Yeah. A brief look into my legends revealed that this was what happened. Funnily enough this particular Toad managed to get attacked by scouts a lot, but got infected the last time.

He was right in the middle of my shelter when he popped. My axetoad almost won the fight, but the machine made finally got in a fatal enough hit. I think the thing needs more penetrative power because my axetoad mostly just got the vim beat out of her then she'd run off and come back fully healed (except for the scars) and try again. She'd gained legendary skills during the process and finally manage to break the hydraulics in the machine's leg and then proceeded to return the beating, but the machine got in one good hit and that was all it took. It then crawled around murdering melancholy Toads (a tantrum spiral sort of happened when a few of the early victims died of their wounds.

The machine made was pretty strong though. My axetoad probably flew a mile collectively from being knocked around and my architect was killed by a single hit to the face which propelled her straight into the wagon.

All in all I quite enjoyed it. I actually have it written down, but I want to flesh it out. I was planning on it being a community fort (if I had the time), but I wanted to get the fort stable first. I am going to try and reclaim though. The machine is still there, but I might have better luck with a hammer and an axe.

I do have a question that I'm not sure about, but I tried a while back to make a tundra Toad fort. It went pear shaped quickly due to water troubles. I thought it would be cool if firemetal ore could be made into a heat source that could be placed around. Is it possible to mod a material to emit enough heat to melt water and keep above doors areas warm?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on August 26, 2013, 02:27:21 pm
Yes, MAT_FIXED_TEMP.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on August 27, 2013, 03:49:08 pm
Wow, I can't wait until the next DF release.  Proper sites, more interesting missions, jumping physics, and giant mushrooms?  Sign me up!  But who knows when that will arrive?

In the meantime, the localization patch looks interesting.  Although I really can't think of anything that would greatly improve this mod.  While the world can certainly be made more Marioesque, I kind of like the brutal pseudo-medieval feel of the DF world.  Any thoughts?

Someone's worked out how to make items that grant interactions?  Like magic wands?  Aw, but it requires DFHack.  Up until now, I've tried to keep the modding pure.  I don't really want to add in things that will fall apart once the next upgrade happens...I might decide to do it anyway.

As for more immediate updates, I'm planning on making a proper Dry Bones reaction (instead of reviving the dead, it turns a living Koopa into a skeletal automaton that will not take orders, but will continue to do its former job, slowly but never stopping or complaining, and is virtually impossible to kill.)  I'm also going to make Chomps a bit less of a game breaker somehow (slow or not, those things can take down a forgotten beast, and they are among the common domestic animals for Koopas!).  I don't want to make them weaker, but maybe make them a little more dangerous to keep in public areas, like have them randomly go berserk every once in a while, just long enough to take a bite out of someone if they happen to be nearby.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Putnam on August 27, 2013, 04:01:08 pm
Someone's worked out how to make items that grant interactions?  Like magic wands?  Aw, but it requires DFHack.

;)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on August 28, 2013, 10:34:16 pm
I like the unique combination of Df's medieval feel and the Mario World together. It makes it feel like the Dark Ages of the Mushroom Kingdom.

It's also kind of funny that the typical Mario enemies are pretty standard, but the SMRPG enemies tend to be a bit more terrifying (I like this since the RPG enemies have a distinct flavor to them). I ran into an Artichoker in Adventure mode and it took me down pretty quickly. I haven't ran into the more fierce standard enemies though.

Stuff to work on... there's a few new enemies in recent Mario games that you could add. Though there doesn't seem to be a whole bunch due to Nintendo reviving a lot of enemies from older games into the modern age.

You can add a secret/interaction that makes a creature Shiny and capable of bestowing Shiny-ness onto others like from Sticker Star. I guess it would basically be an unlimited Starman effect though. Sticker Star didn't really add much new stuff to work with besides the fact Wigglers turn into Flutters (which I guess was not exactly new just the first game I saw that confirmed it).

There's a lot of stuff you can do after the next version of DF comes out.

Super Acorns and Flying Squirrel Transforms could be nice additions in the next version when we get the new trees and jumping/climbing abilities. On that note adding some more vegetables (like turnips, radishes, and pumpkins) from SMB2 might be a good addition to add more diversity to grow-able food. Partially because in adventure mode we might be able to pick crops and thus obtain power-ups easier, the extra diversity might tone that down a bit.

Also don't forget the combat upgrade in the next version. Attacks will be given speeds and delays allowing for more unique attack patterns. For example, Triclyde could bite with all three heads in rapid succession (or shoot fireballs). Chain chomps could have a really quick sudden attack, but then require a rather large delay afterwards. Blah blah blah. Putting some thought into that might be fun.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Atomisk on August 29, 2013, 04:40:11 am
Is there any way to make parakoopa more common on embark? Or make it so I can turn regular koopa into parakoopa? (Since you said they apparently can take shells off and put them back on, with magical wing-usage.)
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on August 29, 2013, 09:14:45 am
Is there any way to make parakoopa more common on embark? Or make it so I can turn regular koopa into parakoopa? (Since you said they apparently can take shells off and put them back on, with magical wing-usage.)

You could just change the POP_RATIO in in the raws, but I wouldn't advise it.  Since pathing for flying creatures is broken, Parakoopas tend to be more trouble then they're worth, getting stuck on top of constructions and stuff.  Fun in Adventure Mode though.

Someone's worked out how to make items that grant interactions?  Like magic wands?  Aw, but it requires DFHack.

;)

Yes, thank you Putnam.  I have used your code occasionally, although I think I'll pass on this one.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Atomisk on August 29, 2013, 09:50:41 am
Oh. Mine was quite useful in constructing a roof i was trying to make. I suppose I overestimated her usefulness, if pathing is broken. I was going to have a koopa coop and wanted my founders to all be parakoopa but still allow plenty of mix in the migrants. I'll take your word for it though. It's quite difficult just building an above ground fortress so they don't all get slowed to a crawl for a whole year, and i'm not that experienced in fortressing at all. :P
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on August 30, 2013, 03:54:52 am
Flying creatures (both friendly and invading) determine whether or not they could reach a destination/target as if they couldn't fly, but once they determine a target they will fly to it if they can.  So they can make building tall structures a little quicker, since if there are stairs leading to a roof then they will fly up to the roof without needing to use the stairs, but if the only way to reach a point (or get down from a roof) is by flying then they won't do it.  So if they're flying on their way to a target and the job gets cancelled (either by you cancelling it, by something interrupting them, or by a targeted enemy being killed) and they happen to be on top of a roof or structure that it wouldn't be possible to get down from without flying, they will inconveniently forget they can fly and just mill about on the roof until someone makes them a path to the ground.  This can be a real pain, especially when a parakoopa just goes missing and you don't realize it, they can easily die of thirst stuck on the roof if you don't check up on them periodically.  If someone gets stuck, you'll need to have someone else build a stairway up to the roof so they know they can get down - at which point they will usually just fly down anyway.  They won't attack flying enemies either, since according to ground-based pathing they are 'not a valid target'.

The current ratio of parakoopa to regular koopa is 1/3, which I thought was a good ratio of being able to speed things up a bit but minimizing the trouble of having them constantly get stuck on things.  It's best to just plan construction projects as if there are no flyers, and then just enjoy the help they give at speeding up the project.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Atomisk on August 30, 2013, 05:23:51 am
Ohhhh. Thanks for the tips! Currently embarked on a marvelous site, dolomite, marble, metal ores of all kinds, and coal. I'm already working on my fourth floor to my tower. All is going well and the first immigrants just arrived!

Edit: My baby goomba all die of thirst when the river freezes over, despite me having a well. v.v
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on September 01, 2013, 03:01:22 pm
Chomps are looking rather nice: not too vicious to keep on the premises, but not a prime candidate for guarding your crowded main tunnels either.  I've also managed to create an interaction for swallowing creatures or their body parts whole.  I originally made it so that Naval Pirahna can clean up her spawn, but it turned out to be too much fun.

There's some fine-tuning involved, but expect to see yoshis ripping off chunks of their enemies' bodies and devouring them piece-by-piece by the next update.  And if Boss Bass and Belome weren't dangerous enough already, they can now eat you alive if you're not careful (i.e. toss them a dead body, or just let someone else go first  ;D)

Next up, a complete overhaul of Pirahna Plants...
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: EmeraldWind on September 01, 2013, 10:26:04 pm
I found myself wishing that Yoshis could eat things whole during this previous game...

My wish came true!
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Atomisk on September 01, 2013, 11:28:11 pm
Is there -any- way to keep the baby goomba from just dieing of thirst?
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on September 02, 2013, 05:16:32 pm
Is there -any- way to keep the baby goomba from just dieing of thirst?

Send them into battle so they get killed by monsters first?

Intelligent pets (goombas, bob-ombs, yoshis) will only drink from open water sources.  If your river freezes over, you'll need to find an underground water source to replace it.

I am almost positive I have just made one of the most intricately convoluted and complex creatures ever made in Dwarf Fortress: pirahna plants.  They not only have a multi-stage life cycle with several branching pathways, but are actually smart enough to figure out what kind of biome they are living in based on seasonal temperature cycles and develop into the appropriate breed based on this.  They can also interact with each other to create a dominance system.  Smart horticulturalists may be able to abuse their circadian rhythms in order to coax out the breed they want.

Lots of testing involved though.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: Atomisk on September 02, 2013, 07:38:41 pm
Aha. But I've managed to create a pump system capable of raising water several levels to my meeting room. I will rip the well off it's handles and see if they'll drink from the cistern.

No good. The adults drink from it but the babies ignore it completely.
Title: Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
Post by: IndigoFenix on September 04, 2013, 08:03:11 am
Next version is up!  New features include:

Creatures that swallow their enemies whole!  Yoshis will mainly eat them piece-by-piece though.  It satisfies their hunger, but make sure they don't swallow your kills before you get a chance to butcher them.  They might also eat your dead toads, so you might need to start making memorials instead of burials.  On the plus side, they'll help dispose of refuse, and aren't very picky eaters.  Belomes and Boss Bass will eat you alive if you get near them, so if you have to fight one, appease its hunger first by chucking a dead body at it.

Chomps are less of a game-breaker... well, they're still just as powerful, but make sure to keep them out of your main passageways...on rare occasions, a chomp will lash out, attacking whoever is nearby, which will probably result in the death or serious injury of the unfortunate citizen or pet.  Stone Chomps are weaker and sterile, but won't misbehave.  Chaining a chomp or keeping it in too small of a pasture will make it more likely to lash out.  A chomp will always flash with a '!' for a few seconds before lashing out, although the majority of these are false alarms.

And now, for the big overhaul: Piranha Plants.  Instead of just being a spawning megabeast, now they can be used for defending your Koopa fortress.  They have a very complex development system, which can practically create a metagame of its own.  Unfortunately, I will be away for a few days and I have not had the chance to test it as much as I would like (I'm not entirely sure if they will breed... between the multiple transformations, species changes, child ages, and the fact that the males are immobile, which may or may not prevent breeding, I've heard somewhere that neither can be immobile but in Masterwork changeling males are immobile and they can breed supposedly, so not really sure about this.)

I will post what is supposed to happen and leave the testing up to you!

Piranha Plant Breeding for Dummies:
Spoiler (click to show/hide)

Also I have removed the 'baby' phase from goombas and bob-ombs, hopefully this will allow newborns to drink from open water sources.

PS.: How do I move this topic to 'Mod Releases'?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: xominxac on September 04, 2013, 10:49:34 pm
If you edit the first post there should be an option to move it?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Zavvnao on September 05, 2013, 02:52:34 pm
Thank you for the update! :D

And sorry I keep bringing it up, but I keep seeing many races die off in the first few decades or century, what should I do about them?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Zavvnao on September 05, 2013, 10:07:48 pm
sorry for double post, but do I need df hack for some things on here? I played around to get yoshis playable in adventure mode, but found that they can't devour things.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: DarthBoogalo on September 06, 2013, 10:05:22 pm
After playing through Paper Mario a second time I've been on a Mario kick, seeing that this is still active is absolutely fantastic! It's one of my favorite mods, love it! <3
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: IndigoFenix on September 07, 2013, 12:43:57 pm
Thank you for the update! :D

And sorry I keep bringing it up, but I keep seeing many races die off in the first few decades or century, what should I do about them?

Some races are likely to die out, it's one of the consequences of having so many minor races.  However, it might not be as bad as you think: most of the time, different races will simply end up on different continents.  If you're embarking to a site and don't see the race you want in the list, try checking a different continent.  Each world will have a different mix, so if you don't find the races you want, just regen the world.

sorry for double post, but do I need df hack for some things on here? I played around to get yoshis playable in adventure mode, but found that they can't devour things.

Yoshis should be able to devour things, but it's through an interaction, not regular eating.  Also, because of the way the interaction works, you might first need to target yourself, then the body to be eaten.  DFHack is not used at any point in this mod.

If you edit the first post there should be an option to move it?

I couldn't find it...
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Apani on September 07, 2013, 03:59:19 pm
Shy guy building attemp, I think it doesn't look very nice this way. The colors are too bright, maybe there's too much contrast.
Spoiler (click to show/hide)
That thing on the roof is a brick.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: IndigoFenix on September 08, 2013, 01:48:35 am
This is where I got the idea:
Spoiler (click to show/hide)
Also the toy box.
Though it could all be easily changed.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: b_knight286 on September 09, 2013, 09:36:24 pm
I don't know how to mod, or how to code, but...can't you just make the dry bones a special critter like the tanuki transformation? Just keep opposed to life out and they should act like regular critters, right?  Masterwork DF has a bunch of awesome stuff in it that I've enjoyed but what I WANT to play is THIS mod, once you add more, glad to have you back, man! Now that I just noticed...but yeah dry bones are best accomplished by turning them into a different (technically living) creature. I think. Heh. Vampires are technically undead but not opposed to life, maybe there's something in THAT code you can use? Really wish I could help. Shy Guys are my favorite race but...the vanishing furniture thing you added makes Koopas my favorite to PLAY as, sadly. The one giant mob thing fits shy guys, sort of, but means if you want ranged attackers you need to make TONS of spare ammo for the hammer and other melee ones to carry, and you need to stick with just one ranged weapon type unless you want the quiver filled with a ton of unusable ammo, meaning they need to head to the stockpile more often. Again I'll make my earlier suggestion of somehow implementing Fat Guys into the game, as a rare caste or something, with fat that acts as a sort-of armor...you got fat-armor working for the penguins, right?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Putnam on September 09, 2013, 09:44:23 pm
What's special about the tanuki transformation?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: b_knight286 on September 09, 2013, 09:45:30 pm
Just pointing out he can use the same thing to make dry bones is all. Possibly. With actual coding knowledge that I lack.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Putnam on September 09, 2013, 09:58:58 pm
I'm asking what the thing is.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: EmeraldWind on September 09, 2013, 10:31:38 pm
Here's the fort I just did a bit ago. Like I said I intended to get a community fort going with this mod, but I have a tendency to lose focus when playing and miss recording a lot of stuff. The fort ended quickly anyway and I don't think I'm a good enough writer to keep a community fort interesting long term. But I wanted to post this as I did the write up for what I played.

Logbook of Blue, Expedition Leader and Bookkeeper of Muffinbottle

Obsidian 23rd, 250
Well, I guess I should put down a foundation in this log explaining a bit of our situation.

(http://i.imgur.com/C9R2FTH.png)

We are Toads that live in a region called “The Destined Realm”. Our kingdom, “The Stick of Steel”, recently began a project to extent our kingdom’s borders. However establishing communities to far to the north became impossible as we approached the foul mountains. So it was decided we must spread eastward, so our first real push in that direction was planned.

Our group dubbed “The Teal Tile” by our leaders was sent to establish Muffinbottle, a settlement which in time will become the gateway to the east and eventually a central hub in our kingdom as it is set practically in the center of “The Destined Realm”.

(http://i.imgur.com/Mtd28lB.png)

Here’s the map of Muffinbottle’s approximate location (the yellow X).  The plan seems to put us pretty close to neighboring kingdoms, but we currently live in an age of peace so we foresee no real problems with them. We aren’t attempting to invade their land, just claim more of the untamed wilderness. Hopefully, they will see our project as a better opportunity for trade and commerce with our kingdom.
 
Spoiler (click to show/hide)

Here’s some more detailed info about our situation. We really don’t have much more information on this area than this, but we are prepared well enough. We were even granted the use of a special item from our kingdom. Being the bookkeeper I have been given responsibility over it. This item is a book called “The Tattlelog”. Our kingdom has a compilation of data on all the various creatures of our world and recreations of it are pretty rare and extremely valuable. To hold one in my hands is proof of a mission given to us by the royal family.

I will try to include portions of the data from the Tattlelog as I mention the various creatures. Even though it is unnecessary I will include an entry of our species as well.
(http://www.mariowiki.com/images/thumb/7/7c/Toad_Species_-_Super_Mario_Sunshine.png/290px-Toad_Species_-_Super_Mario_Sunshine.png)

Creature:      Toad
Description:   A small, mushroom-like creature that enjoys peaceful living.
Life Span:      Between 60 to 120 years.
Social Traits:   Toads are naturally peaceful and remain calm and happy in dire situations as long as there is someone who can lead them whether royal, noble, or even a local hero. The Toads’ peaceful nature also makes them highly compatible with other species and thus will often befriend many different creatures.
Physical Traits:   Toads are unusually strong for creature their size able to carry large loads without losing much of their exceptional speed. Toads are easily injured, but as long as limbs aren’t removed they can heal quickly from any non-fatal injury. Also their fungus-like compositions mean they have no skeletal structures, so breaking bones isn’t possible. Also despite their fungus-like bodies Toads cannot live underground for long as they seem to require sunlight to thrive.
Special Abilities:   N/A

The Tattlelog goes into more specifics like anatomy and such, but much of that is too complex and detailed to reproduce here. The Tattle Log will be one of our most powerful tools here in the wilderness.

Well, back to our current situation. There are seven of us here beginning the foundation of Muffinbottle. I’ll give a bit of information on each of us.

Red:       Red is slightly experienced at combat and was sort of a local hero back home. I’ve known her for a while, but we don’t often talk which is odd as two of my friends are quite close to her. Maybe we might get to be friends on this journey. She appears to have quite the sense of duty as she took up the mantle of hero even though she doesn’t really care much for leading. She was recruited to be our guard as she has some combat skill with an axe.

Orange:   Orange is a bit of a mechanic. He likes building machines and the like and has always been that way for as long as we were friends. He’s rather tall for a Toad and I’ve never seen him get tired or sick ever. He tends to be kind of quiet and doesn’t care much for doing work; unless he likes the job then he can get so focused that he doesn’t stop and tends to talk to himself while thinking.

Yellow:   Yellow is another good friend of mine. She grew up as a carpenter like her father and has some experience building as a result. She was recruited to build things for Muffinbottle. She is an odd individual because she tends to sit to the side of things and not necessarily interact with people, but she is unusually kind towards others. She liked to make younger kids, like myself, small versions of different furniture which is what led to our friendship.

Green:   Green is a farmer’s daughter and will be our key planter. She has a tendency to be tense and jittery which seems to be because she always seems to have energy to spare. I don’t talk to her much as she was quite a bit older than me. Though, she is a bit of an oddball as she only considers Violet to be her friend.

Blue:      This is me. I had no real skills but was chosen for my position because I seemed to show traits that befit a leader. Granted, I’m not all that strong for a Toad and I’m also rather clumsy. I fell off the wagon no less than twice while writing this, but I guess I should be sitting so close to the edge.

Indigo:   Indigo was another friend of mine that I met through Yellow. Indigo likes to design buildings a structures and she was chosen to be the lead architect, which is odd as she has a tendency to misjudge space available and her buildings tend to be cramped on the inside. She also likes to go against regulations when designing which has made her designs appear weirdly distinct.

Violet:   Violet is the last of our group. He is going to be the chief wood cutter. Being as wood is our most easily reached building material, his job will be very important not to mention dangerous. He is a pretty simple Toad though. He doesn’t boast at all, but does have some great musical ability. He is also the oldest of our group at the age of 35.
Other than that we have a pair of male Yoshis to pull the wagon, but once that job is over they will help Red keep us safe. I guess I can put some info on Yoshis here:

(http://www.mariowiki.com/images/thumb/c/c4/TheYoshiFamily.jpg/300px-TheYoshiFamily.jpg)
 
Creature:       Yoshi
Description:   A dinosaur with a long, sticky tongue and a hefty appetite.
Life Span:      Between 60 to 80 years.
Social Traits:   Yoshis are in tune with nature and either they tend to live in tribes or they are adopted into other civilizations. Yoshis prefer to live in peaceful conditions. They also tend to be very joyful and friendly. This allows them to get along with certain other species very well.
Physical Traits:   Yoshis are strong and stout making them pretty hefty in combat. They also have several special natural abilities. Yoshis, both male and female, can produce eggs. Interestingly, only female eggs can hatch into new Yoshis, but both genders generally seem to use eggs for combat. The Yoshis’ long tongue is also an effective weapon and is used to eat prey whole. Yoshis are lizard-like, but show some traits of dragons. Finally, Yoshis most prominent physical trait is their body color. Yoshis can be one of many different colors which can range anywhere on the spectrum to white and black.
Special Abilities:   Yoshis can use their tongues to attack as well as throw eggs at enemies.

As you can see Yoshis are much more formidable in combat than any of us Toads. Yoshis like to eat and as Toads like to cook, it is common for Yoshis to settle with Toads. There is the problem that Yoshis speak their own language, so we can’t communicate effectively. However, the Yoshis seem to have a natural way of understanding us without verbal communication.

They however can’t fight directly yet. We need to train them in combat and none of us have those skills.

That said we also have some Beanlets.

(http://www.mariowiki.com/images/d/d4/Beanlet.PNG)

Creature:       Beanlet
Description:   A small green creature kept as a pet. It has an unusually huge mouth for its size.

I’ve decided to shorten down the description of non-civilized creatures for shortness’s sake.

Not much else to say about our journey which has been thankfully uneventful.

Obsidian 27th, 250
The journey continues without incident, but our extra guard will be leaving us in the morning which does put us in the open. The crew’s spirits are high despite this. Quite a few of our number have musical talent and their singing keeps us going along merrily. Even the Yoshis join in with their hauntingly beautiful singing voices.

Granite 1st, 251
Late last night we arrived at our destination. I woke up early to the sound of our beanlets barking. As I went to tend to them before everyone else awoke I saw the cause of the disturbance. A Royal Soldier riding a pink Yoshi was quickly approaching our position.

He asked for me and then gave me a letter with a royal insignia on it. As I began to read, the soldier and his Yoshi began to speed away back the way they came.

Spoiler (click to show/hide)

A Royal Letter:
By the words of the great and majestic ruler of The Stick of Steel and the lands beyond:
“Greetings to you, and I hope this letter finds you all in good health. Your party of seven brave citizens has been chosen to construct the outpost of Entouforabi, your real challenge begins now.
Our scouts have informed us that there may be fuzzies lurking in the area. Use whatever natural resources you find to construct suitable lodgings, and do your best to produce something of use before the year’s end. We will send a trader’s caravan loaded with emergency supplies later in the season. Hopefully you’ll manage on your own until then!
May the stars shine down upon Muffinbottle. Good luck!
Yours truly,
The Lawgiver of The Stick of Steel.”

I was so surprised to receive the encouraging letter that it woke me up and I was feeling quite energetic at that. It was time for us to fulfill our destinies as pioneers of our kingdom! If we succeed we will be honored as heroes and that is an encouraging thought.

As I looked in the direction that the soldier had departed I was startled by Red’s voice coming from right behind me.

“Fuzzies? What is a fuzzy?” asked Red.

I decided to look it up in the Tattle Log.

(http://www.mariowiki.com/images/thumb/3/33/Fuzzy.png/170px-Fuzzy.png)

Creature:       Fuzzy
Description:   A parasite that latches onto its prey and sucks their blood. Although small, they can be dangerous in large groups.

“Hmph,” Red sneered. “They sound like quite the annoyance. I think we should quickly start erecting our first lodging. It says they can suck blood and like to steal. The sooner we can keep ourselves and our supplies safe the better.”

It is safe to say I agreed this without pause. Before long we were all up and I began issuing orders. Yellow and Indigo were told to begin planning the shelter. I said walls and a ceiling over our heads was all that was necessary as speed was more important than anything else. Indigo laughed a bit and mentioned there being no time to stick to convention.

I also told Red to immediately prep for battle just in case. I told Green and Orange to be ready to help haul wood to an area I designated as a stockpile.

Just when I sent them off to do their jobs I noticed that Violet just sort of stood there. Then I realized I never gave Violet and order. Violet was told to begin cutting trees. I hope that was just a slip up on my part and not a sign of me being a bad leader. Not that anyone else here wants to be a leader mind you.

(http://i.imgur.com/q6njKX6.png)

Work continued greatly. I needed to begin my work so I ordered a chair and table to be built.

(http://i.imgur.com/qqhU6fI.png)

My makeshift office is built and I begin to tally up what supplies we have left.

I decide we are low on food, so I order Green to gather some stuff from the surrounding area.

I never realize how cool Red was. She truly is a hero. She suddenly screamed and ran with her hatchet high over her head. She was yelling something about a Star Bunny.

(http://www.mariowiki.com/images/thumb/8/82/Bunny.png/200px-Bunny.png)

Creature:       Star Bunny
Description:   A small, extremely fast lagomorph with long ears. They are hunted for the power stars they contain within their bodies.

I had to do a double take. These creatures have Power Stars inside them!

(http://www.mariowiki.com/images/thumb/f/ff/PowerstarSMG.png/170px-PowerstarSMG.png)

Power Stars are rare powerful objects. The more we collect the more Star Power we can use. If we can even get one this will have been a great turn of events this early!

Praise to the Stars for this fortunate turn of events.

Spoiler (click to show/hide)

Red was able to catch up to the Star Bunny and even did damage! It was very fast, but not quite fast enough to get away.

Spoiler (click to show/hide)

I think it is safe to say that the Star Bunny is going to be defeated. Shame we don’t have a butcher yet. It says here that Star Bunny meat is quite delicious. Oh… it says here the corpse needs to be butchered to get the Star… oh. Then… who? Orange! I’ll have Orange butcher it.

We got the Power Star. It’s kind of weird. It glows with an unearthly light, but it looks like it is made of polished stone.

Slate 21st, 251
(http://i.imgur.com/6fUULJO.png)

I have had a trade depot built and Green has started our first farm plot. Meanwhile we continue to work on our shelter which I recently noticed for the first time… is square.

I talked to Indigo about our shelter being square and she said something about the typical round house being boring. I guess this will work.

Felsite 21st, 251
And the Stars smile upon us again! There’s another Star Bunny out there!

Red has taken after it.

Spoiler (click to show/hide)

It is kind of harsh to watch Red attack such a cute creature, but we need the Star as much as we need its meat. It is just too valuable.

Felsite 24th, 251
The second Power Star appears to be made of a different stone. Yellow reckons the first was hematite and the second rutile. They are normal stones that can be dug up easily by other clans, but seemingly imbued with the power and image of the stars. How strange. It safe to say none of us had ever laid eyes on a Power Star before, let alone two. They are mentioned in legends, fairy tales, and even religious texts, but no one is even sure that a Power Star has even been seen in this age.

Felsite 27th, 251
The low amount of food had me concerned so I sent Red out after a swarm of buzzers.

(http://www.mariowiki.com/images/thumb/d/d4/BUZZER.png/150px-BUZZER.png)

Creature:       Buzzer
Description:   A large flying insect with a powerful sting.

It turns out this wasn’t the best idea. Red came back soaked to the bone and covered in bee stings. She said something about diving into a pond to take cover and do not anger the bees before slouching off and collapsing under the wagon.

Hematite 1st, 251
Summer has arrived and I guess things are okay. I starting to get a bit worried about our supplies, but what can we do.

I was going to build a well but I need mechanisms for that and Orange just informed me we need stone for that. Argh.

Hematite 3rd, 251
Ugh, a buzzer got into our shelter today. Luckily, the Yoshis took care of it. None of us Toads could keep our heads during the invasion.

Hematite 8th, 251
Yellow and Indigo gave me a solution to our well problem. We build a Warp Pipe. They can provide us with clean water just as easily. So we got that in the works.

Hematite 24th, 251
We have made some progress in terms of food, but our drink supply is getting low, but we don’t have the resources to resupply at this point. I have discussed this with Indigo who has decided to help out in that area. I gave her permission to build a still.

Malachite 15th, 251
I’m not sure whether to be happy or in despair as some migrants show up to join our settlement. We don’t have the supplies to feed all them, but hopefully we can use the extra help.

There are six adults and one child in the group. I try my best to redistribute tasks among us.

Malachite 28th, 251
I’ve slowly been tweaking job assignments to better use our resources, but we are still pretty far behind. Though, I have had time to make friends with most of the founders. Only Red doesn’t seem to consider me a friend. She really thinks I should get a barracks going, but right now we don’t have the space or time for that. Our shelter is taking too much of our building materials.

I’ve also had Orange asking when we’ll build barracks. I’m not exactly sure why he wants them built, but it still isn’t an option. The roof of our shelter has yet to be completed and we haven’t got much wood left in the immediate area. Plenty of wood, but it is farther and farther from safety.

I think we need to start a rock quarry, but I’m not sure if that is an option either. We lack digging equipment and it is impossible to make any. It seems that wood is still our best building material, but I’ve begun to wonder if we have clay here to build with. Clay could provide us with an easily accessible building material, but there doesn’t seem to be sign of any that I can find.

Galena 18th, 251
We managed to make plenty of drink from our harvest of the land. We sit in a much more comfortable position supply-wise.
I also assigned two of the migrants to help Yellow build the shelter. We need to start working on expanding our living space.

Limestone 1st, 251
We continue our toil into the season of Autumn. Recently one of the migrants, named Metallic Seaweed, has begun to attempt cooking. He explained that if we collected Yoshi Eggs he might be able to cook them. So I trying to have nest boxes built.

We Toads are busier than Buzzers collecting nectar. The days seem to just stream past in a blur with how busy we are. It is hard to believe we’ve been here half a year already.

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

The shelter has become quite cramped due to Indigo’s inability to grasp the concept of size, but at the same time I am glad it isn’t bigger. The square-ness of the building has begun to grow on me, but I still prefer our traditional round mushroom shaped houses.

Limestone 7th, 251
Today a Koopa showed up and attempted to kidnap Fushia.

(http://www.mariowiki.com/images/thumb/3/30/KoopatroopaNSMBU.png/200px-KoopatroopaNSMBU.png)

Creature:       Koopa
Description:   A tough, turtle-like creature driven to building great fortresses.
Life Span:      Between 100 to 200 years.
Social Traits:   Koopas are a rather ambitious race on the whole. They tend to organize socially as a gang or small army and wait until they get a leader capable of leading them to glory. They also like to have other races join their ranks and will kidnap children to expand their army. Koopas also like to train various beasts to help bolster their strength and some of these beasts are more intimidating and dangerous than an army of Koopas. They also have access to metal and rumors exist that they can somehow use magic by studying the properties of magma.
Physical Traits:   Koopas are turtle-like having thick scaly skin and wear tough durable shells to keep them safe. Some Koopas, called Parakoopas, are born with bird-like wings and can fly. They aren’t fast, but are big and tough.
Special Abilities:   They can retract into their shells for defensive purposes.

Koopas and Toads tend to have rocky relationships, so while this was unexpected it isn’t entirely surprising. By the crest on her clothing we can tell she is from “The Superior Rampart”, a nearby Koopa clan. We are at peace with this kingdom, so this might be a local bandit or something.

Red managed to be right next to the door that the snatcher came in through.

Spoiler (click to show/hide)

The snatcher was dressed in lightweight clothes and had no armor on. It seems she intended to use stealth and speed, but a Koopa even without being weighed down can’t match the speed of a Toad.

From what I can tell she didn’t even have a weapon. Her clothes are way too big for us, but I guess we can trade them later on.

Limestone 13th, 251
What just happened!? This…. Is horrifying!!!

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

Mango Tango suddenly split open like ragdoll and a huge machine thing stepped out!

One of our Yoshis immediately throws an egg at the moster, but it just laughed… at least… I think that was what that horrible noise was. I checked the Tattle Log for some kind of information…
 
(http://www.mariowiki.com/images/0/0a/Machine_Yaridovich.png)

Creature:      Machine Made (spear [REDACTED] infiltrator)
Description:   A towering mechanical weapon from [REDACTED]. It has a head shaped like a spear.
Life Span:      [UNAVAILIBLE]
Social Traits:   These creatures hail from [REDACTED] and seem to serve one purpose only, to conquer a [REDACTED] and purge it of all its valuable resources. This particular [REDACTED] seems to infiltrate a civilization by infecting a citizen. The citizen will have had its internal organs [REDACTED] slowly necrotizing the skin until the skin can’t contain the machine.
Physical Traits:   A huge body made of [REDACTED] metal with more strength than a [REDACTED].  The only known method to survive an attack is to [REDACTED]. These machines will never tire. Do not engage a Machine Made unless there is no alternative.
Special Abilities:   [REDACTED]

But I found no comfort within its pages. The missing information only increases my terror.

The machine kicks Indigo in the head and Indigo skids along the ground an hits the side of the wagon then it turns back to the Yoshi.

(http://i.imgur.com/9fSBbfd.png)
Spoiler (click to show/hide)

Red joins the fray!

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Apparently the machine is too confused with the additional targets (a few beanlets).

Spoiler (click to show/hide)

Red isn’t doing any vital damage, but she is doing something. Can you even do vital damage to a machine?

Spoiler (click to show/hide)
(http://i.imgur.com/asF5JUa.png)
 
But now the machine is focusing on Red…

(http://i.imgur.com/V5v2Jlk.png)

Red runs for it!

The machine follows but gets lost in the woods.

Indigo, Green, and Yellow all died during the confusion of the attack so did the other Yoshi.

Meanwhile Red continues to run through the woods with the machine on her heels. She escapes catches her breath and then fights back for a bit before running off again. I can scarcely believe what I see.

Sandstone 20th, 251
Red’s fight continues deep in the woods. But to my surprise migrants arrive.

Red comes in briefly to eat, drink, and sleep before setting out again.

Spoiler (click to show/hide)

She is little more than a mass of walking scars, but she is in one piece.

Timber 14th, 251
The caravan finally arrives at our location. Perhaps we can get some help from the caravan guards.

I begin talks with the liaison, but my thoughts are constantly on Red.  When I get back I can see that she is managing to make a stand.

Spoiler (click to show/hide)

It’s like she’s getting stronger from fighting the vile beast.

Moonstone 1st, 251
On the first day of Winter Red runs back in, rests, eats, and drinks again.

She runs out again and eventually gets stuck on the other side of the river due to the fight.

While we attempt to build a bridge, the machine begins to attack Orange!

The bridge is built and the fight is more brutal than ever!

Spoiler (click to show/hide)

Opal 17th, 251
At this point this fight no longer matters. My fellows have begun to attack each other. Our dream is lost… isn’t it? We Toads usually can keep our cool in extreme conditions, but everyone is cracking.

But Red manages to mangle one of the machine's feet. It cannot stand anymore. It can barely move, but being a machine it continues to show no sign of backing down. It's red glowing eyes visible even from a distance seem to burn with a malice beyond that of any living thing.

Spoiler (click to show/hide)

We may fail… but Red has proven herself to be a true hero!

But finally Red tires and falls. Her last wound was too much. The machine took the moment of weakness and retaliated with no mercy. The sounds of her screams seem to echo all around us. Now there nothing but a strange sound filling to void. Vree-een vree-een vreen... It is coming for us…

(http://i.imgur.com/cspnWk6h.png)

I guess… this is goodbye…

Obsidian 8th, 251
I’m still alive. I managed to escape when it ran after me. I’m trying to console the rest, but that machine is still running around. It is going after the weakest of us. Each one of us in turn is falling to melancholy and the machine seems to sense that mental weakness. It quickly attacks anyone who shows the slightest symptoms.

I have no hope. How can I expect to help others? I can’t even keep my own thoughts together…

ObSidean 15th, 2SI
Neah neah neHa
Hehehe hOhoOhhhOOO if I eat the hoohoo fruit I will be hoohoohappy… Carrots haunt my dreams and Artichokes eat my family… I’ma a mushroom but there sure ain’t much room… Indigo why… why must the shelter be square… the square is a mockery of all things Toad… if it ain’t shaped like a head I’d rather be dead… speaking of Red she’s dead… we never became friends… what a bitch…  Muffinbottle! beware the Muffin Forest for the muffins be huffin… I think I thought I saw the stars Does it matter anymore? I’ve come so far to lose it all… in the end it doesn’t even matter… the princess was in another castle… The Stars were shining but they are now laughing… the machine and the stars and the moons… do you tanooki? 

(http://i.imgur.com/g7fGVkY.png)
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: b_knight286 on September 10, 2013, 12:34:11 am
I'm asking what the thing is.

Toads can grow leaves that temporarily turn the one who eats it into a tanuki.  Without your plugins, it seems.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Putnam on September 10, 2013, 01:13:30 am
I don't make plugins, just scripts. I wanna change that, but oh well.

Anyway, yeah, SYN_INGESTED and CE_BODY_TRANSFORMATION were added in 34.01. No reason it would require me!
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: IndigoFenix on September 10, 2013, 03:18:49 pm
That's a pretty awesome playthrough, EmeraldWind.  Yeah a Machine Made that early can certainly ruin your day.
I've finally got the Piranha Plant transformations working properly, but they still don't breed... Got to figure out a way to run tests quicker than waiting a year for them to grow up in the hopes that it'll work correctly.  Maybe DFHack has something useful for testing purposes?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: b_knight286 on September 10, 2013, 04:09:19 pm
Time to get cracking, but the download indicates it's for a slightly older version of DF.  Is the download the full thing, or do I need to insert it into a working DF download?  If the answer is the second one please change it to a FULL download for people like me with no clue how to download older versions of DF.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Putnam on September 10, 2013, 04:13:47 pm
Just use the latest one. There haven't been any raw changes since 34.08, and those were pretty minor and compatible with earlier mods.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: EmeraldWind on September 10, 2013, 05:45:27 pm
That's a pretty awesome playthrough, EmeraldWind.  Yeah a Machine Made that early can certainly ruin your day.
I've finally got the Piranha Plant transformations working properly, but they still don't breed... Got to figure out a way to run tests quicker than waiting a year for them to grow up in the hopes that it'll work correctly.  Maybe DFHack has something useful for testing purposes?

Yeah, I really enjoyed the fort despite the unexpected guest. Though I mostly learned I'm not the best person to try to write a community fort due to various reasons, but I tried. It ended to short to continue, but I really wanted to share the event.

The only thing I found with the Machine Made is that it was merely beating the crap out of my soldier rather than cutting or anything (granted once the next version is out I imagine she would have been pulped to death pretty quickly... which on that note might be a common death for a Toad). So whenever things got too rough the Axetoad ran for it and was a good deal faster than the Machine Made, then she'd avoid it until she healed up enough for another attempt. Actually, everything I wrote about Red's battle was pretty much automatic I would only occasionally change her station point if the Machine moved too far away. I would have probably had better luck if I had a hammertoad since it took the axe so long to bust up the shell enough to start doing real damage. (Ultimately, what killed the poor Toad was the fact that she broke its leg. The AI only flees due to having a lot of damage when it comes to military units, the Axetoad avoided getting tired by running away and resting until the leg broke then the Machine couldn't do enough to make her run. So she tired herself out which ended up worse than being heavily damaged.)

I also learned a little about playing with the Toads that I had overlooked. Most importantly is while the Toads need to be above ground, it is still necessary to dig for stone and to create storage space. Also that while stone blocks multiply, wood blocks are still 1 log to 1 block. I'm currently wondering if clay might have been a better direction to go for building materials. Lose and learn is the name of the game after all.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: b_knight286 on September 10, 2013, 06:13:38 pm
You should totally code in a fast-growing mushroom that gets processed into blocks at the farmer's workshop to emulate the toad's giant mushroom houses.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: EmeraldWind on September 12, 2013, 12:47:11 am
I was bored today. My muse was singing a funny song. Did some work. No promises of anything just something to look at. Spent all day on this.
(http://i.imgur.com/hWb4mbg.png)
(http://i.imgur.com/a6PKZjL.png)

Sprites are thanks to http://www.spriters-resource.com (http://www.spriters-resource.com) and are from the first Paper Mario. I edited them to be StoneSense friendly.

The Toads' mushroom caps match their description (except if they have stripes... can't do stripes quite yet) and their vests are colored with their profession.

The Yoshi have skin color matching their description, but their spikes, boots, and shells are statically colored right now.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Putnam on September 12, 2013, 12:48:04 am
Stripes? What do you mean, stripes? You'll notice that, when I was asking about eyes, Japa gave a pretty good explanation about patterns.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: EmeraldWind on September 12, 2013, 12:58:42 am
Stripes? What do you mean, stripes? You'll notice that, when I was asking about eyes, Japa gave a pretty good explanation about patterns.

He does for colors, but this mod has Toads that have striped caps as well as spotted. I couldn't figure out if there was a way to determine if the pattern was a SPOTS type or a STRIPES type. I tried a couple likely attribute names like pattern, pattern_type, and pattern_name, but I had no luck. So the striped patterns are just a nuance I could not figure out how to handle, but it pulls the colors the same regardless so you can still see the color the Toad would have just spotted instead of striped.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: IndigoFenix on September 13, 2013, 11:00:35 am
Update time!

Piranha plants are more functional now.  They'll grow up properly, although I still haven't seen them breed...The males now go through a mobile period, but it doesn't seem to help.  Does anyone here know how transformations interact with breeding?
At any rate, koopas can still purchase a few spores and let them grow into fortress guards over the course of the year.  They are dirt cheap and not all that bad at fighting when grown up, mobile or not.

