Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Enemy post on September 19, 2018, 03:15:51 pm

Title: [Community Mod 47.05] Teh LOLmod 1.8.68
Post by: Enemy post on September 19, 2018, 03:15:51 pm
Teh LOLmod

Download Latest Version (http://dffd.bay12games.com/file.php?id=14023)
Old Thread. (http://www.bay12forums.com/smf/index.php?topic=132175.0)

Welcome to Teh LOLmod! This is a community mod which means that anything added into it, as well as the people working on the mod itself is done by the community itself, and not a single person! The rules are simple, you want to add something or add something somebody else suggested? Just add it in and give it to me and I'll check it and give it the green! That's all! You guys choose what gets in, gets out and gets balanced.

So what do you do now? Well you just download the mod, make a fortress near a necro tower and hope you manage to survive. After you've had your fair share of !!FUN!! come back over here and give suggestions or add in your own things.




Spoiler: What is this mod? (click to show/hide)



Spoiler: Who made this mod? (click to show/hide)




Spoiler: Changelog (click to show/hide)

Now then, without further ado, may the !!FUN!! start!
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: TD1 on September 19, 2018, 04:37:27 pm
Good of you to put on this mantle.

Posting to watch and flinch at the imagination of Bay12.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: apiks on September 19, 2018, 08:03:41 pm
May it receive the same love it received from every contributor during my handling.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: overseer05-15 on September 19, 2018, 08:14:32 pm
I'm working on two new creatires right now, also a ptw.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: Lord_lemonpie on September 20, 2018, 05:31:48 am
Posting to watch
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: voliol on September 20, 2018, 07:13:43 am
Nice to see someone shoulder the need of a new thread for this :)

I was the one who made the drake raws though :/
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: Pixl_lover on September 20, 2018, 07:21:49 am
PTW
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: Enemy post on September 20, 2018, 09:55:52 am
Nice to see someone shoulder the need of a new thread for this :)

I was the one who made the drake raws though :/

Whoops, I'll change the credits.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: voliol on September 21, 2018, 09:19:56 am
I figured it would be nice to be the first one to post some new content on this new thread. Then I discovered posting longer posts with the entirety of the raws doesn't work for me for some reason, so I had to upload just one file to DFFD. Here it is. (http://dffd.bay12games.com/file.php?id=14027)

I'm not sure how ALERT sounds work, so I hope they aren't broken.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.7.8-The Enemy Regime.
Post by: Enemy post on September 21, 2018, 01:23:27 pm
Bongo cats have been tested and uploaded. I'm not sure how Alert sounds work either, but I'm pretty sure I've heard a capybara bark at some point.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: pikachu17 on September 24, 2018, 07:19:40 pm
Might I suggest making copies of mega beasts that are, to the player, indistinguishable from regular megabeasts, until a cyclops suddenly exhales fire?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: apiks on September 25, 2018, 05:24:02 am
Might I suggest making copies of mega beasts that are, to the player, indistinguishable from regular megabeasts, until a cyclops suddenly exhales fire?

Continuing the honorable fire theme, eh? I love it!

In that regard it might be fun to make "elite" megabeasts that are just a bit stronger or different than their regular counterparts as you said.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: Enemy post on September 26, 2018, 08:05:11 am
What if we combined the previous two ideas with Glass' "robots and machinery" theme and made the firebreathing megabeasts robots in the tradition of Mechagodzilla?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: apiks on October 08, 2018, 04:37:51 pm
By the way was the bug where politicians spawn in excess far more than Necrothreaders ever fixed? Currently shown in Necrothreat IV where barely any Necrothreaders attack
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: Enemy post on October 08, 2018, 05:58:44 pm
I think it might have been an issue with our particular world's events and history, along with the new invader mechanics, rather than an actual bug. I looked up the Necrothreader tower in question in Legends Mode. It looks like that while they only attempted to invade us three times, they sent 10 invasions after our mutual Politician enemies. All but one were in the years 564 and 565. I count 7 invasions from the Politician civ.

Spoiler (click to show/hide)
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: apiks on October 09, 2018, 02:53:57 am
I was notified that there was also like 3000 politicians around us on the world map which probably heavily skewed the invasions on their side. Fun times.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: Pixl_lover on October 27, 2018, 07:29:26 am
I think we should make a civilization out of Gamers, make them look like Jokers and shout "Rise up!" constantly...
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: Enemy post on October 27, 2018, 10:52:59 am
There's actually already a Gamer civ. Making them look like Joker wouldn't be difficult, if that's what people want.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: pikachu17 on October 27, 2018, 02:41:44 pm
I think pigs should have a fleeing interaction that turns them into politicians.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: Talvieno on November 07, 2018, 06:47:49 pm
Hey, I remember this. :D This put a smile on my face to see.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: Enemy post on November 07, 2018, 11:15:15 pm
Welcome back! The mod's still weird, also sharks are in all the water now.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: voliol on November 08, 2018, 10:51:25 am
The gamer creature already has multiple castes and is in general very thoroughly done. Multiple castes have night creature tags that I'm not sure work well in conjunction with civilization (CRAZED, NIGHT_CREATURE_HUNTER, NIGHT_CREATURE_BOGEYMAN, SPOUSE_CONVERTER, SPOUSE_CONVERTED), but I suppose that might be oddly fitting.

Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: TheRedwolf on November 21, 2018, 01:06:58 pm
Fixed ninjas, and added a caveman race.http://dffd.bay12games.com/file.php?id=14120 (http://dffd.bay12games.com/file.php?id=14120)


Edit: credit where credit is due, I based my reactions and entity on the kobold kamp mod by Random_Dragon. Forgot to mention that due to my overrushing of the release and squashing bugs.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.1
Post by: voliol on November 24, 2018, 06:12:03 am
Spoiler: Tell me a duck story! (click to show/hide)

Spoiler: 2 (click to show/hide)
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.21
Post by: Enemy post on November 24, 2018, 02:09:16 pm
That sounds fun. Anyway, I'm not ignoring the recent submissions. I've PM'd Random_Dragon to see if he will give permission for us to use his work. When he replies, I'll finish up with implementing the new content.

