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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Mr Crabman on February 22, 2022, 08:09:34 am

Title: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Mr Crabman on February 22, 2022, 08:09:34 am
DwarfCrafted - v1.2 [47.05]

NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.

This mod aims to translate the things unique to the world of Minecraft (https://www.minecraft.net) (creatures, plants, ores etc) into the world and spirit of Dwarf Fortress. This includes spinoffs in the Minecraft franchise, such as Minecraft Dungeons (MCD) (https://www.minecraft.net/en-us/about-dungeons), to a lesser extent Minecraft Earth (MCE) (https://en.wikipedia.org/wiki/Minecraft_Earth) and Minecraft Story Mode (MCSM) (https://en.wikipedia.org/wiki/Minecraft:_Story_Mode), and whatever may come out in the future.

DFFD Download Link Here (https://dffd.bay12games.com/file.php?id=16151)

Changelog Link Here (https://github.com/Crabman-DF-Mods/dwarfcrafted/blob/master/CHANGELOG.md#v120---2022-03-14)

This mod will not add anything from Minecraft that exists in the real world (eg, animals), even if Vanilla DF doesn't have it; other mods should be used for real world stuff. The exception to this rule will be if it's strongly tied to a fantasy thing somehow; for example, if cows didn't already exist in DF, I would have added them for the sake of mooshrooms.

This mod was created with the help of the Dwarf Fortress RAW language server extension (https://gitlab.com/df-modding-tools/df-raw-language-server), which I recommend to anyone wanting to make Dwarf Fortress mods, either for the first time or as a veteran.

Installation

Copy-paste all files this mod's `/objects` folder into the `/raw/objects/` folder from Dwarf Fortress.

Content

Civilizations
Creatures from Minecraft
Creatures from lost mob votes
Creatures from Minecraft Earth
Creatures from Minecraft Dungeons (including DLC)
Creatures from Minecraft Story Mode
Creatures not canon to Minecraft
Stones & Ores
Plants
Interactions/Magic
Planned Content

Note that the below list is in no particular order, and is subject to change.

Spoiler (click to show/hide)
Title: Re: DwarfCrafted
Post by: Mr Crabman on February 22, 2022, 08:09:57 am
[reserved]
Title: Re: DwarfCrafted
Post by: Mr Crabman on February 22, 2022, 08:10:30 am
[reserved]
Title: Re: DwarfCrafted
Post by: Mr Crabman on February 22, 2022, 08:10:48 am
[reserved]
Title: Re: DwarfCrafted
Post by: Mr Crabman on February 22, 2022, 08:17:24 am
[reserved]
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: WonderPsycho on September 20, 2022, 02:04:08 am
nice to see this mod updated and stuff to the latest version of DF, been a while since i checked on this development of this mod
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: TheGoomba98 on November 29, 2022, 03:27:51 pm
Are there any plans to give wardens their ranged sonic boom attack?
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Mr Crabman on November 30, 2022, 03:41:27 am
Are there any plans to give wardens their ranged sonic boom attack?

Yep. I haven't had time to work on modding recently, but I'll get back into it soon.
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: DuniteOlivine on April 10, 2023, 02:55:34 am
I was watching some Minecraft videos after playing DF, and I began really wanting a Minecraft Mod for Dwarf Fortress, so I looked for one and found this. Seems you took a bit of a break from modding just before the Steam version. Want to know if you still plan to come back to this mod for a Steam port. I'd also be willing to help get this mod back up and running, I don't have DF modding experience but I have pixel art experience and can help get this mod any graphics you need.

Because I just play on the Steam version now, I haven't gotten a chance to play your mod yet. So I have some questions about your mod, and I guess also questions about the limits of modding in general. Forgive me if these questions are ignorant:

- Are iron golems and snow golems build able by a player or do they just spawn?
- I'm assuming adding actual dimensions aren't possible, so how do you handle Nether / End content?
- Minecraft has unique mechanics like potion brewing and enchanting. Are these mechanics possible to implement through modding?
- Since you added Creepers, is a TNT trap a possibility?
- Noticed Diamond Gear isn't listed in the features, do you plan to add Diamond (plus gold and netherite) gear?


Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Mr Crabman on April 10, 2023, 09:26:24 am
I was watching some Minecraft videos after playing DF, and I began really wanting a Minecraft Mod for Dwarf Fortress, so I looked for one and found this. Seems you took a bit of a break from modding just before the Steam version. Want to know if you still plan to come back to this mod for a Steam port. I'd also be willing to help get this mod back up and running, I don't have DF modding experience but I have pixel art experience and can help get this mod any graphics you need.