Koopas can also produce 'necro potions' in the Magikoopa Sanctum using a charged gem.  When drunk, they begin a process that ultimately turns the drinker into a Dry Bones, which is a new koopa caste that behaves as a pet.  You can no longer give them orders, but they will continue doing whatever labors they had assigned before their transformation forever... they will not need to eat or drink, they will never complain, and although they will lose most of their combat skill they are really hard to kill.

Koopa behavior has been reprogrammed slightly to make playing as them less annoying in fortress mode.  They will no longer hide in their shells when seeing an enemy - they will simply ignore it until it attacks and hits them, at which point they will curl up in their shells and wait to be rescued.  This should help deal with the issue where koopas encountering shellcreepers in the caverns would enter a kind of limbo, both of them hiding until one of them died.  Which would usually be the koopa dying of thirst.  So that won't happen anymore.

Speaking of shellcreepers, them and their relatives are no longer invincible when curled up.  I hadn't even realized it, they were literally invincible (I realized something was wrong when I read about SCP-682 being unable to break their shell), because the only exposed body part had no organs or blood, and apparently the RETRACT_INTO_BP function causes the game to ignore everything except for that body part and whatever is inside it.  This made shellcreepers the most dangerous enemies in the game, since soldiers don't stop fighting until they are either injured or kill their target, they could easily die of thirst while trying to kill a shellcreeper.  So now their shells are tissue layers instead of a separate part, so you can kill them with stabbing and at least bruise them with blunt weapons.  They also have a special gougable part, so unarmed wrestlers can also damage them, although slowly.

The star beacon has been redone.  There are more powers you can get from Power Stars, and when you get 21 stars you can fuse them together to make a Grand Star.  Grand Stars are the next tier up: while Power Stars can give you long-term minor power boosts, Grand Stars can unlock powerful super-spells that include putting sieges to sleep, fully regenerating all friendly creatures, reviving the dead, damaging large groups of enemies from inside the fortress, all the way up to instantly killing half the hostile creatures on a map and unleashing a Supernova that can wipe out an entire enemy army in one blow.  And of course, the Star Beam, which lets you mop the floor with demons.

I need new ideas about how to collect power stars though.  The top tier power uses 7 Grand Stars (note that none of these powers destroys your stars, only breaks them into smaller fragments to be put back together again) and that means collecting 147 regular stars.  Currently, the only way to get stars is to fuse together 5 star pieces (assuming there even are star pieces on your map), killing Star Bunnies, raising Lumas to maturity (which can only be done on Good mountains where Star Bits are found), or killing megabeasts.  I don't know how long a game usually takes, but I think I need new ways of collecting stars so that people get to see the top-tier powers.

Also there's a surprise waiting for you in the Underworld... and he's actually a good guy!  Well, sort of.  Don't mess with him unless you REALLY want that Quartz Charm.  (It doesn't do anything...yet.)

Next up... badges?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: EmeraldWind on September 13, 2013, 09:43:37 pm
Another way of getting stars... hmmm...

Other than having a rare Super Star caste for some creatures that produces one I can't really think of much other than implement more SMB bosses and minibosses. At least nothing that feels in tune with the SMB series...

Unless you can create a special Coin item that can be used to create stars. 100 Yellow Coins (SM64), 8 Red Coins (SM64), and 5 Blue Coins (SMS)... The only problem I see is how to implement that in a way that makes sense. How do the Coins exist? Where do you get/make them? What material is the result Star made of? I suppose Yellow Coins could be a butcher-able drop for non-sentient creatures (since in game a lot of creatures tend to drop them), but that might make it too easy to get one hundred of them. You could complicate the process a bit by making them first form into Star Coins and 3 Star Coins can be made into a Star.

You can also create a Purple Comet effect for different regions that requires you to collect a bunch of Purple Coins (which rain from the sky) to create a Star, but material the coins is made from disappears (ala the Subcon materials you have) after a time. This way getting a Star is possible, but requires the player to be both quick and lucky. But this would only be somewhat useful, but if a player is attempting a long term use of a world they could use this set up to export Stars to their civ and then build another fort and request them for trade (if that sort of thing works yet).
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.3: Piranha Grove
Post by: Putnam on September 13, 2013, 10:17:54 pm
Next up... badges?

How the heck do you even do that without DFHack?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: b_knight286 on September 14, 2013, 12:41:53 am
Masterwork has 'store' workshops that turn items into a stack of coins.  Maybe do something similar with the toads, since there are shops in SMB?  Selling foodstuffs would be a good way to, slowly, build up gold coins, and you could then add reactions to BUY stuff for those coins in times of need...then you can add a special workshop that upgrades gold coins into blue or red ones, which can be used to buy star pieces.  That work? Seems good to me, and you can likely steal the code right out of Masterwork...or ASK for it heheheh.  Toads are based on economy so this is something you should eventually implement anyways.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: IndigoFenix on September 14, 2013, 12:39:01 pm
Masterwork has 'store' workshops that turn items into a stack of coins.  Maybe do something similar with the toads, since there are shops in SMB?  Selling foodstuffs would be a good way to, slowly, build up gold coins, and you could then add reactions to BUY stuff for those coins in times of need...then you can add a special workshop that upgrades gold coins into blue or red ones, which can be used to buy star pieces.  That work? Seems good to me, and you can likely steal the code right out of Masterwork...or ASK for it heheheh.  Toads are based on economy so this is something you should eventually implement anyways.

Something like this could work.  It would actually make more sense in this mod, since it could be that instead of setting up a store that invisible buyers and sellers inexplicably buy and sell whatever you give or ask for, it could be a warp pipe leading to a far-off 'marketplace' instead...

In the source games, though, stars weren't usually something you could buy... they were generally plot coupons you could get by completing arbitrary challenges or a typical reward for doing favors for someone.  Maybe instead of predictable buying and selling, there could be a way of getting randomized 'requests' for different products, and by shipping off these requested products you could get stars or star pieces... kind of like royal mandates only instead of getting a beating for failing them you get rewarded for completing them.

Next up... badges?

How the heck do you even do that without DFHack?

It can be done by giving each kind of badge material a reaction product that produces a vaporizing stone with an appropriate syndrome when 'activated'.  Not all that difficult, provided you're okay with the vaporizing stone method (which unfortunately doesn't work 100% of the time, but badges aren't used up so that's okay).
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: GaxkangtheUnbound on September 14, 2013, 05:24:34 pm
For power star collection, you could add golden chomps that are brought in koopa sieges, so if you kill the siege you can collect their remains to make power stars. Koopas could butcher them into gold bars as well.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: EmeraldWind on September 15, 2013, 02:46:33 pm
Masterwork has 'store' workshops that turn items into a stack of coins.  Maybe do something similar with the toads, since there are shops in SMB?  Selling foodstuffs would be a good way to, slowly, build up gold coins, and you could then add reactions to BUY stuff for those coins in times of need...then you can add a special workshop that upgrades gold coins into blue or red ones, which can be used to buy star pieces.  That work? Seems good to me, and you can likely steal the code right out of Masterwork...or ASK for it heheheh.  Toads are based on economy so this is something you should eventually implement anyways.

Something like this could work.  It would actually make more sense in this mod, since it could be that instead of setting up a store that invisible buyers and sellers inexplicably buy and sell whatever you give or ask for, it could be a warp pipe leading to a far-off 'marketplace' instead...

In the source games, though, stars weren't usually something you could buy... they were generally plot coupons you could get by completing arbitrary challenges or a typical reward for doing favors for someone.  Maybe instead of predictable buying and selling, there could be a way of getting randomized 'requests' for different products, and by shipping off these requested products you could get stars or star pieces... kind of like royal mandates only instead of getting a beating for failing them you get rewarded for completing them.

In my suggestion I was thinking the special Coins could be taken to the Beacon to "summon a star". The Coins get used up and then the Star acts like a typical one. Maybe the Stars could be made from the same material as the Coins used to summon it.

My idea was base mostly on the SM64 "100 Coin Star" and the "Find The Eight Red Coin Stars". Basically,this would just make Coins like a more/less common Star Piece. And different creatures could drop different numbers of Coins or different kinds of Coins based on their rarity/difficulty to fight and some creatures could have a rare golden caste that drops a lot of Coins (based on NSMB2).
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: ArKFallen on September 16, 2013, 04:48:55 pm
Code: (Errorlog.txt) [Select]
Duplicate Object: reaction STAR_RESURRECT_2_MW
Duplicate Object: reaction STAR_RESURRECT_MW
Noticed this while starting a toad fort.
I'll probably never get far enough to see the repercussions as this world has the added bonus of Halfling's disease mod added to every overworld race (to some degree) with the playable races getting potential for every disease.

Keep up the good work, this mod has some of the most interesting features I've seen in non-dfhack required mods.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: Ravenous Space Kobold on September 16, 2013, 08:07:58 pm
I would like to give my thanks to you!
I am having so much fun with this mod (especially the Shy Guys)!
But I was wondering if you ever considered adding Poochys into the game?
Maybe just as a luxury pets for toads?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: EmeraldWind on September 16, 2013, 08:40:18 pm
I would like to give my thanks to you!
I am having so much fun with this mod (especially the Shy Guys)!
But I was wondering if you ever considered adding Poochys into the game?
Maybe just as a luxury pets for toads?

They are there already. It is the first entry in creature_mw_tropical.txt.

But they are naturally tropical creatures, so unless your Toad civ has tropical area within it then they might not have domesticated Poochys. So they wouldn't appear as a trade good from your civ in that case, but maybe other civs might have them.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: Ravenous Space Kobold on September 17, 2013, 06:00:21 am
I would like to give my thanks to you!
I am having so much fun with this mod (especially the Shy Guys)!
But I was wondering if you ever considered adding Poochys into the game?
Maybe just as a luxury pets for toads?

They are there already. It is the first entry in creature_mw_tropical.txt.

But they are naturally tropical creatures, so unless your Toad civ has tropical area within it then they might not have domesticated Poochys. So they wouldn't appear as a trade good from your civ in that case, but maybe other civs might have them.
Oh okay.
I guess I should have looked harder!
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.31: Piranha Grove
Post by: EmeraldWind on September 17, 2013, 02:15:51 pm
No problem. It is a rather extensive mod. I only knew because I recently opened up the tropical raw looking for Yoshis which were in the domestic one.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: IndigoFenix on September 18, 2013, 08:31:47 am
Update time!  Are you ready to start collecting Power Stars?

There were a bunch of new uses for Power Stars in the last update, but unless you managed to start a star bunny slaughterhouse, not a whole lot of ways to get them.  But all that is about to change.  Toads can now obtain special requests from far-off kingdoms, and by completing them, they will receive either Star Pieces or whole Power Stars.  To obtain requests, you must first distribute flyers.  This is a three-step process: first, build a Screw Press and process trees into paper scrolls.  Then, construct a Requests Office and write out the flyers (this is a ten-step process - automatic, but takes a while to complete).  Finally, create a 'Warp Pipe to the Market' and select 'post flyers'.  This will produce one or more randomly-picked 'requests' for a certain type of item, usually mass-produced.

To complete a request, first look through the papers (they are stockpiled under finished goods) and decide which ones you want to fulfill.  Forbid the others, then select 'sign requests' at the Requests Office.  The moment you produce the required number of requested items, your Toads will automatically ship them off through the Pipe and obtain a reward in exchange.  (You can forbid the signed papers as well if you change your mind.  The signing process is to prevent the Toads from automatically shipping off, say, 50 meat and then starving to death).

There are a huge amount of possible requests and more will likely be made in the future.  They are usually pretty straightforward requests for a large amount of a particular item, like, for example 100 crafts, but some requests may be more difficult to acquire (5 sets of Koopa Shell armor, which you'll have to get by killing invaders), less clear (a 'noble furniture set', for example, is a bed, table, chair, chest, cabinet, armor stand, and weapon rack), or reliant on an esoteric game mechanic (has anyone figured out the secret of producing Red Essence yet?)  Currently, all rewards are either a Star Piece or a Power Star (also I'm not really sure how balanced it is, practically speaking), but the system allows for more... interesting rewards, which may come into play in future updates.

Toads can now stay underground longer before experiencing dizziness - about 1 month, long enough to do most things that don't involve actually living underground.  (For the record, the idea of them getting dizzy underground is not so much that darkness is unhealthy for them, but that it causes them to start reverting back into their mushroom nature.)  There is also a subterranean mushroom called a Refreshroom (it was in previous versions, but now it is more prominent and effective) which will guard against this effect - by keeping your Toads on a steady diet of refreshrooms and refreshroom tea (due to the way syndromes work, you must do both for maximum effectiveness) you can all but completely stave off the harmful effects of cave-dwelling.  Toads now have a few other odd behavioral effects - they will get a short speed boost when fleeing enemies, but with a small chance of fainting from Shroomshock instead (which will also hide them.)  Experiencing too much tragedy too quickly, regardless of current mood (they must go from unaccustomed to tragedy all the way to 'doesn't care about anything anymore' within the space of a single month), can potentially put them into incurable Shroomshock forever (this is very rare though, and probably won't happen unless your fortress is about to collapse anyway.)  Refreshrooms can protect against all of these negative effects.

Besides the market pipe, Toads can create multiple other types of warp pipes, each leading to a different environment and allowing them to produce a different resource: the grassland (food), the desert (sand), the water world (water), the forest (wood), the mines (stone), the glacier (ice), and the lava world (magma).  All of these can produce their associated product infinitely, although with the exception of the water pipe, they are very slow and less efficient than just collecting the resources through normal methods, unless your map doesn't have access to them at all.

The lava pipe was originally intended as a joke until I tested it and found the result to be both (a) awesome and (b) very un-Toadlike.  So I gave it to the Koopas instead.  They now have a third use for charged gems: creating magical fire stones which can be used to spawn pools of magma.  Above-ground lava moat, no pump stacks required!  (Warning: do not use while standing on grass.)

Also Shy Guys now have Kevlardtm.  It's not even close to the effectiveness of Bumpty blubber, but it should make Morbidly Obese Guys a little more damage-resistant, as suggested.

One more change: Prankster Comets are now megabeasts.  I have no idea what will happen when one of them shows up.  They should either operate as expected (vanish from view almost immediately, avoid direct contact with everyone and be effectively uncatchable, and cause crazy things to happen through long-distance interactions) or wipe out your entire fortress in about 30 seconds.  Or possibly get in a fight with someone and explode.  Or do something completely different.  It all depends on how the [MEGABEAST] tag interacts with creature behavior.  Someone let me know what happens when one of them shows up.

And finally, Star Bunnies no longer have Power Stars inside them - instead they lay Star Pieces as eggs if you tame them.  No more butchering bunnies for stars!
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: IndigoFenix on September 19, 2013, 02:49:39 pm
New poll up.  Should I standardize creature materials (that is, only one type of meat, leather, etc, with a few possible exceptions for rare body parts)?  It can improve FPS and remove clutter from the menu screens, but I don't know, maybe people like seeing their fortress stockpiled with wiggler meat and cheep cheep leather.  It's more of a look and feel thing.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: ZubatZubatZubat on September 20, 2013, 01:44:57 am
A thing that bothers me is that the shyguys can't smelt materials together. No Bronze, Billon or sterling silver?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: ZubatZubatZubat on September 20, 2013, 08:10:12 pm
Oh, before I forget, do shyguys need any labours activated to pull things out of the portal?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: Nahere on September 20, 2013, 11:30:02 pm
Pretty sure the portal uses the observer skill, which cannot be deactivated as a labour.
Looking through the raws, I noticed that INTERACTION:FAINT_MW, which is used when fleeing, has no end timer, whereas INTERACTION:FAINT_FOREVER_MW ends after one month. Seems slightly backward to me.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: IndigoFenix on September 21, 2013, 12:11:14 pm
Looking through the raws, I noticed that INTERACTION:FAINT_MW, which is used when fleeing, has no end timer, whereas INTERACTION:FAINT_FOREVER_MW ends after one month. Seems slightly backward to me.
Whoops, you're right.  It'll be fixed for the next update.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: Ravenous Space Kobold on September 24, 2013, 05:43:13 am
Oh, before I forget, do shyguys need any labours activated to pull things out of the portal?
They need the plant gathering labor enabled.
Because they get Subcon Vegetables out of the portal.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.32: Power Star Missions
Post by: IndigoFenix on September 24, 2013, 06:48:28 am
Oh, before I forget, do shyguys need any labours activated to pull things out of the portal?
They need the plant gathering labor enabled.
Because they get Subcon Vegetables out of the portal.

Only for the 'look for food' command.  The other ones don't use any labors.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on September 25, 2013, 07:17:50 am
New update!

This one is mainly a bugfix update - the Star Beacon's reactions are more reliable, some materials have been moved from the inorganic file so they shouldn't show up in preferences, etc.

As for features: Toads have a new building, the Toad House.  It gives them more control over powerup storage - you can now choose which plants to seal off.  There are more powerups too: the Metal Mushroom and the Golden Mushroom.  One makes you as hard as iron, the other doubles your speed.  The 1up Mushroom has been changed as well: eating it will give you the ability to revive one corpse.  Leave the coffin of a beloved citizen outside the dining room and bring them back to life with full health!

Enemies drop special yellow coins now.  While not too valuable on their own (each coin has a base value of 1), 100 of them can be traded in for a Power Star at the Star Beacon.  Request missions now give yellow coins instead of star pieces, so they can be added to your stockpile of coins obtained from enemies.

Koopas have a new potion: The Potion of Brute Strength.  Whoever drinks it will double in size, have all of their physical stats doubled, and be rendered immune to most status effects, and unlike the Super Mushroom, it doesn't wear off.  But there's a catch, of course... while having one Brute is fine, two or more occupying the same area of your fortress are prone to lashing out at each other or flying into a berserk rage (the probability is lower if there are non-Brutes around, but it can still happen).  So an army of Brutes is right out.  You might want to give it to your landholder to make sure they don't die so easily (remember, Koopas require a living landholder to build an army), although it's worth noting that the Brute potion also removes their sense of fear... and since landholders are also responsible for laying down justice, it doesn't leave much hope for criminals who get the hammer.  Which is, of course, perfectly Koopa.

You can now find ? blocks, both underground and flying around above ground.  All three races can open them up at their respective Crafts workshop.  They often contain powerups, powerful weapons, coins, or several of the above.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on September 26, 2013, 06:37:04 pm
 Doo doo dee dee doo...

(http://imgur.com/kEd4TpX.png)
Ah, hatchlings.

(http://imgur.com/U0WpZMz.png)
My civ seems to be full of burnt umber skinned Toads with yellow spotted caps.

(http://imgur.com/gbT05Wo.png)
I like that there is a Yoshi caste for each color available in the DF palette now.

Edit: BTW the Yoshis' new abilities are coming in handy. I embarked in a blessed area and it seems to be reviving the dead for some reason. The Yoshis just love to eat undead body parts.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on September 27, 2013, 05:15:13 am
Edit: BTW the Yoshis' new abilities are coming in handy. I embarked in a blessed area and it seems to be reviving the dead for some reason. The Yoshis just love to eat undead body parts.
Well, not exactly... the body part eating interaction actually reanimates the dead body parts for a single frame before destroying them.  Sometimes you get messages if a Toad is watching when it happens.  No actual zombies are happening here.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on September 27, 2013, 11:12:24 am
Edit: BTW the Yoshis' new abilities are coming in handy. I embarked in a blessed area and it seems to be reviving the dead for some reason. The Yoshis just love to eat undead body parts.
Well, not exactly... the body part eating interaction actually reanimates the dead body parts for a single frame before destroying them.  Sometimes you get messages if a Toad is watching when it happens.  No actual zombies are happening here.

Well shoot. I guess guess I should keep the Yoshis away from my butcher's. Lol.

This is good to know though. I thought the Yoshis were saving me, but they were really just having an all you can eat buffet!  :P
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: b_knight286 on September 27, 2013, 02:03:26 pm
One thing. Just ONE thing. PLEASE add 'Male' to the caste name of Yoshi males so we know which of the two kinds of 'Black Yoshi Eggs' we want to cook...
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: ZubatZubatZubat on September 28, 2013, 08:23:49 am
A few general questions:

1) How does one process fuzzbushes?

2) How does the gardener's station work?

3) How can you control bonfires?

4) What things produced with imaginary components disappear and what things don't?

5) Why don't shyguys get access to meat on embark?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on September 28, 2013, 11:43:58 am
One thing. Just ONE thing. PLEASE add 'Male' to the caste name of Yoshi males so we know which of the two kinds of 'Black Yoshi Eggs' we want to cook...

Okay.  I wonder, though, if there's a way to change the name of a creature's egg without changing the name of the creature itself.  I have other reasons for wanting to do that.  It kind of grows on you, eh?

A few general questions:

1) How does one process fuzzbushes?

2) How does the gardener's station work?

3) How can you control bonfires?

4) What things produced with imaginary components disappear and what things don't?

5) Why don't shyguys get access to meat on embark?

1) Fuzzbushes are basically the replacement for pig tails in VDF.  Process them into thread at a Farmer's Workshop, then make them into cloth at a Loom.

2) Well, it's really more of a leftover of my early experimenting with piranha plants.  It lets you 'cheat' to get new piranha plant breeds in climates that they wouldn't normally develop.  The details were pretty esoteric from the start though, and now that I look at it, it probably won't even work now that their life cycle has been redone (oh yeah, forgot to mention - P. plants breed now, though it takes about 1 and a half years for them to mature and they will only breed once in their life.) So just ignore it for the time being.

3) With great difficulty :P  Save them for when you are willing to possibly sacrifice a Shy Guy to break a siege.

4) All of them disappear eventually, unless they are used in a construction (walls, floors, stairs, or ramps).

5) I have no idea, I'll check up on it.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: b_knight286 on September 28, 2013, 01:12:04 pm
Playing as toads this time to see what's up.  Made a militia of three to protect against beasties, the RNG named it 'Pokers of Virginity'.  Toads aren't as innocent as I thought, heheh.  And now, to actually contribute to the thread, I will think of some random suggestions...let's see...well, you could adjust toads so they have a bonus to 'peaceful' skills and a penalty to 'aggressive' ones, to further bring home the fact that they are NOT fighters.  Masterwork has all those casts with different learning skills, but I can see a normal toad learning how to bake a cake faster than learning how to kill a man.  For flavor you can make it so Shyguys have a bonus to learning liar or something, as well, since they're all pranksters.  Can't think of a skill Koopas would be inherently good with other than hiding in shells, which is an ability so yeah...Oh and I still support my earlier suggestion of adding a fast-growing mushroom that gets processed into blocks to simulate mushroom houses.

Edit: First caravan, the wagons nearly TELEPORTED onto my depot.  Toads apparently have access to warp drives.  That, or Yoshis are the best pack animals ever programmed into DF...
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on September 28, 2013, 01:57:36 pm
Playing as toads this time to see what's up.  Made a militia of three to protect against beasties, the RNG named it 'Pokers of Virginity'.  Toads aren't as innocent as I thought, heheh.  And now, to actually contribute to the thread, I will think of some random suggestions...let's see...well, you could adjust toads so they have a bonus to 'peaceful' skills and a penalty to 'aggressive' ones, to further bring home the fact that they are NOT fighters.  Masterwork has all those casts with different learning skills, but I can see a normal toad learning how to bake a cake faster than learning how to kill a man.  For flavor you can make it so Shyguys have a bonus to learning liar or something, as well, since they're all pranksters.  Can't think of a skill Koopas would be inherently good with other than hiding in shells, which is an ability so yeah...Oh and I still support my earlier suggestion of adding a fast-growing mushroom that gets processed into blocks to simulate mushroom houses.

Well, they do have certain personality ranges that affect behavior - Toads have low anger values so they rarely throw tantrums or go berserk, but they also don't tend to get 'enraged' bonuses in combat.  They also tend to have low willpower, so they give in to pain easily, making them very vulnerable if they get hit - they CAN learn to fight though, thanks to their high agility and strength.  And Shyguys have very low straightforwardness so they tend to be good liars.

We'll see about mushroom houses once the next DF update allows for giant trees - Toady said that there will be giant tower-caps in the caverns, so I expect there will be some code that allows trees to be mushroom-shaped.  (Some biomes already have giant mushroom forests.)  Toads can already use warp pipes to (slowly) produce wood or stone, if your biome doesn't have any available.

Edit: First caravan, the wagons nearly TELEPORTED onto my depot.  Toads apparently have access to warp drives.  That, or Yoshis are the best pack animals ever programmed into DF...

Ah, this glitch again.  I don't know what causes it.  Sometimes random spots on the ground catch fire when it happens.  It's pretty rare, so lets pretend its a 'feature' until I can figure it out.  (Given the number of monsters that explode or breathe fire in this mod, you should be building fire escapes into your fortress anyway).

(I blame Doc Brown.)
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: JumboDS64 on September 29, 2013, 08:25:53 am
Are you gonna add things from Mario and Luigi: Dream Team at some point?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on September 29, 2013, 09:08:38 am
Are you gonna add things from Mario and Luigi: Dream Team at some point?

Possibly, if there's a good place to put them in.
Dream World, huh?  Like a reimagining of Subcon?  Maybe Shy Guys can get something from there...
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: b_knight286 on September 29, 2013, 11:25:06 pm
I personally hate everybody who voted no on the poll.  I like playing koopas and would REALLY welcome a raw-trimming...
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on September 30, 2013, 09:14:34 pm
I personally hate everybody who voted no on the poll.  I like playing koopas and would REALLY welcome a raw-trimming...

I didn't vote one way or another. The trimming doesn't bother me, but I'd like to still see some kind of variety in leather and cloth.

Like maybe a couple classes of leather and something like dragonhide being a rarity pulled from great dragons and nothing else. And something similar with cloth.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: Ultimuh on October 03, 2013, 05:00:09 pm
I personally hate everybody who voted no on the poll.  I like playing koopas and would REALLY welcome a raw-trimming...
You must really hate me then. :p
After all, the wide variety of stuff, is one of the things which attracted me to DF in the first place.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on October 04, 2013, 03:06:10 am
I'm probably going to end up doing some kind of compromise in the end.  There are a lot of creatures with non-standard materials already (fireproof, super-tough skin or fat, etc.)  So far, it looks like I'm at least to simplify organ meats.  That should cut the number of meat types down by around 10 per creature, and I don't think anyone will mourn the loss of the ability to eat shellcreeper eyeballs.  Still playing around with leather - I've made about 25 different types of leather (ranging from the translucent membranes of Mildes and Lemon Drops to Reznor's dino-hide, although some differ only in color or name), or just keep them non-standardized but keep the different properties.

Koopa magic is looking a lot more like traditional alchemy by the way.  I've decided that the shiny yellow coins are 'purified gold' created with a philosopher's stone and can be used to create monsters using a homunculus-like procedure.  And that's why the monsters of the Mushroom World have coins in them.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: Ultimuh on October 04, 2013, 06:04:55 am
Well at least if I know the meat itself I eat and the leather I wear is from a Yoshi, I don't mind.
However distinct features, such as Yoshi tongues, should still be different from normal tongues.
Just my opinion.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on October 04, 2013, 08:04:23 am
I'm probably going to end up doing some kind of compromise in the end.  There are a lot of creatures with non-standard materials already (fireproof, super-tough skin or fat, etc.)  So far, it looks like I'm at least to simplify organ meats.  That should cut the number of meat types down by around 10 per creature, and I don't think anyone will mourn the loss of the ability to eat shellcreeper eyeballs.  Still playing around with leather - I've made about 25 different types of leather (ranging from the translucent membranes of Mildes and Lemon Drops to Reznor's dino-hide, although some differ only in color or name), or just keep them non-standardized but keep the different properties.

Koopa magic is looking a lot more like traditional alchemy by the way.  I've decided that the shiny yellow coins are 'purified gold' created with a philosopher's stone and can be used to create monsters using a homunculus-like procedure.  And that's why the monsters of the Mushroom World have coins in them.

If Bowser can turn Toads into bricks and minions into duplicates of himself (Original SMB) then him turning coins into monsters makes sense too. This also explains why the enemies in the RPGs generally explode into coins when defeated.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on October 04, 2013, 09:28:58 am
Now that monsters drop coins, I'm thinking of having all of the races' high-level play styles be based around them in some way or another.  Toads can convert them to stars, Koopas will use them to spawn more monsters, and I'm thinking of giving Shyguys a slot machine to suit their more random style.

One possibility I'm working with that may or may not go over well is removing the ability of Shyguys to create subspace portals from scratch, instead requiring them to obtain a magic potion from the slot machine which will allow them to create a temporary subspace portal.  There are a number of ways to re-balance this - if the door itself is harder to get and is temporary, maybe the items they get from it don't have to be.  Of course, this could mean a big change to their playstyle.  Then again, the Shyguys weren't especially well thought out, up until now I was treating them more like a 'cheat mode'.  Any thoughts?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: b_knight286 on October 04, 2013, 06:04:03 pm
Could always have subcon portals only exist in the background.  Pretend there's only one, that your civ owns, and make a workshop that delivers crafts home for random subcron junk, make them bring subcon goods in caravans but make them light and cheap.  That kind of thing.  Now, I leave it to those with knowledge as to how practical this would be.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on October 04, 2013, 07:24:25 pm
Maybe keep subcon portals as they are, but add portals to other dream worlds.

The other dream worlds could be references to other Nintendo games... so that you can pull in materials from other universes to make the Shy Guys more weird. Like pulling Rupee Ore and Deku Wood from Hyrule (Legend of Zelda), Star Blocks and Maxim Tomatos from Dream Land (Kirby), and Zebesian Rocks and Talloric Alloy from Zebes (Metroid).

The portals would be randomly obtained from the Slot Machine and rare, but could add neat food items, odd building materials, and maybe a couple other odds and ends.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: JumboDS64 on October 05, 2013, 08:15:33 am
Maybe you could add Grombas (from Mario and Luigi: Dream Team) as less intelligent, less civilized Goombas that appear near cave entrances?
Maybe keep subcon portals as they are, but add portals to other dream worlds.

The other dream worlds could be references to other Nintendo games... so that you can pull in materials from other universes to make the Shy Guys more weird. Like pulling Rupee Ore and Deku Wood from Hyrule (Legend of Zelda), Star Blocks and Maxim Tomatos from Dream Land (Kirby), and Zebesian Rocks and Talloric Alloy from Zebes (Metroid).

The portals would be randomly obtained from the Slot Machine and rare, but could add neat food items, odd building materials, and maybe a couple other odds and ends.

Can Shyguys cook? If so, adding to your idea, they could rarely get Zebon Gel from Dream Land portals to use as a cooking ingredient, as the Kirby anime stated that Zebon is a very good ingredient.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on October 05, 2013, 01:16:47 pm
Maybe keep subcon portals as they are, but add portals to other dream worlds.

The other dream worlds could be references to other Nintendo games... so that you can pull in materials from other universes to make the Shy Guys more weird. Like pulling Rupee Ore and Deku Wood from Hyrule (Legend of Zelda), Star Blocks and Maxim Tomatos from Dream Land (Kirby), and Zebesian Rocks and Talloric Alloy from Zebes (Metroid).

The portals would be randomly obtained from the Slot Machine and rare, but could add neat food items, odd building materials, and maybe a couple other odds and ends.

Ha, the easter egg lover in me likes this idea, but unfortunately it isn't possible to add 'secret' building types to the menu or make standard buildings behave differently based on what item they are made from.  Making the occasional offworld oddity pop out of a reaction is possible though.

Hm, I wonder if there are any mods out there based on other game series that were designed with compatibility in mind?  I wouldn't mind playing a game set in a Mushroom World / Hyrule crossover...
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on October 05, 2013, 07:35:45 pm
Oh crap. I forgot about that. You can't require a building to need a specific kind of material to be built.

But you can do it with reactions right? How about create a tool type keys and have the keys be used to make a subspace portal lead somewhere else (depending on the material) for a single job or multiple jobs (like have the keys have like 20 uses by make the metric high and have the job only use part of the metric). If that is possible.

Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on October 06, 2013, 10:04:05 am
Oh crap. I forgot about that. You can't require a building to need a specific kind of material to be built.

But you can do it with reactions right? How about create a tool type keys and have the keys be used to make a subspace portal lead somewhere else (depending on the material) for a single job or multiple jobs (like have the keys have like 20 uses by make the metric high and have the job only use part of the metric). If that is possible.

Hmm, I've wanted to include keys for a while but I didn't really have any good ideas as to what they would be used for.  This is possible, with some complicated and tedious use of material reaction products.  Not sure if I want to actually get into the whole crossover-game thing though, there's enough possible easter eggs coming from this universe already.

Which isn't to say that I don't like crossover worlds.  Shame that Putnam's Earthward Pick wasn't made for crossover compatibility, it certainly looks like it has a lot of content.  I wonder if I can steal it and make a slightly modified version?
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: Putnam on October 06, 2013, 02:19:19 pm
You can't require a building to need a specific kind of material to be built.

Yes you can? Unless you don't mean something like this:

[BUILD_ITEM:NONE:NONE:INORGANIC:SPECIAL_STUFF]
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: IndigoFenix on October 06, 2013, 03:23:52 pm
Yes, I know, but it wouldn't be possible to add 'secret' buildings or make them behave differently depending on what they were made of.  To make different kinds of portals would require different options to appear on the workship menu whether you had the rare item or not, which isn't really worth it for an easter egg.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: Putnam on October 06, 2013, 03:25:20 pm
Should be possible with DFHack, but

isn't really worth it for an easter egg.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: ZubatZubatZubat on October 07, 2013, 09:11:44 am
I genned a world not long ago, and the ages kept shifting between "Swamp Titan and Great Dragon" and "Three Powers".

The Third Power was ALWAYS a Smith King, and every time, the new Smith King would be killed by the exact same Belome.
Title: Re: Rise of the Mushroom Kingdom Returns! Update 0.33: Powerups and Star Missions
Post by: EmeraldWind on October 07, 2013, 08:52:43 pm
Well I guess the final battle would have been much easier if we recruited Belome then....
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 11, 2013, 09:29:50 am
Update time!

This update brings a whole bunch of changes, I'm not going to even remember them all.  But let's get an overview:

Koopas can now manufacture monsters in the Mystic Hatchery.  To make it work, you'll need to produce a 'potion of life' at the Magikoopa Sanctum, which, when drunk, will cause a Koopa to produce a 'monster egg corpse'.  This must be deposited next to the Mystic Hatchery and can then be used to spawn one of many different monsters, ranging from Shellcreepers to Podoboos (careful with that last one!)  The spawning reaction is free, though the potion itself will drain a magic gem to produce.  Be warned, spawned creatures may be hostile at first, so be sure to deposit the egg inside a room surrounded by cage traps before running the spawning reaction.  (Creatures can be spawned through walls.)

Koopas can also create a 'shell workshop' that lets them improve their shells in various ways.

As for Shyguys, they now can make a slot machine which allows them to gamble shining coins for subspace potions or various other items (mostly just regular plants though.)  The more coins you deposit at once, the better the chance of getting a potion.  Subspace potions are required to produce a subspace portal, which should last about a season.  Subspace furniture is no longer seizure-inducing colors, but is instead a simple white.  It will still fade away over time, but as long as they exist you can set them up to improve the value of your fortress and the mood of your shyguys.  Or you can look for blocks, which will produce distinctive magenta-colored mushroom blocks that will let you construct large structures easily.  Basically shyguys are more normal to play as now, you can't rely on subspace to produce everything but it'll be useful when it does show up.

Some other changes:
Cavern layers each have a new, distinctive look - SMB2-3-style green grass for the top, classic blue for the middle, and dark purple for the bottom.
Various creature behavior has been improved.  Monty moles leave dirt behind when they burrow, geckos no longer kill each other before you even see them, Arachnes will show up, ? blocks will appear.  Also some new creatures have been added.  Watch out for food-stealing buzzbee swarms!
Ztars have been added.  Every time you put a broken power star back together, it has the potential of producing a ztar as well.  Ztars are heavy, useless, and actually have a negative value (exactly the opposite of a single Power Star), so they'll lower the value of your fortress unless you can get rid of them.  Atomsmashers should help.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Lukewarm on October 11, 2013, 07:47:31 pm
This is quite possibly one of the best ideas that I have ever learned.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: EmeraldWind on October 11, 2013, 07:54:16 pm
When you trade a Ztar do merchants think they are getting a raw deal?
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: ZubatZubatZubat on October 11, 2013, 11:18:47 pm
The shyguy nerf seems a little excessive, do they still have no managers/brokers/bookkeepers?

Edit: Shining coins drop from enemies, right?
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: b_knight286 on October 12, 2013, 12:47:44 am
no longer seizure-inducing colors
My response. (http://nooooooooooooooo.com/)
As for Koopas, now you just need to hack in technically-living dry bones using a FATAL magic potion...or something.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 12, 2013, 02:05:49 am
I'll miss the seizures, though on the plus side I won't end up dying as Shy Guys because I'm too busy collecting and using doors to get only a certain color of block. Well, at least I won't be using it as much. It reminds me of my first real Shy Guy fortress where I didn't realize until during a siege that I had used imaginary mechanisms in my draw bridge.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 12, 2013, 12:51:30 pm
When you trade a Ztar do merchants think they are getting a raw deal?

Merchants won't take a Ztar even if you give it to them for free.  It actually has negative value, you have to give them some other valuables just to get them to accept it... and even then, it's so ridiculously heavy that they probably won't be able to carry it.  Atom-smashing is the best solution.

The shyguy nerf seems a little excessive, do they still have no managers/brokers/bookkeepers?

Edit: Shining coins drop from enemies, right?

Hm, maybe I should add in some other nobles for shyguys.  Nothing too big, but at least enough to make things simpler.  The shyguy game is going to be changed quite a bit in the future (while retaining the same basic theme), I'm still working on ideas for them.  And yes, shining coins drop from most enemies, the exceptions being more realistic creatures and 'good' animals that you're not supposed to kill.  The tougher enemies drop more than one coin, too.

no longer seizure-inducing colors
My response. (http://nooooooooooooooo.com/)
As for Koopas, now you just need to hack in technically-living dry bones using a FATAL magic potion...or something.

Oh?  I thought people didn't like the colors... at any rate, it'll be easier to recognize at a glance which items are imaginary and which aren't.  And be easier on players with OCD.  Though there's still keys to work in, which leaves room open for more subspace stuff...
And Koopas already have technically-living dry bones: try a potion of undeath.

I've still got to make some adjustments to material values and reaction processes, especially as far as melting down items is concerned.  Producing certain materials can have...unexpected effects on your fort's perceived value.  I haven't quite worked out the kinks with using coins in reactions.
Here's a thought... adding extra options for 'reclaiming' a fort built by another species... like giving special reactions that can only be performed by using another species' workshops or items.  I'm also going to try and create a kind of alchemical mythology for this mod, based around the three 'special' metals... shining gold (yellow), firemetal/philosopher's stone? (red), and adamantine (blue).
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 12, 2013, 03:52:34 pm
Would having Ztars make more advanced races siege/ambush you less due to the lowered value of the fortress? Could be semi-useful for that, if so(and you have a lowish population).


Edit: Also Spikes are grazers right? Do you need to periodically leave them to graze or will they find food on their own like they seem to be able to find water. (Probably shouldn't have embarked on some badlands with them!)

Edit Edit: Ah nevermind when starving they went to my food storage. Maybe because it wasn't outside at first?
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: EmeraldWind on October 12, 2013, 11:09:21 pm
When you trade a Ztar do merchants think they are getting a raw deal?

Merchants won't take a Ztar even if you give it to them for free.  It actually has negative value, you have to give them some other valuables just to get them to accept it... and even then, it's so ridiculously heavy that they probably won't be able to carry it.  Atom-smashing is the best solution.

The shyguy nerf seems a little excessive, do they still have no managers/brokers/bookkeepers?

Edit: Shining coins drop from enemies, right?

Hm, maybe I should add in some other nobles for shyguys.  Nothing too big, but at least enough to make things simpler.  The shyguy game is going to be changed quite a bit in the future (while retaining the same basic theme), I'm still working on ideas for them.  And yes, shining coins drop from most enemies, the exceptions being more realistic creatures and 'good' animals that you're not supposed to kill.  The tougher enemies drop more than one coin, too.

no longer seizure-inducing colors
My response. (http://nooooooooooooooo.com/)
As for Koopas, now you just need to hack in technically-living dry bones using a FATAL magic potion...or something.

Oh?  I thought people didn't like the colors... at any rate, it'll be easier to recognize at a glance which items are imaginary and which aren't.  And be easier on players with OCD.  Though there's still keys to work in, which leaves room open for more subspace stuff...
And Koopas already have technically-living dry bones: try a potion of undeath.

I've still got to make some adjustments to material values and reaction processes, especially as far as melting down items is concerned.  Producing certain materials can have...unexpected effects on your fort's perceived value.  I haven't quite worked out the kinks with using coins in reactions.
Here's a thought... adding extra options for 'reclaiming' a fort built by another species... like giving special reactions that can only be performed by using another species' workshops or items.  I'm also going to try and create a kind of alchemical mythology for this mod, based around the three 'special' metals... shining gold (yellow), firemetal/philosopher's stone? (red), and adamantine (blue).

That's all cool.

But I liked the Shy Guys have the colored blocks. I just think they should have been able to obtain materials of every visible color in DF in order to allow for more colorful megaprojects. In fact, that seemed like part of the pull of Shy Guys was that they are sort of like a megaproject sandbox mode.

One that note, on the sujbect of neat colorful stuff. I think you should think about adding a final special metal of green variety. Mario games seem to like using Red, Green, Blue, and Yellow as the main colors. From the Yoshis and '!' Blocks from SMW to player character theme colors and possible coin colors in NSMBU. What the properties of such a metal would be and what it would be used for I don't know, but I think it logically makes sense in that regard.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 13, 2013, 09:34:41 am
But I liked the Shy Guys have the colored blocks. I just think they should have been able to obtain materials of every visible color in DF in order to allow for more colorful megaprojects. In fact, that seemed like part of the pull of Shy Guys was that they are sort of like a megaproject sandbox mode.

That was the main idea, but I think 'create as much stuff as you want within 50 seconds of embarking' was pushing it a bit.  The shyguy game wasn't really fleshed out, but don't worry - they'll retain that basic feel when it's done, although you might need to get a regular fortress up and running first.