What was wrong with ninjas before, Redwolf?

*Random_Dragon is fine with it, so I'll release the update soon.

**The update has been released. I made some minor edits to get everything working. In particular, the caveman language wasn't long enough. I used LangCreate (http://www.bay12forums.com/smf/index.php?topic=119625) by Talvieno to generate a full language for them using Redwolf's provided words as a base.

***Realized I broke some things. I'll upload a fix ASAP.

****Had a bit of computer trouble, but it's fixed now. I had accidentally left the cavemen as the playable civ after testing and creature_politics was duplicated.

*****Probably not worth bumping the thread for this, but I released a minor update. Making Primal taught me to make better dinosaurs, so I improved the lasersaurs to match my current standards. I also made some other minor tweaks.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 06, 2019, 10:04:34 am
With Necrothreat IV once more gloriously turned to ruin, anyone up for adding more goofyness to this mod as the wait for V begins?

I've got some ideas, but I'm far from a competent modder myself. Is it possible to add stuff like firebreathing to trees?

Here's some minor stuff I made referencing IV

Spoiler (click to show/hide)
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 06, 2019, 10:13:31 am
I'll add those when I get a chance. I can think of a couple ways to do the firebreathing tree idea. I think the most fun would be a treant-like creature. I'll make that too.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 06, 2019, 10:20:24 am
Necrothreat can never have enough fire. I can only imagine the gloriousness of trying to embark but being showered with napalm by the trees themselves.

Also, can siege engines be modded in? Can't for the world find the raws for them anywhere so I fear they can't be touched, but I was thinking of creating a Russian Botnet siege engine that fires deadly Mega-Shitpost Packets
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: TD1 on March 06, 2019, 10:20:55 am
Also, perhaps a race of deadly pandas?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 06, 2019, 10:38:10 am
Also, can siege engines be modded in? Can't for the world find the raws for them anywhere so I fear they can't be touched, but I was thinking of creating a Russian Botnet siege engine that fires deadly Mega-Shitpost Packets

Not without elaborate DFhack that I don't know how to do, but mechanical warbeasts are possible and capable of doing what you describe.

Also, perhaps a race of deadly pandas?

Good idea, but as we've seen pandas are already quite deadly. How should I make them more deadly? Maybe pandas that start out as necromancers?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 06, 2019, 06:26:19 pm
Also, can siege engines be modded in? Can't for the world find the raws for them anywhere so I fear they can't be touched, but I was thinking of creating a Russian Botnet siege engine that fires deadly Mega-Shitpost Packets

Not without elaborate DFhack that I don't know how to do, but mechanical warbeasts are possible and capable of doing what you describe.
Ah that's a shame. I'll try what I can with the mechanical warbeast though.

Also, I'm not sure how workshops are planned out as of now. Is there some sort of general tech/mech workshop present already for the things that are ingame (like laptops, shitposts, chainsaws and forumechs)?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 06, 2019, 07:46:15 pm
Yes, there's a tech lab and a magma tech lab. Forumechs are unrelated though. Those are acquired by buying them from caravans.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: pikachu17 on March 07, 2019, 01:28:24 pm
Is it possible to add stuff like firebreathing to trees?
I don't know for sure, but you know how leaves fall out of trees during the autumn? We could possibly have the trees have something similar and have them drop fireballs all the time. Are the firetrees going to be immune to fire, or be destroyed by their own flame?
Also, perhaps a race of deadly pandas?
Good idea, but as we've seen pandas are already quite deadly. How should I make them more deadly? Maybe pandas that start out as necromancers?
And to reference it even more, the necro-pandas should be indistinguishable from regular pandas except by their raising the dead.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: voliol on March 07, 2019, 01:58:32 pm
Maybe add [NOT_ALIVE] [OPPOSED_TO_LIFE] [SPHERE:WEALTH] [SUPERNATURAL] to the normal panda raws?
[NOT_ALIVE] [OPPOSED_TO_LIFE] should make it akin a zombie, and according to the wiki [SPHERE:WEALTH] and [SUPERNATURAL] should work in conjunction to turn it into a necrothreader.

Also, here (http://dffd.bay12games.com/file.php?id=14289)'s a reminder the new humble indie bundle is out (link to DFFD).
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: TD1 on March 07, 2019, 02:01:14 pm
Needless to say, they are also fairly rare.

How they'd get to the fortress is the question. Caged like the original (ie caravans) would be best, but as a reading beasty probably not possible.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 07, 2019, 02:27:41 pm
Is it possible to add stuff like firebreathing to trees?
I don't know for sure, but you know how leaves fall out of trees during the autumn? We could possibly have the trees have something similar and have them drop fireballs all the time. Are the firetrees going to be immune to fire, or be destroyed by their own flame?
This sounds like something wonderful! I imagine they'd be immune, as getting wood would become quite a burden otherwise. It would even make sense from an evolutionary point of view then.

If falling leaves can be modded like that, would that also mean there can be other syndromes added to them? That way, we could create some very nasty trees that induce things like bleeding, necrosis and other horrid stuff in autumn. It's gonna be a lot of !!FUN!! to have saplings of these trees suddenly popping up next to paths often used by forumites.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: TD1 on March 07, 2019, 02:37:35 pm
Armok trees which rain blood on passersby and Ur trees which give necrosis.

Ye gods the horror.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: pikachu17 on March 07, 2019, 03:30:17 pm
I don't think the 'leaves' can give syndromes. I think they might be able to be hot enough to start fires on the grass beneath them when they fall from [GROWTH_DROPS_OFF], and I think we can could have the trees rain blood-like substances on stuff. Not sure though, have not modded DF in a while.

Maybe we could have a growth with [GROWTH_ITEM:LIQUID_MISC:NONE:CREATURE_MAT:DWARF:BLOOD] or [GROWTH_ITEM:BOULDER:NONE:necrosis giving boiling material] and have it drop off immediately. I didn't really mess around with the growths even when I did mod the game.