Because I just play on the Steam version now, I haven't gotten a chance to play your mod yet. So I have some questions about your mod, and I guess also questions about the limits of modding in general. Forgive me if these questions are ignorant:

- Are iron golems and snow golems build able by a player or do they just spawn?
- I'm assuming adding actual dimensions aren't possible, so how do you handle Nether / End content?
- Minecraft has unique mechanics like potion brewing and enchanting. Are these mechanics possible to implement through modding?
- Since you added Creepers, is a TNT trap a possibility?
- Noticed Diamond Gear isn't listed in the features, do you plan to add Diamond (plus gold and netherite) gear?

Yeah, I've kind of taken a break for a while, but I do hope to come back to the mod and get it on Steam. To be honest, I could have done it FAR sooner (I've tested a development version privately on Steam, and it pretty much works as-is), but I wanted to at least have some rudimentary art (even if it was totally awful) before putting it on Steam. But I don't have any pixel art skills, so I massively procrastinated and put it off.

Art is pretty much the main barrier to this mod being on Steam; if you could help with that side of things, that would definitely be a massive help.

As for answering your questions:

1. Iron and snow golems can't be built, they only generate with the world, and are considered "tamed" for villager civs. This is a limitation of DF at the moment, because the only alternative would be to make them breedable. Future updates of DF will make it possible to build golems.

2a. Shulkers don't appear anywhere, because I haven't figured out where to put them. Endermen can appear anywhere, in any biome (or at least, they should; I need to test in the new version, because it's possible there's a bug stopping them from spawning anywhere except the underworld). Endermites are spawned by endermen attempting to teleport (in reality, teleporting doesn't exist in DF yet, so I just have a "try to teleport but fail" interaction that can spawn endermites). Enderdragons are just another megabeast.
 
2b. Piglins are a civilization who tend to hang out in hot tropical or desert biomes, and Withers are megabeasts that can appear anywhere. All other Nether creatures spawn in the deepest layer of the underground, and the underworld. Except hoglins, who might have the same problem as endermen with only spawning in the underworld and nowhere else.

2c. End and Nether materials (like netherrack or endstone) pretty much only appear as materials that procgen beasts (forgotten beasts, or titans) can be made of.

2d. I want to clarify that when DF adds support for dimensions (which is in the roadmap), I do intend to make those dimensions and move the Nether/End content there.

3. Those mechanics are sort of possible, maybe. I haven't looked into it much yet, but some potions seem more likely than enchanting, and maybe an extremely limited version of enchanting could be possible. All of that full enchanting stuff will likely be possible in future DF updates though.

4. No, TNT traps aren't really possible, and even creepers don't really actually explode "properly" code-wise, because real explosions aren't supported by DF yet.

5. Netherite is planned to be added, and gold equipment/armor already exists in DF as far as I remember. But I have no plans to add diamond gear, because diamonds already exist and are not a material that can be used for good equipment, and I don't think it fits the spirit of DF to alter the stats of diamonds.
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: TheGoomba98 on April 27, 2023, 04:26:02 pm
I honestly don't think the lack of graphics should be a barrier to getting this mod out in the newest version of DF - I mean, the premium version of DF lets you switch between graphics and ASCII at any time you want, and the classic-only versions from 50.04 onwards are available for free. Maybe you could put the development version on DFFD only for now?
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: DPh Kraken on July 10, 2023, 05:52:12 pm
I got a suggestion for for some of the content:
- Evil deserts could be flavored into little bits of the End, with chorus trees and shulkers living there natively (invasively?)
- For nether stuff, I think it's possible to just add grass to the underground hell layer? You might be able to make nether materials spawn as large clusters inside slade, and classify netherrack as a "soil" that would then allow nylium to grow.
- Collecting soul soil as clay and making it into Soul Fire, a turquoise version of the fixed-temp fire material. This probably isn't eminently practical, but certainly a !!FUN!! usage of nether materials.
- Giant mushrooms in savage temperate broadleaf forests to mimic the roofed forest biome?

I can help with graphics, too. Not sure what visual style you want to go for since DF has non-blocky animals, but a lot of the weirder mobs are specifically designed around the blocky look.
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Mr Crabman on July 28, 2023, 02:19:07 am
I got a suggestion for for some of the content:
- Evil deserts could be flavored into little bits of the End, with chorus trees and shulkers living there natively (invasively?)
- For nether stuff, I think it's possible to just add grass to the underground hell layer? You might be able to make nether materials spawn as large clusters inside slade, and classify netherrack as a "soil" that would then allow nylium to grow.
- Collecting soul soil as clay and making it into Soul Fire, a turquoise version of the fixed-temp fire material. This probably isn't eminently practical, but certainly a !!FUN!! usage of nether materials.
- Giant mushrooms in savage temperate broadleaf forests to mimic the roofed forest biome?