One that note, on the sujbect of neat colorful stuff. I think you should think about adding a final special metal of green variety. Mario games seem to like using Red, Green, Blue, and Yellow as the main colors. From the Yoshis and '!' Blocks from SMW to player character theme colors and possible coin colors in NSMBU. What the properties of such a metal would be and what it would be used for I don't know, but I think it logically makes sense in that regard.

Green is a good idea.  Not sure on details, but it'll probably be used in warp pipe construction.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 13, 2013, 06:41:09 pm
I think one of the stray chain chomps in my fortress killed a planter. Does that happen? Maybe I had too many close together...
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: EmeraldWind on October 13, 2013, 09:21:11 pm
I think one of the stray chain chomps in my fortress killed a planter. Does that happen? Maybe I had too many close together...

Yeah. Chain chomps basically need to be chained down for a reason. They don't do docile.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 14, 2013, 06:13:14 pm
Well will you look at that... I forgot to remove NOEAT, NODRINK, and NOEMOTION from Koopas (it was from when I was testing out Piranha Plants, I would just seal them all in a room and go do something else while I waited for them to mature).  So that explains the lack of tantrums and the zombie-like lack of responding to high-quality stuff.  Eh.  Just remove it for now if you want to play Koopa as they should be.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 16, 2013, 11:22:46 am
Is anyone having the game regularly failing to load on embark?  I'm not sure whether it's something I did before the last update or not.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: EmeraldWind on October 16, 2013, 07:47:23 pm
Is anyone having the game regularly failing to load on embark?  I'm not sure whether it's something I did before the last update or not.

No, but I had a couple crashes during world gen. Not sure whether this was because of the mod or the fact I was playing around with advanced world gen settings. :P

Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 17, 2013, 02:03:19 am
I had something similar happen once or twice when I was making a large savage world. It crashing, not the failing to embark.


Also can Koopas just not plant turtle bushes? Also apparently one of the drinks my koopas could embark with in one fort are "Baby tears".


My first attempt at playing around with the piranha plant breeding didn't exactly come up the way I intended. I had all roaming piranhas and stationary ones. My attempt at getting lava piranhas came up short when they combusted in the magma(I didn't realize they hadn't become lava buds)
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 17, 2013, 09:42:00 am
I had something similar happen once or twice when I was making a large savage world. It crashing, not the failing to embark.


Also can Koopas just not plant turtle bushes? Also apparently one of the drinks my koopas could embark with in one fort are "Baby tears".


My first attempt at playing around with the piranha plant breeding didn't exactly come up the way I intended. I had all roaming piranhas and stationary ones. My attempt at getting lava piranhas came up short when they combusted in the magma(I didn't realize they hadn't become lava buds)

Turtle bushes are just a regular plant, whether or not you can embark with them depends on what's growing nearby your starting civ.

Baby tears come from the rare baby's eye plant, and they offer temporary protection against transformations.  Very useful for adventurers looking to invade a wizard tower or a shroob lair.

Piranha plant evolution is largely experimental at this point, I overhauled the whole system in order to get them to breed (for the record, they breed once in their lives during the nipper plant phase, then give birth shortly after reaching adulthood).  So everything I stated in that post a while back probably doesn't hold true anymore.

I should probably write a FAQ at some point, this mod is full of unusual content that newcomers would want to know about.

On another topic, EmeraldWind, you think you could put that spritesheet you have up for download?  I don't use spritesheets (actually, I don't even know how to install one) but I expect some people would, and you've clearly done a lot of work with it!
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 17, 2013, 10:10:51 am
Oh I know. I can embark with them with a civilization in a genned world, though they don't seem able to grow it even though they can start with it and trade it. Looking at the raws(something I'm not too good at) I'm probably just at the wrong biome. Are turtle bushes only temperate shrubland? It says it in the koopa dumpling section so that's presumably it.



Also about the pirahna plant evolution, do they only turn roaming or normal now in their groups?
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 17, 2013, 01:48:41 pm
Oh I know. I can embark with them with a civilization in a genned world, though they don't seem able to grow it even though they can start with it and trade it. Looking at the raws(something I'm not too good at) I'm probably just at the wrong biome. Are turtle bushes only temperate shrubland? It says it in the koopa dumpling section so that's presumably it.

Also about the pirahna plant evolution, do they only turn roaming or normal now in their groups?

Yes, you're in the wrong biome.  Many plants in this mod are biome-specific.

I haven't done much testing with piranha plants.  Roaming and normal are the 'default' forms for male and female plants, respectively, but they might develop differently if grown outside in very hot or cold weather.  Submerging them in water at some point during their life cycle might also have an effect, as might growing them in swamps or forests.  Good, evil, and savage biomes might also have an effect.  Yes, I'm being very vague.  They are supposed to be influenced by all these things but I'm not really sure what works and what doesn't (very few of my test fortresses last for the year or two it would take to see long-term effects.)  The 'boss' forms probably won't work though.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: EmeraldWind on October 17, 2013, 03:42:48 pm
I had something similar happen once or twice when I was making a large savage world. It crashing, not the failing to embark.


Also can Koopas just not plant turtle bushes? Also apparently one of the drinks my koopas could embark with in one fort are "Baby tears".


My first attempt at playing around with the piranha plant breeding didn't exactly come up the way I intended. I had all roaming piranhas and stationary ones. My attempt at getting lava piranhas came up short when they combusted in the magma(I didn't realize they hadn't become lava buds)

Turtle bushes are just a regular plant, whether or not you can embark with them depends on what's growing nearby your starting civ.

Baby tears come from the rare baby's eye plant, and they offer temporary protection against transformations.  Very useful for adventurers looking to invade a wizard tower or a shroob lair.

Piranha plant evolution is largely experimental at this point, I overhauled the whole system in order to get them to breed (for the record, they breed once in their lives during the nipper plant phase, then give birth shortly after reaching adulthood).  So everything I stated in that post a while back probably doesn't hold true anymore.

I should probably write a FAQ at some point, this mod is full of unusual content that newcomers would want to know about.

On another topic, EmeraldWind, you think you could put that spritesheet you have up for download?  I don't use spritesheets (actually, I don't even know how to install one) but I expect some people would, and you've clearly done a lot of work with it!

Which one? The Stonesense one or the other one.

Cuz the old one is still here (http://dffd.wimbli.com/file.php?id=6992).

The Stonesense one still needs a bit of work actually. I've been tweaking it here and there. Trying to get it to look right. I also got a couple of sprites to add here and there, but as soon I get all the civs represented I'll post it. Though that may or may not include Beans as they have no Paper Mario sprites.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 18, 2013, 07:08:50 am
Ah, I've suddenly started having some problems on embark. It's not really loading for my koopas in a RoTMK only world. I'm using an advanced generated world and the screen freezes when I press "e". Also, there are two different "berry" seeds with the same name to embark with. Not sure if this could cause it though. (It doesn't consistently happen, though. But I've noticed the times it has, there have been two identical berry seed groups in the embarking options).



Had an easy time with my first yoshi ambush. Second one though, had red yoshis in it and I was trying to make some pirahna plants of various types(still haven't managed, I was on a freshwater marsh that was hot, though it didn't rain all that much so that might have had something to do with it. I might try scorching next time. I'll try aligned biomes or Shy Guys next for that). Anyway, long story short it was really impressive seeing everything light up like that. I'm glad Koopas can fly. Some even managed to avoid being caught on fire by going around it instead of just standing there as walls of fire closed in on them.


Addition: No sign of it on a scorching mirthful island with koopas. How extreme do the environments have to be? I'm going to try the Shy Guys next.(Oh did you do away with the gardening thing for them?)


I do like the Shy Guy's new animals they can embark with. Are they from the last few updates? I don't remember most of them.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 19, 2013, 11:54:53 am
Ah, I've suddenly started having some problems on embark. It's not really loading for my koopas in a RoTMK only world. I'm using an advanced generated world and the screen freezes when I press "e". Also, there are two different "berry" seeds with the same name to embark with. Not sure if this could cause it though. (It doesn't consistently happen, though. But I've noticed the times it has, there have been two identical berry seed groups in the embarking options).



Had an easy time with my first yoshi ambush. Second one though, had red yoshis in it and I was trying to make some pirahna plants of various types(still haven't managed, I was on a freshwater marsh that was hot, though it didn't rain all that much so that might have had something to do with it. I might try scorching next time. I'll try aligned biomes or Shy Guys next for that). Anyway, long story short it was really impressive seeing everything light up like that. I'm glad Koopas can fly. Some even managed to avoid being caught on fire by going around it instead of just standing there as walls of fire closed in on them.


Addition: No sign of it on a scorching mirthful island with koopas. How extreme do the environments have to be? I'm going to try the Shy Guys next.(Oh did you do away with the gardening thing for them?)


I do like the Shy Guy's new animals they can embark with. Are they from the last few updates? I don't remember most of them.

Actually, the fire had nothing to do with red yoshis.  Grass fires can sometimes be started by lightning strikes.  Just like in real life!

Nah, just kidding, I still haven't figured out the cause for spontaneous biome combustion.  It isn't too common, though.  It's a good idea to make fire escapes anyway, just in case you get attacked by Bob-ombs, someone else attacks your Bob-obs, or a startled civilian gets trigger-happy with a fire flower.

As for piranha plants, did you wait for the second generation?  The processes that determine their development occur during the year-long 'immature nipper spore' phase, which you can't buy at embark, so you won't be seeing the climate effects until about 2 years after starting your garden.  (Hence the reason why testing is such a pain.)

If you did, and warm climate didn't trigger a change, it's probably just not working.  The trigger is supposed to be long-period temperatures above 30 degrees, which you'll get in pretty much any environment described as 'tropical'.  I'll try to fix it up by the next update.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 19, 2013, 05:56:40 pm
It might have been one of my Koopa's bob-ombs now that you mentioned it. There were some on the map, I guess that would make more sense.


Second generation? Well that explains it. I guess I'll have to tough it out again. Should I keep the newly born spores away from the other Pirahna plants so they grow up without being dominated, or can a Pirahna plant of a different type dominate a plant that turns into something new? I'll try to wait more on my next fortress and see what happens. I'll probably go for something aligned and tropical, just to hedge my bets. I can understand why testing would take so long now, ouch. Though there are always islands in the middle of nowhere, I guess.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 20, 2013, 10:53:23 am
It might have been one of my Koopa's bob-ombs now that you mentioned it. There were some on the map, I guess that would make more sense.


Second generation? Well that explains it. I guess I'll have to tough it out again. Should I keep the newly born spores away from the other Pirahna plants so they grow up without being dominated, or can a Pirahna plant of a different type dominate a plant that turns into something new? I'll try to wait more on my next fortress and see what happens. I'll probably go for something aligned and tropical, just to hedge my bets. I can understand why testing would take so long now, ouch. Though there are always islands in the middle of nowhere, I guess.

The domination system is mostly removed, and what is there only occurs between spores (to ensure that females are more common in a given generation but males are not entirely absent, thereby maximizing breeding potential).  When I was testing, I added [NO_EAT], [NO_DRINK], and [NO_EMOTION] to koopas and just sealed everyone away for a few years while I went to do something else.  I forgot to remove those tags in the last release... at any rate, just let me know what happens (I was testing breeding, not transformations).
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 21, 2013, 02:39:48 am
I embarked on a small island in the middle of nowhere. I managed to get get A LOT of them, though overall all of them seemed to be the basic type, both above and below ground, though in subsequent generations I also received a very small number of munchers. I was hoping to get some lava piranhas underground but that didn't seem to happen. Then I used a lava pit outside and burnt everything.

Also for the hatchery, your koopa needs to have a nest box too, to hatch them right?
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: IndigoFenix on October 21, 2013, 09:21:47 am
I embarked on a small island in the middle of nowhere. I managed to get get A LOT of them, though overall all of them seemed to be the basic type, both above and below ground, though in subsequent generations I also received a very small number of munchers. I was hoping to get some lava piranhas underground but that didn't seem to happen. Then I used a lava pit outside and burnt everything.

Also for the hatchery, your koopa needs to have a nest box too, to hatch them right?

Munchers?  In a tropical climate?  Looks like it's back to the drawing board - they're supposed to show up in year-round freezing temperatures.

The 'hatchery' actually has nothing to do with eggs.  It's used to create creatures from 'monster eggs', which are spawned by consuming a 'potion of life creation'.

Don't spawn a lava pit on the grass (unless you're trying to burn everything).  Dig a hole first.
Title: Re: Rise of the Mushroom Kingdom - Update 0.34: Monster Making and Shyguy Slots
Post by: Asra on October 21, 2013, 06:07:26 pm
Yeah I figured that would happen but just wanted to see it firsthand.


I was on a volcano with the munchers, would that have affected what my piranhas grew into? I did try to have small groups of them spread all over the map and underground, though. I even had a few munchers pop up in the first soil layer.  They were fairly uncommon compared to the rest though. I'd get a few here and there in the second year, but on the third and fourth(my last two), I don't recall getting anymore, maybe just one or two. I haven't tried a fully freezing climate area though, so I might do that at some point with my current worlds and see if I'll get nothing but munchers.


Yeah I still need to figure out how to make a life potion. The hatchery itself was accessible without one and there wasn't an error for trying to produce male or female podobos and goombas without one.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 09, 2013, 12:41:12 pm
Well, this hasn't been tested quite as much as I like, but it's been a while since I last updated, and most of the bugs have been fixed (they were mainly caused by Piranha Plants, so they've been simplified, for now).

I'm calling this one the Alchemy Update.  A word of warning: this update increases the difficulty of the game somewhat.  Even if you hurry, it'll probably be about a year or two before you're able to start producing the high-level buildings and reactions.  But it's also more rewarding when you do.  The alchemy is also quite a bit more complicated than before, so this update comes packaged with a guide (which is not as well-organized as I'd like, but there's time for improvement).

The main change to Toads is that they can no longer produce warp pipes from any pipe sections - instead, they'll have to convert pipe sections into warp pipe sections by using... their own concentrated vim (or 'azoth').  What?  Well, warp pipes are green.  Toad vim is green.  The Shroobs were extracting vim to power their spaceships.  Think about it... Anyway, you extract and concentrate vim in a still.  Be warned that this will actually drain some blood from the Toad performing the reaction... it won't kill them immediately, but keep an eye on your self-brewer, and if you see them start to flash (indicating low blood levels) give them a rest or find a replacement.

As for Koopas... they now have two new castes - Burly Koopas and Magikoopas - and a caste-based noble system (so for instance, the civ's Oracle will always be a Magikoopa).  The mayor can set up Burly Koopas as Brutes who can run a more well-organized military even without a proper land-owner, although with the added difficulty of keeping a bunch of whiny (and quite dangerous when berserk) nobles satisfied.  Natural births of these two castes are quite rare, but you can transform regular Koopas into them using potions.

Creating the potions is fairly complicated - you'll need a fire-charged gem and 10 jars of azoth.  Charging a gem requires magma (or you can now make a non-magma charge point if you want to burn down an entire forest to create one gem - not recommended but hey, it's an option) and azoth requires 10 shining coins dissolved into alchohol.  A bit of a steep price...but you can use either 1 unit of azoth or 10% of a gem's charge to burn away an obsidian boulder (or if you're missing obsidian, turn a regular boulder into an obsidian boulder), creating a fire stone (for lava pit creation) and a 10% chance of making a carmot gem (aka the Philosopher's Stone).  Which can then let you convert any natural metal first to silver, then to gold, and finally to shining gold coins.  So getting started can take a long time, to be sure, but once you get the ball rolling you'll be able to start producing all the potions and shining gold coins you need.

As for Shyguys... well, they're now officially 'hard mode'.  Enemies from every direction... and not even a single squad to fight them.  At least at first.  Hope you like cage traps and siege weapons!  Once they've built up a sufficient population, they'll be able to start assigning nobles.  But sticking with them isn't without reward... they can use a 'Coloring Workshop' to paint wood and stone, boosting their value (before carving them - don't ask how that works, they're Shyguys), fast-grow plants (even those that can normally only grow in other biomes) and cross-breed powerups in a Gardener's Workshop, and once you get enough coins to play the slots for a magic potion (which must be grown from a seed) you'll be able to open up a Subspace Portal and produce Subcon Crystals, which will allow you to produce temporary items or permanent blocks from a Dream Bed or a Toy Box, respectively.  Oh, yeah - multicolored blocks are back, and now come in six eye-hurting colors (and you can choose which ones to make if you're OCD like that).  A Magic Vase will give you access to infinite white sand (for use in the Coloring Workshop) and will sometimes produce keys to be used with a Subspace Portal for better rewards.  But you'd better keep it well guarded...

By the way, if you need coins or other items, flying ? blocks now work properly.  When they fly in, wait until they stop moving, and if they stop out of reach in midair, quickly construct a stairway up and send a soldier to punch them.  Hey, you ain't Jumpman.  They can be opened at a Craftman's Workshop.

One of the reasons for all of this is to increase the benefit of cross-species reclaims.  What does this mean?  Well, since all groups use more-or-less the same materials in their reactions, there's added benefit to reclaiming a fort abandoned by another species rather than starting a new one.  (Koopas reclaiming a well-established Toad fort, for instance, can make good use of the Power Stars and piles of coins they find there, and Shyguys can dissolve a carmot stone to produce a free Magic Potion right from the start).  Also, some species can utilize workshops that can only be created by another species - for example, only Toads can create a Toad House or Warp Pipes, and only Koopas can create a Golden Chest, but anyone can use them once they're made.  There are even some 'secret reactions' that can only be used by a species with access to a workshop built by another species.  For instance, Toads with access to an Alchemist's Workshop can 'meddle with dark forces best left untouched' (animate all corpses) and Shyguys/Koopas can desecrate a Star Beacon altar (causes one or more of several fun effects...usually bad ones, but hey, you might luck out and get a vampire, or a pet Artichoker).

I've also included a copy of the DF executable, which has a couple of language file changes.  Nothing too major, just some minor flavor stuff, like getting Bub-ulbs to stop referring to themselves as elves and having more Mushroom Kingdom-appropriate month names.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: EmeraldWind on November 11, 2013, 02:47:45 pm
Just started my first Shy Guy fort. I liked the naming of the professions, but when I saw the noble's title I lost it. That's hilarious.

Spoiler (click to show/hide)

For anyone interested I put my Stonesense sprites up here: http://dffd.wimbli.com/file.php?id=8128 (http://dffd.wimbli.com/file.php?id=8128)
There's not a lot, but there's enough to make for some decent screenshots.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 12, 2013, 03:16:31 pm
Just started my first Shy Guy fort. I liked the naming of the professions, but when I saw the noble's title I lost it. That's hilarious.

Spoiler (click to show/hide)

For anyone interested I put my Stonesense sprites up here: http://dffd.wimbli.com/file.php?id=8128 (http://dffd.wimbli.com/file.php?id=8128)
There's not a lot, but there's enough to make for some decent screenshots.

Originally, the Shy Guys weren't going to have any nobles at first, but then I found that not having someone to meet with diplomats causes all kinds of problems - since the outpost liasion leaves immediately after arriving, migrants never show up.  Since he's only there on a technicality, he's nobody in particular, he's just...that guy.

I'll put the Stonesense sprites on the front page.  Which, looking at it now, is in great need of updating.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Feldrain on November 14, 2013, 10:27:52 am
Was the Letter from the kingdom capital or whatever taken out? I just keep getting the standard "Dwarves strike the Earth!" message on embark.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 14, 2013, 04:55:59 pm
Was the Letter from the kingdom capital or whatever taken out? I just keep getting the standard "Dwarves strike the Earth!" message on embark.

It shouldn't be.  Did you remember to overwrite the default data/announcement folder?
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Feldrain on November 14, 2013, 11:32:15 pm
Ah, No I did not. They were all named the same so I thought not to mess with it...

Edit*

Thanks that seems to have fixed it. One thing I've noticed though is that whenever I start a new Koopa or Toad fort the entire civ seems to have raw umber skin. Not really a big deal but the consistency is kind of funny. This has happened to every world I gen.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: EmeraldWind on November 17, 2013, 12:07:27 am
Ah, No I did not. They were all named the same so I thought not to mess with it...

Edit*

Thanks that seems to have fixed it. One thing I've noticed though is that whenever I start a new Koopa or Toad fort the entire civ seems to have raw umber skin. Not really a big deal but the consistency is kind of funny. This has happened to every world I gen.

The skin color is probably a coincidence as unlikely as that sounds. Also a civ will have a tendency to either be all one color scheme or a consistent blend of many. There's no middle ground (ie like two color schemes or same skin and several different cap colors).

Its one of those weird things you notice even in vanilla DF, if you use Stonesense enough. I know it has something to do with how the colors are genetically passed down (which is pretty simplistically modeled from what I hear). Supposedly, given enough time every civ will boil itself down to a single color scheme. Interestingly, the starting seven seem to somehow get their colors chosen based on their parent civ's genetics... so if the starting seven are all uniform you can generally bet most of your migrants will match. The only wrinkle in this logic is I don't know if different civs of the same species pull from the same genetic pool. So it might be that the entire race could be uniform and not just the civ.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Asra on November 17, 2013, 05:35:17 pm
I like the new guide. Makes some things a lot easier.

Edit: Nevermind got the sprites to go.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Feldrain on November 17, 2013, 06:55:51 pm
I like the new guide. Makes some things a lot easier.

By the way, has anyone else been able to get the old sprite sheet to work? Or is it too out of date by this point?

Works fine for me.


Also just got back from my latest Shyguy fort. At embark I saw that Sockops were just one point a piece, and I thought "Hey, that's like free food." So I buy 10 of them( 5 males, 5 females). As it turns out, Sockops are too small to return any meat and they are sentient and need food and water to survive. That, however, was not the fun part. Sockops  secrete digestive fluids ( The game say they secrete, personally I like to think they spill their contents as they waddle around), at first I thought this did nothing and was just for fluff. My Shyguys were fine so.. Well then I got the message "Stray Arachne has bled to death". Turns out the only reason my Shyguy's were fine was because they were wearing shoes. My livestock however was not nearly so lucky. Fun times.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 18, 2013, 08:31:44 am
Yeah, some of the creatures in this mod can have some fun surprises for the unprepared.  I mentioned chomps because of their extreme level of usefulness as well as danger but there are plenty of others, and shy guys can be a bit of a crapshoot because they can have access to any of them.  Besides sockops, I'd suggest watching out for fuzzies (bloodsuckers), geckos and wigglers (can sometimes attack allies when fighting) podoboos (made of magma), and anything that can breathe fire.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Asra on November 19, 2013, 12:06:51 am
Oh so fuzzies can attack my Shy Guys or the domestic animals I have them penned with?
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 19, 2013, 03:13:07 am
No, but if you let them roam free they might suck someone's blood while they're sleeping.  At least they should - I'm not actually sure how the game handles non-sapient vampires.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: ZebioLizard2 on November 19, 2013, 03:16:08 pm
I absolutely love the writing that's in the guide alone, just the writing of Kamek the Elder and the rest just seem so interesting, makes me sad to see it end. Almost would be a wonderful fiction to read.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: EmeraldWind on November 19, 2013, 10:27:23 pm
I absolutely love the writing that's in the guide alone, just the writing of Kamek the Elder and the rest just seem so interesting, makes me sad to see it end. Almost would be a wonderful fiction to read.

Yeah, I agree with that. I actually meant to just give it a quick glance and ended reading the whole thing in one sitting.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Asra on November 20, 2013, 05:21:50 am
No, but if you let them roam free they might suck someone's blood while they're sleeping.  At least they should - I'm not actually sure how the game handles non-sapient vampires.
So they're sort of like a species of vampires? Is it by any chance contagious? I'll have to check by stuffing some fuzzies in my shy guy's water supply on top of some spikes.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 20, 2013, 10:06:38 am
No, they just have the BLOODSUCKER tag that controls vampire behavior (sneaking into rooms when people are sleeping and draining their blood) naturally.  The only problem is that vampire behavior is complex and it might take more than just slapping the tag onto a critter.  For example, my Plump Helmet Men suck blood if they are not in a pasture, but won't be stopped if they are 'caught'.  Fuzzies might have different behavior, I haven't figured out all the details.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Feldrain on November 21, 2013, 09:11:28 pm
Me again. Seems that thief races always arrive on site in stealth mode. Even if they were there for the reasons that would not require it. I just had a group of Squuek merchents arrive at my Shyguy settlement, or at least I think I did. For the most part, it looked like we were trading with a small heard of Moo Moo's and their wagon masters. The Squueks never revealed themselves, even while my trader was talking to the merchant.

Edit:

Oh god, Even better. After they left, I got a ton of announcements saying things like "A thief has stolen X!". The best part? All of the the stuff that was stolen was wares that I did not buy from the merchants. Before they left, the Squuek merchants Stole from themselves! I wonder if this will hurt my civs relation ship with them...
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 25, 2013, 03:50:56 pm
So, just out of curiosity... is anyone else experiencing unescapable, seemingly causeless crashes  occuring a few years into a fort?  Is this a typical problem or do I just have terrible luck?
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: Feldrain on November 26, 2013, 08:33:17 am
I keep getting crashes every time I try to embark on an evil biome and whenever I try to enter a castle in adventure mode. I've yet to experience a crash like that however. Although that might just be because I have not had a fort last more then one or two years at best...
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 26, 2013, 09:25:52 am
Well, the reigonal embark crashes I know about... the problem is that I can't tell what's causing the problem because the site doesn't load.  Finding a pattern would help.  It's tied to specific regions but I don't know what they have in common.

The castle thing...that's new.  I did have problems with crashes while trying to enter a tomb site though.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on November 30, 2013, 05:26:44 pm
Next update will have Soundsense support.

Now, does anyone know any good 16-bit Marioesque sound effects for biting, breaking bones, and ripping off limbs?

The Rise of the Mushroom Kingdom flash video series had plenty of those, but I can't figure out where they come from.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: blazikeaton on December 01, 2013, 12:10:17 am
I think shyguys should be neutral, like elves, but not caring about any hippy bullshit. Shyguys are fuckin' badasses! They should be tougher, stronger, at least a little.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: TastyMints on December 01, 2013, 01:03:56 pm
Now, does anyone know any good 16-bit Marioesque sound effects for biting, breaking bones, and ripping off limbs?

You could try a chomp sound effect and the sound effect of Dry Bones falling apart from Super Mario World for the first two.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: EmeraldWind on December 02, 2013, 06:23:07 pm
Yoshi's Island had a bite sound effect for the Piranha Plants that would probably work.
Title: Re: Rise of the Mushroom Kingdom - Update 0.35: Reclaim the Alchemic Mysteries
Post by: IndigoFenix on December 19, 2013, 07:12:35 am
Okay, the next update is nearly ready, but I've really got to figure out this mysterious crash on embark problem, especially since I suspect it to be related to the in-game crashes that happen periodically.  Anyone know what could be causing the problem?

Basically the game sometimes crashes immidiately on embark, right before loading the intro message.  There IS at least one ubiquitous large predator in every biome, so it's not that.

The crashes are tied to the region.  If an embark caused a crash, trying to embark nearby will also fail.

Checking through Legends mode, I have found that areas causing crashes always have either a large predator or a megabeast residing there - except for rare cases where the region doesn't appear in Legends mode at all.

Sometimes there are crashes during a game.  This always happens after building up to a sufficient degree, suggesting that the appearance of a megabeast may be to blame.  However, no particular megabeast seems to be the culprit.

Removing all megabeasts reduces the embark crashes, but they still happen - generally in areas housing a large predator.

Anyone who has experience with this kind of thing have any ideas?
Title: Re: Rise of the Mushroom Kingdom - Update...need help with crash on embark bug.
Post by: Meph on December 19, 2013, 03:10:09 pm
All megabeasts need lairs assigned. Like this: [LAIR:SIMPLE_BURROW:100].

I encountered crashes with mega and semimegabeasts that have ANY_LAND but no lairs. Maybe it helps.
Title: Re: Rise of the Mushroom Kingdom - Update...need help with crash on embark bug.
Post by: IndigoFenix on December 19, 2013, 05:41:39 pm
All megabeasts need lairs assigned. Like this: [LAIR:SIMPLE_BURROW:100].

I encountered crashes with mega and semimegabeasts that have ANY_LAND but no lairs. Maybe it helps.

Hmm...
Well, it looks like some of my megabeasts are missing lairs, but they don't seem to be the ones directly involved in the crashes.  I'll give it a shot though.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: IndigoFenix on December 22, 2013, 05:36:56 pm
Well, it's hard to be certain, but after giving the megabeasts lairs, removing some of the weirder ones and taking away a few night creatures, I embarked 10 times in random places and didn't see a single crash...so I guess it's fixed unless I just happened to get really lucky.

Anyway, it's time for another update!

This one adds a new building for Koopas: The Magic Circle.  Magikoopas can now cast 'megaspells': Fire Burst, Ice Storm, and Thunder Rage, all of which will deal heavy blows against all enemies on the map.  They can also pacify angry Koopas by removing their emotions, convert a Koopa into a Dry Bones without the need to waste a potion, and reanimate any fallen Dry Bones.  Only Magikoopas can use these spells, and after using one, that Magikoopa will be unable to use another spell until they regain their strength, which can take from weeks to months depending on the spell used.  So choose your move wisely!

The monster spawning system is now much simpler - purchase large eggs from traders and use the Magic Circle to hatch them into a monster of your choice.  If you wait for over a year, the monster egg will hatch into a random creature by itself.

There is also a simpler - but more dangerous - way of obtaining magic power.  Meddling with the forces of darkness in the Magic Circle will convert a Koopa into a Magikoopa for free... but it will take one year, and during that year, the mage-in-training will become a nexus for evil forces, periodically reanimating corpses as if you embarked in an evil biome.  Toads or Shyguys reclaiming a Koopa fort can also use this method to become Warlocks and utilize the magic circle for themselves.

What else...Oh, yes: Adventurers now have new, exclusive options available, and finally a use for all the coins they can collect from butchered monsters.  Collect 100 coins to create a Power Star, and trade in that star for a temporary power-up of your choice: A Life Shroom (full regeneration), Mega Mushroom, short-term invincibility, or borrow the Star Rod for a superpowerful weapon that will disappear after a short period (hint: it's actually much more effective to just throw the ammo at enemies).  100 coins can take a while to collect, but many monsters drop more coins now.  Bosses always have 100 coins, so you can run the reaction while standing on a megabeast's butchered corpse to make a power star in a single shot.

For those of you who would like some music and sound effects for your game - ROTMK now has its own sound pack for Soundsense!  Since the file is so big, I've placed it in a separate download.  Simply unzip the folder into soundsense/packs and load it through the Soundsense interface.  Note: Depending on your style, you might or might not like the 'hit chime' sound effects included.  Combat sounds very different (more 'cartoony') with them.  You can turn off the hit chimes by disabling the 'hit' folder in the Soundsense menu.

Get it here: http://dffd.wimbli.com/file.php?id=8232 (http://dffd.wimbli.com/file.php?id=8232)
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: Meph on December 22, 2013, 05:41:56 pm
Damn, I never played this mod. The changes sound so awesome, but I cant really get behind a Super Mario TC. ^^

Quote
The monster spawning system is now much simpler - purchase large eggs from traders and use the Magic Circle to hatch them into a monster of your choice.  If you wait for over a year, the monster egg will hatch into a random creature by itself.
Is the large egg you buy from traders a pet creature?
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: IndigoFenix on December 22, 2013, 07:21:13 pm
Damn, I never played this mod. The changes sound so awesome, but I cant really get behind a Super Mario TC. ^^

I suppose I COULD try my hand at making an original content mod, but it would probably end up either too similar to what's already out there, or else lose any sort of cohesion and just wind up being a nearly unplayable collection of random experimental insanity.  It's just the way I tend to work when I'm not given specific project outlines.

I'm not even such a huge fan of the Mario series myself, but the challenge of trying to get such an un-dwarf-fortress-like series to actually work using the DF system seemed like a good way to experiment with just how far the limits of the system could be stretched, while still remaining within the confines of some kind of cohesive universe.  Most of the more interesting discoveries I've made came from trying to fit some weird Mushroom Kingdom denizen into the Dwarf Fortress world, while still behaving in a manner fitting the original source - plant monsters, monsters that swallow other creatures whole, shapeshifting robots, powerful pets that need to be chained up, and so on.  Oh yeah, and Quiz Masters.  Did I mention that this update has Quiz Masters?  'Cause it does.

A series as old as this one naturally has a lot of content to draw from, and the loose canon of the Marioverse means that it can be adapted easily without having to be too concerned about 'accuracy'.  And of course, there's the perk that adaptation works can get some attention right from the start - pulling that off with original works is a lot harder.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: DarthBoogalo on December 28, 2013, 11:09:52 pm
Latest version seems to be having a ton of duplicate issues, and crashes when entering the embark screen or adventurer creation. Arena mode and world gen works fine. I dunno if that's just me doing something wrong, or if anyone else is having this problem? I'm pretty sure I'm doing things right. :L

e: I love this mod to death, it's great. <3
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: IndigoFenix on December 29, 2013, 02:39:05 am
Latest version seems to be having a ton of duplicate issues, and crashes when entering the embark screen or adventurer creation. Arena mode and world gen works fine. I dunno if that's just me doing something wrong, or if anyone else is having this problem? I'm pretty sure I'm doing things right. :L

e: I love this mod to death, it's great. <3

Whaaat.

No, wait... I split up a lot of the text files.  Maybe you unzipped it over a previous version?

Try deleting all the raw files and then unzipping it again, see if that helps.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: DarthBoogalo on December 29, 2013, 01:24:03 pm
Spoiler (click to show/hide)
My errorlog.
I reinstalled everything fresh, deleted vanilla's raw folders and slipped ROTMK's in. Same issues.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: IndigoFenix on December 30, 2013, 08:17:03 am
Ah.  Looks like the original interaction file must have snuck into the folder.

Delete interactions_mw.txt.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: DarthBoogalo on December 30, 2013, 04:39:16 pm
Thank ya! C:

e: Oh, another dupe file. interaction_mw_spawn needs to go as well. Deleting it made the game not crash and gave no errorlog, whoo.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: IndigoFenix on December 31, 2013, 05:57:46 pm
Just re-uploaded the without the duplicate files.
Title: Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
Post by: Nahere on January 04, 2014, 05:55:23 am
Two things:
Title: Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
Post by: IndigoFenix on July 08, 2014, 04:50:16 am
So, I bet adventuring is being taken to a whole new level with df2014 out, eh?

I probably won't be able to test it for a few days, but if anyone gets any ideas about how this mod could be made better for the new version, feel free to drop them here.  I've already started to make some trees using the pre-released raws.

First order of business: how well does jumping work?
Second: giant mushroom forests.
Title: Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
Post by: Sergarr on July 08, 2014, 10:53:34 am
So, I bet adventuring is being taken to a whole new level with df2014 out, eh?

I probably won't be able to test it for a few days, but if anyone gets any ideas about how this mod could be made better for the new version, feel free to drop them here.  I've already started to make some trees using the pre-released raws.

First order of business: how well does jumping work?
Second: giant mushroom forests.
Jumping works really well, especially if you go sprinting.
Title: Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
Post by: IndigoFenix on July 08, 2014, 06:02:59 pm
Hm... I've updated it, but for some reason I can't load adventure mode.  It doesn't appear on the menu.  The civs exist, legends mode looks fine... are there new requirements needed to let a civ be playable as an adventurer?

EDIT: Strange.  If I add in vanilla entities and creatures adventure mode works fine and I can choose the other races as well.  Is there something special needed to activate adventure mode in the first place?
Title: Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
Post by: Mafia_Puppet on July 08, 2014, 06:54:04 pm
You say you've updated it, but the download link still points to an old version of the mod =(

I'd really love this for the new 2014 build!
Title: Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
Post by: IndigoFenix on July 08, 2014, 11:35:30 pm
I'll update once I fix the bugs.

There's also something the game doesn't like about Koopa noble positions, but I can't figure out which position causes the problem.  It crashes on worldgen unless I remove all of their nobles...
Title: Re: Rise of the Mushroom Kingdom - 2014 Reboot
Post by: IndigoFenix on July 09, 2014, 12:49:17 pm
Okay, it's up!  And it doesn't seem to be any buggier than vanilla.  At least, as far as adventure mode is concerned.  Is anyone even bothering with fort mode now?

Granted, there's a lot to be worked on as far as balancing is concerned.  I'm not really sure how the trees and plants work.  It would be cool if you could find rare powerups growing wild and pick them while adventuring.  But I haven't worked out how to do that yet.

Also, turns out that dark fortresses as a default site react badly with nobles.  At least I think that's the problem.  So koopas build mountainhomes for now, but they might move in to a dark fortress.

I've also put up a legacy version for DF2012, with most of the old bugs fixed.  Just in case people want to stick with DF2012 until the new version is more stable.
Title: Re: Rise of the Mushroom Kingdom 2014: Hopped Up on 'Shrooms
Post by: DarthBoogalo on July 09, 2014, 03:13:12 pm
Thanks a lot, Fenix! :D
Title: Re: Rise of the Mushroom Kingdom 2014: Hopped Up on 'Shrooms
Post by: IndigoFenix on July 10, 2014, 01:52:38 pm
So it appears that killing random wildlife for coins isn't as fun when they don't fight back.  I wonder if there's some way of modifying wild animals to be more aggressive?

EDIT: Interesting...I tested arena mode with a bunch of Fuzzies against a single Arachne, with fear/morale active.  Normally, the fuzzies ran away.  But if I edited their personality to have high BRAVERY, they would attack.  There is also a personality value for VIOLENT, but that doesn't seem to change anything in Arena mode, although this could be because their conflict level is already set.  Maybe giving animals a high violence level would make them more likely to engage in combat... this could open the way to much more complex creature behavior settings.
Title: Re: Rise of the Mushroom Kingdom 2014: Experiments in Monster Psychology
Post by: IndigoFenix on July 11, 2014, 11:14:11 am
Updated!

Creature personalities have been rewritten with the new tokens - both civilized races and wild animals.  Wandering the wilds may prove to be a bit more interesting - Fuzzies have high bravery and will attack in groups even if you're bigger than them.  Goombas are overconfident, but also quick to turn traitor: it is relatively easy to convince goomba bandits to join you if you rough up their buddies a bit.  Wigglers are normally peaceful, but are also vengeful and will hunt you down if you injure one without finishing the job.  There's still some adjustment to do, but the ability to edit the personality ranges of creatures in ways that actually matter to gameplay is proving to be a lot of fun.
Title: Re: Rise of the Mushroom Kingdom 2014: Experiments in Monster Psychology
Post by: EmeraldWind on July 11, 2014, 09:50:38 pm
This is awesome. Thanks for your hard work!
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for Every Race
Post by: IndigoFenix on July 15, 2014, 08:28:23 am
Updated again!

The world will be much more populated now, with different races spreading across the world but settling primarily in particular areas.  Most civilized races have some kind of special ability now, and their automatic abilities now work with secretions so you don't have to remember to activate them first.

Toads: Still glass cannons.
Koopas: Can withdraw into their shells, parakoopas can fly, magikoopas have a special movement speed (Teleport) that uses a lot of energy but allows them to move really really fast and can use magic attacks, burly koopas are big and strong.
Shy Guys: High agility.
Bandits: Special movement speed (Super Dash) that uses a lot of energy but is good for running jump attacks or making a quick getaway.
Bumpties: When prone, they slide.  This has a long buildup but a high top speed and uses no extra energy.  Also good at resisting blunt attacks.  Terrible attack power though.
Frog People: Poison spit, poison sweat, and hop instead of regular running, which has no build up but lower top speed than sprinters.  Also natural swimmers.
Mole People: Extravision, stat boosts, and the ability to sense creatures at a distance, but only when underground.
Piantas: Really strong, and stronger aboveground.  No good armor though.
Nokis: Fast swimmers and agile.
Squeeks: Very small and can crawl as fast as they can run, making them good at sneaking.  Even if sneaking wasn't already overpowered.  Also have very sensitive noses.
Bub-ulbs: Stronger aboveground, can use Pollen Nap to put creatures to sleep.  Can also sense plant-based creatures.
Doogans: Natural appraisal skill, good endurance for long merchant journeys.
Craws: Can fly.
Bob-ombs: Kaboom!  You can also use weaker, non-fatal explosions that will throw everyone around but won't kill you.
Goombas: Can sense and analyze any monster created through alchemy (i.e. that contains Shining Coins).  Different symbols show up depending on the monster's "tier".
Shamans: Frost webs, lightning bolts, charms and curses.  Weak fighters though.  Watch out, they will use curse as a negative social reaction so don't get them upset.  It's temporary though.
Kongs: Really fast climbers.  You can also choose their size now, Greater Kongs are really huge.
Kremlings: Sharp teeth and tough skin.  You can choose their size now too.
Humans: Larger than most races, combat trances.

Koopas will build dark fortresses again, which will be ruled by generated demons.  Unfortunately, this means that Demon Koopas will generally not become their leaders.  That's upsetting, so I made Demon Koopas playable as an outsider so you can go and try and conquer a Koopa kingdom yourself (or just terrorize the world, you cheater ;))
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for Every Race
Post by: EmeraldWind on July 15, 2014, 04:59:39 pm
Koopas will build dark fortresses again, which will be ruled by generated demons.  Unfortunately, this means that Demon Koopas will generally not become their leaders.  That's upsetting, so I made Demon Koopas playable as an outsider so you can go and try and conquer a Koopa kingdom yourself (or just terrorize the world, you cheater ;))

BWAHAHAHAHAHA!
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: Agent_Irons on July 15, 2014, 10:34:41 pm
I don't know what I was expecting, but this is absurd.

I love it so, so much.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: EmeraldWind on July 18, 2014, 08:52:16 pm
Just want to point this out... jumping is now a viable method of attacking. It helps this feel even more like Mario.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: IndigoFenix on July 19, 2014, 01:15:21 pm
Just want to point this out... jumping is now a viable method of attacking. It helps this feel even more like Mario.