If the boiling boulder syndrome method works, we could have the trees give the dwarves that breathe it in all the aspects of a necrothreader, or a vampire, or even a wereass.
...In fact, I'd like to vote on wereass trees being added if this is possible.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 07, 2019, 03:32:26 pm
These ideas are all great. I'll implement them as soon as all the ideas are in. Thank you for the potmen, Voliol. I wouldn't have thought of that. On the Armok/Ur trees, I wonder if it would be possible to make trees entirely out of blood or bones.

For the pandas, I like the idea of making a panda copy that is completely indistinguishable from the normal ones except for having identical traits to a Necrothreader. Them not being able to read won't be a problem, I'll just have them be born with the powers.

I'll also make them tamable to preserve the possibility of being sold one.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 07, 2019, 04:11:27 pm
On the Armok/Ur trees, I wonder if it would be possible to make trees entirely out of blood or bones.
If I recall correctly, from modding Dwarf Fortress From Scratch a long, long while ago, this should be possible. Might need another material for blood (clotted blood?), as I'm not sure how liquid trees would hold up, but bones should be possible.

'twas long ago, though, so I'm not entirely sure. The colors of the logs should be totally changeable at least, though.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: pikachu17 on March 07, 2019, 04:41:40 pm
Prototype bone tree. Note I am not currently able to test this, and that I don't really know what I am doing with plants.
Code: [Select]
[PLANT:BONE_TREE]
[NAME:ur's finger][NAME_PLURAL:ur's fingers][ADJ:ur's finger]
[BASIC_MAT:CREATURE_MAT:DWARF:BONE]
[SEED:bone chunk:bone chunks:0:0:0:CREATURE_MAT:DWARF:BONE]
[TREE:CREATURE_MAT:DWARF:BONE] I don't think it is usable for much.
[TREE_TILE:5]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:3]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[DRY]
        [EVIL]
[BIOME:ANY_TEMPERATE]
[SAPLING]
[GROWTH:SINEWS]
[GROWTH_NAME:sinew:sinews]
[GROWTH_ITEM:PLANT_GROWTH:NONE:CREATURE_MAT:DWARF:SINEW]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]I don't have the slightest clue what this is or does.
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1]
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH:BONE_CHUNK]
[GROWTH_NAME:bone chunk:bone chunks]
[GROWTH_ITEM:SEEDS:NONE:CREATURE_MAT:DWARF:BONE]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]

The prototype gore tree.
Code: [Select]
[PLANT:GORE_TREE]
[NAME:ur's omen][NAME_PLURAL:ur's omens][ADJ:ur's omen]
[BASIC_MAT:CREATURE_MAT:DWARF:MEAT]
[SEED:gore:gore:0:0:0:CREATURE_MAT:DWARF:MEAT]
[TREE:CREATURE_MAT:DWARF:MEAT] I don't think it is usable for much.
[TREE_TILE:5]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:3]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[DRY]
        [EVIL]
[BIOME:ANY_TEMPERATE]
[SAPLING]
[GROWTH:SINEWS]
[GROWTH_NAME:blood:blood]
[GROWTH_ITEM:LIQUID_MISC:NONE:CREATURE_MAT:DWARF:BLOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]I don't have the slightest clue what this is or does.
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1]
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:BONE_CHUNK]
[GROWTH_NAME:gore:gore]
[GROWTH_ITEM:SEEDS:NONE:CREATURE_MAT:DWARF:BONE]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 07, 2019, 09:07:47 pm
I tested the blood and gore trees. They work pretty well! I haven't made plants before, but these seem to be good. I did have to change the reference to dwarf meat to dwarf muscle. It didn't recognize meat alone. I'll also see about adjusting the color of the branches to an appropriate color scheme since they're still green. Aside from those issues, I think they work. Thank you for making them, Pikachu.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: pikachu17 on March 07, 2019, 09:14:13 pm
You are welcome.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: TD1 on March 08, 2019, 06:54:07 am
Forumite meat.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 08, 2019, 02:05:03 pm
Great work pikachu!

How are the spawn rates?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: voliol on March 08, 2019, 06:49:01 pm
Just a minor notice that that link from my last comment (http://dffd.bay12games.com/file.php?id=14289) was the raws of a creature for this mod.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 08, 2019, 07:08:49 pm
Thank you for the reminder, I'll grab those as soon as I start implementing things.

*I have begun working.

**The blood and gore trees are now red. I went ahead and allowed them to spawn near water as well as far away. I also removed their restriction to temperate biomes. They are also currently confined to Evil terrain. Is this intentional? Finally, I've made the potmen playable in Adventure mode and capable of joining civs. More testing is required, but I should be able to upload the changes tomorrow if nobody has any new additions and nothing unexpected happens.

***Unexpected things occurred today. I've got most things ready, but I need to finish up the necropandas and I'd like more time for testing.

****Necropandas are working, tomorrow I'll do some gameplay testing. The pandas are visually indistinguishable from regular pandas. I added the giant and man versions as well.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 10, 2019, 09:45:24 am
Great work Enemy post.

I was thinking about adding cars/motorcycles as tameable, mountable creatures to the game. I haven't the slightest clue on how to do body modding for stuff like that though. But the idea of free-roaming Nissans and politicians charging you with their armies of Humvees or the hippies using Volkswagen busses to carry their goods in caravans just makes me crack up.

Spoiler: Bodyless code for cars (click to show/hide)
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: TD1 on March 10, 2019, 10:21:07 am
Giant Necropandas.

What have we unleashed?

Good work indeed!
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 10, 2019, 10:23:57 am
Thanks for the contribution, Lemonpie! Actually, I already added motorcycles, and I've made cars before in my Half Life pack, so it should be easy to add them here. I'll make them separate creatures so that the various factions drive appropriate vehicles. If anyone has more ideas for cars, that'd be welcome. I want to add Trabants and police cars, but I'm not really a car guy so I could use the suggestions.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: voliol on March 10, 2019, 02:27:26 pm
If there's normal cars, the gunfolk should have tanks. Essentially, they would be two-wheeled cars with a cannon body part that can shoot globs of whatever as an interaction. The cavemen should have Flintstones cars (https://duckduckgo.com/?q=flintstones+car&atb=v95-5__&iar=images&iax=images&ia=images) as well, that I reckon should be just as fast as the cavemen's base speed, but I haven't watched the Flintstones, so I can't say for sure.

Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 10, 2019, 09:32:07 pm
I've almost got the first car working. I'm making a generic one first, so that I can see what works and then copy/modify it to make all the specific ones. I have a question, though. Should cars and motorcycles be able to breed? I could give them genders to allow it, or I could make them genderless. Genderless cars would be a bit more "realistic", but gendered cars would allow our forumites to have pet car puppies. Also, if we give them the ability to breed, should they lay eggs? It's not essential that they breed, we can still capture wild Mustangs or buy cars from merchants either way.

I feel MottledPetral's memorable conversation on lawnmower reproduction deserves a link here. (http://www.bay12forums.com/smf/index.php?topic=167813.msg7597165#msg7597165)

*The generic car has been completed. Oh, by the way, thanks for the suggestions Voliol.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: TD1 on March 11, 2019, 05:10:44 am
I'd say no reproduction, personally
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 11, 2019, 06:37:43 am
I agree with not having them reproduce as well
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: pikachu17 on March 11, 2019, 01:13:51 pm
**The blood and gore trees are now red. I went ahead and allowed them to spawn near water as well as far away. I also removed their restriction to temperate biomes. They are also currently confined to Evil terrain. Is this intentional?
They are trees made of bone and muscle. I think that sounds evil-aligned, but it is not necessary for that to be the case.

About automobiles, politicians should get limousines; cavemen should get the Flintstones type car; Threadromancers should get either ambulances, food trucks, or meatmobiles; trolls should have something that's named something but actually is something else, for the lulz; Haxxors should get the spy movie hacker van that they always have the hacker sit in while someone infiltrates; Gamers should have a wide variety of gaming-related vehicles; Gunfolk should have tanks. No idea what ninjas should have.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 11, 2019, 03:26:12 pm
No idea what ninjas should have.
A Japanese brand I imagine. Toyota, Honda, Daihatsu, Nissan, Suzuki, Mazda and Mitsubishi are all Japanese according to google.

I vote for Nissan
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 11, 2019, 10:32:55 pm
Thanks for the ideas, I'll get to work on implementing them. Got distracted today, but I'll see about getting the first few cars done.

*Alright, I worked for a bit and got Nissans, limos, and the Trabant done. This shouldn't take too long. Any objects to making the Trabant the standard car for forumites?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Lord_lemonpie on March 12, 2019, 07:34:32 pm
Trabants fit the forumites perfectly!
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.22
Post by: Enemy post on March 12, 2019, 10:35:01 pm
Thanks. I'm working on the cars again. One left for the basic designs, then I'll assign the cars to civs, do a bit of basic testing and then maybe release. I still need to do more testing in advance of Necrothreat V, but I figure it would be counterproductive to prevent others from seeing the work.

Also, I made the troll invaders immune to fire for some reason.

*I've released the new version. The new features are  Tear of Omer and eye of the Bear gems, fossil bone, bonium, Necropandas, Potmen, Gore trees and cars. The cars I added were Nissans, limos, Trabants, police cars, Teslas, ambulances, hippie vans, Humvees, hacker vans, tanks, Halo Warthogs, Flintstones cars, simple generic cars, and fire trucks.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: voliol on March 16, 2019, 02:24:30 am
I've been looking through the raws, and the gun people do both have various positions specified (top gun, gun lord, gun lord, sheriff), and [VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]. Won't the latter override the former?

Also, gamers have fedoras specified for them two times in their raws, and the hellakopters have an extra copy of [ACTIVE_SEASON:SUMMER][ACTIVE_SEASON:SPRING][ACTIVE_SEASON:AUTUMN][ACTIVE_SEASON:WINTER] at the end of theirs.
 
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: Enemy post on March 16, 2019, 09:52:21 am
I've been looking through the raws, and the gun people do both have various positions specified (top gun, gun lord, gun lord, sheriff), and [VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]. Won't the latter override the former?

Also, gamers have fedoras specified for them two times in their raws, and the hellakopters have an extra copy of [ACTIVE_SEASON:SUMMER][ACTIVE_SEASON:SPRING][ACTIVE_SEASON:AUTUMN][ACTIVE_SEASON:WINTER] at the end of theirs.

Thanks for checking. On the first point, in most cases you'd be correct, but according to the wiki defined positions override randomly generated ones. I know I've seen the gun people leaders in gameplay before. I'll take care of those other two issues next time I update.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: TheRedwolf on March 18, 2019, 10:21:39 pm
I am going to update my doggos (from a mod of ungodly age) for addition to this big mod. I also am going to fix the numerous bugs. Are y’all okay with that?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: Enemy post on March 18, 2019, 11:28:04 pm
Sure, that sounds helpful. Thanks!
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: SQman on March 30, 2019, 03:59:36 pm
Anyone remembers the old Inglip captcha comics of 2011?
Well, I attempted to recreate one of the most iconic items from their deep lore and I didn't really know what to do with the result, so I thought dropping it here would be as good an idea as any.

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_PAILBAT]
[NAME:pailbat:pailbats]
[SIZE:750]
[SKILL:MACE]
[TWO_HANDED:30000]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:100:bash:bashes:bat:2200]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:100:whack:whacks:pail:1750]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: Enemy post on March 30, 2019, 05:36:42 pm
Thanks, I'll add that to the mod. Which civs should have it?
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.3
Post by: SQman on March 31, 2019, 02:47:08 am
Truth be told, I haven't thought that far ahead. It's a bat with a bucket attached to it; I'm sure it will fit somewhere.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.31
Post by: Enemy post on March 31, 2019, 09:08:26 am
Alright. I'll give it to the goblins and thread necromancers, then.