I can help with graphics, too. Not sure what visual style you want to go for since DF has non-blocky animals, but a lot of the weirder mobs are specifically designed around the blocky look.

- That could potentially work, regarding the End creatures and evil deserts.
- For Nether stuff, I did try adding some nether materials to the hell layer, but it unfortunately didn't work. What happens is it picks a random material out of all the materials chosen to generate in the hell layer, and replaces all of the slade.
- The Soul Soil into Soul Fire idea strikes me as a bit odd, and creating carriable fire seems inappropriate for the tone of Dwarf Fortress at this time (by the time of the magic update, it would make a lot more sense).
- Giant mushrooms in savage forests could work, I'll consider that.

Last time we spoke, Dunite told me he was still working on it but has been busy for a few weeks, but that was back in the middle of May, and he hasn't contacted me since (or even logged into Discord, as far as I can tell, since he hasn't moved off the old discriminator tags), so if you could help with graphics, that would be great. The artstyle we settled on was non-blocky (except for slimes, who are deliberately kept blocky), and he did send me sprites for a bunch of the Overworld mobs.
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Dots321 on March 28, 2024, 12:16:14 pm
Its a shame this mod isn't for 50.xx. I'll see what i can do getting at least some kind of graphics. I can see into the future, spinoff mods introducing stuff from some notable minecraft mods into Dwarf Fortress(ie Aether, Twilight Forrest, etc).
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Dots321 on March 28, 2024, 11:02:25 pm
I did it i added some graphics. So far only for the Creeper.

(https://steamuserimages-a.akamaihd.net/ugc/2483245701687424183/FB5CAD3C04F61946B673CA9538C364062D37AE18/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

You can check it out on this de listed steam workshop page https://steamcommunity.com/sharedfiles/filedetails/?id=3204698677

This is my "first" (In that i didn't really do the coding) dwarf fortress mod.
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Dots321 on March 29, 2024, 12:55:28 pm
just added a bunch of placeholder graphics for a bunch of different creatures.
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: DPh Kraken on April 01, 2024, 08:38:47 pm
Good to see that there's a workshop port, if hasty.
There's going to be some new fixes and a little bit more content in the upcoming version, it's been a long journey to graphics this and life has gotten in the way of Mr. Crabman and me.
I'm not sure when I'll be able to pick up where I left off, but here are some sketches for how creatures might look pending a proper release.

(https://cdn.discordapp.com/attachments/1134385506726195280/1135386704426057838/image.png?ex=661c85c4&is=660a10c4&hm=8573a99a9259811c64ccca63ce9b77ad94d2fb96022f5fad33adda3f9cc14cbe&)
(https://cdn.discordapp.com/attachments/1134385506726195280/1149572249280585748/image.png?ex=6618c216&is=66064d16&hm=21a2fd15465ff385e5124c4d881bbbbeca3021eb5f99d1cb73d7200b282990e1&)
Title: Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
Post by: Dots321 on April 01, 2024, 09:57:07 pm
Good to see that there's a workshop port, if hasty.
There's going to be some new fixes and a little bit more content in the upcoming version, it's been a long journey to graphics this and life has gotten in the way of Mr. Crabman and me.
I'm not sure when I'll be able to pick up where I left off, but here are some sketches for how creatures might look pending a proper release.

(https://cdn.discordapp.com/attachments/1134385506726195280/1135386704426057838/image.png?ex=661c85c4&is=660a10c4&hm=8573a99a9259811c64ccca63ce9b77ad94d2fb96022f5fad33adda3f9cc14cbe&)
(https://cdn.discordapp.com/attachments/1134385506726195280/1149572249280585748/image.png?ex=6618c216&is=66064d16&hm=21a2fd15465ff385e5124c4d881bbbbeca3021eb5f99d1cb73d7200b282990e1&)
Pretty sure Mr Crabman is MIA he hasn't been online sense August 08 2023 and his other mod he uploaded to the steam workshop "Rapo Fortress"s page has been deleted. I tried looking up his profile on steam but as far as i know its gone. Which is why i made this fork, there are changes i made already like removing Stalkers as those are basically OC and i feel like this mod should just be about what is in Minecraft. And renaming Testificates to Villagers as 'Testificate' is an outdated maybe even unofficial name. Of course i can release some other mods that add back what i removed if people really want it. Safe to say i don't think Mr Crabman is coming back. Its going to take a while for me to catch up to his skill level in DF modding (especially because of my lazy ass) but i'll try.

Anyways nice graphics way better then what i could've made. That Ghast could have some variants like the Wither Ghast (https://minecraft.wiki/w/Minecraft_Story_Mode:Giant_Ghast), and for a potential Twilight Forrest submod the Ur-Ghast (http://benimatic.com/tfwiki/index.php/Ur-Ghast).