Yes, although it seems that most creatures will be able to avoid your jumping unless they are unconscious.  It does do a fair amount of damage though, so it helps with finishing off durable enemies, especially if you're playing as one of the smaller races that has trouble dealing brain damage with more conventional attacks.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: Sergarr on July 19, 2014, 03:25:09 pm
Someone should roleplay Mario... or Luigi, he he he
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for Every Race
Post by: EuchreJack on July 20, 2014, 01:43:05 pm
Koopas will build dark fortresses again, which will be ruled by generated demons.  Unfortunately, this means that Demon Koopas will generally not become their leaders.  That's upsetting, so I made Demon Koopas playable as an outsider so you can go and try and conquer a Koopa kingdom yourself (or just terrorize the world, you cheater ;))

BWAHAHAHAHAHA!

Wow, I can play as Bowser?!  Downloading now!

One little bug: Koopas can't brew drinks.  I think they're lacking the brew reaction.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for Every Race
Post by: IndigoFenix on July 21, 2014, 02:23:37 am
One little bug: Koopas can't brew drinks.  I think they're lacking the brew reaction.

This wasn't the case before.  Ah, I guess brewing now works by reaction instead of being automatically added.
I haven't even tested fort mode for 2014.  I've been focused on adventure.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: Putnam on July 21, 2014, 03:44:24 am
There's multiple brew reactions now. It was always a reaction, just one that used material reaction products.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: EuchreJack on July 22, 2014, 02:01:28 am
There may also be a bug where the new plants can't be brewed, even if the brew reaction is enabled for the civilization.  Fortunately, Koopas aren't alcoholics, so they can just live on water and whatever meager booze they can purchase from caravans.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: Deon on July 22, 2014, 02:12:34 am
There's multiple brew reactions now. It was always a reaction, just one that used material reaction products.
In 0.34.11 "brew drink" was a hardcoded reaction, so you did not have to add it. Only the mead brewing was in the raws.
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: Von Krieger on July 26, 2014, 12:39:53 am
Download link does not work. Did DFFD explode with sheer amount of DF2014 download stuffs?
Title: Re: Rise of the Mushroom Kingdom Update 0.42: Special Powers for (almost) Every Race
Post by: Baffler on July 27, 2014, 01:32:01 pm
Yeah, I can't brew either. luckily Toads aren't alcohol dependent, and I embarked by a river.

Edit: I've also noticed that Toads seem to have some bones that can be broken. My expedition leader was attacked by a cheep-cheep while drinking, then punched by a disgrunted mason (just recently pulled under and torn apart by the same cheep-cheep) and suffered a seriously bruised leg and a broken ankle. The leg cleared up fast, but the ankle remains broken after several seasons.
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: IndigoFenix on July 28, 2014, 04:29:19 pm
Update!  This one is fairly minor, basically most monsters have discipline now so they won't run away immediately.  A few new creatures have been added as well, mainly from the latter-day RPGs.  Also, the missing brewing reactions have been added.
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: ZebioLizard2 on August 03, 2014, 09:02:55 am
Anyone know of any spritesets that work well with this one?
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: UristMcDuck on August 03, 2014, 05:18:37 pm
Not to be demanding, but is there any chance of this mod -- which sounds like an utter blast! -- being made available as a pre-assembled archive where all the changes are already applied to the base game, the tile set works, and the sprite sheet functions?  I have been too spoiled by Meph and Masterwork that I'm frankly not sure where to put things.  I would really love to try this mod out someday.
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: EuchreJack on August 03, 2014, 07:00:58 pm
It needs its own mushroom kingdom spiteset/tileset!  Surely someone wishes to create a tileset of koopas, shyguys, and merry toads?
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: Feldrain on August 04, 2014, 03:10:45 pm
It needs its own mushroom kingdom spiteset/tileset!  Surely someone wishes to create a tileset of koopas, shyguys, and merry toads?

It already has one, check the OP. Though I'm not sure if it works with the currant DF Version though, as I have tried and can't seem to find the graphics folder to place it.
 
Edit: NVM, I tried em and they work fine. Thanks emeraldWind
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: EuchreJack on August 06, 2014, 08:17:42 pm
It needs its own mushroom kingdom spiteset/tileset!  Surely someone wishes to create a tileset of koopas, shyguys, and merry toads?

It already has one, check the OP. Though I'm not sure if it works with the currant DF Version though, as I have tried and can't seem to find the graphics folder to place it.
 
Edit: NVM, I tried em and they work fine. Thanks emeraldWind

YAY!  Thanks!
Title: Re: Rise of the Mushroom Kingdom Update 0.43: The Road is Full of Dangers
Post by: Lost_Deep on August 08, 2014, 06:31:07 pm
Oh... wow! I know what I'm intending to try first as soon as I'm good enough at DF to try mods! Might give some adventure mode stuff a try.

EDIT: Clever! I'll definitely have to try this now!
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: IndigoFenix on August 15, 2014, 03:09:54 am
Updated!

Some monster populations have been altered, so they will appear more often in their proper places.  Some of it doesn't seem to work correctly though.  I still don't know why flying ? blocks don't seem to show up in Adventure Mode, despite having a high population number, frequency, and should appear in all biomes.

Also, the ROTMK Soundsense soundpack has been updated for DF2014, mostly for adventurers.  16-bit Marioesque gory explosion noises, why not.  Collecting shining coins also gets its own sound, while predator attacks and ambushes have battle music.

Also the guide is back, with background lore, adventurer hints, and a partially completed bestiary.  But it's not quite complete, and be warned that I still haven't actually tested out fort mode in DF2014.  Adventure mode is too much fun.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Baijiu on August 16, 2014, 07:10:48 pm
Wow, I love how there are mushroom trees above ground now. Only thing bad is that vanilla DF mushroom trees are bugged, so after a few seasons, there are tons of unusable slopes floating in the air 1 Z level above ground. :(
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: IndigoFenix on August 17, 2014, 03:28:08 am
Wow, I love how there are mushroom trees above ground now. Only thing bad is that vanilla DF mushroom trees are bugged, so after a few seasons, there are tons of unusable slopes floating in the air 1 Z level above ground. :(

That's annoying.  Well, giant mushrooms only grow in temperate shrub land biomes, so I guess just avoid embarking there in fort mode until Toady fixes them.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: palu on August 17, 2014, 08:30:38 pm
Which version of DF2014 is this for?
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: EuchreJack on August 18, 2014, 01:03:12 am
None of them break save compatibility (yet), so all of them?
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: IndigoFenix on August 18, 2014, 02:05:12 am
At any rate, it's entirely raw-based, so unless raw tags change it should remain that way.

I'm going to suggest the latest (4.09), as that one supposedly fixes the domestic animal population bug... so dark fortresses should now be explorable.  I haven't actually entered one yet due to FPS crashing every time I get too close.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: palu on August 18, 2014, 08:28:46 am
I'm talking about raw bugfixes.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: IndigoFenix on August 18, 2014, 09:02:40 am
I'm talking about raw bugfixes.

Such as?  I was under the impression that the raws were basically constant.  Except for some changes to creatures, which aren't in this mod anyway.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: palu on August 18, 2014, 10:12:04 am
From file changes.txt:
Quote
0.40.09:
added seeds to bag job, made bag not determine reaction amount
0.40.05:
added a missing CONNECTOR to generated lower spines, and PREVENTS_PARENT_COLLAPSE to generated upper spines
set obsidian's material values properly (UristDaVinci)
fixed topaz plural
perseverence->ance in entity values
added elven diplomat
additional typos in language_words fixed
Plant changes, don't know if you care about these
Quote
0.40.09:
finished conversion of pineapple plant out of tree format
added seed mat reaction product to quarry bush
0.40.07:
acacia flowers/seed pods got GROWTH_HOST_TILE
0.40.06:
made soybeans edible when cooked
0.40.05:
fixed several density placement mistakes in the older trees/underground megafungi of plant_standard
fixed strawberry plural
'buckwheet' fixed in a few places in plant crops
0.40.02:
Changed raw/objects/plant_standard.txt so that quarry bushes process to the correct edible leaf material.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Illogical_Blox on September 17, 2014, 11:27:28 am
Hi! I was wondering how to train Goombas. I have an Animal Trainer, Kennel and Animal Training Zone, but he's not showing any job.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: IndigoFenix on September 18, 2014, 12:39:00 pm
Same way you train any large animals.  Select them in the animal list menu and designate them for training.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Illogical_Blox on September 18, 2014, 02:23:37 pm
LARGE animals? Ah, I'll try that.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: fasquardon on September 20, 2014, 07:46:31 pm
How did you manage to get the koopas and toads to have such interesting ways of reacting to being underground?  And how did you manage to get both of them to be different from each other?  Is it a DFhack script, a modification of cave adaption, something else entirely?

I didn't think anything like this was remotely possible.

fasquardon
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Rydel on September 20, 2014, 08:31:11 pm
I know that it isn't a DFHack script, since the mod doesn't use DFHack.
It looks like the Toads use some form of self-affecting syndrome in creature_mw_standard.txt
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: fasquardon on September 20, 2014, 09:09:57 pm
Thanks for the pointer Rydel, I'll have a closer look at the syndromes.

And another question: how were the Yoshis made to need food and drink?  I'd love to be able to do similar things in my own moddish noodlings to make carnivorous animals actually need to eat meat and the like.

fasquardon
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Rydel on September 20, 2014, 09:47:52 pm
I'm pretty sure that if you give a pet CAN_SPEAK, they'll need normal food and drink.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Rydel on October 04, 2014, 01:33:10 pm
I've created a Tile and Graphic set for the mod, since there wasn't a full graphic set available.
You can get it here: http://dffd.wimbli.com/file.php?id=9857 (http://dffd.wimbli.com/file.php?id=9857)

I'm probably going to work on a TWBT version, too.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: IndigoFenix on October 06, 2014, 06:44:45 am
I've created a Tile and Graphic set for the mod, since there wasn't a full graphic set available.
You can get it here: http://dffd.wimbli.com/file.php?id=9857 (http://dffd.wimbli.com/file.php?id=9857)

I'm probably going to work on a TWBT version, too.
Wow, this is really amazing stuff.  Putting it on the front page.
Title: Re: Rise of the Mushroom Kingdom Update 0.44: Tweaks, Soundsense, and Guide
Post by: Rydel on October 11, 2014, 04:40:45 pm
I've created an expanded version of my Tileset for Text Will Be Text, featuring separate graphics for each item and a full font set.  It's available here: http://dffd.wimbli.com/file.php?id=9902

Please note that this requires DF Hack and TWBT.  There are links to both on the DFFD page for the tileset.
Title: Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
Post by: IndigoFenix on October 12, 2014, 01:10:43 am
Updated for use with Rydel's graphic pack.  Also made a few bugfixes, mostly related to weapon sizes and some missing items.
Title: Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
Post by: Megawott06 on December 13, 2014, 10:17:45 am
Could someone give me a step by step guide to installing this mod? I have been spoiled by mods giving me pre-patched games.
Title: Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
Post by: Rydel on December 13, 2014, 11:12:03 am
Install Dwarf Fortress (version 40.13)
Extract Rise of the Mushroom Kingdom in the dame folder
If you want to use Text Will Be Text, Extract DFHack and TWBT
If you want my graphics, extract my graphics pack.


Indigo, are there plans to update this to the latest version?
If so, I'll need to adjust my graphics to account for Stepladders.
Title: Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
Post by: IndigoFenix on December 13, 2014, 11:29:39 am
Yeah, I guess I can make an update to add the new mechanics and maybe balance a few things.  Maybe add some orientation tags too.  Have any new rawable mechanics been added since the last update besides stepladders and gelding?
Title: Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
Post by: Rydel on December 13, 2014, 11:37:05 am
Last version for RotMK was 40.13, so:

Changes in Dwarf Happiness/stress
Stepladder/harvesting fruit
Shrubs now have their berries harvested properly
Nerve checks no longer bypass broken parts (Might affect some of the more unusual fights you've designed)
Traders no longer bring animals that can escape cages
Gelding
No more mating-at-a-distance

Few other minor things that don't seem like they'd affect the mod, too.
Title: Re: Rise of the Mushroom Kingdom Update 0.45: The Graphics Update!
Post by: Nasferatu on December 15, 2014, 05:36:01 pm
Love this mod :)

I'm having a hard time with my koopas curling into their shells and not coming back out.

Ever. Even when the threat is gone :(

Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: IndigoFenix on January 02, 2015, 04:57:26 am
Updated again!

This version adjusts a number of things, but the main purpose was to add the adjustments made for the latest DF version.  Most creatures are geldable, and stepladders are included.

Other adjustments:

Weapons adjusted.  Small-bodied races have their own unique weapons.  Rapiers (for Beanish) and war fans (for Toads) strike quicker than most weapons, though they don't cut as deep.

Some gaits added to give creatures more interesting ways of moving.  Toads can run at full speed for much longer than most.  Squeeks are slowed down less while sneaking.  Bandits can spring into a full-speed sprint quickly, though they also tire out faster.  Bumpties can slide long distances without tiring, but it takes them a while to start up.  Chomps move slowly normally, but have a very fast lunge that tires them out easily.

Toads no longer have syndrome-based Shroomshock.  They now have a personality adjustment that makes them prone to going catatonic when overstressed instead.

Entity values and settlement biomes adjusted to hopefully deal with the problem of getting stuck in small, isolated pockets on the world map.  Still needs some adjustment, though, as there is still a lot of land that tends to wind up uninhabited.

New creatures, mostly from SM3DW.  Galoombas, Conkdors, Stingbies, Ant Troopers, Skipsqueaks, and Draglets.  More to come (and more powerups too, maybe: can the Super Bell be considered a fruit?)  Also a new 'tree' added, the Staring Mound.  (You know what I'm talking about.)  Super Oaks too, though the acorns don't actually do anything.  I'm still working out exactly how tree fruits work.  Is there any way to make a plant produce fruit, but make that fruit rare?

I'd like to find a way to separate the biomes in accordance with a system that gives each biome a distinct set of creatures based on those that appeared in a particular level type in particular games.  Making certain creatures seasonal will also be involved.  It's tricky to adjust everything perfectly, so for now there's kind of a hodge-podge of creatures in every biome (though there are some 'general rules': temperate shrublands are the Mushroom Kingdom, temperate grasslands are Beanish, tropical areas have creatures specific to the Yoshi's Island series, Subcon creatures come out in the winter in some areas, and certain specific tropical biomes are Kong country).  I doubt anyone really cares, but it's kind of an intriguing challenge.
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: Rydel on January 02, 2015, 11:13:55 am
I've updated the regular graphics set for the new version: http://dffd.wimbli.com/file.php?id=10368
NOTE: That's a different link from before, front page will need to be changed.

Since DF Hack hasn't been updated for 40.23, TWBT can't be used yet.  I'll create a TWBT version when that's available.

These graphics haven't been tested in game - I just updated the raws to reflect the new changes and added graphics for the new creatures.
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: DragonDePlatino on January 02, 2015, 08:05:58 pm
In theory, a Mario mod for Dwarf Fortress is a terrible idea but your execution is so good this actually works pretty well. I never would've imagined someone could flesh out the races of the Mario world so well. I mean...Toads are hardy folk clinging to legends and Shy Guys are otherwordly, incomprehensible thieves? Sign me up!

I'll definitely be giving this a try later once I get the hang of Vanilla DF.
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: IndigoFenix on January 03, 2015, 11:20:52 am
In theory, a Mario mod for Dwarf Fortress is a terrible idea but your execution is so good this actually works pretty well. I never would've imagined someone could flesh out the races of the Mario world so well. I mean...Toads are hardy folk clinging to legends and Shy Guys are otherwordly, incomprehensible thieves? Sign me up!

I'll definitely be giving this a try later once I get the hang of Vanilla DF.

The challenge of trying to combine such immensely different universes was one of the main motivations for making this mod.  I learned a lot of DF modding tricks just trying to make creatures function more-or-less as they do in the Marioverse, as far as motion, abilities, and threat level are concerned.

I'd advise an adventure-mode focus when playing this mod.  I've only tested fort mode a little bit since the 0.40 update, so some things might not work right, and the documentation could use work.  Adventure mode is more intuitive, and has a very different, 'gamey' feel to it as compared to Vanilla; almost a traditional RPG-ish feel with regular random encounters while wandering in the wild, hunting monsters for coins, and finding random powerups in houses.
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: Rydel on January 06, 2015, 09:09:17 pm
Now that dfhack has been updated for 40.23 and there's a development build of TWBT our for it, I have updated the TWBT version of the graphics.

The link is unchanged: http://dffd.wimbli.com/file.php?id=9902
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: Jimexmore on January 07, 2015, 01:57:49 am
is it possiable someone could compile twbt dfhack and the mod together?
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: IndigoFenix on January 07, 2015, 06:00:35 am
That graphics pack is awesome, Rydel - though I should give a heads-up: the next update is going to add a LOT of new content (I did mention that last time, didn't I?).  Creatures so far are stu, cataquack, plungelo, coo coo, tulip (opened and closed), wild goombas and yoshis, flifits, sneeds, fire snakes, piranha beans, and crawfuls, and I'm also planning fawfloppers, beehosses, teehee butterflies, power bees, love bubbles, octolots, glurps, clumphs, flying squirrel and cat people (for transformations), and possibly blitties, broggies, and brocks.  Probably other things as well.  This is largely to deal with the new 'seasonal biome' system, which requires a lot of additional creatures to fill up all the 'blank spaces' left over.

(It's like solving a puzzle that was never intended to be solved!  Fun!  And yet some things make a strange amount of sense: like the idea that M&LPIT's Toadwood Forest and SMRPG's Forest Maze are the same place in different seasons...tree-stump pipes, infectious mushrooms, and signs of alien life?)

Also, multicolored leather based on creature (and adventure mode reactions to use it).  Yes, this includes all yoshi colors as well.

Also, is there anything I need to know in order to ensure that it doesn't mess up the TWBT system?  I recall it was rather finicky, unless that's been fixed.
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: Rydel on January 07, 2015, 07:11:36 pm
I'll probably add all of that once it comes out.  It does mean that there's a bit of a delay before the graphics are out, but I can make them pretty fast and it give me time to work on other projects, plus I don't end up creating anything that doesn't make the final cut.

Colors for items come directly from the colors used in-game, so that's not affected.
Creatures being different colors can be done in graphics if they are separate creatures, but not if they are separate castes. (Sadly.  I'd willing multiply the work needed for an MLP graphics set if each tribe of ponies could have their own set of graphics.)

The biggest thing to make thing easier for TWBT is to add new content to the end of the respective files.  Each item is numbered in order, so if something gets added in the middle, everything after it gets renumbered.  Unfortunately, this means that anything Toady adds makes me renumber everything, but you can't do anything about that.
Fortunately, the only thing you added in the middle was Green Candy Cane Trees, and plants don't have overridden graphics (Yet; there's a plants.png file in there for a reason. Unfortunately, I'll need to wait until there's material based overrides)
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: Jimexmore on January 07, 2015, 09:57:28 pm
blaa blaa new creatures
Are you gonna add the rest of the "Guy" types and snifits as a allies of shy guys.

Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: IndigoFenix on January 08, 2015, 08:39:50 am
blaa blaa new creatures
Are you gonna add the rest of the "Guy" types and snifits as a allies of shy guys.

They're generally included in the shyguy species itself, as different profession names (with the exception of Bandits).  A snifit, for example, is a shyguy blowgunner, a spear-using shy guy is a spear guy, and a legendary shyguy wrestler is an Anti Guy.  A Fat Guy is just a fat shy guy, shy guys have tough fat that offers those with heftier carriage a fair amount of extra defense ('corpulent' shy guys can shrug off hammer beatings with nothing more than bruises, as my last adventurer found out).
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: LuckyKobold on January 11, 2015, 12:19:01 pm
This is my favorite DF mod, I +1 this thread.
Title: Re: Rise of the Mushroom Kingdom Update 0.46: Updated for 0.40.23
Post by: Untrustedlife on January 24, 2015, 04:43:57 pm
problem with 40.24 compatibility (obviously):

get a TON of errors...though thats expected


it complains about missing creature materials, and problems defining reactions.
thought I would show you.
Spoiler (click to show/hide)
Title: Re: Rise of the Mushroom Kingdom Update 0.47: A More Colorful World
Post by: IndigoFenix on February 01, 2015, 06:50:07 pm
I think I've held this update off long enough.

Lots of changes here!  Let's list them off...

Lots of creature biomes have been changed.  Different seasons will be very different as well, many creatures are active only in one or two seasons.  Plenty of new creatures have been added to fill the gaps.
Adventure mode reactions!  Not quite as expansive as Wanderer's Friend, you're pretty much limited to leather and boneworking.  But you can now skin wild creatures and wear their hide, and outsiders no longer have to fear wandering without a backpack or waterskin.
This change is mostly cosmetic, but it's still cool.  Almost all creature's leather now matches their color.  Leathershops in the Mushroom Kingdom are very colorful places!  Yoshi leather comes in every color.
Catching star bunnies is now its own metagame, kind of.  You have to tag them twice using an interaction, not killing them!  It's tough, because they're fast, but you get a power star for doing it.
Many entities now have new noble positions and structures.  Due to the fact that they never seem to take over anymore, Demon Koopa megabeasts have been discontinued in favor of the 'rare Demon Koopa caste' model, which grows up to be demon-sized and can breathe fire.  It is not entirely immune to heat, though - lava will kill them after a little while.
Koopa alchemy is different now, it's partially based on real chemistry and alchemical theory, with some other stuff mixed in.  It's less time-consuming, but more complicated than before (you'll need certain raw materials for it to work, like pyrite and brimstone).  But you can order the main part of the process to be automated by writing up a 'request for aqua regia'.
Magikoopa movement is more...interesting.  They tend to move in short bursts of teleporting, followed by pauses.  They also toss out several kinds of magic with various colored poofs.  May be overpowered, but they are pretty rare.
Goombas have been split into three functionally identical species: civilized goombas, domestic 'goomba underlings', and wild 'feral goombas'.  This is to deal with some problems related to civilized creatures being used as pets, and will also allow them to show up in the wild.  All three now have paragoomba variants, which are also playable.
Bob-ombs are likewise split between civilized bob-ombs and tame underlings, though they don't have a wild version.
Yoshis are now divided between regular yoshis who now appear in both the wild and as tame pets, and the civilized 'Yoshi Tribe'.
Title: Re: Rise of the Mushroom Kingdom Update 0.47: A More Colorful World
Post by: Rydel on February 01, 2015, 09:29:47 pm
I've updated the base tileset for the new version.

I'll need to check if TWBT works with 40.24 before I update that
Title: Re: Rise of the Mushroom Kingdom Update 0.47: A More Colorful World
Post by: Nahere on February 02, 2015, 05:14:29 am
Code: [Select]
[REACTION:ALCHEMY_MAKE_CARMOT_MW]
...
[REAGENT:aqua regia:150:LIQUID_MISC:NONE:INORGANIC:AQUA_FORTIS_MW]
Is this meant to be regia or fortis?
Title: Re: Rise of the Mushroom Kingdom Update 0.47: A More Colorful World
Post by: IndigoFenix on February 02, 2015, 05:25:07 am
Ah, it's supposed to be aqua regia.

I'm going to do another quick update soon, mainly to add local leaders to the different civs.  I found you can't take over a city properly unless it has a leader position to take.
Title: Re: Rise of the Mushroom Kingdom Update 0.47: A More Colorful World
Post by: Rydel on February 02, 2015, 10:32:20 am
I'm going to put off making the TWBT version until that releases, then, since very minor changes can break TWBT graphics.

I have confirmed that TWBT has been updated to 40.24, though, so there's shouldn't be much of a wait.
Title: Re: Rise of the Mushroom Kingdom Update 0.47: A More Colorful World
Post by: IndigoFenix on February 02, 2015, 10:39:03 am
Anyone know exactly what SETTLEMENT_BIOME is supposed to do?
The wiki makes it sound like it's specifically for dwarven hillocks, but I've seen people mention it with relation to hamlets.
I'd like to work out some way to sprawl out the cities a little more.  Right now, there's a lot of worlds that are generated with small, tightly-clustered hamlet groups separated by wide wild areas.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 02, 2015, 06:15:12 pm
Updated again!

I adjusted the entities somewhat.  Every site now has a leader.  But... I still can't take them over?  Not sure what the requirements are to conquer a site properly.
At any rate, though, entity biomes have been adjusted.  The world is much more populated now, with cities scattered all over instead of being clumped into little groups.  I think worldgen wars also behave differently, it seems like they don't go on as endlessly as they used to.
Also fixed a few typos that were causing things like certain creatures moving much too fast.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Putnam on February 02, 2015, 06:37:56 pm
The requirements are odd. I think you declare that you take them over, kill the leader, keep declaring whenever possible, ask who the leader is, kill that person, repeat.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Rydel on February 02, 2015, 07:40:42 pm
I've updated the TWBT graphics for the new version.  The link is unchanged.
The regular graphics don't need any change for 0.48
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 03, 2015, 06:57:29 am
Ah, another big change I forgot to mention: in order to balance the fact that you can often find free power ups in houses, I made all major power up plants much heavier.  You can't simply carry around 50 fire flowers anymore, depending on your race and strength you'll be limited to between 1and 7 or so at a time, or you'll have to endure speed penalties.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Morhem on February 06, 2015, 11:07:15 am
Hello guys! I only started to play this mod, and in couple of hours encountered some.. weird bug. Im playing Koopas. I destignated a new refuse stockpile, couple of koopas went to pile some bones in it, and then they froze. They accepting jobs, but not moving anyway, just standing in one place. They are in the open, an nothing can prevent movement.. also, some fuzzies was around at the tame, IDK if it is connected. I caved the floor under them in order to snap them out of it, they fell, but still standing around(now in the hole.)
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Rydel on February 06, 2015, 12:13:24 pm
Koopas will hide in their shell when threatened instead of running away.  Send your military to kill those Fuzzies.  Once there's nothing hostile/scary around, they'll get back to work.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Feldrain on February 06, 2015, 03:43:38 pm
Can anybody tell me how to properly install Rydel's Graphics pack? I tried to wing it, and just sort of copy and paste stuff here and there but I just caused the game to come up with  black screen with the music playing in the background...
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Rydel on February 06, 2015, 05:06:47 pm
I sure hope I can :P

If you're using the regular pack, just extract it into the Rise of the Mushroom Kingdom folder.  IF you archive program respects folder structure, it will automatically put everything in the right spot.

If you are using the TWBT version, there are a could more steps
First, get DF Hack (http://www.bay12forums.com/smf/index.php?topic=139553.0) and extract it to your RotMK folder.  When asked if you want to replace files, select Yes
Next, get Text Will Be Text (https://github.com/mifki/df-twbt/releases)
- Unlike the other parts, TWBT doesn't handle the file structure for you
- curses_800x600.png, overrides.txt, shadows.png, and Spacefox_16x16_text.png go in data/art (You actually only need overrides and shadows)
- the files in 0.40.24-r1 go in hack/plugins.  When asked if you want to replace files, select Yes
Finally, extract the TWBT version of the graphics in the RotMK folder.

Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Feldrain on February 06, 2015, 05:29:34 pm
Well Hell, I can't believe I never thought to just extract new stuff into already existing folders. Would have saved me a lot of tie and headache with just about everything... Thanks man, and great graphics pack.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 10, 2015, 02:18:20 pm
I'm considering the idea of consolidating humans and Toads into a single race, by making humans a rare caste of Toads.  The main reason for this is so that humans could be set up as the rulers and champion of Toad kingdoms.  I've tried to do this using PERMITTED_CREATURE, but apparently this tag only works for castes of the entity's species.

As weird as it sounds, it actually fits with the lore that I've been setting up (which I'm going to have to write down one of these days).  In a nutshell, Toads were once humans, and the world was converted into the Mushroom World long ago by the Shroobs, who infected the human race so that they could one day return and harvest their vim, which has the ability to produce a substance that can warp space-time (which Toads use to create warp pipes).  So rarely, 'pure' humans (who are genetically immune to the fungus) can be born from Toads.  (The other fantastic aspects of the Mushroom World, the monsters and the super plants, were created by the ancestors of the Koopas and Shyguys respectively.)

ANYWAY, the only problem is that they can only wear Toad-sized clothing, and that other races refer to them as 'toad' in adventure mode.

Just wondering what people think of the idea.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Jimexmore on February 10, 2015, 04:51:57 pm
"World building"
Now it's a good idea and cool for lore,but what i really want is a updated piranha plant guide.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 10, 2015, 05:27:26 pm
"World building"
Now it's a good idea and cool for lore,but what i really want is a updated piranha plant guide.

Piranha plants aren't as complicated as I hoped to make them; the 'smart evolution' system never really worked properly so I eventually scrapped it.  Basically just buy a truckload of nipper spores at embark (they're cheap), pasture them somewhere safe, and let time take care of the rest.  They should be fully grown by the end of the year, and some of them should produce more spores a few months later.  Spores will take a while to grow (around 2 years), but you can simply keep them in the breeding area until they are done.  They will only reproduce once in their life, since they only mate during the nipper phase (unless this was changed with the new breeding system, I'm not sure if immobile creatures on the same tile can mate or not), so once they give birth you can pasture them out where they can serve as defense.

Hypothetically they are supposed to gain special abilities if they eat certain bugs in their nipper phase (fire beetle, snow flea, mud beetle, stink bug, and ink bug), but I'm not actually sure if this works.

Speaking of this, how many people here are playing fort mode as opposed to adventure?
I've been focusing so much on adventure mode that I've hardly even played fort mode in 40.x.  I honestly don't know if it's full of bugs, or if it works, or if it works but in weird ways...
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Rydel on February 10, 2015, 05:45:02 pm
I play fort mode exclusively, but I haven't had a chance to play since the last update, as I've been working on another project.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: KittyRead on February 10, 2015, 09:54:13 pm
Is there an easier way to get equipment for humans other than starting near moles and stealing their stuff?
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 11, 2015, 02:42:43 am
Is there an easier way to get equipment for humans other than starting near moles and stealing their stuff?

Kill animals and make leather clothes from their skin.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Propman on February 15, 2015, 07:30:19 am
Playing through the mod over the past few days (with the added inclusion of standard Dwarf Fortress races and creatures, as well as a few creatures from another mod), first as the toads, then as the Shyguys. Quite the show I must say, and to recant my story in brief:

The Tale of Sunbright; the Ill fated Hamlet

The toads and their settlement of Sunbright were nothing interesting, at first. Spent the first few years painstakingly erecting mushroom-shaped houses built of wood and clay, followed by apartments of brick and stone and finally a town hall. Gathering the vim for a pipe to the merchant was an arduous task; reckless oversight led to the death of a poor toadette who had overworked herself filling the jars with the vile yet essential fluid, and a graveyard was hastily constructed in response. Beyond this, after a year of work, the town eventually reached a state of balance, where everybody had a room, the Yoshis were fed, and the well brought clean water, with the fishing industry soon providing plenty of seafood to appease the populace. Petty requests were undertaken for small amounts of coin on occasion, but this was a comparatively unusual occurrence in proportion to the amount of effort made to access the market in the first place, with subsistence and trade with foreign civilizations and the local caravan being the primary source of commerce. The town was indeed little out of the ordinary,

 This all came to an end when a hopper (a mechanical creature modded in by yours truly; essentially a living industrial crane, like the type commonly seen in automotive factories) wandered in and started gruesomely disassembling things. Its first victim was a horse, no doubt simply minding its own business in the woods when the steel fiend decided to hunt it in a mockery of a predator devouring its prey. Of the citizenry, the first fatality was a field maid in the midst of simply gathering the fish lazily left behind by the anglers; her infant child was soon to follow. The local hero and the six yoshis as well as a couple buzzy beedles gleaned from trade were all called in to attempt to combat the mechanical threat, but they could do little as it proceed to pull the hero's steel spear from his hand and started to jab the party to death. The hero fell, as did four of the yoshis and both beetles, the remaining fleeing in fear. This devastated the local community, and little could be done as the seemingly invulnerable creature meandered near the riverside, waiting for more to fell in its illustrious quest.

Migrants came, unknowing of the foe that loomed before them. Steelcarnage the Hopper struck down five of them in its lust for murder, a sole toad managing to evade its wrath. By this point, things were looking grim as the morgue was overburdened (while some still had yet to find rest) and the townsfolk terrified. Expansion had been stymied in response to the threat and soon the streets were overcrowded with toads as the next group of migrant arrived; indeed, the hero was also a rather important carpenter, and without his guidance, the production of wooden planks and furniture had slowed tenfold. Without exceptional strength in numbers or material, the beast of steel remained untouchable; drastic measures would have to be taken in order to best it.

A clever trap was conducted by the local recorder whom mechanics was a secondary hobby: a brave individual, chosen to be the succeeding hero, was to lead the creature into a trap consisting of several cages operated to spring shut the moment the dreaded claw hopped into their position. It was a long shot, but imprisoning, and hopefully later carefully destroying the creature, for both revenge (something that the mushroom folk scarcely took pleasure dealing in) and access to its value in scrap, was well worth it in the minds of the toads,  as well as to ensure that it brought tragedy to no other individuals.

Yet as the saying goes, plans, as clever as they might be, rarely went true to accordance, and the designated hero found himself crippled as the hopper leaped into his position and mangled his legs with the bash of a weapon once brandished by his predecessor. Yet another unfortunate occurrence looked to be in the making, when a yoshi, one of the survivors from the initial defense, decided she could not bear to see another one of her friends lose his life. Mustering up her courage, the white creature threw an egg, which had once before proved to be ineffective against Steelcarnage's industrial grade frame. But indeed, she did not intend for the egg itself to harm the creature; it was the response, the hopper's clumsy attempt at evading the blow, that finally caused the iron monster to fall into the riverbed.

Heavy and inadept at aquatic living, Steelcarnage floundered in vain, soon finding itself washed downstream as it could not fight against the waves as fiercely as it fought against the toad settlement. The beast vanquished or, at very least out of sight, for a moment, it appeared that the region would, if not return to normal, at least find itself at peace once more. But Armok is a fickle god, and those under his domain could not wish to hope for such a reality without severely boring him, and the local koopas decided to launch their attack in a bout of insight. The crude militia composed in response proved unsatisfactory, the original hero having been the intended leader and teacher in the case such an event were to happen, and Sunbright fell after much vim had been spilled. The Mushroom King frowned upon hearing this story, his crumbling kingdom ever losing territory to the vile turtle men. He hoped the beanish, or the mole men, or the forces of nature, be they elf, fey, or bulbulb, would eventually push the aggressive adversary back before they got a larger foothold on the realm, but the latter tale would eventually go untold as the God of Blood's focus shifted on a new, much different world.

The Tale of the Fortress of Chewing; An Unlikely Alliance

It was the year five-hundred twenty in Shimmyspittle the Square of Dance, so named for the fact that the world was shaped as a large square, a small ocean bordering its corners as well as a smaller sea within its left corner the only things to break up the geometric pangea, as well as a larger crater near the centre which housed the majority of its mountain ranges as well as the bulk of volcanic activity. Many races withered and succumbed in the prior ages, either to the rampaging great beasts which roamed the earth in terriflying numbers, or through the warring tendencies of the so called renegade races, the ruthless goblins being at the helm, followed by the slimy goomba, the mystical koopa, the volatile bob-ombs, and the wretched biokuri, a race of slithering monsters which had entered the world through another dimension. Civilized society had been brought to its knees; the forces of nature were all but extinct, the last surviving beaninsh had turned on the peoples that were unable to defend their kind and took up residence in ominous towers, while the mole people and pianta hid in caves, as well as the ruins of the long since defeated dwarven race. Humanity and toad were left to fend for themselves against the barbarian hordes, under their folds the last few forest retreats containing yoshi that had yet to be scourged.

The races of the shadow too found this period a rough time to live by, but the harsh conditions from which they lived had tempered them such that they would not fall as easily. The squeaks, a seemingly diminutive race of rodent men, held the forefront, for it was their small size and craftiness in number that made them the most successful thieves of them all. Alongside them worked the mysterious shyguys, whose strange yet elaborate methods allowed them refuge against the forces of evil as they slowly worked to bide time in for decision of a proper response to the eventual situation. The bandits, humanoid offshoots of the shy, preferred to use simpler brute methods to get their way; said methods worked well enough against the civilized peoples, yet led to their ruin when the hordes counter attacked; but a single hillock remained of these curious specimens, ever worried that their enemies would find the time to finish what they had set to accomplished.

Joining them was the last of the fey, a race from a land far away, having figured out that civilized society would only lead them to the same fate as the elves and bulbs whom they once called kin, shifted allegiance to these shady beings, thieving off both their former allies as well as the vile foes which tempted this dire course of action in the first place. The kobolds, once recognized as the craftiest of all the thieving races, had long since been driven mad after continued residence in foul fortresses left abandoned by the hordes of darkness, having broken the sacred rules from which all the thieving peoples operated by and stealing from their former allies as well as the other factions. For this, they were excommunicated, and left to the mercy of the horde as it slowly began reclaiming what had once escaped from its grasp.

The year of 520 was a special time indeed, for it was at this time that the shy had finally come to an agreement on how to deal with the situation. Once denizens of an alien world which was rumored to exist only in subconscious dreams, The Renowned Strategy, the largest of the remaining shyguy "clans" (a term used loosely), would attempt to settle a fortress in order to access this mythical land. Through what exact means it was unknown, but the shy had promises of safety and endless food, of which they were sure to obtain in the case they managed their seemingly illogical task, so long as they managed to find the proper place to settle down. Though desperate, the other thieving races were understandingly skeptical, and all of them, even the withering bandits who doubled as their kin and knew of the sacred realm as well, refused to take such a risk as huge as to venture into the open, especially when they heard the decided area was to be situated near the range of not one, but three of the hordes' races as well as the remains of civilized society. Disheartened, but seven shyguys decided to risk their lives in order to make the initial trip, taking with them potato seeds as well as a few machines gleaned from the ruins of a biokuri factory, they being those which doubted the plan the least.

Halfway across the trip, The Greater March, the name eventually decided by the shyguy pioneers for their fellowship, came across a vicious frog man, like a civilized race spoke of in passing legend. But this frog man was not a scholar like the legends fortold; it was a primitive, brutish creature of little intelligence and a truly animalistic drive. The frightened shyguys were sure that their game was over as the frogog closed in on them, sickly secretions dripping from its shiny, gooey body. Yet before it creature attacked, the individual first took notice of the wagon the group had hastily abandoned in their attempt to flee the area. Rummaging through. inside the creature found robes, shoes, and masks; the shyguys' clothing, the outfit which defined both their appearance as well as identity. The frogog halted. It glanced at the strange outfit in curiosity, taking moments to look first at the clothes it held within its arms, then back at the shyguys who nervously gazed before it. After half an hour of observing, the frogog did something completely unexpected; it attempted to wear the mask.

At first, the creature tried placing the back of the mask in front of its head, the bronze object  repeatedly falling to the floor as it failed to fasten it onto its head properly. The shyguys, now thoroughly confused by their situation, silently contemplated on what to do. Though they spoke no words with each other, subtle gestures, unnoticed by any other race, were all they needed to properly communicate, and the shy guys started to move, three of the shyguys demonstrating how to properly apply a mask on one's self, grabbing attention of the curious frog.

 It glared, threatening to break its focus and return to hostility, until it started to become mesmerized by their repetitive action, their hypnotic movements slowly interfacing with the deep inner thoughts of its primal mind. The frogog first started wearing the mask, then the shoes, then the robes, until it had clothed itself much like the beings it was assaulting prior, now pacified and standing before the guys, outwardly appearing like an exceptionally tall, lanky shy guy. The creature, pacified, went off into the woods, leaving The Greater March to continue their journey, which they did in earnest, finally arriving to their destination in early spring, in near the end of winter within the region.

Having mostly lived their lives as thieves, the shy guys initially had little knowledge of how to run an effective settlement; that is, one they had not pilfered from previous owners whom had abandoned it. What food they had ran thin; the river was frozen, and there was little in the way of berries to forage. Digging into the hillside offered temporary shelter, but the shallow caves were both cold, dark and wet, and proved to be no place to store the supplies they had brought. Indeed, before they could settle a fortress, the shy guys had to see to it they simply survived the tail end of the winter. Chopping down trees and converting stone for building use in anticipation of building a crude stockade and keep, the shy were preoccupied with building a roof over their heads when a devious party of rhesus macaques descended on them; ironically intending to steal from the race of thieves themselves.

With little in the way to fend against them, the so called "Fortress of Chewing" as had been proposed the name of their future palace, seemed to be as much a dream as the legend it was forged from, the macaques making a beeline towards their remaining food stocks. It was then, in the distance, that a familiar croaking noise was heard. A horde of bitter-scented figures in robes and masks appeared on the hills, running down at full speed and engaging the monkeys in combat with their fists. Fifty frogogs dressed as shyguys pummeled the mischievous animals into submission, leaving six carcases ready for a fledgling meat industry. One of these frogogs, no doubt the one the group had encountered earlier, stood in front of the shyguys, staring down at it and making noises in a mimicry of their language. While all their supposed allies had decided to abandon them, it would appear, at least for a time, that the diminutive masked men had new allies to depend on. They dubbed them the Croaking Guys.



The latter story took much longer then expected to type out, so I had to cut it short for the moment, but in frank, I'm having quite the time with the Shy Guys. Here is a look at the current state of my fort, making use of their subconian architecture!