*I added the pailbats to the game.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.31
Post by: voliol on April 11, 2019, 02:07:21 pm
Seeing as the raws were all uneven, and honestly quite messy, I made an effort in cleaning them up. All of them. Kind of.
Here comes two lists, one containing what I have done, and the other what I have not.

What I have done:*These were done haphazardly as I encountered them. I can not guarantee all cases to be fixed, and I'm kind of sorry for possibly making even more of a chaotic mess. I do argue parts being more towards order always helps though. Maybe.

What I have not done:
And here's the DFFD link: http://dffd.bay12games.com/file.php?id=14333

Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.4 - In which Voliol fixes the unfixable
Post by: Enemy post on April 11, 2019, 03:29:50 pm
Wow, this is great! Thanks for cleaning things up. I've uploaded the new version.

Seriously, great job. That must have been a major pain to deal with. Especially the creatures with a lot of castes. I didn't think anyone was ever going to do it.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.4 - In which Voliol fixes the unfixable
Post by: voliol on April 12, 2019, 03:59:38 am
Haha, thank you :)

Note the "this was done on a not-brand-new version", i.e. I'm not sure where the pailbats should be, but make sure they are in. Also, the "README_2_README_FIRST.txt" file can be deleted, it was just a little something to make sure you could differentiate between this cleaned version and the current one when merging them. I would also keep all possible info in the changelog, separated by update, not just that of the most recent one.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.4 - In which Voliol fixes the unfixable
Post by: Lord_lemonpie on April 12, 2019, 06:08:45 am
Great work!
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.4 - In which Voliol fixes the unfixable
Post by: Enemy post on April 12, 2019, 09:40:31 am
Haha, thank you :)

Note the "this was done on a not-brand-new version", i.e. I'm not sure where the pailbats should be, but make sure they are in. Also, the "README_2_README_FIRST.txt" file can be deleted, it was just a little something to make sure you could differentiate between this cleaned version and the current one when merging them. I would also keep all possible info in the changelog, separated by update, not just that of the most recent one.

Good catch on the pailbats, they were erased by the update. I'll put them back in a bit. I'll copy the changelog from the OP to the one in the download.
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.4 - In which Voliol fixes the unfixable
Post by: voliol on April 13, 2019, 12:24:37 pm
While politicians speaking goblin speech was funny, I reckoned they should have their own tongue.
Made using DFlang and a list of the 116th United States Congress' members' names, I present to you: language_CONGRESS (http://dffd.bay12games.com/file.php?id=14337)
Title: Re: [Community Mod 44.12] Teh LOLmod 1.8.4 - In which Voliol fixes the unfixable
Post by: Enemy post on April 13, 2019, 12:31:07 pm
That's brilliant and I can't wait to look through it.

*The new language has been added.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.42 - In which Voliol fixes the unfixable
Post by: Lord_lemonpie on April 15, 2019, 07:10:13 am
Not sure if they're added, but there's some new words in the raws that I don't think DFLang picks up on. They were missing in the haxxor language for quite some time, which resulted in some weird looking blank spots within names. Nothing game breaking though.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.42 - In which Voliol fixes the unfixable
Post by: voliol on April 15, 2019, 07:46:50 am
I tried using the language_words that came with Teh LOLmod when telling DFlang which words to use, so there should be words for taco, video games etc.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.42 - In which Voliol fixes the unfixable
Post by: voliol on April 21, 2019, 01:17:09 pm
Dwarf Fortress is kind of a progenitor to Minecraft, and Minecraft is digital legos. Dwarffortress is also digital, and thus Dwarf Fortress should have legos. Also other generic plastics that could be used in the future for making various stuff. Here's a link. (http://dffd.bay12games.com/file.php?id=14353)
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.42 - In which Voliol fixes the unfixable
Post by: Enemy post on April 21, 2019, 03:00:45 pm
You've been doing some excellent work lately. I'll add the legos when I get a chance.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.42 - In which Voliol fixes the unfixable
Post by: voliol on April 23, 2019, 12:44:15 pm
Well, it's a good thing you hadn't added those lego raws yet, because they were riddled with bugs. On the bright side, those bugs are now fixed and I added lego alloys for mined data and bonium, and here is the download: http://dffd.bay12games.com/file.php?id=14354
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.43
Post by: Enemy post on April 23, 2019, 12:46:45 pm
Thanks. My computer fell apart on me, but after I'm done fixing it I'll add your legos.

*Sorry for the wait. The legos have been added.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.43
Post by: voliol on April 27, 2019, 09:54:28 am
I had another goal than the legos when first envisioning this plastic pack. Namely, the prospect of corrugaphones.
Spoiler (click to show/hide)
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: Enemy post on April 27, 2019, 10:11:46 am
Alright, they're in.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: Asin on May 04, 2019, 01:59:17 pm
Question: How many civs are there and what sort of creatures inhabit these civs?
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: voliol on May 04, 2019, 02:11:22 pm
There are 14 civ types: forumites, hippies, humans, goblins, kobolds, ninjas, politicians, necrothreaders, trolls, haxxors, gamers, hellacopters, gunfolk, and cave men.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: pikachu17 on May 06, 2019, 12:22:45 pm
Hey, I got an idea. A curse that makes the cursed turn into a troll at the full moon. "Urist was cursed to forever stalk the internet, seeking Lulz."
The hippies should have a pet tree, which has an interaction that gives the hippies an interaction to hug the tree, or the hippies should just start with the tree-huggin interaction.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: voliol on May 06, 2019, 01:32:47 pm
Something like this?
Spoiler (click to show/hide)
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: Enemy post on May 06, 2019, 10:58:02 pm
I'll get these added soon.

*I tested the treants and fixed a few bugs. I found in testing that they are surprisingly weak, with unarmed peasants being able to easily tear them apart. I can fix this, but I wanted to check if you wanted me to or if you'd prefer them to be fragile.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: voliol on May 07, 2019, 11:57:30 am
Oh, that's fine by me, really. I'm kind of surprised though, I'd expected wood to be stronger than that. Arguably they could be made much larger as well, I just put in the size of giant tigers because the treants were as big as those in 23a.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: Enemy post on May 07, 2019, 12:09:53 pm
Generally, anything made of a single material is much weaker than you'd expect because the game concentrates the full force of any hits on the single layer of material. I'll see about making them a bit tougher.