Spoiler (click to show/hide)

Issues found include:

-Toads will apply azoth to an already converted warp pipe section if its the nearest pipe available. Similar behavior occurs with shyguys and painting wood.
-Large ? Blocks have a chance of spewing absurd amounts of coins. One block revealed multiple stacks of 15000 coins at once, which when used in tandem with the slot machine, essentially obsoleted the shyguy's agricultural industry, as well as increased their wealth by an unreal degree.
-Pasta doesn't seem to work? I suppose that there is a specific type of milled grain that the recipe refers to, but none of the purchasable powders seem to fulfill the requirement.
-Keys gleaned from magical vases have quality modifiers and can even become masterworks. A shy guy will receive unhappy thoughts if the masterwork key they received disintegrates without being used.
-Dream furniture can be obtained without a subcon crystal, though its rarely beneficial to use in the first place other then to obtain a dream anvil.
-The intermissional shyguy squads available prior to village and later citydom will remain in existence despite becoming unavailable once the position obsoletes; the unit leader is kicked out, and any other shy-guys will remain in the unit until removed, after which said unit just uselessly floats in the squad screen, taking up a key bind.
-Bandits are replaced by shyguys in their entity file. Not sure if this was intentional, as the bandit creature still exists in the raws, but I changed them back in my version and slightly modified their sprites to make their eyes beadier, similar to their Yoshi's Story appearance.
-Frogogs are ridiculously cheap at one point a pop, allowing even an average starting embark to take up to 50 of the buggers at once. They make poor defenders against all but perhaps goomba sieges and wild animals, but their main theoretical use is in the meat industry, leaving about twenty units of meat a frog; far more then a plump helmet worth equivalent points.
-it appears that whatever biome giant mushrooms spawn in has absolutely zero Mario creatures naturally occurring within it during a cold climate. This makes initially generating coins difficult without butchering embarked creatures...like frogogs.

Other Notes:

In spite of what you say about mod specific humans refusing to take positions of power within toad civilizations, I've found that replacing them with standard Dwarf Fortress humans does the trick quite nicely; the toad civilization I played had a human king, while another had a human hero, who was a pump operator no less.

Interestingly, kobolds remain hostile to shyguys despite them by all acounts being in the same factional sphere. This is either hard-coded or might have to do with their utterances.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 15, 2015, 11:14:33 am
Nice story, and thanks for the feedback!  Seeing how this mod interacts with other worlds is always an interesting subject.  I was a little confused about the frogog thing, until I realized you were explaining why they tend to show up wearing clothes if you have them as pets.  Wait, why do they wear clothes?  They aren't intelligent... Oh, I guess that what the EQUIPS tag does.  Makes sense.

I've finally started to focus on fixing up fort mode, so it's good to know about those kind of bugs.  Only thing I'm confused about is the 'large ? block bug'.  It looks like you may have done an 'open box' reaction with an item type that is usually measured with product dimension, like a bar... but how did you get a ? block bar?
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Propman on February 15, 2015, 02:03:25 pm
All the blocks I used were of the cut gem variety, gleaned from squeek caravans among their piles of cut gems. The offending block was a <<large ? block oval cabochon>>, which one of the shyguy gem cutters had decorated with some smaller gems prior to it being opened. It released no less then 5 stacks of 15000 coins at once, a jack pot if one were ever to be seen!
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: IndigoFenix on February 15, 2015, 03:32:21 pm
All the blocks I used were of the cut gem variety, gleaned from squeek caravans among their piles of cut gems. The offending block was a <<large ? block oval cabochon>>, which one of the shyguy gem cutters had decorated with some smaller gems prior to it being opened. It released no less then 5 stacks of 15000 coins at once, a jack pot if one were ever to be seen!

That's...really strange, I have no idea how that could happen.  I guess I'll add DOES_NOT_DETERMINE_PRODUCT_AMOUNT to the blocks, hopefully that will keep things in a one item -> one reaction proportion.
Title: Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
Post by: Propman on February 16, 2015, 07:39:13 pm
Playing around with the shyguy's dream objects more, I've noticed that while it is feasible to use them for an early fortress (or presumably a fortress starved of resources, such as in a glacier), attempting to rely on them for long term furnishing causes severe amounts of lag and a drop in FPS as the game calculates each and every object's decay rate, making it imperative that one halts their dream industry as soon as possible.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: IndigoFenix on February 20, 2015, 08:13:46 am
So, I had a thought when considering some of the races in the mod.  Some of them are kind of obscure, showing up in only one game or something, and I thought maybe they shouldn't be in the mod if other obscure races weren't...

So I added all of the races in the Marioverse.  All of them.  Okay, maybe not all of them, but many more than should be necessary.  Brocks?  Okay.  Pi'illos?  Sure.  Cragnons?  Why not.  Hooskis?  Throw 'em in.  Even Ratooeys, despite there being only two of them in the entire series?  Ahaha.  Using population limits, many of the races will remain small in number and many will die out quickly in worldgen, but every world is different and some surprises may crop up...

Anyway, that's enough of adventure mode for now.  I finally started fixing up fortress mode!

First off, since stacks have been fixed, coins don't need to come one at a time anymore.  Enemies containing more than one coin will drop coin blocks instead, which can be opened up to get the coins, nicely stacked.  Make sure to set up an Unpacking Station to unpack these coins.  ? blocks will also use the Unpacking Station.  This will all work automatically.

For Toads, vim extraction now takes place in a special building, the Vim Extractor, and uses the Plant Processing labor.  Vim extraction is less dangerous than it used to be, it is very rare for a Toad to be killed by a single extraction.  Multiple extractions will still kill them, so make sure to rotate your workers.  Warp pipes are produced in their own building, as well, the Pipe Factory.  Each pipe type is created separately now, so you can't easily convert one pipe to another.  You will need one 'local warp pipe' and one pipe specific to the location you are connecting to.  The pipe buildings themselves are now in the furnace menu.

One kind of warp pipe, the Stone Mines pipe, has been adjusted significantly.  It works through a new, experimental 'abstract exploration' system.  Basically it uses item reaction products to produce 'reports' that determine where the worker is in an abstract mine, so you won't just get random stones, finding stone of one type will mean that you will usually get more of the same type, or find a kind of stone usually found in or near that type of layer.  Basically it makes mining by warp pipe roughly similar to what you would find in a 'real' mine, which is handy if you embark on an aquifer.  You can even find veins or clusters of ore (if you're lucky), and even reach adamantine (if you're REALLY lucky).  No gems yet, but certainly possible later.

It is only a bit of a novelty here, but will probably be applied to great effect for Shyguys (who I have not yet begun to work on) for a dreamworld exploration system (maybe even finding easter-egg items from other game universes).

Koopas can no longer withdraw into their shells - it seems that withdrawing is bugged to game-breaking levels, where koopas will withdraw and not come out, starving to death.  The deaths caused by this bug is probably more than those withdrawing prevents.  Better they die in battle than die through stupidity.  Also, koopa nobles have been fixed up.

EDIT: Oh right, badges!  Badges (well, actually they're called 'magical amulets', because they are actually amulets) are rare items that you can use as an adventurer or in fort mode with the 'rub a magical amulet' reaction.  They will create an effect that affects the entire population for one season (usually raising one or more attributes, although more interesting ones exist).  You may need to run the reaction several times for the effect to work.  Badges can be used as much as you want, but you can only have one active at a time.

Currently the only way to gain badges is to find them in ? blocks.  I'd like to make certain races sell them, but for some reason I can't get them to produce 'crates'... not sure why.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Rydel on February 20, 2015, 07:15:06 pm
When you do get trade working for badges, the Doogan are the obvious first choice for them.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Propman on February 21, 2015, 03:23:29 am
While Rydel works his magic for the sudden influx of critters, I've selectively made a few sprites for the brocks and the spri- er, one of the hidden races. The brock sheet isn't exactly a full set, but it should be enough that you wouldn't notice too much in fortress mode.

(http://i.imgur.com/ONaXQOx.png)
(name "graphics_brock.png", and save the text file as "graphics_brock")
Code: [Select]
graphics_brock

[OBJECT:GRAPHICS]

[TILE_PAGE:PROP_BROCK]
[FILE:graphics_brock.png]
[TILE_DIM:16:16]
[PAGE_DIM:7:1]

[CREATURE_GRAPHICS:BROCK_MW]
[DEFAULT:PROP_BROCK:0:0:ADD_COLOR:DEFAULT]
[STANDARD:PROP_BROCK:0:0:AS_IS:DEFAULT]
[CHILD:PROP_BROCK:1:0:AS_IS:DEFAULT]
[TRADER:PROP_BROCK:2:0:ADD_COLOR:DEFAULT]
[MERCHANT:PROP_BROCK:2:0:ADD_COLOR:DEFAULT]

[GUILD_REPRESENTATIVE:PROP_BROCK:2:0:ADD_COLOR:DEFAULT]
[MONARCH:PROP_BROCK:6:0:AS_IS:DEFAULT]

[RECRUIT:PROP_BROCK:3:0:AS_IS:DEFAULT]
[WRESTLER:PROP_BROCK:3:0:AS_IS:DEFAULT]
  [SWORDSMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [AXEMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [CROSSBOWMAN:PROP_BROCK:5:0:AS_IS:DEFAULT]
[MASTER_WRESTLER:PROP_BROCK:3:0:AS_IS:DEFAULT]
  [MASTER_SWORDSMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [MASTER_AXEMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [MASTER_CROSSBOWMAN:PROP_BROCK:5:0:AS_IS:DEFAULT]

Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Rydel on February 21, 2015, 12:36:10 pm
I've updated the graphics sets.
I also found some issues that may have been causing some creatures (mostly desert creatures) to not show up properly and corrected that.

Currently, the Pi'illo only use a single graphic.  I plan on making a larger set for the new standard races later, probably to be included with the next update.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: A Spoony Bard on February 23, 2015, 10:45:28 pm
I don't know if this has been mentioned before, or is impossible to implement, or very unbalanced, but it would be extremely nice if the Goombas that Koopas can embark with would work as haulers. It would provide a decent alternative to the Koopa's slow hauling speed, and make starting a new fort significantly less tedious.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Rydel on February 23, 2015, 10:52:28 pm
I think in order to do hauling, they'd need to be full civ members, which means that they'd need to be a caste of Koopa, with all the associated weirdness, like Koopas giving birth to them and vice versa.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: IndigoFenix on February 24, 2015, 05:26:15 am
Yeah, pretty much.

Magikoopas make excellent haulers, though...
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Propman on February 25, 2015, 07:30:11 pm
If one manages to somehow integrate "civilized" goombas into their fortress through DF-hack shenanigans, they can be ordered around to a limited extent. In order to emulate this, perhaps if feral goombas had a reaction that transformed them into civilized goombas?

In other news, some irregularities with world generation:

-Shamen won't spawn at all under the current perimeters. I've changed their constants back to what they were pre-alteration to a cave civ, and it seems to fix the issue. They appear to be unable to trade however.
-Sprixies won't trade, and they won't appear on-site either, making their existence sort of pointless. Shifting their site from cave to town fixes the latter (sort of - they're really, REALLY vulnerable to being wiped out by a rogue titan, so unless you intentionally mess with world generation in order to favor them, they're unlikely to survive in a world with long history), but not the former.


A couple adventure mode abnormalities:

-Bumpities can't open doors, potentially entrapping would-be adventurers inside their own homes!
-? Blocks convert into power-up blocks upon use, but for some reason most of these power-up blocks don't seem to release anything when opened.
-Creature flesh cannot be cooked into generic meat through AV reaction; this is true to fortress mode as well.

Also, a few minor issues with your graphic pack, Rydel:

-The domestic page's text file has a typo in it, with the tile pointer stating "TITLE_OAGE" instead of "TITLE_PAGE".
-The aquatic text file (for sidesteppers, cheep-cheeps, ect.) has a few more zeroes then warranted in the page diameter constraints, causing sprites to be stretched out to an unreal degree in-game.
-Shaman are refered to as "MAGIC_MW", their civ title, instead of "SHAMAN_MW", causing the sprites to not display.


Hope this feedback is helpful!
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Rydel on February 25, 2015, 07:39:11 pm
Thanks for letting me know - I've fixed those 3 files in both TWBT and normal now.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Balistic604 on February 26, 2015, 09:11:03 pm
If one manages to somehow integrate "civilized" goombas into their fortress through DF-hack shenanigans, they can be ordered around to a limited extent. In order to emulate this, perhaps if feral goombas had a reaction that transformed them into civilized goombas?

How exactly does one integrate civilized goombas into your fortress with DF-hack?
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Propman on February 27, 2015, 05:14:00 pm
If one manages to somehow integrate "civilized" goombas into their fortress through DF-hack shenanigans, they can be ordered around to a limited extent. In order to emulate this, perhaps if feral goombas had a reaction that transformed them into civilized goombas?

How exactly does one integrate civilized goombas into your fortress with DF-hack?

"Tweak makeown". Can also be used on bob-ombs as well, though having such volatile creatures lounging in the same areas as your general populace could have explosive results.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: KittyRead on March 19, 2015, 07:42:22 pm
Which mod would you recommend to fix Adventure Mode? I tried installing Wanderer but it has vanilla DF stuff in it.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: freeformschooler on March 25, 2015, 02:41:45 pm
Regarding piranha/nipper plants, what do I do to get seeds/spores/plantables from a wild Nipper? I assume it won't defend my fort as-is, so I'll have to re-plant, right? Do I simply kill it and collect seeds or do I have to wait for it to fall into a cage trap?
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: IndigoFenix on March 25, 2015, 06:27:28 pm
If you catch a wild nipper in a cage trap, you can train it like any pet creature and it will mature into a piranha plant.  Breeding them from the wild is difficult, though; they only mate while in their nipper phase so unless you catch two individuals of opposite genders at around the same time you won't be able to breed them.  You can order dormant nipper spores from certain race's caravans (or if you're playing as koopas, you can just embark with a whole bunch of them).
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: freeformschooler on March 25, 2015, 11:27:38 pm
Thanks for the feedback. One more question: is there any use for Lakitu clouds at present other than livestock? You said they can show up as enemy mounts, but I assume there is no fancy magic available to the player for mounting their own Koopas on them.

Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Klisz on March 25, 2015, 11:30:34 pm
Thanks for the feedback. One more question: is there any use for Lakitu clouds at present other than livestock? You said they can show up as enemy mounts, but I assume there is no fancy magic available to the player for mounting their own Koopas on them.


Unfortunately, dwarves riding mounts isn't possible in the current release of DF, and thus fortress citizens riding mounts isn't available in mods either. (Though there may or may not be some DFHack trickery you could use.)
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: freeformschooler on March 26, 2015, 12:03:34 am
Ah, I see. I was able to get a Koopa to mount a Lakitu Cloud via DFHack, but unfortunately, it seems mounted units follow the mount's (dumb) AI rather than commanding them. That may explain why it's not already implemented.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: IndigoFenix on March 26, 2015, 12:59:44 am
You can shear them for fluff and use it to make fluffy clothing.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: JumboDS64 on March 28, 2015, 06:04:06 pm
I was just browsing through the raws (just because I was curious), and I noticed you seem to have made a mistake when naming the shyguy professions:

   [PROFESSION_NAME:WRESTLER:wrestler guy:wrestler guys]
   [PROFESSION_NAME:MASTER_WRESTLER:Anti Guy:Anti Guys]
   [PROFESSION_NAME:THIEF:bandit:bandits]
   [PROFESSION_NAME:MASTER_WRESTLER:Bandit Lord:Bandit Lords]


As you can see, master wrestler shyguys are called "Bandit Lords", and actual master theives have no defined name.

EDIT: Also, I notice that there's a file called "langrotmk.txt", which seems to be an attempt to actually create a language, instead of just automatically assigning randomly-generated strings to words. Interesting...          (bear is "banji"    i see what you did there)
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: IndigoFenix on March 30, 2015, 01:12:21 am
Yeah, that's an error.

The rotmk language file was an idea to make a single language for all races and differentiate them through their cultures preferring certain names (bob-ombs like fire-related names, so all the fire words are acceptable bob-omb names, for example).  There are already lot of in-jokes in the language, but it's a lot of work and not nearly complete enough to use.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Klisz on March 31, 2015, 12:02:06 am
Lakitu's clouds' fluff seems to be unweavable - looking at the raws, it lacks [YARN], which I'm guessing is the cause.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: IndigoFenix on March 31, 2015, 10:02:19 am
Ah yeah, you're right.

I should probably make a release with all these little changes, it's just that I'd like 0.50 to be something special.  Like an updated shyguy dream exploration system, which I haven't gotten around to doing.  Or at least figuring out how to get the trading-items-in-crates system to work.  I can't figure out why it doesn't.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Rydel on March 31, 2015, 05:38:55 pm
You could make a 0.49.1 so you could still save 0.50
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Sir Shadow on June 24, 2015, 09:34:08 pm
Just starting using this mod and decided to go for the master race Koopa, and omg it's been pretty awesome :D Magikoopa 'teleportation' is sweet.

I had a couple questions though... I pastured the nibblers so they could mate/grow into piranha plants. How do I harvest the spawn? I had a good mix of male/female so I can only assume they mated? Also, the ones that are in range of each other began to eat one another once they became full piranha plants... any way to stop that other than hoping they don't decide to lane next to one another?  I guess I could make a ton of pastures evenly spread exactly where I wanted them, but that seems kinda excessive...

Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: thegamemaster1234 on June 30, 2015, 05:14:52 pm
Though I haven't played the mod yet, according to the readme, Piranha Plants will give birth once after maturing from the nipper stage. After that it's probably best to move them into defensive positions as soon as they've matured; apparently, from your observations, they consider each other as viable food sources. The fact that they eat each other stops you from piling them on/around your doorstep, I suppose.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: b_knight286 on July 30, 2015, 03:00:53 pm
This is my favorite DF mod, but I have not played in years after I thought you had abandoned it.  Good to see you have the time to work on this when you seem to be the only Gnome guy on the Masterwork DF team.  Not like I dig too deep for my fact checking though, heheh.  Here's hoping someone gets mounts to work so I can remake General Guy from Paper Mario.  Is Kevlard still in?
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Putnam on July 30, 2015, 09:13:32 pm
I thought general guys were in, in some way? Or maybe I forgot?

Anyway, AFAIK every race in Masterwork has one guy.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: vjmdhzgr on July 30, 2015, 10:28:05 pm
I thought general guys were in, in some way? Or maybe I forgot?

Anyway, AFAIK every race in Masterwork has one guy.
Though dwarves, kobolds, warlocks, humans, hermits, and I guess nagas now too, could be said to have 0.1666666 people working on them.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: b_knight286 on July 30, 2015, 11:20:57 pm
I thought general guys were in, in some way? Or maybe I forgot?

Anyway, AFAIK every race in Masterwork has one guy.

I do not want A general guy, I want THE (http://www.mariowiki.com/General_Guy) general guy, when we can finally have mounts.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Thuellai on October 06, 2015, 02:37:54 am
PTW.  Really enjoying this.  It'd be nice if Toads could get a Sawmill type building since they're very reliant on wood for building early on, but that's easy enough to add it.

EDIT: Magikoopas seem really, really common for some reason.  In my first migration wave of 8, I got 7 magikoopas.  It's nice that they can just zoom around, but it makes it tricky to keep koopa eggs from getting stockpiled unless I manually ban them from the stockpiles I set up.

EDIT2:  Pretty much all the minor races currently have pop caps of 50, which seems like a mistake when their per-site pop cap is 120.  It also means that in an entire world there might be 150 Frog People, since only three entities can be generated.  This results in the minor races dying out during Worldgen a loooot.  Also, Bob-ombs, Frog People, Hooskis, Mole People, and Yoshis (and maybe others) are consistently showing up as NO TRADE, despite having the tags for common domestic wagon pullers/pack animals.  Making Moo Moos pack animals fixed this for everyone but Yoshis which seems okay since Yoshis mostly exist as a civ to harass everyone but Toads anyway.  If you actually had wagons, Moo Moos can pull those, which also alleviates it, but of course they're not included in the mod raws since they exist in the vanilla raws.  So basically if you run RotMK by itself, a bunch of civs currently can't trade.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Nahere on October 24, 2015, 09:09:28 pm
Copy paste error:
Code: [Select]
[REACTION:MAKE_PIPE_MARKET_MW]
[NAME:produce market warp pipe]
[BUILDING:PIPESHOP_MW:CUSTOM_P]
[REAGENT:azoth:150:LIQUID_MISC:NONE:PLANT_MAT:MUSHROOM_1UP_MW:AZOTH][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:azoth container:1:NONE:NONE:NONE:NONE][CONTAINS:azoth][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:wooden pipe:1:PIPE_SECTION:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:1:PIPE_SECTION:NONE:CREATURE_MAT:MATERIALS_MW:WARP_LOCAL]
[SKILL:OPERATE_PUMP]
This produces a local pipe, not a market pipe.
Edit: Also, ALCHEMY_MAKE_AQUA_REGIA_MW makes AQUA_FORTIS_MW, and unlike the other reactions there isn't automatic.
Title: Re: Rise of the Mushroom Kingdom Update 0.49: New Races and Fort Fixes. And badges?
Post by: Atomisk on November 04, 2015, 08:00:11 am
I have come to report the most amazing bug, ever!

First note that I'm using stand-alone ROTMK, with a self-implimented DF-hack and dwarf therapist.

So this goomba civ pissed me off cause they wouldn't take my wonderful newly minted platinum coins the first i saw them. They left without selling me goods i desperately needed. So i imposed an embargo against them. But I always check their goods every year. For laffs. Anyway, this year they arrive but seem to be perpetually unloading their goods. So I checked the merchants, and sure enough, one of the goombas is not at the depot. He happens to be about 5 z-levels in the air, clinging to his pack puff which must have run away because of the wild puffs in the area. Now he's holding on for dear life in the air while the pack puff just stays there, since he's the one who's meant to be moving it, and he can't move any direction. This is great for a laugh though I assume next year they will come back complaining of the missing goomba. Which is fine, because I want to go to war with these goombas. Too silent a playthrough, no !!FUN!! yet. Just thought I should let you know about this.

http://imgur.com/a/njsye

Edit: Actually he's might higher in the air than 5 z-levels. Damn how is he even keeping up there.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: IndigoFenix on December 08, 2015, 05:12:20 pm
ROTMK is back for DF42!

In addition to a basic update and bug fixes from the last version, here are some of the changes:

Alcohol is now alcoholic, but since not all mushroom worlders can hold their liquor, all playable civs now have the option of juicing instead.  Juice doesn't cause drunkenness, but you don't get the euphoria from drinking either, and it sells for less.  Make juice at the farmer's workshop.  You can also make tea from mushrooms or certain leaves.

Toads and koopas now use the vanilla reactions for making paper.  Toads need to make paper before they can post flyers in the market pipe, but writing a flyer is now a single job.  Shy Guys can't make paper or write.

Adventurers can buy drinks in taverns.  Every so often, you might find a power-up drink on the menu, which will be much more expensive than the regular fare.  If you're really lucky, you might even find a special frog drink, like a Kerokerocola or an Energizer.  Save these for tough battles!

Short-term syndromes - both positive and negative - are now synchronized between adventure mode and fort mode.  Getting mushroomized by an Amanita is no longer an automatic death sentence, for example; if you can survive for a few in-game seconds it will wear off.

Several new species are playable as adventurers.  All playable creatures have grasping body parts so they won't starve, but not all of them are intelligent.  Birdos and Ninjis are considered intelligent.  Monty Moles can speak, but cannot learn, so they don't count as sapient, although they have natural throwing and sneaking skill.  Wigglers are normally sapient but lose the ability to think and speak coherently when they rage.  Yoshis are now playable as adventurers, and depending on how your world generates, you might find some surprises in your adventurer selection list.

Vengeful gods may now turn you into a whole number of things.  Goombas now have a new "perk" in that they are immune to most shapeshifting spells and gods will not hit them with transformations.  That does give them a slight advantage when confronting wizards.  The downside is, of course, that they are still Goombas.

Toad and Pianta towns often are filled with Yoshis, thanks to the horseplosion bug.

I haven't actually tested fort mode yet, but I understand that intelligent pets will now perform labors.  Koopas can finally enlist their underlings into the military!

Oh, right.  You can play as a Dark Knight of Vanda outsider if you feel like cheating.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Nahere on December 09, 2015, 03:33:58 am
Excellent. Time to build a toad tavern and make a pilgrimage there as a bard.
A few things I noticed in the last version that may or may not be fixed yet (or might be not bugs):
The martial arts quicksilver ability calls BOOST_DEFENSE_MW instead.
I couldn't learn firebrand from a slab, and noticed that [CE_CAN_DO_INTERACTION:START:0] occurs twice in a row under the display name tag.
The teleport ability granted by the magic secret dropped my speed to minimum, possibly because the strength penalty caused to much encumbrance (which only just now occurred to me).
The stat boost and penalties for [INTERACTION:PHOTOSYNTHESIS2_MW] appear to have the same moon phases, barring the first day or so.
Shyguys, amongst other creatures, use simplified body plans which mean I can't snap their wrists.
Sorry for not reporting these sooner.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Indigo_Surprise on December 09, 2015, 10:12:41 pm
The game is updated. The mod is updated. I've got the battle music from Super Mario RPG in my head. Let's do this.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: IndigoFenix on December 11, 2015, 05:10:28 am
Excellent. Time to build a toad tavern and make a pilgrimage there as a bard.
A few things I noticed in the last version that may or may not be fixed yet (or might be not bugs):
The martial arts quicksilver ability calls BOOST_DEFENSE_MW instead.
I couldn't learn firebrand from a slab, and noticed that [CE_CAN_DO_INTERACTION:START:0] occurs twice in a row under the display name tag.
The teleport ability granted by the magic secret dropped my speed to minimum, possibly because the strength penalty caused to much encumbrance (which only just now occurred to me).
The stat boost and penalties for [INTERACTION:PHOTOSYNTHESIS2_MW] appear to have the same moon phases, barring the first day or so.
Shyguys, amongst other creatures, use simplified body plans which mean I can't snap their wrists.
Sorry for not reporting these sooner.

Thanks, I'll fix those.  (Many of them are no longer applicable though)

I don't suppose anybody would happen to know why like half of the races are listed as NO_TRADE?  They have COMMON_DOMESTIC_PULL and COMMON_DOMESTIC_PACK, what else is necessary?
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Thuellai on December 11, 2015, 08:43:52 am
Excellent. Time to build a toad tavern and make a pilgrimage there as a bard.
A few things I noticed in the last version that may or may not be fixed yet (or might be not bugs):
The martial arts quicksilver ability calls BOOST_DEFENSE_MW instead.
I couldn't learn firebrand from a slab, and noticed that [CE_CAN_DO_INTERACTION:START:0] occurs twice in a row under the display name tag.
The teleport ability granted by the magic secret dropped my speed to minimum, possibly because the strength penalty caused to much encumbrance (which only just now occurred to me).
The stat boost and penalties for [INTERACTION:PHOTOSYNTHESIS2_MW] appear to have the same moon phases, barring the first day or so.
Shyguys, amongst other creatures, use simplified body plans which mean I can't snap their wrists.
Sorry for not reporting these sooner.

Thanks, I'll fix those.  (Many of them are no longer applicable though)

I don't suppose anybody would happen to know why like half of the races are listed as NO_TRADE?  They have COMMON_DOMESTIC_PULL and COMMON_DOMESTIC_PACK, what else is necessary?

Wagons.  Your standalone package doesn't include wagons.

Also make sure that pack animals actually exist and are accessible to civilizations.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Rydel on December 11, 2015, 11:16:27 pm
FYI, I'm working on updating the tileset, and putting tools in item_instrument_mw.txt break the Subtype finder, so I have to number the tool subtypes by hand.
There are at least 150 of those.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: IndigoFenix on December 12, 2015, 11:22:33 am
FYI, I'm working on updating the tileset, and putting tools in item_instrument_mw.txt break the Subtype finder, so I have to number the tool subtypes by hand.
There are at least 150 of those.

I'm planning on having pre-defined instruments at some point.  The procedurally generated thing is a cool novelty, but personally I'd rather know what someone is playing at a glance without having to read its whole description and deduce that it's basically a funky drum or flute or whatnot.

I'm guessing that sooner or later someone will make a real-world instrument mod, and when they do I'll just steal it from them :)
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Rydel on December 12, 2015, 09:01:13 pm
I've updated the non-TWBT version for the lastest release, but the TWBT version will need TWBT to update.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Ardebitis on December 19, 2015, 02:52:10 pm
I really enjoy this mod, but there are a few things I've noticed:
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: IndigoFenix on December 19, 2015, 07:32:29 pm
I really enjoy this mod, but there are a few things I've noticed:
  • I can turn fuzzy plants into slurry, but I can't seem to turn that slurry into sheets.
  • Slot Machines only let me insert 10 coins, and the 1-9 options are just plain missing from the job list.

I saw, the fuzzbush is missing the PAPER_SLURRY reaction class, it will be fixed.
The slot machine change was deliberate, I wanted to simplify things.  I might put some other options in, although I am planning on changing the Shyguy's playstyle to use a 'dreamwalker' system similar to the Toad's current pipe mining, so we'll see how that goes.

Right now I'm making a whole lot of spells (each spell will have its own secret, so there can be a book written on each one).  I'm going to do some experiments with the Koopas to see if and how different spells "spread" under the current knowledge system - possibly using potions to "meditate" for new spells.  A Magikoopa study hall would be a great way of utilizing the scholar system.  Also - piranha plant paper.

The ability to add thoughts to syndromes opens up a lot of possibilities for 'recreational' substances.  Expect to find fuzzy on the black market.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Nahere on December 22, 2015, 03:43:08 am
I've been messing around with koopa alchemy and noticed a few things:
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: IndigoFenix on December 22, 2015, 08:58:39 am
Thanks for pointing out all these mistakes, I'll fix them up.

I liked the idea of having red coins be a step in the process for making shining gold, but I don't really know how blue and shining silver coins are going to fit in with the whole system.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: CaptainGame on January 08, 2016, 03:43:04 pm
Rydel - for some reason, your graphics pack has the vanilla raws in it, which caused it to basically uninstall ROTMK when I told the Lazy Newb Pack to install it for me. When I installed it by hand and skipped the objects folder everything went fine, but you might want to edit your pack to use the ROTMK raws or something, because I don't think anybody is going to want this only for dwarves.

Thanks for the pack otherwise, though! Everything feels much more mushroomy when every last inanimate object has eyes for no discernible reason.
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Rydel on January 08, 2016, 08:03:27 pm
The graphics pack includes the raw files deliberately, as it changes some of them to display properly.  It only includes the files it needs to make changes to.  It does look like some of these raws are out of date and need to be updated, but it shouldn't remove any Mushroom Kingdom content - the only files it edits from ROTMK is creature_mw_ocean, since the Cheep Cheeps were showing up as meat instead of fish. It looks like it will, however, remove some of the new vanilla tools, like bookcases and quires, until I fix it.

However, if you manually removed the vanilla creatures and plants, you'll need to do so again after installing the graphics.

Speaking of Phoebus,  I was thinking of replacing the Phoebus tiles and creatures still in the set with the graphics from my Rally Ho tileset.  Since both this and Rally Ho are based primary off SNES graphics, they should probably look better together.  However, before making this change, I'd like to know what people think of it.

Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Lidku on January 18, 2016, 12:21:09 pm
Is Rise of the Mushroom Kingdom compatible with 42.05?
Title: Re: Rise of the Mushroom Kingdom Update 0.5: Welcome to the Juice Bar!
Post by: Rydel on January 18, 2016, 02:11:29 pm
On a quick test, it looks like everything works.  I didn't test everything, but embarking works and building an okay Toad fort works, nothing in the raws looks like it should conflict, and this doesn't need DFHack except for Text Will Be Text, which is optional anyway.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.1: Spells and Shrooms
Post by: IndigoFenix on January 18, 2016, 03:55:18 pm
I updated, since I haven't in a while and the new version looks like a lot of fun.

The main changes in this version are a vastly expanded list of secrets (though they don't tend to spread very easily) and a new system for powerups.  Instead of finding powerup mushrooms growing in the wild, you'll have to pick 'wild forest mushrooms' and 'wild cave mushrooms'.  Toads can identify them, which will usually give you regular forest or cave mushrooms but will occasionally turn out to be powerups... or poison.  Other races will have to either avoid the wild 'shrooms or take a gamble.

Some other substances have been given alternate uses.  Touching fuzzy (or eating foods cooked with their juice) gives a major mood boost in addition to dizziness.  And it's safer than alcohol!

Magikoopas work differently now.  Drinking a potion of arcane wisdom not only turns regular koopas into magikoopas, it can also teach them a random spell, which can then be spread through the fortress by writing scrolls.  But only other Magikoopas will be able to learn them.  The more potions you make, the more powerful your spellcasters will become.

Of course, adventure mode is where the real fun is.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.11: Spells & Shrooms (Plus monster fix)
Post by: IndigoFenix on January 20, 2016, 04:09:35 pm
Just made a tiny update that makes the adventure mode a lot more fun.

Basically I figured out why the wilds have seemed so empty lately.  It seems to have to do with a clash between the seasonal biome system (where each biome has a different set of monsters in each season) and the way the game places wild creatures; basically you can easily end up with biomes where there are very few or no creatures placed for certain seasons.

I fixed this by adding [UBIQUITOUS] to almost all creatures.  Now the road is full of dangers, as it ought to be.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.11: Spells & Shrooms (Plus monster fix)
Post by: vexxice on January 26, 2016, 04:59:36 pm
YAY! This mod is amazing! I love it, keep up the good work!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.11: Spells & Shrooms (Plus monster fix)
Post by: Rydel on February 14, 2016, 11:25:12 pm
I've updated the TWBT version of the tileset.
In addition to supporting the 0.5 and 0.5.1 changes, this also provides unique graphics for the buildings and plants.

Given the number of plants in the game, they haven't been thoroughly tested, so let me know if any of them seem off.


EDIT:
BTW, if you are playing using the vanilla plants as well, there is a raws/objects/Vanilla Plants folder.  You'll need to move the contents of that to raws/objects in order for the overrides to look right.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.11: Spells & Shrooms (Plus monster fix)
Post by: pikachu17 on March 09, 2016, 03:34:42 pm
are there bob-ombs?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.11: Spells & Shrooms (Plus monster fix)
Post by: Rydel on March 09, 2016, 05:37:32 pm
There are Bob-ombs.  They are playable in Adventure mode and will trade with Koopas in Fortress mode.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.11: Spells & Shrooms (Plus monster fix)
Post by: IndigoFenix on March 10, 2016, 06:14:34 am
I'll update this soon.  I managed to fix a bug that was causing random crashes when loading certain sites; it seems that the game doesn't like cave civs with gardens.  Not much else is changed, though I might remove some fake creatures since they clutter up the art creation menu.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: IndigoFenix on March 11, 2016, 09:17:43 am
Updated!

This one fixes a few things with adventure mode.  It streamlines the adventure mode menu and adds the vanilla bonecrafting reactions, fixes a random crash bug, and makes some wild monsters more aggressive.

Next DF version looks fun, whenever that shows up...
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: pikachu17 on March 11, 2016, 02:05:13 pm
those things that are supposed to split when hit with a blade,don't seem to. is it because of the zombie nerf?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: IndigoFenix on March 12, 2016, 12:06:31 pm
those things that are supposed to split when hit with a blade,don't seem to. is it because of the zombie nerf?

They still do, but only in combat, because of the changed necromancer behavior.  (Also they only split if their limbs are chopped off, hitting their body with a blade kills them.)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: pikachu17 on March 15, 2016, 09:45:17 am
no,no,no I was using arena mode as one of those things, and it wouldn't work. I think toady said something about needing either a head or a grasp to reanimate a body part, do those things have grasps
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: IndigoFenix on March 15, 2016, 10:12:57 am
no,no,no I was using arena mode as one of those things, and it wouldn't work. I think toady said something about needing either a head or a grasp to reanimate a body part, do those things have grasps

Normal necromancers need grasps because of the FIT_FOR_ANIMATION tag.  Ameboids have a custom interaction that lets them animate any ameboid parts, even without grasps.  I tested it in the arena, try putting a team of ameboids against a sword wielding opponent.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: pikachu17 on March 15, 2016, 10:18:50 am
I played as a human with a sword, chopped off 2 ameboid limbs, then played as the ameboid, tried both creature actions, neither worked
Title: STUFF
Post by: Goyru on April 04, 2016, 11:56:15 pm
Been playing around with this for a while and enjoying everything so far. I tried my hand at creating a caste of fat shyguys, scaled up to a bit over human size.

http://ic.pics.livejournal.com/kouban/394182/531343/531343_original.jpg

Overall taller, slower and rarer, but all of the ones I've seen are tagged as being thin after setting the relative thickness of the fat tissue to 2. Any idea on how to

Do the different kinds of mushrooms besides the life shroom, and the power flower actually do anything in adventure mode aside from act as expensive food?
There's a few other things I kind of wanted to see are a flutter jump for the yoshis and a ground pound for the main playable races.

I've noticed a few things missing when screwing around with the raws. Fire metal clothing is inconsistent in when it relies on the Armor User skill (probably not your fault) and nobody seems to be able to gain experience in climbing. Kevlard, the shyguys' tougher replacement for the fat layer, is missing from the material files. The bumpty's bump attack also doesn't seem to have any purpose damage-wise, being weaker than a punch and leaving the player wide open. Is it not supposed to be useful?
Anyone else having a problem with sapient bob-ombs using their lethal detonation attack when threatened in melee instead of the one that keeps them intact? Is that supposed to happen?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: IndigoFenix on April 05, 2016, 12:50:13 am
Fat descriptions are judged relative to the average fat level of a creature's caste, so I don't think it's possible to make a caste that is always described as fat (though doubling the fat layer will make them function as fat even if they are described as thin).  Arena creatures are always at peak fitness as far as I am aware so it's hard to test the difference between a fat individual and a thin one.

Almost all mushrooms and flowers have some effect in adventure mode, though many just raise recuperation or endurance so their effects aren't as noticeable as the major powerups.

The word kevlard isn't in the game, it is just the word I use to describe the increased toughness of shy guy and bumpty fat.

The bumpty bump should be stronger than their punch, but it's less focused so it may be less effective.  Bumpties are pretty bad at unarmed offensive combat in any case.

Bob-ombs will almost always explode lethally in lethal combat, the weak explosion is their replacement for spitting.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: pikachu17 on April 05, 2016, 10:17:23 am
Awesome game! How powerful are birdos, because playing as one I killed all the bogeyman that attacked me? and can you fix that shadows and boos attack the  bogeyman?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: Zavvnao on April 08, 2016, 06:14:06 pm
when I put this in a df file, should I delete all the standard raws not in the mod or no?

(please ignore. stupid question. just realized I cannot delete things on bay12)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: Rydel on April 08, 2016, 06:34:26 pm
Either way - The mod is designed so it can work entirely on its own.
But, you can leave the original files if you also want to have Dwarves, Two Grain Wheat, Badgermen, and the like.

I think most players delete the raws, but graphics are included for the regular DF stuff if you don't.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: Rydel on April 25, 2016, 06:18:43 pm
Apparantly, I messed up some of the item numbering in the override file.  It has been corrected now.

Special thanks to Kinlok for pointing this out.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: neotemplar on April 26, 2016, 02:31:10 pm
I've been playing as the shyguys and have some observations.

1. The subcon industry needs some revision.  The Vase is fine for making keys and the toybox is good but the other two seem kinda bland.  Dream items are utterly useless and I highly doubt anyone uses them as by the time you can make the dream bed you have permanent stuff.  They should probably be replaced with something else. 

2. Subspace portals mostly produce some item called "plants" as do the slots, no clue what these are for they seem to just be clutter.

3. Shyguy learning/rust actually is pretty awesome and combined with short lives makes them actually play differently in a fun way!

4.  Something seems borked with military squads. I know we only get one but it is still limited to size 10 instead of a larger force. Apparently I needed to hit a sufficient population for this and noble positions.

5.  Shyguys getting all sorts of crazy animals at the start is fun and differentiates them in a good way.

6.  Shyguys appear to lack any of the fun end game stuff like magikoopas and transformations or magic.  On this note I have a suggestion.  The Vase should rarely produce a special key (that does not fade over time) that is not used in the portal but instead can be used to transform a shyguy into a Phanto.  Phantos of course are magic flying terror masks so it fits in with shyguys perfectly and could be used to give them some late game fireworks.

7.  While having no nobles is thematic and fun.  There should be a way to implement a bookkeeper simply for player sanity.  Never mind just discovered I was wrong :P

Edit: I've also had only shyguy traders up to winter of year 2 and no invasions but that could be DF randomness.

Edit 2: Well mole people invaded and walked immediately into a Yoshi ambush that slaughtered them all from hiding.  Thus alerted I sent the whole military and slew the yoshis with a loss of only a single shyguy and two wounded.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: pikachu17 on April 27, 2016, 09:56:00 am
I've been playing as the shyguys and have some observations.

1. The subcon industry needs some revision.  The Vase is fine for making keys and the toybox is good but the other two seem kinda bland.  Dream items are utterly useless and I highly doubt anyone uses them as by the time you can make the dream bed you have permanent stuff.  They should probably be replaced with something else. 

2. Subspace portals mostly produce some item called "plants" as do the slots, no clue what these are for they seem to just be clutter.

6.  Shyguys appear to lack any of the fun end game stuff like magikoopas and transformations or magic.  On this note I have a suggestion.  The Vase should rarely produce a special key (that does not fade over time) that is not used in the portal but instead can be used to transform a shyguy into a Phanto.  Phantos of course are magic flying terror masks so it fits in with shyguys perfectly and could be used to give them some late game fireworks.

7.  While having no nobles is thematic and fun.  There should be a way to implement a bookkeeper simply for player sanity.  Never mind just discovered I was wrong :P
1. well, the dream bed makes a high amount of items with value in little time, and unless i'm wrong(which I might be) the wealth of the fort affects migrants and sieges, so if you want more of these use many dream beds.
2.I would assume they are some kind of food, but yes it is weird
6. actually the vase has a 1% percent chance of making a magic boulder that turns people into phantos
7.How are you wrong?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: IndigoFenix on April 27, 2016, 11:16:04 am
The shy guys haven't been updated in a while, so it's possible there could be some bugs.  I was planning on a dreamwalking system similar to the Toad's mining pipe but wasn't really sure how to balance it or how to tie it into the existing aspects of their playing style.l
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: neotemplar on April 27, 2016, 01:29:31 pm
I was wrong because at 80 or so pop a host of noble positions showed up, including bookkeeper.  I'll have to hunt for a phanto rock now that I know!

Also the dream stuff is pointless for wealth creation as any dedicated shyguy craft hits legend rapidly.

My fort lost all its picks when the wagon fell into a pond that thawed and we were forced to build a wood fort: still at the end of year 2 we have a wealth of 200+ million with no dream items.  Invidentally check the prices for spiked pillars... The may be part of the crazy wealth.  But even without them shyguys are crazy industrious and just pump wealth via skills. Especially due to 2 year kids, near no useless mouths.  This makes them really fun to play on a base level.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: IndigoFenix on April 27, 2016, 05:12:58 pm
They probably should have mentioned that the phantos are berserk.  They are meant to be a hazard of looking for a key.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.2: More fun for adventurers
Post by: Thuellai on June 18, 2016, 05:49:12 pm
For some reason I can't assign anyone the alchemy labor?

Which keeps me from building a Star Beacon, among other things.

EDIT: Entities are missing PERMITTED_JOB:ALCHEMIST

Fortunately, it's something you can fix inside a save.

EDIT2:  Found another bug - the forest warp pipe produces one of four kinds of wood, but one of them, HARDWOOD_MW, does not actually exist, so you just get 'logs'.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43
Post by: IndigoFenix on June 19, 2016, 03:41:54 pm
I made an update so the game will now work with DF43.  I also removed most abstract creatures so they don't clutter up the image menu, and changed the suffix from MW to ROTMK, for...other reasons.  Creature graphics might need to be updated as a result.

I haven't gotten a chance to test out fort mode, but I did fix the particular bugs people have brought up.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43
Post by: Rydel on June 19, 2016, 06:02:45 pm
I've updated the non-TWBT version for the new release.

Indigo: I noticed the link for the non-TWBT version points to an old version.  Can you update it to http://dffd.bay12games.com/file.php?id=10368 ?

I have updated the TWBT version on my end, but since TWBT hasn't been uipdated for 43.03 yet, I haven't done any testing yet.  I'll release it once TWBT updates.
When I do that, I'll also look in to the display issues people have reported with bins and saplings
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43
Post by: IndigoFenix on June 20, 2016, 11:48:58 pm
So, uh...

It seems that DF can't handle creatures with more than 200 materials defined.  This causes some rather severe bugs in the current version, specifically a whole lot of things being made of "unknown creature substance".

I'll release a fix soon.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on June 21, 2016, 11:48:14 am
The materials bug is fixed.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Teneb on June 21, 2016, 01:19:27 pm
So, uh...

It seems that DF can't handle creatures with more than 200 materials defined.  This causes some rather severe bugs in the current version, specifically a whole lot of things being made of "unknown creature substance".

I'll release a fix soon.
Just out of curiosity, why 200 materials in one creature?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: pikachu17 on June 21, 2016, 01:22:12 pm
So, uh...

It seems that DF can't handle creatures with more than 200 materials defined.  This causes some rather severe bugs in the current version, specifically a whole lot of things being made of "unknown creature substance".

I'll release a fix soon.
Just out of curiosity, why 200 materials in one creature?
Probably MAGIC_MAT_MW which is a non_existent creature for magic boulders and stuff. maybe MAGIC_MAT_MW had over 200 materials.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on June 21, 2016, 01:27:55 pm
So, uh...

It seems that DF can't handle creatures with more than 200 materials defined.  This causes some rather severe bugs in the current version, specifically a whole lot of things being made of "unknown creature substance".

I'll release a fix soon.
Just out of curiosity, why 200 materials in one creature?

ROTMK uses a LOT of custom materials (for magic, item blocks, the Toad's request system, badges, and so on) and defining them as INORGANIC allows things like slabs and forgotten beasts to be made from them (even if they are designated as SPECIAL, oddly) so the only way to really store them is to put them inside a nonexistent creature.  But the image creation system lets you select any creature in the raws, even nonexistent ones, so I wanted to minimize the number of abstract creatures to minimize clutter on the image creation screen.  However it turns out that there is a limit on materials, so I had to add some of the abstract creatures back.  I suppose I could define them as creatures that fit in the 'verse but don't show up in-game, but I didn't think of it.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on June 22, 2016, 12:36:13 am
Hey Indigo, been playing through a toad fort and I've noticed that a lot of kitchen reactions are actually LESS valuable than their ingredients.  Notably, dried pasta is less valuable than the flour used to make it, and koopasta has the same value as regular dried pasta, meaning you're throwing in turtle leaves for no value increase.  Likewise shroom cakes - 20 bucks sugar, 20 bucks flour, 4 buck egg, 4 buck shroom...  for a 4 dollar shroom cake.  Might be others as well, these are just the ones I've noticed.  Fried eggs do seem to be more valuable than regular eggs, at least?

EDIT:
Poked through the raws.  Apparently VALUE is depreciated as a tag.  Plants now appear to be worth 2x material value no matter what, based on fried eggs/omelettes.

An easy enough fix on my own at least, but worth noting.  I've also noticed I can't brew wheatgrass beer - milling works fine, but it doesn't show up in the kitchen menu as brewable.

EDIT2:

Unrelated thought - it looks like there's no millable nuts or seeds for making oil so far as I've seen.  Would be cool to have a couple included.

EDIT3: Just found a pretty major bug - since coins are made of the same material as star pieces, they're considered REACTION_CLASS:STAR_PIECE.  Which means it only takes 5 coins to make a star, thanks to Restore a Power Star's reagent being NONE:NONE:NONE:NONE.  Market requests for plants seem broken similarly - a Super Mushroom request will actually take basically any plant.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on June 25, 2016, 06:51:35 am
So, I was having a sudden rash of berserk yoshis and couldn't figure out why - they'd freak out and start killing people, and have to be put down and entombed.  It was pretty annoying.

Then I noticed I had a Shyguy poet visiting, and both him and my Yoshis were spending a lot of time in the tavern...

Once I killed the Shyguy (sorry, pal) the Yoshis calmed down

EDIT:
Or maybe not.  Also, found another bug - the Grand Star reaction doesn't work, because it's PRODUCT:100:1:TOOL:ITEM_TOOL_STAR_GRAND_ROTMK:STARMETAL_ROTMK.  It's missing INORGANIC between the ITEM_TOOL listing and the material listing.  Same goes for any Grand Star reaction that returns Grand Stars.  And some of the Grand Star reactions have numbers that are off in terms of returning enough stars+grand stars for their cost.

And Toad Houses are buildable, but they don't...  do anything.  There are no reactions that use the toad house.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on June 25, 2016, 01:22:53 pm
Heh, I guess I should probably remove the Yoshi rebelling against Shyguy mechanism.  It was intended to make Shyguys have a hard time keeping pet Yoshis but with the more open-ended world it will probably cause more problems than it solves.

The other issues I'll fix up.  Although, most of the fort-mode Power Star reactions, as well as most Koopa magic, probably don't work anymore anyway - they rely on interactions, which sapient creatures no longer use except when in combat.  I suppose I'll need to figure out something else for Toads to do with their Stars.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Teneb on June 25, 2016, 02:08:39 pm
The other issues I'll fix up.  Although, most of the fort-mode Power Star reactions, as well as most Koopa magic, probably don't work anymore anyway - they rely on interactions, which sapient creatures no longer use except when in combat.  I suppose I'll need to figure out something else for Toads to do with their Stars.
I've been doing some testing and noticed something about this: namely, that it's not just combat. Being in the active military also lets them spam interactions at will. I really hope this is a bug and not intended behaviour.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on June 25, 2016, 03:33:02 pm
The other issues I'll fix up.  Although, most of the fort-mode Power Star reactions, as well as most Koopa magic, probably don't work anymore anyway - they rely on interactions, which sapient creatures no longer use except when in combat.  I suppose I'll need to figure out something else for Toads to do with their Stars.
I've been doing some testing and noticed something about this: namely, that it's not just combat. Being in the active military also lets them spam interactions at will. I really hope this is a bug and not intended behaviour.

The interaction system isn't really as moddable as it ought to be; it's only really reliable for doing the handful of things it does in vanilla and variations on those.  Hopefully it gets more fleshed out once Toady starts working on a larger magic system.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Putnam on June 25, 2016, 06:04:50 pm
Toady's said a few times (not sure if it's been publicly? I seem to remember an FOTF reply) that the magic system is basically replacing interactions entirely, most likely in a way incompatible with current ones.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Teneb on June 25, 2016, 06:24:46 pm
Toady's said a few times (not sure if it's been publicly? I seem to remember an FOTF reply) that the magic system is basically replacing interactions entirely, most likely in a way incompatible with current ones.
Well, guess we can all look forward to the riveting task that'll be remaking everything. Though I'll do it gladly if it means more options rather than just syndromes, transformations and material emissions.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Putnam on June 25, 2016, 06:39:21 pm
Transformations counts under syndromes, heh.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on June 25, 2016, 07:12:29 pm
If you want, I can fire the patched reaction raw at you to save you some work.

Sucks that interactions have been changed in a way that makes them work less - at least the item-generating tricks still work.  My fort value is hilariously bloated thanks to building two Star Beacons and rapid-fire cycling 'leave craft before the stars' - Having legendary Clerics sprinkle stardust over cheap crafts is incredible.  I've also got gooper blooper soap!

If I ever get up to seven grand stars, maybe I'll start mass producing Star Rods.

Oh, also!  Sometimes Noki show up with stuff made out of request materials, like a '50 meat [instrument]'

Not exactly a game breaking bug, but weird.

EDIT:
Did some adventure mode testing, everything seems to be mostly working.  Shyguys don't have Panic! though?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on June 26, 2016, 05:18:26 am
Well, I hope that whatever the interaction system is replaced with, it is as flexible and moddable as the interaction system used to be.  Ought to be.

If you've got a patched up reaction raw, that would be nice.  I've pretty much only got time for the occasional adventure mode test lately, and infrequently at that.

Nokis have abstract creature materials?  That's odd.  Doesn't seem possible... Maybe it's a quirk of them bringing other nonexistent materials like pearls and coral?  Or maybe a side effect of the messed up method I used to make them bring calcium carbonate armor and weapons?

Lots of things on the front page are very outdated, the Shyguy panic ability for example was replaced by their unique gait physics that makes it easy for them to run away.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on June 26, 2016, 05:54:42 am
I've noticed.  I'd kill for some updated documentation, but like you said, you're pretty busy.  I'll see if I can't remember which files I altered and upload them or pastebin 'em for you, just to help out.  I know the alchemy reaction set was one of them, so here's that.  And all the toad cooking 'plants' with adjusted values in the second link.

http://pastebin.com/bgy1fnm5
http://pastebin.com/vgzAHBA2

That should fix most of the bugs I've found so far, aside from the stuff I don't know how to fix like interaction raws or the noki thing.

Secondary question:  Is it intentional that none of the playable races have STRANGE_MOOD? As it stands, artifacts will never be created by any of the playable races.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: pikachu17 on June 28, 2016, 09:35:47 am
Toady's said a few times (not sure if it's been publicly? I seem to remember an FOTF reply) that the magic system is basically replacing interactions entirely, most likely in a way incompatible with current ones.
I seriously doubt he's going to completely replace interactions with magic. after all, what would be done with cats and squids? granted, he might change the interaction system to a different one, but he's probably not replacing it with magic, because magic isn't going to be squids squirting ink and cats head-bumping each other(at least I certainly hope so).
quote from the new development page:Broad expansion of interaction system to support generated magic
NOTE: if there's going to be a discussion about this, let's make a new thread, okay?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on June 28, 2016, 09:50:47 pm
I have updated both the TWBT and non-TWBT versions of the tileset.

The TWBT version now supports version 0.5.3, as well as fixing issues where bins and saplings were displaying as black squares.
The non-TWBT version fixes the sapling issue; the bin issue was specific to the TWBT version.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on June 29, 2016, 05:27:54 am
Rydel: Saplings (and wheatgrass which apparently shares that tile) are now fixed, thanks!

Indigo:  Your kitchen reactions are really, REALLY bad about losing track of items inside barrels.  I can hardly blame you for that though, since barrels/bins get buggy in vanilla sometimes.

EDIT:  Indigo, on the subject of things being outdated - do koopas still go through underground adaptation?  I see that goombas still have an evolution syndrome tied to their CAVEADAPT, but it doesn't look like koopas do?

EDIT 2: On the subject of vanilla bugs recurring, it looks like bone stacks are fixed, but yarn stacks aren't - a butchered Lakitu cloud will produce a big ol' stack of yarn that will end up converted into a single bolt of cloth.  Not on you, just amusing.  I guess you could try and fix them so that they produce fluff instead of yarn when butchered?  It'll add spinning to the processing but produce individual yarn threads as a workaround.

EDIT AGAIN:  Rydel, K-9 pups have no tile.  They're just showing up as black squares.  K-9 adults work fine.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on July 01, 2016, 05:13:18 pm
Just had an amusing/terrifying thing happen.  I have confirmed the existence of the Machine Made in my latest world...  because one visited as a scholar.

Unfortunately he was still hostile to everything, so my chomps murdered him at the gate, although they got pretty beat up in the process.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on July 01, 2016, 06:03:41 pm
The issue with invisible children (which also would have affected a few other creatures) should be fixed now.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on July 01, 2016, 06:31:02 pm
IndigoFenix, LEATHER/ITEMS_LEATHER, while still functional for leathermaking, are deprecated in favor of MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER and MATERIAL_REACTION_PRODUCT:PARCHMENT_MAT:LOCAL_CREATURE_MAT:PARCHMENT for making leather and parchment, respectively.  Right now, creatures using your special leather materials are valid for leather but not for parchment.  Easily fixed by just adding those two tags to the end of each.

Rydel, I'll test the new version and see if it fixes the issue the next time I see a K-9 pup.

EDIT:  Also, you missed the moleperson/monty mole/etc graphics when you were updating tags - they're still _MW, so they won't show up.  Easily fixed, just a heads-up.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on July 01, 2016, 08:23:21 pm
Moles should be fixed in both versions now.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on July 02, 2016, 01:53:14 pm
IndigoFenix, LEATHER/ITEMS_LEATHER, while still functional for leathermaking, are deprecated in favor of MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER and MATERIAL_REACTION_PRODUCT:PARCHMENT_MAT:LOCAL_CREATURE_MAT:PARCHMENT for making leather and parchment, respectively.  Right now, creatures using your special leather materials are valid for leather but not for parchment.  Easily fixed by just adding those two tags to the end of each.

Not exactly sure what you mean here.  All creatures with normal materials use the vanilla skin template and standard materials, the altered leather creature variations just replace the leather with something else.  Unless you mean creatures with scales, which I don't think can be made into parchment, so that's not really an issue.

What creatures have skin that can't be made into parchment?  Oh... maybe something with skin but lacking standard body materials?  Like mildes or something?  Or are normal creatures' skins also unable to be made into parchment?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on July 04, 2016, 12:16:33 pm
Your stone bed reaction uses stonecrafting instead of masonry despite happening at a mason's workshop.  It also doesn't respect economic stone, or require hard stone - this is occasionally rude (you made a native aluminum bed?) but also occasionally hilarious (Any clay + a kiln set to gather clay + a nearby mason's workshop mass producing beds = infinite clay beds for everyone)

Don't know if you can, or even want to, fix this one.

EDIT:  Also worth a note - a single green glass spiked pillar can be worth up to 115 thousand koopabucks when masterwork, thanks to how trapcomp values are calculated.  It being enormous and edged means that any glass-producing fort can produce literally infinite value at an alarmingly quick rate.  Admittedly, this is somewhat self-balancing by receiving much larger and earlier sieges, but it's still impressive, and caravans love 'em.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on July 14, 2016, 01:21:55 am
Painted rocks can't be used for any of the things rocks are supposed to be used for.  I think this might be because they're boulders of a creature material.  Why were colored stones/wood moved to a creature mat?

Painted wood works fine, but painted rocks are non-functional as rocks.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on July 14, 2016, 10:23:03 pm
This mod is amazing.

I just found a strange bug that doesn't allow me to increase the number of wheelbarrows on any stockpile. If I press W, it just displays an odd 1 or 0 in cyan and doesn't increase. Is this a bug or a feature?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on July 15, 2016, 09:38:39 am
This mod is amazing.

I just found a strange bug that doesn't allow me to increase the number of wheelbarrows on any stockpile. If I press W, it just displays an odd 1 or 0 in cyan and doesn't increase. Is this a bug or a feature?

Whatever it is, I'm almost certain it's a vanilla issue.  No reason why the mod should interfere with that.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on July 15, 2016, 10:23:30 am
It could be, I'm using DF 0.43.03 with Phoebus but I extracted DF from the Lazy Noob Pack which may be a problem.  Is there a prepacked ROTMK with graphics and dfhack somewhere?  I can post screenshots if you wish.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on July 15, 2016, 10:28:17 am
No, but you don't really need one, since it's a raw-only mod (plus a few speech files).
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Thuellai on July 15, 2016, 10:40:31 am
Oh, you're using DFhack?  That'll do it then.  DFhack changes that bit of the UI - hitting w doesn't add another wheelbarrow to the stockpile, it turns that into a text space where you can enter the number of wheelbarrows you want assigned, that way a stockpile isn't limited to 3 wheelbarrows.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on July 16, 2016, 06:42:56 am
Yep, this worked, thanks Thuellai.  Wow, playing as the Toads; having to build on top makes you rethink your priorities in fort building.  Just had two necromancers try to invade with a piranha bean sprout who was summarily bitchslapped to death by an unarmed idling glazer.  They left a bunch of skull icon things that claim to be piranha sprout teeth.  Can these be claimed and used as teeth or ivory?  Also do I have to assign Yoshi's like hunting dogs to a particular dwarf?  They keep milling about the animal trainer but weren't close enough to the invasion to help fight it.  Also, items like the Power Flowers, do they need to be cooked in the kitchen or are they processed in another workshop?  What is this unpacking station I see on the workshop menus?  Seems to be either disabled or a remnant because it only occupies one square. 

Once again IndigoFenix, thanks for this wonderful mod.  How goes the soundsense pack?  I figure it should be possible to extract the snes sound files from a SMW ROM to get sounds and songs. 
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on July 16, 2016, 07:07:28 am
What format does Soundsense use?  Extracting sounds from a rom usually gives a fairly obscure format which then needs to be converted to something more common.  It's a multi-step process, but still fairly simple.

EDIT: Or rather, extracting music is simple.  Extracting sound effects is a bit tougher.

Going over what Sensesense does sounds for, a lot of it is oriented around dialog and more traditional combat, places where Mario tends to be lacking.  Mario RPG would probably be the best source for combat sounds.  For conversational sounds, all I can think of is the murmurring crowd in the opening of Mario All Stars.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on July 16, 2016, 01:42:05 pm
The Soundsense pack is on the front page - I put it in a separate file because it is a HUGE file.  But great!  I mostly use SMRPG for combat sounds but there are scattered bits from other Mario games.  No conversation sounds (I haven't updated it since the combat overhaul in 2014) but it still works well and really helps with immersion... sometimes I even use it for Vanilla DF, in my (somewhat biased) opinion the 16-bit sound effects fit better with DF's minimalist style than Soundsense's default pack.

(Only one conversation-related bug - you get the 'item drop' sound effect when someone says "let's drop the argument" :).)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on July 16, 2016, 02:04:03 pm
Does soundsense have the ability to change the music based on events going on?  While poking through the sound data, I kept thinking "This song would be great to play when X is sieging you" or "This could replace the normal background music when playing as entity Y"
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on July 16, 2016, 02:18:14 pm
Does soundsense have the ability to change the music based on events going on?  While poking through the sound data, I kept thinking "This song would be great to play when X is sieging you" or "This could replace the normal background music when playing as entity Y"

Not really.  It does play special music during certain events (being ambushed as an adventurer, forgotten beast attack, invasions, discovering a cavern) but the music only plays once before going back to the normal songs.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Atomisk on August 01, 2016, 12:43:47 pm
Dunno if you're aware but in 43.03 there's a problem with the woodcutting in adventure mode. an axe crafted from the reactions in adventure mode can't cut wood. so if you want adventure mode to be fun, we're gonna need an udpate to a newer version. heh.

I think i may be the only one who plays adventure mode with your mod atm. <3
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on August 01, 2016, 11:44:48 pm
The axe reaction is taken from vanilla (because I wanted to leave all vanilla files intact) but there is also a reaction to make a hatchet, that should work.l
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: jecowa on August 03, 2016, 12:36:14 pm
IndigoFenix, are you okay with your Rise of the Mushroom Kingdom mod being bundled with Lazy Newb Packs?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on August 03, 2016, 04:56:55 pm
FYI, if Indigo's okay with bundling the mod itself, then I'm okay with bundling the graphics for it.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: jecowa on August 03, 2016, 06:38:39 pm
FYI, if Indigo's okay with bundling the mod itself, then I'm okay with bundling the graphics for it.

Thanks, that was going to be my next question if he said, "yes".

Edit: It was actually Rally Ho!'s Fortress Defense support that got me interested in mods.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: IndigoFenix on August 04, 2016, 01:54:55 pm
Sure, but I should probably add these couple of bugfixes first.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: jecowa on September 01, 2016, 10:00:55 pm
I think the [CIV_CONTROLLABLE] tags in "entity_mw.txt" might need to changed to the [SITE_CONTROLLABLE] tag to make the Shyguy, Koopa, and Toad playable in Fortress mode.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: jecowa on September 04, 2016, 05:46:41 am
How are you generating all these languages?

I was comparing your language files to vanilla and noticed a few words in the vanilla game that you might want to add to your mod:


(From the testing I've done, it seems that if you don't define a translation for a word, you will have people and stuff with blank names.)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on September 07, 2016, 09:24:53 pm
Are there any plans for adding a comprehensive manual like Deon's Fallout mod.  The features are very interesting but I feel a bit disoriented with the different playing styles.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on September 24, 2016, 12:36:44 am
Hello, IndigoFenix. I am curious about this. It seems shroobs can spawn, judging I found them, fully functional, in the Arena. Where would the Shroobs spawn in an actual world?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Nahere on September 24, 2016, 01:24:17 am
As it says in the OP they are one of the secret end-game non-playable civilisations.
Shroobs: Ray-gun wielding aliens that may attack your fort very late in the game.  They are babysnatchers and also have the ability to scatter spores that will turn your citizens into immobile mushrooms.  Beware!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on September 24, 2016, 09:42:36 am
Oh. I forgot about that. Thanks for reminding me.
Also, hello Bay 12 forums.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on September 27, 2016, 10:42:23 pm
I think I found a bug. It says yoshis aren't playable which rang true before, But now I am playing Adventure Mode with a yoshi. I don't know how, but it happened. I can't postany screenshots because my laptop has no print screen key. I think.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: pikachu17 on September 28, 2016, 10:39:24 am
Yoshis are playable because they have "[LOCAL_POPS_CONTROLLABLE]", which means you can simply choose them from the wild creature list when creating an adventurer(might be saying it incorrectly, haven't looked at it recently).
For the record yoshis also have "[LOCAL_POPS_PRODUCE_HEROES]"
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on September 28, 2016, 11:51:53 am
Oh.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: BenLWolf on October 01, 2016, 02:02:22 pm
Hi! For the love of armok can you PLEASE bundle this together DF and DFhack along with the sprite pack? I spent 5 hours beating the various components of the game against each other in hopes of getting it to work and nothing happened. It kept crashing out while initializing tissues or telling me animals.png didn't exist. I love this mod, but it's always a weird headache getting it to work with each new release and everyone else gives out pre-packaged unzip and play files.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: BenLWolf on October 03, 2016, 12:49:30 pm
Also, PLEASE remove flying from koopas. I've lost over a dozen from them getting stuck in trees or on top of walls.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: jecowa on October 03, 2016, 01:44:22 pm
Hi! For the love of armok can you PLEASE bundle this together DF and DFhack along with the sprite pack? I spent 5 hours beating the various components of the game against each other in hopes of getting it to work and nothing happened. It kept crashing out while initializing tissues or telling me animals.png didn't exist. I love this mod, but it's always a weird headache getting it to work with each new release and everyone else gives out pre-packaged unzip and play files.
(http://1. Start with a Lazy Newb Pack that contains DFHack.

2. Decompress "ROTMK.rar" and drag the decompressed folder into your /LNP/Mods/ folder.
2a. Remove all the vanilla files from the /LNP/Mods/ROTMK/raw/objects/ folder.

3. Decompress "Mushroom Graphics TWBT Edition.rar" and drag the decompressed folder into your /LNP/Graphics/ folder.
3.a Remove all the spaces from the folder name of your /LNP/Graphics/Mushroom Graphics TWBT Edition/ folder (just to be safe).

This should make it work okay.)Thanks for the report! It looks like there's a stowaway in the Mushroom graphics pack. Delete your /LNP/Graphics/Mushroom Graphics TWBT Edition/raw/graphics/graphics_kafine_animals.txt file and then open PyLNP and double click on "Mushroom Graphics TWBT Edition" to reinstall the graphics pack. This will fix the "animals.png didn't exist" problem.

Also, PLEASE remove flying from koopas. I've lost over a dozen from them getting stuck in trees or on top of walls.
That's hilarious.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on October 03, 2016, 05:05:12 pm
How did that get there!?  Well, I've removed it and updated the downloads.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: BenLWolf on October 03, 2016, 08:31:31 pm
Also, PLEASE remove flying from koopas. I've lost over a dozen from them getting stuck in trees or on top of walls.
That's hilarious.
[/quote]

Yeah.. It single handedly keeps the coffin industry working. I lost HALF MY ARMY when a mouser scared the crap out of them and they took the to trees... in all directions.. And I couldn't get them down in time.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: malistaticy on October 30, 2016, 10:05:23 pm
Hello!
Let me start off by saying, this is one of my two favorite mods for DF, the other being OldGenesis.

I primarily play in Adventure mode, and love how you handled the ? Blocks, even though the way they "stand up" as a result of the game seeing them as creatures as the logs say is a bit weird.

I made an account here for the sole purpose of asking how exactly amulets/badges work? I rub one, get caught in the residue, and then what? How do I tell if it worked?

Also, how long do power-up's last? You said a month, but I assume that only applies to fortress mode, or am I wrong?

One last thing: is there a way to merge this and the aforementioned OldGenesis? That would literally be my dream mod. I'd rather not manually go through every single raw.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Kinlok on November 24, 2016, 02:43:01 pm
Hi. I am getting an crash when the game tries to finalize body detail plans when going to the World Gen screen or Advanced World Gen screen when playing with TWBT graphics. Here is a pastebin of the errorlog. It will last about a week. Edit: I renewed the pastebin for a month.

http://pastebin.com/57fV6m9w

Here are my Installation steps:

1. Copy over SDL download DF 0.43.03 into a new folder.
2. Delete raw folder.
3. Copy over data and raw folder from RotMK 0.5.3.
4. Copy over data and raw folder from TWBT graphics.
5. Copy over contents from Dfhack 0.43.03 r-1 replacing DF SDL.dll with DFhack SDL.dll.
6. Copy plugins from TWBT 5.70 into hack/plugins folder.
7. Copy Realcolors.lua from TWBT 5.70 into hack/lua folder.
8. Rename dfhack.init-example to dfhack.init.

Normal Installation with no graphics and Installation with regular graphics pack works, just not with TWBT graphics with dfhack.

Fixed: What I had to do was get rid of Rydel's mw files since the new rotmk uses rotmk instead of mw with certain raw files.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on November 27, 2016, 10:15:06 pm
I found a glitch. If I am transformed by a curse, I become female. Played as male bob-omb, pushed a statue, then became a female goomba.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: pikachu17 on November 29, 2016, 10:52:51 am
I found a glitch. If I am transformed by a curse, I become female. Played as male bob-omb, pushed a statue, then became a female goomba.
It randomly chooses your new gender. If every male caste had [CREATURE_CLASS:MALE], and every female caste had [CREATURE_CLASS:FEMALE], then the transformation interactions could have the same gender, but otherwise it's just random.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on November 29, 2016, 06:02:51 pm
Okay.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: PanDados on December 10, 2016, 12:49:59 pm
What use do Rough ? Blocks have in Adventure Mode? I think I killed way too much ? Blocks, and the weight of the Rought ? Blocks are causing me to move slow...
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on December 10, 2016, 02:23:53 pm
There is an "Open blocks" interaction which allows you to get powerups, coins, more blocks, or even a power star from it!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: PanDados on December 10, 2016, 06:34:44 pm
Oh, k. I got a complaint:

I just embarked in Fort Mode, and I'm playing as the Koopas. I brought Malachite, Cassiterie, Bituminous Coal, 1 unit of Giant Mushroom Wood and two units of Petrified Wood (The stone, I mean) and I was going to build a wood furnace to get Charcoal to smelt the bituminous coal and get 8 bronze bars for a low embark cost... But the Petrified Wood is classified as a non-fire safe material when it clearly is! Now I'm stuck, building the Trade Depot out of Embark Wagon Wood and hoping the caravan arrives before everybody starves to death.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Asin on December 10, 2016, 09:27:07 pm
Will this mod be updated to the artifact release?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Nahere on January 18, 2017, 06:04:46 pm
Found a bug:
Adventure mode bone carving reactions use a reagent ID of "bone" but the product uses "GET_MATERIAL_FROM_REAGENT:bones"
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Kyubee on February 01, 2017, 11:28:03 am
This mod seems like it needs it's own wiki, given its that in depth. someone get on it! Also, if I may suggest, perhaps in a later update you could make Nimbi, Skellobits and the like actual creatures instead of just fanficul nonexistant ones like vanilla centaurs? Also, while sitting here thinking, I thought the following "You could easily add notable characters from the actual Mario games as nonexistant creatures, so you could have statues of the mythical hero Mario adorning your walls" Just some ideas to think about
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Nahere on February 05, 2017, 05:45:57 pm
Bug report:
The display name for fire flowers doesn't ever end, which means the syndrome can never be reapplied.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on February 17, 2017, 09:34:18 pm
I agree. Love the idea and execution but I think we need either an in depth guide or wiki.  I abandoned an earlier toad fortress because I could never figure out how to assemble the warp pipes. I got the components but couldn't find a reaction or building to assemble both warp pipe pieces into an actual warp pipe. I'll give Koopa a try to see if I can figure them out.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Nahere on February 17, 2017, 09:55:08 pm
The Warp Pipe buildings are under furnaces.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on February 18, 2017, 08:13:06 pm
Odd, I added the TWBT graphics pack to a 0.43.03-r3 DF and now whenever I try to generate a world with advanced parameters, it crashes.

edit: after trying several things, I noticed that the problem happens when I add Rydel's TWBT graphic pack.  If I don't install it, the problem does not happen.  The game crashes when it tries to load the body detail plans.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on February 18, 2017, 08:33:27 pm
That's very odd, since the body detail plans aren't touched by the graphics.  It may be failing on whatever loads next - does anyone know which file it loads after that?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on February 20, 2017, 08:00:08 am
Ok, I reviewed the errorlog file and this is what comes up:

*** Error(s) found in the file "raw/objects/plant_mw_powerup.txt"
MUSHROOM_FOREST_WILD_MW: Could not locate material template JUICE_TEMPLATE_MW
MUSHROOM_FOREST_WILD_MW:Unrecognized Plant Token: EDIBLE_RAW
MUSHROOM_FOREST_WILD_MW:Unrecognized Plant Token: EDIBLE_COOKED
MUSHROOM_FOREST_WILD_MW: Could not locate material template JUICE_TEMPLATE_MW
MUSHROOM_FOREST_WILD_MW:Unrecognized Plant Token: EDIBLE_RAW
MUSHROOM_FOREST_WILD_MW:Unrecognized Plant Token: EDIBLE_COOKED
MUSHROOM_CAVE_WILD_MW: Could not locate material template JUICE_TEMPLATE_MW
MUSHROOM_CAVE_WILD_MW:Unrecognized Plant Token: EDIBLE_RAW
MUSHROOM_CAVE_WILD_MW:Unrecognized Plant Token: EDIBLE_COOKED
MUSHROOM_CAVE_WILD_MW: Could not locate material template JUICE_TEMPLATE_MW
MUSHROOM_CAVE_WILD_MW:Unrecognized Plant Token: EDIBLE_RAW
MUSHROOM_CAVE_WILD_MW:Unrecognized Plant Token: EDIBLE_COOKED
MUSHROOM_FOREST_MW: Could not locate material template SEED_TEMPLATE_FASTGROW_MW
MUSHROOM_FOREST_MW:Unrecognized Plant Token: EDIBLE_VERMIN
MUSHROOM_FOREST_MW:Unrecognized Plant Token: EDIBLE_COOKED
MUSHROOM_FOREST_MW: Could not locate material template JUICE_TEMPLATE_MW
MUSHROOM_FOREST_MW:Unrecognized Plant Token: EDIBLE_RAW
MUSHROOM_FOREST_MW:Unrecognized Plant Token: EDIBLE_COOKED
MUSHROOM_FOREST_MW: Could not locate material template JUICE_TEMPLATE_MW
MUSHROOM_FOREST_MW:Unrecognized Plant Token: EDIBLE_RAW
MUSHROOM_FOREST_MW:Unrecognized Plant Token: EDIBLE_COOKED

I'm wondering if using ROTMK with Peridexis Starter Pack might be causing the problem.  I'll try a Vanilla DF download from Bay12 and report back.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on February 20, 2017, 07:04:16 pm
I noticed that the file says that the error is in plant_mw_powerup.txt, but in recent versions this was renamed plant_rotmk_powerup.txt
Since the graphics modify raws, especially the TWBT version, they are only compatible with the version they were designed for.  A fresh download of the tileset would be for the latest version of ROTMK, 0.5.3

TL;DR - Try downloading and installing the latest version of the mod, then install the tileset.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Terry Lennox on February 20, 2017, 08:38:43 pm
Nailed it, Rydeel!  As a cautionary tale...if you are going to use Peridexis starter pack...delete the DF that comes installed with that and install ROTMK with the graphics on a vanilla download from Bay12.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: Rydel on February 20, 2017, 09:00:42 pm
Does PE's starter come with mods now? I was under the impression he didn't want to include any to keep the file size down, and I'm not seeing any in my copy, though it might be out of date.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: malistaticy on February 21, 2017, 05:59:23 pm
Treasure blocks need heavy nerfing, my adventurer just got 7 or 8 coin blocks out of one, nearly enough to get a star

EDIT: today two babies got their blood drained by the vim extractor, that was fun
Title: Re: Rise of the Mushroom Kingdom Update 0.5.3: Updated for DF43 (material bug fixed)
Post by: malistaticy on February 25, 2017, 09:22:00 am
Hmm, does anyone know how to implement yoshis into war? I can't assign them in the military screen, and you can't assign them like war dogs

I've never been good at the military aspect of DF tbh
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes
Post by: IndigoFenix on March 03, 2017, 05:36:38 am
I haven't updated this in ages, have I?

I've been gradually fixing bugs as people have been pointing them out.  No new features, but all the specific issues that have been brought up should be fixed.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes
Post by: malistaticy on March 04, 2017, 05:53:11 am
woo!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes
Post by: Asin on March 04, 2017, 03:41:10 pm
Huzzah!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: EonDragon20 on March 15, 2017, 11:00:36 pm
So, I'm not sure if this is a common problem, or if this solution is common knowledge, but here goes.

I'm a regular user of LegendsViewer and LegendsBrowser, and for the longest time I've been almost completely unable to get them to work properly with RotMK. But today, I finally found out why (and really, had I paid more attention to the error messages I would have solved this sooner).

It seems that a lot of the unicode characters that the Shyguy language uses are considered invalid. Even when I view the language file in Notepad++, I see a lot of black unicodes, rather than actual characters. This includes things like the double exclamation marks, and the musical notes, as well as a few others. These characters caused LegendsViewer to think the XML file was corrupted, and the LegendsBrowser would just keep saying "invalid unicode character 0x1". By replacing all of those strange unicode characters in the language file, I've managed to get it to work. This DOES remove the neat little characters, like the hearts, musical notes, and such from the game, but it also lets me use LegendsViewer, which I practically need to play DF.

If there's some other solution I could have done to make LegendsViewer work and STILL have the characters, feel free to let me know. But for now, thought I'd put this here in case anyone else who has the problem I had comes across it. :)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Rydel on March 26, 2017, 12:32:49 pm
I've released a version of the tileset for TWBT Next at http://dffd.bay12games.com/file.php?id=12791

This new version will let the original background show from behind items instead of them having a pre-rendered background
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Asin on April 29, 2017, 03:02:41 pm
I've decided to play as the Toads.

I find some new workshops that I am not sure of their purpose.

What do the Toad House, Requests Office, and Vim Extractor do?

Okay, I understand the Vim Extractor, but WHY?

If I remember right, vim is toad blood. Why would we need to extract it?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Rydel on April 29, 2017, 03:20:10 pm
The Requests Office lets you create requests you can fill at the Warp Pipe to Market for rewards.  The process is outlined here: http://www.bay12forums.com/smf/index.php?topic=110704.msg4615177;topicseen#msg4615177

Vim is used to convert plain-old pipes into Warp Pipes at the Pipe Factory

Toad Houses let you package up power ups, I guess to stop your Toads from eating them when they shouldn't.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: pikachu17 on May 02, 2017, 10:32:14 am
Toad houses have reactions?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: CaptainGame on May 03, 2017, 05:45:06 pm
I just can't get the special tile set working... I installed everything on a vanilla DF folder - no PeridexisErrant Starter Pack - used the latest versions of everything, and I'm still getting the same error someone did earlier - the one where the game crashes right at "Finalizing body detail plans". The error log is too long to post, but I'm getting the same "raw/objects/plant_mw_powerup.txt" problem the first guy got, but you said that was a problem involving mis-matched graphics packs and mod versions, and I got the latest versions of each..


Any ideas? I've done everything I can think of, and I'm pretty confused.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Rydel on May 03, 2017, 10:58:31 pm
It looks like the version or the TWBT graphic set in the main post included some outdated files.  Try redownloading it now.

Also, if you are using TWBTNext, you'll want to use the tileset here instead: http://dffd.bay12games.com/file.php?id=12791
It takes advantage of the new TWBTNext features.  It isn't linked in the main post, but when mifki merges these features in to the main TWBT, I'll merge the tilesets as well.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: CaptainGame on May 03, 2017, 11:03:24 pm
The thing of it is, I was using the Next tileset... The one you linked to a few posts ago. If this one is the exact same one, I doubt it'll help...
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Kinlok on May 04, 2017, 02:45:54 am
I had the same freezing problem. What I had to do was get rid of Rydel's mw files since rotmk download uses _rotmk instead of _mw with certain raw txt files.

The files being:

building_mw,
creature_mw_ocean,
plant_mw_powerup,
plant_mw_standard,
and mw_standard

Rydel's graphics already has rotmk files for those five in there. Having both sets of files caused that freeze. Well, at least I think that was it. Once I did that, it stopped freezing on the body detail and worked. I'm not sure if doing that broke anything else but it works for me in the hours I played it.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: CaptainGame on May 04, 2017, 04:35:29 pm
That seems to be working! If I hit any problems with this set-up, I'll be sure to post about them, but until then, thanks Kinlok!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Klisz on May 09, 2017, 07:20:44 pm
When running RotMK, the game crashes for me the second time per session it runs the "Processing raw data... Loading object files... Initializing..." stage (so, for instance, if I generate a new world, attempting to start a new game in that world will make DF crash unless I close and reopen it first); this seems to be delayed to the third time per session if I delete all vanilla DF creature, entity, and plant files first. Any ideas what might be causing this?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Rydel on May 09, 2017, 10:52:52 pm
If you downloaded the graphics pack more than about a week ago, go to the raw/object folder and delete any files that use _mw instead of _rotmk in their title.  They are duplicated from an older version that I accidentally left in.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: pikachu17 on September 20, 2017, 04:54:47 pm
Are you going to add new creatures to the game, considering there are new games since you last did so?
And will you utilize the next releases additions on pets?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: IndigoFenix on September 24, 2017, 04:42:24 am
I don't expect to be making any updates until the next DF update.  After that, possibly.  I haven't cracked DF in ages, being mostly focused on my own projects with occasional breaks in modding, but traveling armies seems like a game changer.  What updates to pets?

Hey, maybe I should make a Plague Inc mod as a prequel to this...
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Enemy post on September 24, 2017, 01:13:40 pm

What updates to pets?

Quote from: Toady, 6/15/17
Things are still a little rough and square-ish in parts, but we're calling it for kobold caves. The new entity animal framework is set up, though I've only used it for kobolds. It's pretty basic -- you can compel an entity to use creatures that either belong to a list of classes (classes can also be excluded), or by their token, and you can set them to either use matching animals from the environment or to get a free environment-independent starting population as with the current domestic creatures. You can optionally override the mount/wagon puller/etc. roles defined in the creature definition, setting them to always or never be used for those roles. Kobolds use their new entity animal definition to keep as pets any creatures in the surrounding environment that are in the new poisonous class which do not have the new mammal class. In my test cave, this led to a scary pit room filled with giant cave spiders and rattlesnakes.

Basically, you can easily restrict pets to certain civs now and/or compel a civ to only use specific animals.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: IndigoFenix on September 25, 2017, 06:22:45 am
Ooh, that's convenient.  It would go perfectly with this mod, too, making koopa pets that appear properly in the wild instead of having to mess around with good/evil tags.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: malistaticy on October 27, 2017, 03:02:16 am
are there any plans to fix the world gen crash at ~500 years?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: malistaticy on October 31, 2017, 12:41:53 pm
had a very interesting experience with yoshi's that are bought from caravans today
as it turns out, they can petition to become citizens, and when they do you can manage their labors and enlist them into the military just like yoshi's you embark with
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: infinityc0mplex on November 04, 2017, 12:31:43 pm
So... did anyone figure out how to make the koopas actually wear their shells when they are off duty and doing civilian jobs, or should I just resign myself to having shell-less koopas?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: malistaticy on November 04, 2017, 12:39:09 pm
found a serious bug
i managed to accumulate two pages worth of power stars with less than 200 coins
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: IndigoFenix on November 04, 2017, 11:43:14 pm
So... did anyone figure out how to make the koopas actually wear their shells when they are off duty and doing civilian jobs, or should I just resign myself to having shell-less koopas?