*I've figured out part of the problem. Their size tokens are missing a zero, so instead of a size they just have a note saying that they take 1894500 days to fully grow. They're still weak though, so I'll see if I can improve them. At the moment, fights between them and peasants either end in a mutual kill or a victory for the peasant.

**Ok, I see two ways I can improve their odds. #1, I could rework their bodies to have more layers, a bit like a forumech. #2, I could give them more bodyparts so they aren't always getting hit somewhere essential. Which would you prefer? I could also do both.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: Glass on May 10, 2019, 10:25:21 am
1. Maybe add multiple wood layers? Is that an option?
2. "Legos". You mean caltrops.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.44
Post by: Enemy post on May 10, 2019, 12:01:20 pm
Oops, I forgot about the treants. I'll get back on it.

*Alright, I tried to find an easier way, but I couldn't get it to work. I'll just need to build them a real set of materials in the same style as the forumechs.

**Hey, I finally figured it out! I looked at the Hambinger of Baconing to figure out how to give them a two-layer body. They now have a more functional layer of wooden tissue inside them and a protective skin of bark. With that and proper connections, they react to damage properly. I'll give them a bit more testing and then probably release.

***Alright, the new content is finished and uploaded. Sorry for taking so long on that.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.45
Post by: voliol on May 21, 2019, 09:23:47 am
Pandas should have
Code: [Select]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen panda's milk]
[STATE_ADJ:ALL_SOLID:frozen panda's milk]
[STATE_NAME:LIQUID:panda's milk]
[STATE_ADJ:LIQUID:panda's milk]
[STATE_NAME:GAS:boiling panda's milk]
[STATE_ADJ:GAS:boiling panda's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:panda cheese]
[STATE_ADJ:SOLID:panda cheese]
[STATE_NAME:SOLID_POWDER:panda cheese powder]
[STATE_ADJ:SOLID_POWDER:panda cheese powder]
[STATE_NAME:LIQUID:melted panda cheese]
[STATE_ADJ:LIQUID:melted panda cheese]
[STATE_NAME:GAS:boiling panda cheese]
[STATE_ADJ:GAS:boiling panda cheese]
[PREFIX:NONE]
in reference to these commercials (Panda Cheese, youtube (https://www.youtube.com/watch?v=XYz3sl0LEA4)). I suppose the evil pandas should have it as well. Or maybe just the evil pandas should have it, but I worry it wouldn't really be available then, and thus lost on the player.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.45
Post by: Enemy post on May 21, 2019, 11:12:26 am
Those commercials are funny. The change has been uploaded.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: voliol on May 25, 2019, 01:19:17 pm
I'm thinking of adding more cooking stuff and specific recipes to the mod (burgers, hot dogs, burger kingtm burgers etc.), however, there are several methods for doing this. I've not fully tested them out, but there are seemingly three (3) different ways of implementing new food items, and I'd like you to help me choose between them. I will be using burgers for the examples below.

1.  With this method you can make burgers from any meat-bearing animal, but the burgers are all the same (cow meat => burger, tiger meat => burger). Old raws won't have to be edited at all, and the result is fully compatible with any mod.

2. With this method you can make burgers from a few specified meat-bearing animals, but each animal gives a specific burger (cow meat => cow burger, tiger meat => tiger burger). Old raws will have to be edited for any animal you want to make burgers out of, and this can conflict with any mod editing those raws.

3. With this method you can make burgers from any meat-bearing animal, and each animal gives a specific burger (cow meat => cow burger, tiger meat => tiger burger). However, the very basal b_detail_plan_default.txt will be edited, and this can conflict with any mod editing it.

Things to consider:
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: Enemy post on May 25, 2019, 01:39:32 pm
I think 3 is best. This mod already edits vanilla raws, so doing it more shouldn't be a problem.

Thank you for doing this!
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: pikachu17 on May 29, 2019, 12:14:00 pm
Can there be a syndrome that turns characters that eat their own kinds meat into wendigoes? I understand that there aren't many ways to eat sentient meat, let alone your own kind's, but it is possible in even vanilla DF.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: voliol on May 29, 2019, 01:12:00 pm
You could have a syndrome associated to, say, dwarven meat that turns the afflicted into a wendigo, and restrict it to only affect dwarves. And so on with other sentient species. You'd have to specify the syndrome for each and every sentient you want to be wendigo-turnable though.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: pikachu17 on May 29, 2019, 02:16:42 pm
I could code this, but I haven't coded DF in a while, and would prefer if someone else would code it.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: brolol.404 on May 29, 2019, 06:57:52 pm
I could code this, but I haven't coded DF in a while, and would prefer if someone else would code it.

maybe this... not tested though and just came up with it quickly.

interaction_wendigo

[OBJECT:INTERACTION]

[INTERACTION:wendigo_DWARF_WENDIGO]
   [I_SOURCE:INGESTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_AFFECTED_CREATURE:DWARF:ALL]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:wendigo dwarf]
      [SYNDROME]
         [SYN_NAME:wendigo dwarf]
         [CE_BODY_TRANSFORMATION:START:0:CE:CREATURE:wendigo_WENDIGO_DWARF:ALL]
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: Enemy post on May 29, 2019, 09:46:14 pm
Thanks for the help, Brolol. We'll need more work to get the full version made, however.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: brolol.404 on May 30, 2019, 06:25:58 am
Here is a wendigo creature template. Someone else will have to take over from here if they want to see this idea come to life.

creature_wendigo

[OBJECT:CREATURE]

[CREATURE:wendigo_WENDIGO_DWARF]
   [COPY_TAGS_FROM:DWARF]
   [CV_REMOVE_TAG:INTELLIGENT]
        [CV_REMOVE_TAG:CAVE_ADAPT]   
        [CV_REMOVE_TAG:DIURNAL]
   [APPLY_CURRENT_CREATURE_VARIATION]
   [GO_TO_START]
   [NAME:dwarf wendigo:dwarf wendigos:dwarf wendigo]
   [CASTE_NAME:dwarf wendigo:dwarf wendigos:dwarf wendigo]
   [GENERAL_CHILD_NAME:dwarf wendigo:dwarf wendigos:dwarf wendigo]
   [DESCRIPTION:A crazed blood thirsty wendigo]
   [CREATURE_TILE:'w']
   [CARNIVORE]
        [LARGE_PREDATOR]
        [CRAZED]
   [GO_TO_END]
        [NOCTURNAL]
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: voliol on August 09, 2019, 06:43:30 am
After not having access to a proper computer/my DF files for a few months I am back and finalizing the food stuff. It should be done within a few days, all that's left that I know of is testing.