You can create a squad that requires armor when off-duty on the squad creation screen, and adds all koopas to it.

found a serious bug
i managed to accumulate two pages worth of power stars with less than 200 coins

How?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: malistaticy on November 05, 2017, 01:23:11 am
How?

I genuinely have no idea, i had only completed a couple request office jobs, and only killed a few monsters, so my coin count was definitely low. my star beacon is built on a z-level i dont normally switch to so its just been doing the [AUTOMATIC] restoration job for several months, and next moment i check the building with [t], its got two and a half pages of power stars

EDIT: I've loaded up the save and i payed close attention to the job, for some reason you only need 5 coins to restore a star? infact, judging by the fact that the toads can use a mix of star pieces and shining coins, i believe that coins must use the same material as star pieces, breaking the reaction

EDIT2: Searching the topic, i've come to the conclusion that I must be running off an old version :p

also, you might wanna change the picture on the OP to an imgur link, photobucket is asking for a steep price for 3rd party hosting
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: CaptainGame on November 10, 2017, 04:22:09 pm
So, I gotta ask... any plans for an Odyssey update? Odyssey added several creatures and many potential civs to the Mario world, plenty of which would be interesting in this mod!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: IndigoFenix on November 12, 2017, 09:50:00 am
So, I gotta ask... any plans for an Odyssey update? Odyssey added several creatures and many potential civs to the Mario world, plenty of which would be interesting in this mod!

Yeah, I checked it out.  The new races look pretty nice...though this mod is already chock full as it is.  But who would pass up the opportunity to play as a Mexican skeleton?  Or a fork?

I think I'll wait until DF updates though.  I've got enough projects to deal with right now :P
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Zavvnao on November 20, 2017, 08:18:44 pm
I am sorry if this is necroing, but in adventure mode, do you have to wait for a certain time of year to pick power-up plants growing in the wild?

Edit: Also, how do you open coin blocks you find in adventure mode?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: pikachu17 on December 04, 2017, 03:49:27 pm
Indigo, are you going to change anything for this release?
I am sorry if this is necroing, but in adventure mode, do you have to wait for a certain time of year to pick power-up plants growing in the wild?

Edit: Also, how do you open coin blocks you find in adventure mode?
I think so.

I believe you use a reaction, but I've forgotten its name.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: IndigoFenix on December 04, 2017, 04:34:09 pm
I've done a bit of work on the update, but like I said I'm rather bogged down at the moment with other projects.  I'll get to it soon enough. :)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: MottledPetrel on December 04, 2017, 06:05:30 pm
I'd like to report that I have encountered one of these creatures that are immune to physical damage, I have found that they can still be killed by extreme temperatures if that helps at all.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Klisz on December 04, 2017, 06:54:28 pm
When running RotMK, the game crashes for me the second time per session it runs the "Processing raw data... Loading object files... Initializing..." stage (so, for instance, if I generate a new world, attempting to start a new game in that world will make DF crash unless I close and reopen it first); this seems to be delayed to the third time per session if I delete all vanilla DF creature, entity, and plant files first. Any ideas what might be causing this?

Sometime in the months since I posted this, I reformatted my computer, and today I decided to see if I could get RotMK to run on a fresh system. No luck; same as before, even on just a plain 0.43.05 Windows SDL download without anything else (not even tilesets, color schemes, or the like).


If you downloaded the graphics pack more than about a week ago, go to the raw/object folder and delete any files that use _mw instead of _rotmk in their title.  They are duplicated from an older version that I accidentally left in.

Sorry for not responding to this at the time; I was unsure whether you were replying to me or someone else, though looking back on it nobody else really makes sense. In any case, I wasn't using any graphics pack when the crash first started happening (nor am I now that I'm trying it again), so that can't be the cause here.

Has anyone else experienced this, with this or any other mods? It just seems strange for this to happen with a non-utility-based mod.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: pikachu17 on December 05, 2017, 10:22:53 am
No luck; same as before, even on just a plain 0.43.05 Windows SDL download without anything else (not even tilesets, color schemes, or the like).
I don't know how to fix this problem. Do you know that DF has been updated to 44.02?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Klisz on December 05, 2017, 08:12:52 pm
Do you know that DF has been updated to 44.02?

I am, thank you. That's actually part of what inspired me to check if I could get RotMK working - I played some 44.02 but then started missing some of old mods I played on previous versions, so I gave RotMK a try. (Unsurprisingly, given the fact that it isn't even updated for 44 yet, it doesn't work on the current version for me any better than it did for 43 - indeed, if played in 'crossover mode' keeping existing files, it yields some minor errors since the tool file is overwritten but not entity_default, so ITEM_TOOL_PEDESTAL and ITEM_TOOL_DISPLAY_CASE don't exist.)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: IndigoFenix on December 06, 2017, 12:26:05 am
Are there any other changes I should know about? The update I'm working on mainly just modifies pets and adds Odyssey species.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: malistaticy on December 06, 2017, 06:47:38 am
Are there any other changes I should know about? The update I'm working on mainly just modifies pets and adds Odyssey species.
Flying citizen ai/tree stuck ai is finally fixed, so Koopa civs might actually be playable in this version :D
Title: Re: Rise of the Mushroom Kingdom 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on December 13, 2017, 03:42:52 pm
Rise of the Mushroom Kingdom is back for Dwarf Fortress 0.44!  Thanks for waiting!

Thanks to the improved pet system, Koopas can finally have their exclusive pets without keeping their wild variants shut up in the underground.

There are six new races to play with in great wide wacky world.

Bonneters: Ghosts in the form of animated flying hats.  They live in mountains and fight by capturing their enemies and beating them up with spectral hands.  Not much more to be said, maybe they'll gain more unique abilities when soul stuff comes around.
Tostarenans: Happy-go-lucky Mexican skeletons.  They are pretty quick with the welcome wagon, though they don't have much to sell.  While not technically undead, their "Dance of the Dead" ability gives temporary undead status to themselves and their allies.  Take one along if you want to invade a necromancer tower without vamping yourself.
Lochladies (and Lochlords): Merfolk with good fashion sense.  Though mainly known for their fancy dresses, their natural kinesthetic sense and observation skills serve them surprisingly well on the battlefield as well.  Unfortunately, their slow walking makes it hard for them to give chase.  They're a force to be reckoned with in the water, though.
Bubblainians: Just French snail people.  Next.
Shiverians: Bumpties no longer have to brave the cold tundra by themselves, now a new ice-dwelling race joins them.  These ones are much more formidable, being on par with the Piantas in size.  They still don't get any good weapons or armor though.
Volbonians: Giant sapient forks.  Really, does anything else need to be said?

Some other wild creatures will show up as well.  Glydons, Jaxis, Uproots, Pokios, and Burrbos now roam the wild.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: MottledPetrel on December 13, 2017, 07:47:03 pm
I would like to request that Komboo to be added as wild animals.
https://www.mariowiki.com/Komboo
No particular reason other than they were my favorite enemies from Odyssey. It's be pretty amusing if they could show up in swarms, but can do a whip attack with their entire body while being incredibly vulnerable to bladed weapons.

Also, I've been looking through the Koopa civ, why do they have training short swords but no actual short swords?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on December 14, 2017, 03:18:21 pm
Bug Report:
Some civs have MAKE_WOODEN_DISPLAY_CASE as a permitted reaction, but the download includes outdated versions of the item and reaction files so pedestals and display cases do not exist. Also, no civs have pedestals or display cases listed as a tool they can use.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on December 14, 2017, 04:21:20 pm
Just made a quick fix, added pedestals and display cases.  Also fixed the names of the color description files, which may or may not have been causing bugs.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on December 16, 2017, 09:21:34 pm
Shyguys have COLOR_FUCHSIA_ROTMK as a permitted reaction, but the reaction is actually COLOR_MAGENTA_ROTMK. Also, whackas have CAN_LEARN, so their bumps are useless.
Edit:
Slot machines produce TOOL:ITEM_TOOL_KEY_ROTMK:CREATURE_MAT:KEY_ROTMK:NORMAL instead of TOOL:ITEM_TOOL_KEY_ROTMK:CREATURE_MAT:MATERIALS_ROTMK:KEY_DEFAULT, but more importantly using a key calls for TOOL:ITEM_TOOK_KEY_ROTMK.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: MKcyborg on April 03, 2018, 01:58:32 pm
Maybe I'm installing the mod wrong, but I'm having a problem where the game closes by itself after playing for some time or when I exit a mode to go to another mode. I'm playing it with the Lazy Newb Pack, if that makes any difference. I did what the first topic suggests (replacing the raw/objects folder with the ROTMK one,) and then I tried to do the same thing except keeping the human graphics (they appeared weirdly in my first attempt.) Any ideas why it's doing this?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: malistaticy on April 05, 2018, 06:16:05 am
Maybe I'm installing the mod wrong, but I'm having a problem where the game closes by itself after playing for some time or when I exit a mode to go to another mode. I'm playing it with the Lazy Newb Pack, if that makes any difference. I did what the first topic suggests (replacing the raw/objects folder with the ROTMK one,) and then I tried to do the same thing except keeping the human graphics (they appeared weirdly in my first attempt.) Any ideas why it's doing this?

annoyingly, it seems like its just one of the problems that come with this mod, its been that way for several versions, and I dont even play with LNP or the graphics pack
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: MKcyborg on April 05, 2018, 10:58:26 am
Aw, really? I might have missed that in the ~50 pages of posts. It's a shame that bug is still around. I was planning on trying the mod out since it looked interesting and there's next to no gameplay of it on YouTube.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: malistaticy on April 05, 2018, 11:16:11 pm
oh, i wouldnt let that stop me, if i had a gaming channel. sure, its a bit irritating, but its not like it crashes in the middle of saving except on world gen sometimes and all it takes is a game relaunch. that may take more heavy lifting using the LNP though, i wouldnt know
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on June 27, 2018, 08:32:35 pm
Oh hey just a suggest or two, love the mod by the way. Have you ever thought about adding creatures from Paper mario and Paper Mario Thousand Year Door to the mod? It's one of my favorite mario games, you might have added stuff already. I'm not too far into the mod, but I love playing as Shyguys spite the lack of order. Thanks for an amazing mod~!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Klisz on June 28, 2018, 01:19:24 pm
Oh hey just a suggest or two, love the mod by the way. Have you ever thought about adding creatures from Paper mario and Paper Mario Thousand Year Door to the mod? It's one of my favorite mario games, you might have added stuff already. I'm not too far into the mod, but I love playing as Shyguys spite the lack of order. Thanks for an amazing mod~!

Indeed there are PM and PM:TTYD creatures (as far as I can recall there's content from all the RPGs). Doogans in particular come to mind.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on June 28, 2018, 05:06:43 pm
Ah so far on both of my 10+ hour runs a s Shyguys I just never encountered any PM or PM: TTYD creatures.
Or well maybe I have, since a lot of creatures intersect with other games :D
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on June 29, 2018, 02:28:13 am
Most wild creatures only appear in particular regions, so if you're not in the right region you won't see them.  Many are seasonal as well, so a single adventurer might not see them all even if they travel the world.  But they're there.

A lot of the unique PM creatures are civilized, so you'll only see them if they happen to survive worldgen, which is pretty hit-or-miss.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on June 29, 2018, 02:46:41 am
Okay after playing as Shyguys for like 4-5 times.
my first go I had a population of 45 shyguys and my leader went from "That Guy" to "War Guy"
After they died of thirst cause the water froze and I can't make wells I started over.

Ever since that first run migrants would only arrive once if even that, capping my pop at 19 or so and years would go by without getting new migrants and my leader never changed. Then a few times I just suffered from disorder and no organization so like someone would get hurt, then I ain't got no doctor or no known amount of food and stuff. So I would have several shyguys injured that if lucky got better.

But how does one fix that whole migrant problem?   
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on June 29, 2018, 05:49:58 am
Not getting migrants sounds like a vanilla issue.  Might have to do with your location.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: voliol on July 16, 2018, 09:11:32 am
Browsing through the raws (and your description here) I can't seem to find any bullet bills or blasters. Is there a special reason for them not being a thing, or is it just a slight oversight/something you haven't gotten to yet?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: MottledPetrel on July 16, 2018, 01:21:10 pm
Bullet bills were made into a ranged koopa weapon, a 'cannon' that uses bullet bills as ammo.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: UristMcElfKiller on July 17, 2018, 02:13:33 pm
I keep finding notable HF humans in lairs. They don't react when I call them a night creature, anyone know what they might be?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Klisz on July 17, 2018, 03:04:44 pm
I keep finding notable HF humans in lairs. They don't react when I call them a night creature, anyone know what they might be?

Hmm, perhaps they've been cursed with something, like size changing or metalskin? I'm not sure what precisely causes HFs to retreat to lairs, but it might be the combination of being a I_SOURCE:DEITY MAJOR_CURSE without inducing a CAN_BE_HIDDEN syndrome (this would at least produce the correct results of vanilla werebeasts going to lairs while vampires don't).
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on July 18, 2018, 03:27:49 am
Pretty sure werebeasts lair behavior is based on the NIGHT_HUNTER trait of their alternate form.  Did you try looking them up in legends mode?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: chipathingy on July 22, 2018, 08:10:26 pm
Hey! Just wondering if this needs updating to 0.44.12 or not. It seems to work fine (apart from world gen crashes) but I havent played enough recently to know if all the new df features are working in it.

Also, what sort of container do you need to make azoth as toads? I got the vim extracted but the other reaction is still red and says I need a 'liquid container' or something like that.

I got attacked by a werekoala as well - I'm not sure if werebeast curses are moddable or not but it might be fun to have werecreatures from the mario universe rather than default DF.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: CaptainGame on September 19, 2018, 09:21:22 pm
So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: malistaticy on September 22, 2018, 03:43:22 am
So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup (https://www.youtube.com/watch?v=tkYAdJHN5X4)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nikitaw99 on September 22, 2018, 04:01:58 am
So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup (https://www.youtube.com/watch?v=tkYAdJHN5X4)
Couldn't be more correct there.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: CaptainGame on September 22, 2018, 06:13:11 pm
Hey! Just wondering if this needs updating to 0.44.12 or not. It seems to work fine (apart from world gen crashes) but I havent played enough recently to know if all the new df features are working in it.

Also, what sort of container do you need to make azoth as toads? I got the vim extracted but the other reaction is still red and says I need a 'liquid container' or something like that.

I got attacked by a werekoala as well - I'm not sure if werebeast curses are moddable or not but it might be fun to have werecreatures from the mario universe rather than default DF.

I'm able to make azoth with the same glazed clay jugs I use to gather the vim in the first place. The azoth making reaction is automatic once you have 5 vim - check your stocks to see if someone made it while you weren't looking.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Asin on September 22, 2018, 06:47:07 pm
So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup (https://www.youtube.com/watch?v=tkYAdJHN5X4)

Well, what about Shy Guys and Koopas? What's the term for them?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: CaptainGame on September 22, 2018, 09:31:23 pm
So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup (https://www.youtube.com/watch?v=tkYAdJHN5X4)

Well, what about Shy Guys and Koopas? What's the term for them?
Koopas are Koopers. (https://www.youtube.com/watch?v=OeYibw4I1gg) You tend to find them in fields.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: CaptainGame on September 29, 2018, 07:54:41 pm
So I just can't get my Yoshis to stop being depressed... mostly because they keep demanding clothing despite being unable to wear anything I produce. Any solutions?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on September 30, 2018, 04:19:29 am
I haven't played fort mode in ages. Is there some way of making species-specific clothes?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: voliol on September 30, 2018, 10:00:19 am
What are your thoughts on the super crown? Not the whole Bowsette thing but just the fact that there’s a powerup that somehow turns a toad into a Peach-like being.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on October 01, 2018, 12:51:31 pm
It fits surprisingly well with my "Toads are humans mutated by a plague" theory.  I guess the crown just "cures" them.

I don't think I'll put it into this mod though.  At least not until magic equipment is a thing.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on October 03, 2018, 07:24:40 pm
Have you considered adding, https://www.ssbwiki.com/Petey_Piranha to the mod?
Maybe as a semi-megabeast or a megabeast?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on October 04, 2018, 04:32:39 pm
Have you considered adding, https://www.ssbwiki.com/Petey_Piranha to the mod?
Maybe as a semi-megabeast or a megabeast?

They are already in, they are just called Boss Piranhas.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on October 08, 2018, 01:23:11 pm
10/10 the Mod isn't working on Legend Viewer.
But also if I could get a Chompsette my life would be complete.
I don't care if she's a megabeast or able to just be semimegabeast, or like a vampire and take over towns etc.
A chompsette for the win. 
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: malistaticy on October 10, 2018, 12:58:46 am
10/10 the Mod isn't working on Legend Viewer.
But also if I could get a Chompsette my life would be complete.
I don't care if she's a megabeast or able to just be semimegabeast, or like a vampire and take over towns etc.
A chompsette for the win.

yeah its an unfortunate fact about how legendsviewer treats special characters, particularly the ones in the shy guy language
use notepad or notepad++ and use the replace all the special characters like ☺ with nothing to either your shy guy language file, or to your exported legends file
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on October 10, 2018, 05:04:01 pm
Best Adventurers:

1: Quinn Actcrew the Blade: A human born nothing more than a simple man, wanting to take up the life of venture he set fourth with his maul and shield. Coming upon a temple in the name of a god not his, he toppled the holy alters that littered it. Being cursed with "shocking" abilities along with frost webs. However the curse he would be famous for is becoming a human colossus, with this "curses" bound to him he left the temple and set forth in real adventure. Finding a bandit camp he single handily paralyzed each one and proceeded to smash their hands in, from this camp he found another. A single nercomancer resided within it, same as the others. He too was numbed by Quinn's shock power and smashed his head in, taking his slab and reading it for the knowledge. He moved back into town and retired.

2: Poorguy (Insert random Shyguy text) Born a peasant and lived as one, until one day he wanted to find a higher calling. Leaving his freshly settled fortress brothers, he moved into a toad town. Anger by their wealth and riches, he destroyed their temple. Gaining the curse of metalskin, testing out his new body he jumped from a three story building. When unarmed he begun to slaughter the toads, after which. He began to randomly wander the lands encountering groups of feral beast, with his axe and shield in hand he quickly began a legendary fighter and even killed a Piranha boss by mistake with a pickaxe. However like how all good things come to an end, he died at the hands of a shadow. After surviving fighting several other shadows and night creatures. He died a slayer.   
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: Klisz on October 17, 2018, 10:16:18 pm
When running RotMK, the game crashes for me the second time per session it runs the "Processing raw data... Loading object files... Initializing..." stage (so, for instance, if I generate a new world, attempting to start a new game in that world will make DF crash unless I close and reopen it first); this seems to be delayed to the third time per session if I delete all vanilla DF creature, entity, and plant files first. Any ideas what might be causing this?

Sometime in the months since I posted this, I reformatted my computer, and today I decided to see if I could get RotMK to run on a fresh system. No luck; same as before, even on just a plain 0.43.05 Windows SDL download without anything else (not even tilesets, color schemes, or the like).


If you downloaded the graphics pack more than about a week ago, go to the raw/object folder and delete any files that use _mw instead of _rotmk in their title.  They are duplicated from an older version that I accidentally left in.

Sorry for not responding to this at the time; I was unsure whether you were replying to me or someone else, though looking back on it nobody else really makes sense. In any case, I wasn't using any graphics pack when the crash first started happening (nor am I now that I'm trying it again), so that can't be the cause here.

Has anyone else experienced this, with this or any other mods? It just seems strange for this to happen with a non-utility-based mod.

Update: I just decided to try the mod again, and although I had the same problem, I thought to google 'fault module stackhash' without specifiyng the _532e (with which I had tried previously, and was just led to nothing but my own post here), and was led to this Microsoft help page (https://answers.microsoft.com/en-us/windows/forum/windows_7-performance/can-anyone-help-me-to-solve-the-appcrash-problem/6c2bfd74-5eb4-4c5f-92c6-90818086d964). Attempting to edit the DEP settings to exclude Dwarf Fortress.exe gave me an error message saying "You cannot set DEP attributes on 64-bit executables.", so I went and downloaded a 32-bit copy of DF and installed RotMK over that. To my surprise, when I went in for a test run before even editing the DEP settings, it worked without problem!

TL;DR: If RotMK causes crashes on Windows 7 64-bit, try 32-bit DF instead.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.4: Just some fixes (and fixed links)
Post by: malistaticy on October 18, 2018, 09:37:10 am
TL;DR: If RotMK causes crashes on Windows 7 64-bit, try 32-bit DF instead.

neat, ill have to try this later, bummer that it doesnt work with 64x
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on October 18, 2018, 09:47:57 am
Anyone have any guesses about what could be causing these particular kinds of crashes?  I've never heard of anything in DF quite like that before.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Asin on December 30, 2018, 08:18:30 pm
Question: How many races are in this mod anyway?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Plump Helmet on March 16, 2019, 03:26:59 am
Who else is excited for the Steam release?

(https://i.imgur.com/hwAhp7i.png)

I've been following this project for a while--this is just the first post I've made in the thread. I'd be more than happy to provide graphical assets for the Steam DF if it ever gets ported over there.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on April 14, 2019, 12:00:01 pm
I discovered this mod had the best weapon in the game. Combat Umbrellas. I had a shyguy use one until he died. Almost killed a dragon using one.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Terry Lennox on April 25, 2019, 08:44:25 pm
Anyone have any guesses about what could be causing these particular kinds of crashes?  I've never heard of anything in DF quite like that before.

Wish I could tell you, the game was running perfectly last night.  Today I attempted to load the game and bam!  Crash.  The only thing I didn't know if I had to do is remove the original raws from the game...because I left them in. I am running it with the Lazy newb pack r-5. 
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on April 25, 2019, 09:30:29 pm
Some quick things I noticed.
When making a world at year 5, just about all lairs were empty for some reason.
When attempting to embark a civ in an evil biome crashes.
After settling away from parent home-land, after several years with just about 30-40 something shyguys. Not a single creature had attacked or showed up.

After making a couple of random throwaway worlds, also have to mention that in adventure mode. When trying to play a drybones from a dark fortress crashed.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: voliol on May 05, 2019, 04:36:38 am
I'd like to show you this tumblr blog (https://weirdmarioenemies.tumblr.com/) ("Weird Mario Enemies", it covers various creatures found in the Mario franchises), if you haven't seen it already. For the sake of inspiration, of course.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on May 08, 2019, 07:06:07 am
I love the idea of this mod. It reminds me of playing Super Mario RPG back in the day. Have you considered adding mole people to the playable races? They could act similiar to dwarves. Possibly dig without picks?

(https://vignette.wikia.nocookie.net/nintendo/images/9/98/Moleville.png/revision/latest?cb=20160611185510&path-prefix=en)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Hexatona on June 12, 2019, 02:49:01 pm
Is it weird to just... remove default entities from this mod?  Like, I feel like humans, elves, dwarves, and goblins are just weird in this world.  Would removing that file cause any problems, you think?

...Or, wait - am I supposed to copy these files over vanilla DF, or delete these folders and copy the new ones over?  I'm never quite sure...
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on June 12, 2019, 03:42:45 pm
Is it weird to just... remove default entities from this mod?  Like, I feel like humans, elves, dwarves, and goblins are just weird in this world.  Would removing that file cause any problems, you think?

...Or, wait - am I supposed to copy these files over vanilla DF, or delete these folders and copy the new ones over?  I'm never quite sure...

delete vanilla and use these
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on June 22, 2019, 10:03:21 pm
So Koopa eggs.
Yeah that's not working.
have like 20 infertile eggs.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: SirQuinnalot on June 26, 2019, 07:01:58 pm
Not sure what it is causing it. Though in adventure mode I suffer from constant crashes when trying to enter certain regions.
Carving out a junk of the map I can't even explore.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: DizzyCrash on October 17, 2019, 01:26:50 pm
Can i contribute to this mod? Like if i design weapons to replace the standard sword, cross bow, and such with... star wands, bullet bill launchers, chain chomps and so on.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: saiyanwannabe on October 17, 2019, 10:33:53 pm
A youtuber named Krugsmash made a cool video about this mod
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: JasperTheUpset on October 18, 2019, 12:47:30 am
ive been trying to mod this into my game for ages but I cant seem to. i have the right versions, ive combined the raw and data of vanilla and the mod, i tried replacing it, nothing works.

could anyone share how they installed it?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: JasperTheUpset on October 18, 2019, 12:48:29 am
ive been trying to mod this into my game for ages but I cant seem to. i have the right versions, ive combined the raw and data of vanilla and the mod, i tried replacing it, nothing works.

could anyone share how they installed it?

... nvm i just found it i cant read
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: voliol on October 18, 2019, 10:50:47 am
A youtuber named Kruggsmash made a cool video about this mod
How delightful to see a modded Kruggsmash video, I don't think he has done one before. And with a link here, to boot! Krugg really has done a lot for the spreading of this community, and I'm glad to see that extending even to this subforum.

Any ways, if you've been led here by that link, or otherwise is new here, welcome to the modding community! This specific thread is for one of the finest mods, but there are many others. Look to the Community Mods and utilities list (http://www.bay12forums.com/smf/index.php?topic=28829.0) for >70 mods +many utilities, or browse the Mod Releases board (http://www.bay12forums.com/smf/index.php?board=27.0) for the full plethora of mods, big and small.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Silverwing235 on October 19, 2019, 06:08:49 am
Yeah, people mention videos, but they don't link back, as I assumed was the custom. Anyway,  problem solved (https://www.youtube.com/watch?v=VboAAlTm3x8)!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: njolma on October 20, 2019, 11:18:09 pm
Ok a few items. 1. Yes krug showed me this mod 2. I love your mod more than vanilla. 3. Has anyone done a write up with info dumps for new players? Like what's a road house do? Etc? 4. Amazing job I want you to have my babies they are in the car its unlocked take them
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on October 22, 2019, 01:49:57 pm
Be sure to read the opening posts thoroughly.
The download also has a document that talks more in detail about some things not mentioned in the opening posts. It hasn't been updated in a while though.
Many of the newer updates focused on adventure mode rather than fort mode.
As for the toad house, it is for storing powerups, so they don't go to waste.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: RoseHeart on October 23, 2019, 08:00:16 pm
Watched some youtube footage, super cool!

Edit: Reads easter eggs folder...
Spoiler (click to show/hide)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: njolma on October 24, 2019, 08:25:42 pm
Be sure to read the opening posts thoroughly.
The download also has a document that talks more in detail about some things not mentioned in the opening posts. It hasn't been updated in a while though.
Many of the newer updates focused on adventure mode rather than fort mode.
As for the toad house, it is for storing powerups, so they don't go to waste.

See a document needs to be made with tips and tricks like that in it. I am playing the mod full time now and I think I'm going to try to put this together. To anyone who read this please PM me any tips tricks or info you have learned since playing I will make sure you get credit for helping.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: njolma on October 25, 2019, 02:02:43 pm
Also is it possible to birth baby koopas? In a 9 year fort I've yet to figure out how
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: pikachu17 on October 25, 2019, 03:47:39 pm
Also is it possible to birth baby koopas? In a 9 year fort I've yet to figure out how
I don't think so, but if you can, it most likely involves nest boxes, since they are egg layers.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Devils Advocate on October 26, 2019, 12:16:38 am
Be sure to read the opening posts thoroughly.
The download also has a document that talks more in detail about some things not mentioned in the opening posts. It hasn't been updated in a while though.
Many of the newer updates focused on adventure mode rather than fort mode.
As for the toad house, it is for storing powerups, so they don't go to waste.

See a document needs to be made with tips and tricks like that in it. I am playing the mod full time now and I think I'm going to try to put this together. To anyone who read this please PM me any tips tricks or info you have learned since playing I will make sure you get credit for helping.
Hey, I don't suppose you could tell me how to properly download this into a Newb pack could you? I have been having some crashing problems.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: JasperTheUpset on October 27, 2019, 02:58:15 am
I'm trying to find a fabric producing plant but I literally cannot find a single one.
Do fuzzbushes produce thread?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on October 27, 2019, 04:54:16 pm
I'm trying to find a fabric producing plant but I literally cannot find a single one.
Do fuzzbushes produce thread?

Looking at the raws, yes. fuzzbushes has the THREAD_PLANT_TEMPLATE, so you should be able to turn them into thread.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on October 28, 2019, 04:05:17 pm
(moved)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on October 31, 2019, 10:34:53 pm
The other races all have uses for shining gold coins and each other's alchemical resources (azoth/carmot/subspace potion). Will the mole people have anything like this?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 01, 2019, 06:24:03 am
The other races all have uses for shining gold coins and each other's alchemical resources (azoth/carmot/subspace potion). Will the mole people have anything like this?

Yeah. I'll add some uses for these :)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 01, 2019, 06:52:24 pm
How does this look? Suggestions/feedback?

The mole people are master smiths with hidden knowledge of the earth's metals and gems. They are able to unlock powerful energy from the earth's minerals and use them to accelerate their industries. Using technology from the Toads, the mole people are able to build Warp Tunnels to transport fireworks to the Toad civilizations and their allies in exchange for Star Pieces. Warp Tunnels require a minecart, metal bars, a pipe section and Azoth. Fireworks require charcoal, saltpeter and brimstone from the earth. The mole people have discovered that Carmot obtained from the Koopas can transform charcoal into brimstone or saltpeter. Mole people can create Azoth by mining out Star Pieces and smashing them with a platinum mallet and then dissolving that Stardust into a barrel of alcohol or by smashing five large gems with a platinum mallet and then dissolving that Gemdust into a jar of Vim.

(rewriting)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on November 01, 2019, 07:16:33 pm
Sounds good. Maybe have a way to break power stars into star pieces (or just crush them into stardust directly).
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 01, 2019, 08:01:05 pm
Sounds good. Maybe have a way to break power stars into star pieces (or just crush them into stardust directly).

Good idea! Added. I'm finished with everything for the v1.0 release except for the alchemy stuff in the post above.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 02, 2019, 06:21:05 am
Well, I thought on it more and I decided that I didn't like any of the end game train stuff, so I removed the second paragraph and I am rewriting it now. Instead the mole people will be able to create a Star Forge at the magma sea out of Shining Gold and a Platinum Mallet. It is here that the moles can forge the stars themselves or forge Power Stars into other Star Items (the most valuable/strongest/powerful items in the game)

(rewriting)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on November 02, 2019, 04:15:36 pm
Your numbers seem a little off there. Everywhere else in the game it's 100 coins or 5 star pieces to a power star, not 500 of either.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 02, 2019, 06:20:09 pm
Your numbers seem a little off there. Everywhere else in the game it's 100 coins or 5 star pieces to a power star, not 500 of either.

Thanks. You're right. It looks like a Shining Gold Bar is 500 Coins though, so maybe 1 bar of Shining Gold can make 5 Power Stars? From the wiki: "to the true Shining Gold, the sacred metal from which stars are made. 500 Shining Coins can produce a single bar of Shining Gold."

So maybe this?

> 1 Power Star -> 5 Star Pieces
> 1 Star Piece -> 20 Shining Gold Coins
> 25 Star Pieces -> 1 Shining Gold Bar
> 500 Shining Gold Coins -> 1 Shining Gold Bar
> 1 Shining Gold Bar -> 5 Power Stars

Do you have any suggestions for some Star Items by the way? I am thinking of making really powerful/valuable items that still feel like mario items (maybe some cool legendary items from the games). So, maybe an All-Star Bat, Star Suit, Golden Gloves, Shining Gold Frying Pan, Sonic Symbols etc.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on November 02, 2019, 09:10:07 pm
Maybe instead of melting shining gold into bars you could have it so power stars can be used to upgrade items into star items? I'm not hugely familiar with Mario lore but your ideas for star items sound good.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 02, 2019, 10:28:07 pm
Maybe instead of melting shining gold into bars you could have it so power stars can be used to upgrade items into star items?

That's a good idea. I added the gold bars so if you reclaim a koopa site you have use for them, but what I can do is have the Star Anvil require a gold bar, but after that Star Items only cost 1 power star. That way the barrier to entry is a little higher and you can only forge stars/star items at a star forge:

At the Star Forge:
1 shining gold bar > 5 power stars
5 star pieces > 1 power star
100 shining gold coins > 1 power star
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 03, 2019, 08:56:23 am
Well, I got the green light to make an unofficial addon to this mod. So, after much anticipation, I have decided to start work on an addon that adds the mole people from super mario rpg as a playable race: ROTMK - Unofficial Addon (Mole People)

The mole people are a friendly subterranean race that are known for their hard work and productivity. They are exceptional miners with incredible abilities in stone, gem and metal industries. Making vast and expansive tunnels underground, the mole people form small surface settlements with elected leaders for trade. Their small village structures are connected by their vast underground labyrinths and navigated by mine carts.

As a subterranean race, mole people do not have access to axes, wood, outdoor plants or domestic creatures. The mole people gameplay revolves around vast tunnels and an expansive fortress in the underground. They thrive when they are safe and productive and expect to be constantly mining out gems and ore and transporting their treasures along expansive mine cart rail systems for trade with other settlements.

Mole people are able to hold their own in combat with a strong and sturdy body composition and sharp claws, but do not enjoy fighting and each settlement can only form one small squad of sentries. They have limited access to weapons and no access to armor until late game when they can forge items from Star Metal.

The mole people are master smiths with hidden knowledge of the earth's metals and gems. They are able to unlock powerful energy from the earth's minerals and use them to forge items of immense power. Using technology from the Toads, the mole people are able to build Warp Tunnels to transport fireworks to the Toad civilizations and their allies in exchange for Star Pieces. The mole people are then able to smelt those Star Pieces into a Star Anvil and at the depths of the earth are able to forge the stars themselves!

Pros:
> Exceptional miners with access to picks, hand picks, drill claws, mine carts, stone, gems and metals.
> Extravision, vibration sense and natural claws that are nearly as effective in combat as short swords.
> Lots of allies to trade with.
> Ability to forge items from Star Metal.
> Elected nobles: no mandates or demands and minor room requirements.

Cons:
> No access to axes, wood or outdoor plants (must be obtained through trade).
> Limited access to weapons (baseball bats, hammers, throwing hammers, wrenches, throwing wrenches, heavy frying pans, claws, mallets, battle picks, picks, hand picks, drill claws and cannons) and no access to armor until late game when they can forge items from Star Metal.
> No access to domestic animals (animals must be captured and trained).
> Can only have one small military squad.

Overall focus in Fortress Mode: mining, trade, underground tunnel building and production of stone, metals, gems and mine carts.
Adventure Mode: They have extravision, creature sense and natural claws that are nearly as effective in combat as short swords.

Spoiler: New Items (click to show/hide)

Spoiler: Star Items (click to show/hide)

Spoiler: New Plants (click to show/hide)

Spoiler: New Buildings: (click to show/hide)

Spoiler: New Alchemical Items: (click to show/hide)


Spoiler: Starter Guide (click to show/hide)

I appreciate any feedback, concerns or recommendations.

Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 03, 2019, 08:58:30 am
I moved the post above as a list error seemed to destroy the old post. Besides adding a few more Star Items, I am done with everything for release. I just need to do some testing first.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 07, 2019, 09:40:10 am
I only have one more reaction to fix before v1.0 of the moles should be ready to release. I am however thinking about adding Croco from Super Mario RPG (boss in moleville) as a very fast item thief megabeast. Thoughts?

https://www.mariowiki.com/Croco

EDIT: I could add crooks as item thieves to the first cavern layer as well:

https://www.mariowiki.com/Crook
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 08, 2019, 06:55:39 pm
ROTMK - Mole People (Unofficial Add-On) v1.0 (http://www.bay12forums.com/smf/index.php?topic=175006.0) released!
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on November 25, 2019, 08:49:39 am
That's a pretty elaborate add-on, well done.

As for Croco and the Crooks, I considered Croco to be a rogue Kremling, and the Crooks could be any one of a number of small intelligent species that happen to be bandits, so I didn't think they needed their own species.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: brolol.404 on November 25, 2019, 10:13:58 pm
That's a pretty elaborate add-on, well done.

As for Croco and the Crooks, I considered Croco to be a rogue Kremling, and the Crooks could be any one of a number of small intelligent species that happen to be bandits, so I didn't think they needed their own species.

Thanks :)

I tried to make it fit seamlessly into the mod.

And that makes sense.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 26, 2019, 10:30:55 pm
Hi I'm new to the modding scene and relatively rusty to dwarf fortress but wanted to get back into the swing of things with this particular mod since I've always loved the super mario universe and dwarf fortress. However my knowledge of the super mario universe and dwarf fortress seem to be clashing considerably (especially with items in the embark! List as I don't know what any of it is or if its good or not *Like the poison mushroom spawner, is that like a trap? Or some kind of redundant thing that kills your toads or what exactly?* So I was wondering if there was some kind of wiki or something to help me familiarize myself with Rise of the mushroom kingdom or is this more of a learn through trial and error kind of deal?

Thanks in advanced for your answers or advice. ;)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on November 27, 2019, 01:18:04 am
Hi I'm new to the modding scene and relatively rusty to dwarf fortress but wanted to get back into the swing of things with this particular mod since I've always loved the super mario universe and dwarf fortress. However my knowledge of the super mario universe and dwarf fortress seem to be clashing considerably (especially with items in the embark! List as I don't know what any of it is or if its good or not *Like the poison mushroom spawner, is that like a trap? Or some kind of redundant thing that kills your toads or what exactly?* So I was wondering if there was some kind of wiki or something to help me familiarize myself with Rise of the mushroom kingdom or is this more of a learn through trial and error kind of deal?

Thanks in advanced for your answers or advice. ;)

Sorry, but there is no wiki for this mod. The only things you can do is trial and error, read through this topic, read the opening posts thoroughly, and the document that comes with the download that explains some things. As for your question, I assume you mean spawn and not spawner? It is a seed you can plant to grow a poison mushroom, which can be eaten or cooked although looking at the raw file and what it does, not sure why someone would cook or eat it. Put it into a container to trade it maybe?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 27, 2019, 02:13:48 am
Ah that's a real bummer to hear, but alright, thanks for taking the time out to respond to my questions. Oh I almost forgot, is there a way to choose the race you want to play or is it just RNG each time? Oh wait they're food? Huh I thought it was a spawner ala minecraft and just spat out poison mushrooms that would kill anyone dumb enough to come near them. Hmmm i wonder if I can still use these as a kind of trap of some sort, thanks anyways I'll just have to make a notebook of my experiences and go from there then. :)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on November 27, 2019, 05:17:57 am
Poison mushrooms are pretty useless, yeah.

You can select different races by switching between civilizations on the selection screen.  However, if you're new to DF, I'd suggest trying out Adventure Mode instead. This mod adds a lot of fun Adventure mode features, and fort mode is more complicated than basic Dwarf Fortress fort mode so you'll probably get confused if you aren't already familiar with the base game.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 27, 2019, 01:59:20 pm
I'm not new to DF just this mod, hence my above statements as my knowledge of DF and super mario world are conflicting as I'm trying to view them in one game or the other and just don't know what would be good for my toads/yoshi's. My other above statement was made out of a glance of ignorance  (I was totally checking out the fighting yoshi's in the embark trade list with great envy) An was trying to think of things I could give back to get enough points to get me a breeding pair so I was glancing through my list of items and mistook poison mushroom spawn, as poison mushroom spawner and thought they where some kind of new trap/defense for my toads.Especially after reading the document/wiki about how toads are super weak/frail in a fight I thought there'd be new traps and the like or something, wait now that I think about it does that mean fire flowers and power mushrooms actually work like they do in Mario world? On to your other answer, there's new adventure mode features eh? I haven't been on an adventure since that terrible dragon business and I would like to see mountains again....
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on November 28, 2019, 12:58:00 am
Powerups like Super Mushrooms and Fire Flowers do indeed give special abilities, but they are very hard to manage in fort mode since the foods your units eat are hard to control, and the chances that someone ate a powerup right before a battle is pretty low. In Adventure Mode they are awesome though, if you find powerups you can carry them with you and eat them before a battle to make yourself much more powerful for that fight. (They are heavy though, so even if you find a container of powerups you can only carry like 5 or 6 with you. I did this to balance them, since things like Mega Mushrooms would be total game breakers if you could carry 60 of them with you.)

And yes, there are a ton of adventure mode features. Monsters to fight, you can butcher monsters for coins, collect 100 coins for a power star, and then use the power star to make a wish for different powerups or items. There are also ? blocks that can be opened up for items and all sorts of other things. It's basically like a Mario game in Dwarf Fortress.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 28, 2019, 05:18:08 pm
Oh well that sounds pretty sweet and thanks for the info I guess I'll get rid of the power up plants and stuff and consider saving up points for some of these fighting yoshi's instead and maybe more recognizable foods. Then again I'll have to give the recipes and such a look over and see what they can do first don't want to be too hasty on throwing everything out, I wonder if you can get seeds back from the plants you've farmed. Hmmm well thanks anyways you certainly have been a great help :D

I seem to be having troubles with the tielset and can't seem to get it to work do I need to install this phoebus graphics pack ontop of the ROTMK one in order for it to work?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on November 28, 2019, 07:27:57 pm
Oh I forgot about one other thing, I noticed this has tile sets/graphics but I can't seem to get them to work and I don't know if its just me being a big dumb or if I've not installed the right thing or if they're just too old of versions to work.I tried using the newer one the with text will be text and DF hack but it just crashes my game every time. an then I tried it with the old sprite sheet since it said it can be for any DF version and I'm pretty sure I did it right by going into the ini.text file and changing graphics from NO to YES but that also doesn't seem to work. So I'm confused as to what I did wrong exactly.

Here are the steps for a total conversion, that is, no raw folder content from DF and with no dfhack or twbt, including graphics.


Here are the steps I take when installing full conversion, that is, no raw content from DF as well as soundsense and twbt graphics which uses dfhack:


Took me a while since I wanted to retest all of it myself before posting. If there are any errors, let me know. I haven't tested this with dwarf fortress 44.12.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 28, 2019, 08:42:24 pm
That first instructional bit while great, gives me an errorlog and crashes for some reason this particular tile set needs phoebus graphics? Cause I've been fiddling around with Phoebus Init.files and noticed all of these things within that file and have been trying to make a frankenstein's monster of files so to speak with this phoebus pack I found. However I cannot get that to work either for other conflicting issues it seems, I would appreciate any suggestions on what I should do from here as that second route seems rather difficult to find links for windows versions of it all.
Errorlog is as follows
Unrecognized Init Option: RESIZABLE
Unrecognized Init Option: PRINT_MODE
Unrecognized Init Option: SINGLE_BUFFER
Unrecognized Init Option: TRUETYPE
Unrecognized Init Option: ARB_SYNC
Unrecognized Init Option: ZOOM_SPEED
Unrecognized Init Option: KEY_REPEAT_MS
Unrecognized Init Option: KEY_REPEAT_ACCEL_LIMIT
Unrecognized Init Option: KEY_REPEAT_ACCEL_START
Unrecognized Init Option: MACRO_MS
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on November 28, 2019, 09:06:31 pm
The graphics pack linked to in the opening post is its own thing without needing a separate Phoebus pack. You don't need to download a separate Phoebus pack. I have no knowledge of mixing graphics packs.
As for the 2nd route, aside from the downloads linked to in the opening post for the mod, the graphics, and the sounds:

Dwarf Fortress: http://www.bay12games.com/dwarves/older_versions.html (http://www.bay12games.com/dwarves/older_versions.html) -look for 0.44.02 or 0.44.05
TWBT: https://github.com/mifki/df-twbt/releases/tag/v6.35 (https://github.com/mifki/df-twbt/releases/tag/v6.35)
Soundsense: http://df.zweistein.cz/soundsense/ (http://df.zweistein.cz/soundsense/)
DFhack: https://github.com/DFHack/dfhack/releases/tag/0.44.05-r2 (https://github.com/DFHack/dfhack/releases/tag/0.44.05-r2)
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 28, 2019, 10:21:54 pm
I seem to be some kind of special idiot here because I did everything you said to the letter at first and now soundsense is telling me there's not enough sounds and wants to update. Also the windows zip file version of TWBT doesn't give you a Data/raw folders for the graphics/art so I don't know where to put what. Instead you get from left to right two folders 0.44.05 r1&r2 curses800x600.png, overrides.txt, readme.html, Realcolors.lua,shadows png, spacefox16x16text.png, spacefoxnext_16x16.png,< that but -bg at the end but before the .png and then another with top at the end but before the .png. you have thumbs.db and then transparent1 and white1 which the easy files to put away in your steps were done and the folders didn't have anything in them but the plugs,so I'm at a loss on what to do from there, the first time I just tossed them all into data/art folder and hoped for the best.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on November 28, 2019, 11:09:10 pm
I seem to be some kind of special idiot here because I did everything you said to the letter at first and now soundsense is telling me there's not enough sounds and wants to update. Also the windows zip file version of TWBT doesn't give you a Data/raw folders for the graphics/art so I don't know where to put what. Instead you get from left to right two folders 0.44.05 r1&r2 curses800x600.png, overrides.txt, readme.html, Realcolors.lua,shadows png, spacefox16x16text.png, spacefoxnext_16x16.png,< that but -bg at the end but before the .png and then another with top at the end but before the .png. you have thumbs.db and then transparent1 and white1 which the easy files to put away in your steps were done and the folders didn't have anything in them but the plugs,so I'm at a loss on what to do from there, the first time I just tossed them all into data/art folder and hoped for the best.

Its ok that there is not enough sounds. I got that too. As for TWBT, no it doesn't give you a convinient structure meaning you just take white1px.png and transparent1px.png files I mentioned and put them in the data/art folder then take realcolor.lua, go to the hack folder from when you put the dfhack in your new folder from step 1, and in there, to the lua folder and put realcolors.lua there. 
Go to the r2 folder and take the plugin files in there, mousequery and twbt and go to the hack folder again, then the plugins folder and put them there. Ignore the rest of the twbt files. I'll modify my earlier post.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on November 28, 2019, 11:23:24 pm
Alright thanks for all your help and patience with my haphazard blundering through these things. Ugh I don't know what I'm doing wrong I followed everything and I'm still getting that same error log! An dwarf fortress just crashes on me I guess I'll try one more time at this but if it doesn't work I don't know what to do.

I'm an idiot and made a rather huge mistake, I clicked legacy instead of SDL man that is just fustrating.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Dante041 on December 03, 2019, 08:27:32 pm
Now that I've been playing this for a few hours every day when i have the time (Mostly waiting for map generation and then trying to find suitable land for toads since they can't live underground. Seriously though RNGesus just doesn't like me or is it a bug I almost always get mountains,badlands,deserts, etc.) I have a great many different questions in fortress mode of course.

1. What are toad houses and what do they do? Like for real are they just troll buildings to make you waste resources I tried making them residential but it didn't work for me.
2. Why the french toast can I not put yoshis in a military team by themselves!? Like for real I can put my two non-fighter yoshis into a military unit but they have to have a toad captain. So what exactly is the point in getting yoshis to defend toads if you cannot get them into military units to defend toads!?
3.What do fighting yoshis do exactly if they don't have fighter skills? Is it just a fancy name or do I need to train them and if I need to train them what was the whole damn point in making them fighting yoshis that cost 301 points?
4.Why aren't humans a playable race? I mean they're everywhere in odyssey and they've been in the mushroom kingdom/universe cannonically speaking what with Pauline being in the fold now with New Donk City.
Hmmm I can't remember what else I was going to ask but if I do I'll come back and edit this post.
I remembered!
5. Yoshis can they wear armor/weapons or are they better without?
6. Steam support? Are you bringing your mod to steam?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on December 03, 2019, 10:54:42 pm
I can answer the first question. Toad houses are used to store power ups so they don't go to waste. As for the rest, I am unsure.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: pikachu17 on December 05, 2019, 08:57:01 am
Now that I've been playing this for a few hours every day when i have the time (Mostly waiting for map generation and then trying to find suitable land for toads since they can't live underground. Seriously though RNGesus just doesn't like me or is it a bug I almost always get mountains,badlands,deserts, etc.) I have a great many different questions in fortress mode of course.

1. What are toad houses and what do they do? Like for real are they just troll buildings to make you waste resources I tried making them residential but it didn't work for me.
2. Why the french toast can I not put yoshis in a military team by themselves!? Like for real I can put my two non-fighter yoshis into a military unit but they have to have a toad captain. So what exactly is the point in getting yoshis to defend toads if you cannot get them into military units to defend toads!?
3.What do fighting yoshis do exactly if they don't have fighter skills? Is it just a fancy name or do I need to train them and if I need to train them what was the whole damn point in making them fighting yoshis that cost 301 points?
4.Why aren't humans a playable race? I mean they're everywhere in odyssey and they've been in the mushroom kingdom/universe cannonically speaking what with Pauline being in the fold now with New Donk City.
Hmmm I can't remember what else I was going to ask but if I do I'll come back and edit this post.
I remembered!
5. Yoshis can they wear armor/weapons or are they better without?
6. Steam support? Are you bringing your mod to steam?
1. Already answered.
2. That's how all domesticated sentient creatures work. They can't be made leaders. Sure, you need a toad in each squad, but that's not that much.
3. Fighting yoshis are war trained yoshis. I am not sure what war training does exactly, but it is presumably just like a dog's war training.
4. In this continuity, humans are mythical creatures, including Mario. This mod and lore was made in 2012, long before Odyssey.
5. They can wear armor if it sized for them. They can use weapons. Giving them armor and weapons is probably a good idea.
6. I don't think the author is actively modding this anymore, so probably no, but only IndigoFenix can really answer this.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on December 12, 2019, 03:49:24 am
It's less that humans are mythical (there are human kingdoms in the mod, but they are rare) and more that I wanted to avoid "feature bloat" by adding in too many different playstyles. Besides, since it is modular, you can import existing human fort mods of you like. Humans are one of the better races for adventuring though.

BTW Toads are actually one of the best races for living in inhospitable biomes, since they can get almost everything they need from warp pipes.

I haven't updated this in a long time and probably won't until DF has a new version. I didn't know that Steam has special mods, but I will check it out.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: IndigoFenix on December 14, 2019, 02:34:50 pm
Actually, since this mod seems to have gained a bit of popularity in videos in the past months, I've been able to see some of the problems people have been having figuring it out.  I may make a few updates after all.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Rose Snowflake on December 20, 2019, 04:35:01 pm
When i try to run this i it crashes during world creation, and the errorlog shows

Code: [Select]
undefined local creature material set to default: SOCKOP_ROTMK TALLOW
pls help
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: UselessMcMiner on December 22, 2019, 05:52:23 pm
For some reason this mod doesnt work with Legends Viewer.

(https://ibb.co/fpKjDDQ)

It says the file is broken. Fixes it. Then spits out an error. The error changes a lot.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Nahere on December 22, 2019, 06:58:15 pm
Legends Viewer doesn't like the shyguy language. You'd have to repalce it and generate a new world.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: UselessMcMiner on December 23, 2019, 03:02:35 pm
What do Toad Houses do? Do I need to make beds for my Toads?
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on December 23, 2019, 04:01:50 pm
What do Toad Houses do? Do I need to make beds for my Toads?

Toad Houses store powerups so they don't degrade.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: pikachu17 on December 24, 2019, 03:40:37 pm
And toads do need beds, unless I'm forgetting them not needing sleep.
Any intelligent creature that sleeps needs beds.
If nothing else, it is likely yoshis need beds.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: UselessMcMiner on December 25, 2019, 12:28:01 pm
Toads dont report murders for some reason? Theres a vampire in my fort and I dont have a clue who it is cause people have been getting drained of blood in rooms full of 50 people. I decided to retire so I could find out who it is.
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Matz05 on December 30, 2019, 04:39:39 pm
I'm also getting a crash during worldgen with "undefined local creature material set to default: SOCKOP_ROTMK TALLOW" printed to errorlog.txt (running Linux here and using 44.05, installed according to the steps in the above guide, if that makes any difference).
Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: Kinlok on December 30, 2019, 05:53:20 pm
I'm also getting a crash during worldgen with "undefined local creature material set to default: SOCKOP_ROTMK TALLOW" printed to errorlog.txt (running Linux here and using 44.05, installed according to the steps in the above guide, if that makes any difference).

Sockops are in the
raws/objects/creature_rotmk_newrpg.txt
Make sure that file is in there. As for tallow, that is mentioned in several places but for the local material template, that is in:
raws/objects/material_template_rotmk.txt
Make sure that file is in there too.

Here are some of the other files that mention it. check for those:
raw/objects/entity_rotmk.txt
raw/objects/entity_rotmk_allies.txt
raw/objects/material_template_default.txt - this one make sure it is from the mod download not from DF.
raw/objects/plant_rotmk_cooking.txt
raw/objects/reaction_other.txt
raw/objects/reaction_rotmk.txt
Hope that helps.

Title: Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
Post by: ArmyOfGiantEmus on December 31, 2019, 12:06:21 pm
I got fertile koopa eggs! Just wanted to let people know this IS possible. There are 6 eggs in the nestbox.

Can't take screenshots, been searching for about 30mins on how to do it and nothing works. Alt and Printscreen do nothing, Fn key doesn't exist, screenshot folder has nothing, and if spent another second on this I'm going to find a way flip this heavy metal desk and put my foot through this screen.

Unfortunately got a koopa stuck doing nothing again. Last time this happened I exiled the blighter and he's still where I left him on the edge of the map. How do I fix? He got stuck on drink, then on picking up equipment. This new one got into a fight and has been trying to get a drink since then. He doesn't have a shell on, so he's not hiding in one.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on February 06, 2020, 09:37:11 am
Oh my goodness.  The update passed me by.
I'm rather busy with other projects right now but there is no way that I'm not going to make use of the new features when I get the chance.  Anybody want to clue me in on what's possible now?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: pikachu17 on February 06, 2020, 01:37:59 pm
Oh my goodness.  The update passed me by.
I'm rather busy with other projects right now but there is no way that I'm not going to make use of the new features when I get the chance.  Anybody want to clue me in on what's possible now?
Interactions that knock people away.
Summoning interactions, both permanent and temporary.
Healing syndromes.
Transformations that turn into a random creature with certain tokens.
MEDIUM_BLESSING, MEDIUM_CURSE, MINOR_BLESSING, MINOR_CURSE, and the pre-existing MAJOR_CURSE can all happen from rolling divination dice. MAJOR_CURSE only happens if you roll one set of dice thrice. MAJOR_CURSE on temples only work if you worship that god.
Interactions creating items at a creature's feet and upgrading all the items a target creature has.
Whatever the syndrome tag [CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000].
Interactions that add or remove weather.
If you look at the world data, you can see ghouls that spread syndromes through attacks, without a transformation involved.
There are [I:SOURCE:EXPERIMENT] now.
DEFEND is a new usage hint so that creatures use self-targeting stuff without having to flee combat
You can change how much xp and attribute gains you get from a reaction.
SHARP_ROCK is a new material emission type
Bogeyman are different now, by the way.
Not absolutely sure what they do, but the returned beast master position has two new responsibilities.
USE_NON_EXOTIC_PET_RACE might be a new entity tag.

This is all I can think of right now.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Enemy post on February 06, 2020, 02:06:45 pm
Kruggsmash just released a video that does a good job showing off the new features from a gameplay perspective. (https://www.youtube.com/watch?v=j05mr5F69H0)
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Nahere on February 06, 2020, 02:19:27 pm
We can control multiple party members in adventure mode now, so it might me a good idea to give adventurers the ability to turn power stars into 1-up mushrooms so they can bring back fallen party members.
[DEMON] and [UNIQUE_DEMON] are valid tokens now, so you should hopefully be able to get demon koopas to found civilisations.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on February 06, 2020, 05:48:41 pm
Hah, interesting!
Can these new effects be tied to foods, or to reactions?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Nahere on February 06, 2020, 06:53:58 pm
Pretty much all the new stuff is either syndrome or interaction based, so they can be tied into food or boiling rock reactions.
Speaking of reactions, we also got this:
Quote from: file_changes.txt
new reaction tags:
      [SKILL_ROLL_RANGE:<basic range>:<multiplier>]
         The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
         random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
         The default multiplier is 5.
      [SKILL_IP:<integer>]  Default is 30.
      [ATTRIBUTE_IP:<integer>]  Default is 10.
So now we can meddle with quality rolls, and exp amounts.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: pikachu17 on February 07, 2020, 09:31:37 am
Hah, interesting!
Can these new effects be tied to foods, or to reactions?
Oh, and I forgot to mention, there's an interaction that allows vanilla obsidianization. Unfortunately, you can apparently only create items on top of creatures, so you can't just make a fortress out of obsidian in adv mode, at least not without creating a camp and obsidian boulders.

[INTERACTION:OBSIDIANIZE]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:obsidian]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:3000:LIQUID_MISC:NONE:INORGANIC:NONE]

And apparently, on .47.02, you can give [MINING_UNDERWORLD_DISASTERS] so miners of that entity might dig too deep. I have no idea if this only works on CAVE_DETAILED sites or not.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Enemy post on February 07, 2020, 12:00:44 pm
That interaction looks really interesting. We could finally have medusas that actually work.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: pikachu17 on February 07, 2020, 12:18:39 pm
That interaction looks really interesting. We could finally have medusas that actually work.
I don't think creating a column of obsidian is very medusa-like , but okay.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: sampeng1 on February 28, 2020, 09:08:25 pm
I installed this mod some time ago. After looking through legends mode I noticed that there are Forgotten Beasts still being spawned (Toad caravans (and other races) also refer to capital as a Mountainhome). Is this intended or did I install the mod incorrectly?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Deon on February 29, 2020, 02:03:49 pm
Did you use a custom world gen? Because I did not look into it, but if the mod is intended to REPLACE forgotten beasts, then it does it via a custom world gen, so you cannot have it in a standard worldgen parameter.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: sxtxixtxcxh on March 10, 2020, 08:17:25 pm
since it's MAR10... i've decided to upload my Super Mario World world gen I made a couple years ago... and thought it might be of some interest to y'all: http://dffd.bay12games.com/file.php?id=14921
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on March 12, 2020, 12:12:51 pm
So for those wondering what's going on with this mod...

I've been experimenting with the new potential opened up by experiments and spawning reactions (Lakitu's Cloud gonna become a much more fun mount, heh heh) but one major thing that I think needs to be overhauled are the entities.  There are way too many of them, and one issue that I didn't realize was that in default worlds with no advanced parameters, sometimes civs just won't spawn, which can include the playable civs.

One way I'm trying to correct this is to make several of the civs into "archetypes" instead, with many of these archetypes having variable values (similar to vanilla humans) and make the race for each civ randomly selected from a list.  The more iconic civs, or those particularly important for gameplay, will remain as constants, but the one-off races like Doogans, Mole Folk, etc. will not appear in every world, and when they do appear they will have a more flexible set of potential values and roles.  It's also possible that some races might be consolidated, for instance Bonneters might be "dapper" Boos.  Also it occurred to me that Volbonans (literally just living forks) fit in well with the Machine Made archetype of "living weapons"...could they be peaceful Machine Mades?

since it's MAR10... i've decided to upload my Super Mario World world gen I made a couple years ago... and thought it might be of some interest to y'all: http://dffd.bay12games.com/file.php?id=14921

Looks neat, how do you make those?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: sxtxixtxcxh on March 12, 2020, 02:43:10 pm
Looks neat, how do you make those?

i made a basic Super Mario World height elevation height map in photoshop, converted it to a DF world gen height map with: https://angrylawyer.github.io/DwarfHeightmap-coffeescript/ (but probably could have used a Perfect World or something), exported the other maps from legends mode, and tweaked them in photoshop to make them generate biomes closer to the SMW map and converted them to the DF world gen format again. for rendering it, i used http://www.bay12forums.com/smf/index.php?topic=73095.0
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: jecowa on March 12, 2020, 04:11:56 pm
since it's MAR10... i've decided to upload my Super Mario World world gen I made a couple years ago... and thought it might be of some interest to y'all: http://dffd.bay12games.com/file.php?id=14921

side-by-side comparison:
(https://i.imgur.com/EWZoUpr.png)(https://i.imgur.com/Iew9Gk3.png)
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: SirQuinnalot on March 13, 2020, 09:10:10 pm
Can't wait to see how the mounts in this mod will work. I can have an entire army of shyguys ride clouds to avoid melee combat and pelt their enemies with range attacks to block out the sun :D
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: malistaticy on April 19, 2020, 05:06:40 am
hoping to see an update to my #1 favorite mod soon  ;) i like the idea of making the odyssey races more consolidated with existing Mario races, because personally they feel like giant outliers as it is, and i removed them in my playthrough of the most recent ROTMK, no offense haha
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: guard123 on June 10, 2020, 10:39:41 am
Just a question, how compatible is this mod with graphics packs found in LNP? If not, what do you do to override the graphics pack?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: GeorgeGrenville on June 13, 2020, 01:26:02 pm
I can't remove the original raws without the game crashing at world creation, what should I do?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Hexatona on July 24, 2020, 09:37:29 am
This is one of my fav mods.  I really like total theme conversion mods for DF.

Makes me really surprised that very similar games like Cataclysm DDA have very few mods like that.  And none that I know of for a particular franchise.  I wonder why that is?  Different modder desires?  Modding things that way kinda difficult?

It's funny, DF was a Settlement Building game that changed into a roguelike, and CDDA is a roguelike that slowly moved towards a settlement building game.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: CaptainGame on July 28, 2020, 01:24:51 am
One small suggestion: A workshop with reactions that consume certain power-up foods and apply their effects to the worker, so we can order certain toads/koopas/shy guys to eat something helpful when it's helpful instead of deciding the one Mega Mushroom in the entire fort would be a good midnight snack and not something to save in case of a megabeast.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on July 29, 2020, 08:05:32 am
One small suggestion: A workshop with reactions that consume certain power-up foods and apply their effects to the worker, so we can order certain toads/koopas/shy guys to eat something helpful when it's helpful instead of deciding the one Mega Mushroom in the entire fort would be a good midnight snack and not something to save in case of a megabeast.

Unfortunately, this isn't possible without DFHack.  You can forbid the foods you want to save for later but there's no straightforward way to control this.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: CaptainGame on July 29, 2020, 11:57:01 pm
Ah, I wasn't aware 'no dfhack' was something you were going for. I suppose you would've thought of that sooner otherwise, then.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on August 27, 2020, 04:06:59 pm
When looking at the races of the RotMK, I noticed one missing in particular. How can there be shy guys without snifits? From what I've seen in games, they're all-or-nothing gamblers and shady dealers. As for their mask and ability to fire pellets... Perhaps it would qualify as a sling in execution, but with longer range and accuracy. As for combat, they're often, in what games apply, tougher than the shys. As for possible flaws, they're not so good at construction, and very few folks actually like them, apart from maybe the other masked races. Oh, and before I forget, they'd likely bring in the good stuff if they show up at a fortress on good terms, though they may be difficult to get a fair deal from.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: malistaticy on August 31, 2020, 11:13:38 pm
When looking at the races of the RotMK, I noticed one missing in particular. How can there be shy guys without snifits?

snifits are what shy guy blowgunmen are called. they use the "shooter" blowgun weapon, with bullets as ammo
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 01, 2020, 02:01:20 pm
When looking at the races of the RotMK, I noticed one missing in particular. How can there be shy guys without snifits?

snifits are what shy guy blowgunmen are called. they use the "shooter" blowgun weapon, with bullets as ammo

Ah, didn't notice it right away, but if snifits were their own race, it seems like they'd work the way I'd mentioned... What other races would fit?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 09, 2020, 01:02:52 am
Ah, I think I know of a race that isn't in this. The block people from the Mario and Luigi games. But what would be their pros/cons/abilities? The only one I'd be absolutely sure of is that they'd be a hardy folk, capable of taking hits that would remove other races from a fight.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: pikachu17 on September 10, 2020, 08:45:16 am
Ah, I think I know of a race that isn't in this. The block people from the Mario and Luigi games. But what would be their pros/cons/abilities? The only one I'd be absolutely sure of is that they'd be a hardy folk, capable of taking hits that would remove other races from a fight.
I don't remember for sure what they're called, but I think there are block people in this mod already.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 10, 2020, 02:31:38 pm
Ah, I think I know of a race that isn't in this. The block people from the Mario and Luigi games. But what would be their pros/cons/abilities? The only one I'd be absolutely sure of is that they'd be a hardy folk, capable of taking hits that would remove other races from a fight.
I don't remember for sure what they're called, but I think there are block people in this mod already.
Nope, no block folk in the thing as far as I've looked.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Nahere on September 10, 2020, 07:45:40 pm
You means the Brocks (https://www.mariowiki.com/Brock)?
They're in the mod:
Code: (creature_rotmk_standard.txt) [Select]
[CREATURE:BROCK_ROTMK]
[DESCRIPTION:A strange, angular being with a head and torso shaped like stone blocks.]
[CREATURE_CLASS:ALL_CREATURES][UBIQUITOUS]
[NAME:brock:brocks:brock]
[CASTE_NAME:brock:brocks:brock]
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 12, 2020, 12:42:57 pm
Really? Sweet. I haven't found any yet in my playthroughs, so I must ask, what can you tell me about the RotMK Brocks? Also, if they ever become playable, even if just on Adventure mode, what sorta pros/cons would they have. Or are they already playable, and i need to update?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Nahere on September 12, 2020, 09:31:13 pm
They're playable, but as one of many possible civilisations they may not appear in every world. They also might not survive all of worldgen. Try large worlds with short history.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on September 15, 2020, 06:32:13 am
Yeah, if there's one fault this mod has, it's not missing races - it's TOO MANY races.  Something I'm going to have to fix.

One of these days.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 15, 2020, 05:14:28 pm
Yeah, if there's one fault this mod has, it's not missing races - it's TOO MANY races.  Something I'm going to have to fix.

One of these days.

Perhaps an updated list of the races and what to expect from them, whether they visit during fortress mode, or you play one in adventure. I'm still going through the forum looking for races I didn't see in my playthroughs.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 16, 2020, 01:43:18 am
Did a run of adventure mode as a Pianta. Greatly enjoyed grappling and crushing foes with brute force, but I did have a particularly harrowing encounter that nearly did Crushter in. Ran into a Machine Made, not scout thankfully as I didn't want the nano infection, that peppered my dude with arrows. I happened to be in Shy Guy territory, and I got super lucky. Two Anti guys pounced on the killer bot and kept it's arms pinned long enough for me to finish it off. Apparently the thing had been terrorizing them, when I looked into it's history, and I don't know whether it's design or sheer dumb luck, but the shys weren't hostile after the battle. In my headcanon, they let me heal in their fortress out of gratitude.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Themaskedone2 on September 28, 2020, 04:11:15 pm
Aaand Crushter's done. Tore through a Koopa fortress, only to find that Triclyde had it's lair there. Couldn't lure him up to the surface before the fire took my pianta out.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on January 29, 2021, 11:14:53 am
Yeah, if there's one fault this mod has, it's not missing races - it's TOO MANY races.  Something I'm going to have to fix.

One of these days.


I personally love all the races. Adds variety and can be interesting to see which ones appear/survive world gen.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on February 05, 2021, 01:58:08 pm
Was making worlds with different starting parameters and got one some interesting results. Of the 80 generated civilizations, 11 have fallen 75 years in. Of the 69 remaining, the one with the highest population is actually a Star Sprite civilization with 1669 star sprites and various outcasts.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Elf Lord on September 24, 2022, 01:48:49 pm
Hello! I was wondering if there’s any file changes I can make to make this mod function on 47.05. Currently when making a world any world bigger then the smallest setting seems to crash after 50 years. I just wanted to know as this mod seems really fun and I’d love to play it with all the additions of the villians release!

P.S. I do not know why it crashes. I’ve tried removing a few civs to see if that fixes it but it hasn’t worked so far
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Lidku on September 24, 2022, 03:57:59 pm
Hello! I was wondering if there’s any file changes I can make to make this mod function on 47.05. Currently when making a world any world bigger then the smallest setting seems to crash after 50 years. I just wanted to know as this mod seems really fun and I’d love to play it with all the additions of the villians release!

P.S. I do not know why it crashes. I’ve tried removing a few civs to see if that fixes it but it hasn’t worked so far

A big mod like this will probably take a while to update. I don't even think Indigo even has this mod still on his radar.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on October 09, 2022, 04:54:42 am
I haven't worked on this mod in ages (I don't think I even included Yoshi and Lakitu Cloud riding). I have bits and pieces of a half-done rebuild which changes a whole lot of things, but I kind of lost interest because of the stealthed creatures being invincible bug.  Many common creatures in this mod use hide abilities and I figured Toady would fix it at some point since it affects Vanilla, but he didn't and then I moved on to other things...

Well, between the Steam update and the upcoming Mario movie there may be renewed interest in ROTMK in the future. On that note, I found it funny that the movie trailer made the Koopas' punching bag enemies penguins, when Bumpties are the first invaders for Koopa players in this mod.  Fun coincidence there!
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Elf Lord on October 17, 2022, 12:18:55 pm
If you ever do work on it again and need help with bug testing I’d be glad to help! This mods one of the more unique ones and it would be great to see new players enjoy it
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: The Royal Plumber on December 15, 2022, 07:10:00 pm
Man, I really hope you work on this again, It's honestly my preferred way to play Dwarf Fortress. I have been making a Stonesense sprite pack for it based on Super Mario RPG.

(https://imgur.com/TqbFCP8.gif)
(https://imgur.com/CUX87hs.gif)
(https://imgur.com/X8tzqI0.gif)
(https://imgur.com/wKeTYeF.gif)
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Nordlicht on December 15, 2022, 07:18:16 pm

Well, between the Steam update and the upcoming Mario movie there may be renewed interest in ROTMK in the future. On that note, I found it funny that the movie trailer made the Koopas' punching bag enemies penguins, when Bumpties are the first invaders for Koopa players in this mod.  Fun coincidence there!

This mod with a fitting tileset and a new Kruggsmash video would bring a whole new wave of players.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on December 17, 2022, 04:04:20 pm
My goodness, that is some awesome spritework!

So I've been going over the new graphics system and trying to figure out what is possible, in order to determine the best way to progress on this mod and update it for the Steam release.

So far, I'm thinking the best way to do it would be, as glossed over before, to keep only a small number of preset entities (Toads, Koopas, Shy Guys, Goombas, Bob-ombs, Beanish, maybe a few more) and have the rest of the entities be generic "archetypes" that pop up frequently throughout the Mario series (feudal, industrial, dapper, tribal, arctic, scholarly, thieving) each of which have multiple possible races they can be filled with. This can keep the world from being overcluttered by the vast number of races present throughout the series, while also increasing variety between worlds.

To cut back on spritework, many of the races should probably have the same or similarly-shaped bodies, since most are basically humanoid with animal heads, so they can all have the same clothing sprites.

There is also one idea that I suddenly had which, since it appears to be possible, is absolutely essential: the "suit" clothing item, if made of a particular creature's leather, should have its entire appearance based on that creature. Finally we can have a proper tanooki suit, penguin suit, frog suit...Yoshi suit...Nobody tell PETA.

It also means that we must finally address the forbidden question of what a naked Shy Guy looks like.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on December 23, 2022, 11:55:28 am
Aside from the playable races, I think the major trading ones are probably worth keeping because they can kind of make or break a Toad run depending on how things are going, so I think the following woud be nice to have as a civ:

Beanish
Mole People
Frog People
Goombas
Bob-Ombs

And maybe Bumpties (getting traders in winter is nice) and Pianta.

I like your archetype idea though Bandits, Craws, Doogans, and Squeeks could probably be merged into a general "thief group" civ of some kind
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on December 26, 2022, 04:50:56 pm
I have been fooling around with a toad sprite, but I'm having trouble with the shroom.

(https://i.imgur.com/6hI2noi.png)

A closeup
(https://i.imgur.com/ET3hgcg.png)

The body layers
(https://i.imgur.com/JBBgRgK.png)

If you're wondering why their innards are green, it's because vim is green /shrug.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Lidku on December 26, 2022, 05:16:49 pm
lol
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on December 27, 2022, 03:29:03 pm
I had a fun idea for the toad sprites. By using the layering system to choose a base shroom color and then layer a color/pattern on top of that, you can create more variability for fun visuals. Anyways, I've moved on to the head details for the sprite.

(https://i.imgur.com/cv3lqwG.png)

Just working on pattern readability.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: darnokthemage on January 02, 2023, 07:26:58 am
Bit on a newbie with the DF texturing, but would be willing to help with stuff!

My thinking is that getting a small Core-mod on the workshop should be priority #1, something playable with the core content.
Would be good for the movie coming out, and then getting a new Kruggsmash video. Maybe advertise a bit to places like /r/Marioverse and other Mario fans.

Would recommend doing a post on the DF(kitfox) discord
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on January 05, 2023, 01:32:29 pm
I've finished a first run through of some Toad graphics if anyone wants to take a look. I plan on adding some facial features and hair eventually (not really much to do since they have no noses or ears). Note, that this is just the graphics and I haven't even touched the file for putting it all together yet.

https://drive.google.com/drive/folders/1VImR0lT7wALbeHWy-JVg90f969h3RdZg?usp=sharing
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Elf Lord on January 08, 2023, 06:03:57 pm
A good way moving forward might have to be having the other races as optional add ons instead if included by default. From what I can tell some of the civs are whats leading the the game crashing in world gen
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on January 08, 2023, 11:21:45 pm
That's an interesting idea, though I never personally had issues with worldgen.

With the way that adding mods to worlds works now, you could just have some submods that expand the side races if you want to have them in that particular world.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: darnokthemage on January 10, 2023, 03:29:45 pm
The toad Graphics looks great, Do you have discord?
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on January 11, 2023, 09:30:23 am
I will be removing the civs with more weird mechanics, like the Machine Made, replacing them with a tower secret instead of making them a proper race. That should hopefully prevent the instability that arises when trying to stretch the game's mechanics to its limits.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Hexatona on January 13, 2023, 12:17:12 am
Yessss, this has always been my absolute favourite mod, glad to see it is still active for this new turning point in the game's development.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on January 14, 2023, 09:25:03 am
The toad Graphics looks great, Do you have discord?
Thanks, yeah Shadow#9380
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on January 19, 2023, 08:30:25 pm
(https://i.imgur.com/w83pMmG.png)

I've finished a first runthrough of the base koopa, now working on getting the other castes in. I'm thinking of going for a multi-tile visual for the Sumos like bigger creatures have.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on February 03, 2023, 09:12:40 am
I've finished a base run of the graphics for koopas and their castes (minus one, but I'll do that with megabeasts).

Check it out here! (https://drive.google.com/drive/folders/1Y3mcmzop5GPdjl7rfvkCy9iqlxwZOCU9?usp=share_link)

Moving onto the last major race, I'm having to think a little harder about how Shyguys should be handled... I have no idea what they look like under their masks and I don't think anyone does (maybe not even Nintendo considering how it's handled in every game where their face could be revealed). With the way that the layering graphics work in DF Steam, there are some creative and cute things that could be done to handle that, but it would take a lot of work and is definitely not something I'd do on a first pass...
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: HorribleGonzo on March 12, 2023, 11:16:41 pm
I don't use this site often, this is my first post I think, but I just wanted to say that I love this mod, and Sir Shadow's graphics look amazing! Can't wait for the shy guy sprites, they were always my favorites.
This mod is actually inspiring me to plan my own mod, based on the Kirby series! I figured the cute and cuddly characters mixed with the dark lore and scary boss battles would be PERFECT for Dwarf Fort! :oD
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on March 16, 2023, 07:42:57 am
Still updating this. And I agree, the graphical additions look great!

I will probably release it initially on Steam with only classical graphics, and the proper graphics can be added later.

As for Shy Guys, I think the best approach would be to not overthink it too much. Maybe little dark abstract creatures with glowing eyes, like how they look in Luigi's Mansion. I'm not sure if I'm going to keep the mechanic that makes their head classed as a lowerbody - while the behavior does lead to them being embarrassed when their heads are uncovered, it also leads to them wearing pants on their heads, which I think is worse than just making masks their civ's only available hat, which they should wear anyway.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Sir Shadow on March 23, 2023, 02:23:57 pm
I've been slowing down a bit due to work and IRL things, but I done a bit of concept doodling just to get some shapes down. I decided to go with a more amorphous shadow creatures for their base appearance, but they should be covered up with their classic style most of the time.

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

Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Elf Lord on March 23, 2023, 07:20:56 pm
Can’t wait to see a new version of this update! Would use it so much when it’s updated! I know it’ll be very popular due to the coming Mario movie
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: HorribleGonzo on March 28, 2023, 12:04:21 am

I decided to go with a more amorphous shadow creatures for their base appearance, but they should be covered up with their classic style most of the time.
ohohoh.... chunky guyse. :) Love it!
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: The Royal Plumber on March 28, 2023, 06:13:02 pm
I'm also going the amorphous shadow creature route for the stonesense graphic set. My headcanon is that they are so embarrassed to be unmasked that they imagine themselves into amorphousness.

I haven't touched the graphic set in a while but it's pretty far along. I'll try to get something uploaded soon.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: IndigoFenix on March 30, 2023, 04:52:45 pm
Yeah, that's a pretty good design for them!

I'm trying to get the update out but I'm still running into random worldgen crashes.

What's even stranger is that I'm encountering an issue where, when deleting any two, three, or four creatures before sparky, podoboo, or blaarg (which are next to each other in the files), I get "undefined local creature material set to default" in sparky, podoboo, or blaarg, respectively. Deleting five or more creatures does not produce an error.

If I move any of these three creatures to other points in the filesystem I do not get this error message.

I swear, I have encountered the most bizarre bugs with this mod...
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Elf Lord on March 30, 2023, 06:38:54 pm
I’ve run into this same issue with the mod and I’ve found that by removing certain races it seems to stop some of the crashes
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: The Royal Plumber on April 03, 2023, 06:33:20 pm
Alright, so I've uploaded what I've got so far for the Stonesense graphics pack.

It can be found here (https://dffd.bay12games.com/file.php?id=16561)

This is still a work in progress, most creatures are included but a lot still need to be worked on some more. There are definitely some graphical issues, especially with the trees. Any feedback or recommendations would be appreciated, I would really love to see how other people's fortresses look with this graphics pack.

(https://i.imgur.com/stth3Ai.gif)
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: zeddy on April 18, 2024, 02:48:21 pm
Hello! I was wondering if there’s any file changes I can make to make this mod function on 47.05. Currently when making a world any world bigger then the smallest setting seems to crash after 50 years. I just wanted to know as this mod seems really fun and I’d love to play it with all the additions of the villians release!

P.S. I do not know why it crashes. I’ve tried removing a few civs to see if that fixes it but it hasn’t worked so far

Hello, Elf Lord! Recently, I had a similar thought process to you and decided to look into it myself. The answer seems to be... Yes! there are a few small changes you can make to make this mod work on v47.05.

The world-gen crashes seem to be primarily caused by races with [NO_EAT] & fish cleaning labor enabled. Removing that fixes one of the biggest crashes.

There are some other things that should be updated too... I've actually recently made an UNOFFICIAL!!! update of the mod for v0.47.05 of DF, which I have uploaded on my Gitlab here https://gitlab.com/zeddy1267/ROTMK_47.05

The readme goes over all of the changes I've made to the mod. Most of it is various crash fixes, but there's also some new bonus content.

I've never actually modded DF before, nor have I even played the ROTMK mod (outside of testing for this update), so I can't make any promises about this unofficial update. Everything I've found out was via excessive brute forcetm, as well as some insight from the folks over on Reddit. However I do plan on playing it soon, I just need to relearn the older DF UI lol.

I also absolutely DID NOT get permission from IndigoFenix. So consider this reply as me asking for permission. If you want, I will absolutely take this down. Otherwise, I will assume the existence of this update to be endorsed (but still unofficial).

I just wanted this mod to be available on v47.05, as it's the final and most supported version of DF classic, so it feels like a good resting version for the update to be on, especially how RotMK is getting a major rework.

& Finally, Elf Lord, I'm not entirely against the idea of working together to maintain this update. I'm not sure if you'll even see this message (this is my first time on DF forums, IDK how this place fully works!), but HMU if you're interested.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Lidku on April 21, 2024, 11:23:31 am
Hello! I was wondering if there’s any file changes I can make to make this mod function on 47.05. Currently when making a world any world bigger then the smallest setting seems to crash after 50 years. I just wanted to know as this mod seems really fun and I’d love to play it with all the additions of the villians release!

P.S. I do not know why it crashes. I’ve tried removing a few civs to see if that fixes it but it hasn’t worked so far

Hello, Elf Lord! Recently, I had a similar thought process to you and decided to look into it myself. The answer seems to be... Yes! there are a few small changes you can make to make this mod work on v47.05.

The world-gen crashes seem to be primarily caused by races with [NO_EAT] & fish cleaning labor enabled. Removing that fixes one of the biggest crashes.

There are some other things that should be updated too... I've actually recently made an UNOFFICIAL!!! update of the mod for v0.47.05 of DF, which I have uploaded on my Gitlab here https://gitlab.com/zeddy1267/ROTMK_47.05

The readme goes over all of the changes I've made to the mod. Most of it is various crash fixes, but there's also some new bonus content.

I've never actually modded DF before, nor have I even played the ROTMK mod (outside of testing for this update), so I can't make any promises about this unofficial update. Everything I've found out was via excessive brute forcetm, as well as some insight from the folks over on Reddit. However I do plan on playing it soon, I just need to relearn the older DF UI lol.

I also absolutely DID NOT get permission from IndigoFenix. So consider this reply as me asking for permission. If you want, I will absolutely take this down. Otherwise, I will assume the existence of this update to be endorsed (but still unofficial).

I just wanted this mod to be available on v47.05, as it's the final and most supported version of DF classic, so it feels like a good resting version for the update to be on, especially how RotMK is getting a major rework.

& Finally, Elf Lord, I'm not entirely against the idea of working together to maintain this update. I'm not sure if you'll even see this message (this is my first time on DF forums, IDK how this place fully works!), but HMU if you're interested.

Dude.. you're awesome!
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: zeddy on April 23, 2024, 10:39:28 am
Dude.. you're awesome!

Hey, you get some of the credit too. it was your words of discouragement that inspired me!

A big mod like this will probably take a while to update. I don't even think Indigo even has this mod still on his radar.

I was like "wtf how cool would it be to do this daunting task with 0 prior experience!" It maybe wasn't the smartest idea I've ever had, but it's also not the craziest idea I've had.

Still, I can't guaranteed everything in the mod works. I've fixed every crash I've encountered, & even cleaned up a lot of the errorlog.txt spam that exists in the mod even on the intended version, & I've even tested various mechanics, like seeing if you could ride Yoshi's in adventure mode (as riding is a new mechanic of v47), but all of this was surface level testing.

Can't guarantee there wont be any issues down the line. If you encounter something wrong, please report the issue on the gitlab page for my update!

Hell, there was even a crash that seemingly ONLY affected the Linux version of DF which I fixed (involving the pakkun megabeast). This crash is present in the latest update of ROTMK, meaning that this mod was seemingly unplayable on Linux altogether. I've not tested my update on Windows DF, so there's a chance that there might be some crashes that only affect Windows DF that I never experienced.
Title: Re: Rise of the Mushroom Kingdom: No new update...yet
Post by: Lidku on April 23, 2024, 04:31:10 pm
I haven't played ROTMK for years, but I'll might try a game this weekend when I'm not busy. I'm happy I somehow contributed to the revival, even with how small lol.