Also, while doing so I encountered some bugs, namely that the forumites (and other civs) don't have any of the plastic/lego reactions, so that should either be added now separately, or I'll add them myself with the food reactions. Doing it now on the forum (or later on the forum) would have the up-side of being able to discuss which civs get to have which reactions.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: Enemy post on August 09, 2019, 09:51:53 am
Thanks for the heads-up.

I'd think that the appropriate races to have plastic would be the forumites, humans, hippes, necrothreaders, trolls, haxxors, gamers, and goblins. Just my opinion, though.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: voliol on August 11, 2019, 12:26:13 pm
Another heads-up. I've implemented hamburgers (2 types), sausages that can be made into hot dogs (which can be garnished with ketchup), and chips and fries from a selected few tubers and roots. There's also milling salt, and a creature called a bun-ny that you get hamburger and hot dog buns from. I want to talk about two things in this post.

First, if there are any recipes you want implemented I could do it now while I'm at it. Maybe some civ-specific ones? I've already made veggie burgers for the hippies.

Second, what do you guys know about stockpile options in DF modding? I've looked through them but I'm not sure what/which categor(y/ies) I should use for the new food items. From what I've obtained from the wiki material definition tokens (https://dwarffortresswiki.org/index.php/DF2014:Material_definition_token) is the main method for deciding what stockpile option they should appear under, but there's also the item type (https://dwarffortresswiki.org/index.php/DF2014:Item_token)... Well, it's not too bad, worst case scenario I just turn them all into cheese items that should be categorized under cheese, I'm pretty sure that would work.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: Enemy post on August 11, 2019, 08:17:20 pm
I like the ideas. Sorry I don't have much of anything useful to add. I haven't done anything with stockpiles, and I don't have any food ideas right now.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: voliol on August 26, 2019, 12:53:50 pm
So I am horrible at time estimations. At first, it was just me procrastinating after finding some inexplicable bugs, ones that didn't show up in the error log and that I had no experience solving. Basically, some new reactions would not work, either by not outputting anything or seemingly not recognizing available reagents. But then school started, and I currently find myself lacking both in time and energy to focus on those bugs.

I am sorry for this, but I don't think I can do much but upload the still buggy files so they can be salvaged for their functioning parts, or the bugs be fixed. As a bonus, I have included a tutorial/master file that I wrote before encountering these bugs and still had time to spare. It might include some errors, as being written before the bugs, but it should prove helpful for whomever takes a look at this. I also fixed some minor bugs while altering the files for the cooking, so unless the bug resides there, try to use them.

The download (DFFD) (http://dffd.bay12games.com/file.php?id=14519)
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.451
Post by: Enemy post on August 26, 2019, 04:51:17 pm
Sorry it didn't work out for you. I'll see what I can do with these when I get a chance.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.5
Post by: Enemy post on October 15, 2019, 11:11:17 pm
I'm happy to announce that the mod has been updated with Voliol's new cooking recipes for hamburgers, hot dogs, and more. Lego items have been added as well.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.5 - Order up!
Post by: pikachu17 on January 31, 2020, 12:39:19 pm
There needs to be a Chad creature with the ability to summon creatures that are FEMALE and INTELLIGENT.
Also, I think there are creatures that can summon easier now.
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.5 - Order up!
Post by: Enemy post on January 31, 2020, 12:58:05 pm
I'd rather delay working on summoned creatures a bit, to see if Toady changes the rules for how they work per the modder requests.

I really need to get to work on updating this mod soon. I'll do it after I finish some other modding projects, including tracking down Jawa Fortress' really difficult crash bug.

I'll also update my ACP before this. I think it'll be best if I familiarize myself with the new raws before I update this for Necrothreat V(?).
Title: Re: [Community Mod 44.12]Teh LOLmod 1.8.5 - Order up!
Post by: pikachu17 on January 31, 2020, 01:18:46 pm
I'd rather delay working on summoned creatures a bit, to see if Toady changes the rules for how they work per the modder requests.

I really need to get to work on updating this mod soon. I'll do it after I finish some other modding projects, including tracking down Jawa Fortress' really difficult crash bug.

I'll also update my ACP before this. I think it'll be best if I familiarize myself with the new raws before I update this for Necrothreat V(?).
In this case, we don't need the MAGICAL workaround anyway. As long as he doesn't remove IE_CREATURE_CASTE_FLAG, it'll probably work. It is summoning random intelligent females after all, not specific ones.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 05, 2020, 06:50:10 pm
I've finished updating this to 47.01. Let me know if there's any problems. The "girlfriend summoning" spell didn't seem to be working, so I left it out. The armed bears are in though, along with some new powers for high lord threadromancers.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: pikachu17 on February 05, 2020, 09:38:14 pm
I've finished updating this to 47.01. Let me know if there's any problems. The "girlfriend summoning" spell didn't seem to be working, so I left it out. The armed bears are in though, along with some new powers for high lord threadromancers.
What wasn't working with girlfriend summoning?
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 05, 2020, 09:49:05 pm
I tried summoning creatures with the INTELLIGENT and FEMALE tags, but only got completely random ones.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: pikachu17 on February 05, 2020, 10:01:58 pm
This seems to summon something about right.
Code: [Select]
[INTERACTION:SUMMON_GIRLFRIEND]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:A]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_TIME_RANGE:200:300] [IE_MAKE_PET_IF_POSSIBLE]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_SPEAKS]
[IE_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_LEARNS]
[IE_CREATURE_CASTE_FLAG:HAS_FEMALE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 05, 2020, 10:08:30 pm
Thanks. I'll add that shortly.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: pikachu17 on February 05, 2020, 10:08:56 pm
Thanks. I'll add that shortly.
I've edited it a bit
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 06, 2020, 11:36:36 am
I tried the new interaction. It still seems to ignore if the summoned creature is female or not. Also, I removed the MAKE_PET_IF_POSSIBLE flag. It caused crashes upon viewing the descriptions of the summoned creatures.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: pikachu17 on February 06, 2020, 01:12:31 pm
Does [IE_CREATURE_FLAG:HAS_FEMALE] instead of [IE_CREATURE_CASTE_FLAG:HAS_FEMALE] work?
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 06, 2020, 01:22:18 pm
Sorry, it doesn't seem to do it. The INTELLIGENT restriction is working, but not the female one.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: TD1 on February 06, 2020, 02:46:23 pm
You're a treasure, EP.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Untrustedlife on February 06, 2020, 02:53:11 pm
This seems to summon something about right.
Code: [Select]
[INTERACTION:SUMMON_GIRLFRIEND]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:A]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_TIME_RANGE:200:300] [IE_MAKE_PET_IF_POSSIBLE]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_SPEAKS]
[IE_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_LEARNS]
[IE_CREATURE_CASTE_FLAG:HAS_FEMALE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]

[IE_CREATURE_CASTE_FLAG:HAS_FEMALE]
SHould definitely be
[IE_CREATURE_CASTE_FLAG:FEMALE]

FEMALE is the name of the Token, not HAS_FEMALE

Wiki:
(https://i.imgur.com/ZxXhc4c.png)

Change it to that and it will work. Guarenteed
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 06, 2020, 03:04:26 pm
You're a treasure, EP.

Thanks for saying that, means a lot. Makes doing this feel worthwhile.

[IE_CREATURE_CASTE_FLAG:HAS_FEMALE]
SHould definitely be
[IE_CREATURE_CASTE_FLAG:FEMALE]

FEMALE is the name of the Token, not HAS_FEMALE

Wiki:
(https://i.imgur.com/ZxXhc4c.png)

Change it to that and it will work. Guarenteed

I've tried it both ways, it doesn't seem to work. I'm not sure it's possible to specifically summon female creatures, unless you targeted an all-female race.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Untrustedlife on February 06, 2020, 03:08:30 pm
You're a treasure, EP.

Thanks for saying that, means a lot. Makes doing this feel worthwhile.

[IE_CREATURE_CASTE_FLAG:HAS_FEMALE]
SHould definitely be
[IE_CREATURE_CASTE_FLAG:FEMALE]

FEMALE is the name of the Token, not HAS_FEMALE

Wiki:
(https://i.imgur.com/ZxXhc4c.png)

Change it to that and it will work. Guarenteed

I've tried it both ways, it doesn't seem to work. I'm not sure it's possible to specifically summon female creatures, unless you targeted an all-female race.

FEMALE exists on the CASTE level and IE_CREATURE_CASTE_FLAG checks on the caste level.  Give me a day, ill try it. I am sure this will work. Please just try it.


Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Untrustedlife on February 06, 2020, 03:22:04 pm
This worked fine for me, remember that animal men dont get called animal woman, it will say [animal name] man but when you examine them you will see they are female, i tested this in the arena it worked perfectly so just override your interaction with this:

Code: [Select]
[INTERACTION:SUMMON_GIRLFRIEND]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_TIME_RANGE:200:300]
      [IE_MAKE_PET_IF_POSSIBLE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_SPEAKS]
[IE_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_LEARNS]
[IE_CREATURE_CASTE_FLAG:FEMALE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]

I removed your extra i_target, and removed SMALL_RACE as that doenst actually exist as a token and made it check for FEMALE. It worked perfect.
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Untrustedlife on February 06, 2020, 03:23:39 pm
You're a treasure, EP.

Thanks for saying that, means a lot. Makes doing this feel worthwhile.

[IE_CREATURE_CASTE_FLAG:HAS_FEMALE]
SHould definitely be
[IE_CREATURE_CASTE_FLAG:FEMALE]

FEMALE is the name of the Token, not HAS_FEMALE

Wiki:
(https://i.imgur.com/ZxXhc4c.png)

Change it to that and it will work. Guarenteed

I've tried it both ways, it doesn't seem to work. I'm not sure it's possible to specifically summon female creatures, unless you targeted an all-female race.
^^^^^ use the interaction i posted above
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 06, 2020, 03:31:29 pm
I tried it, but I still get both male and female summons. Are you sure you're getting only females? It certainly summons random humanoids, but it seems like a coin flip on whether or not they're female. This is the interaction I gave the chad creature.

Code: [Select]
[CAN_DO_INTERACTION:SUMMON_GIRLFRIEND]
[CDI:ADV_NAME:Summon]
[CDI:VERB:summon:makes a summoning gesture:NA]
[CDI:WAIT_PERIOD:100]

And this is the full interaction in interaction_lolmod.

Code: [Select]
[INTERACTION:SUMMON_GIRLFRIEND]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_TIME_RANGE:200:300]
      [IE_MAKE_PET_IF_POSSIBLE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_SPEAKS]
[IE_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_LEARNS]
[IE_CREATURE_CASTE_FLAG:FEMALE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Untrustedlife on February 06, 2020, 03:40:10 pm
I tried it, but I still get both male and female summons. Are you sure you're getting only females? It certainly summons random humanoids, but it seems like a coin flip on whether or not they're female. This is the interaction I gave the chad creature.

Code: [Select]
[CAN_DO_INTERACTION:SUMMON_GIRLFRIEND]
[CDI:ADV_NAME:Summon]
[CDI:VERB:summon:makes a summoning gesture:NA]
[CDI:WAIT_PERIOD:100]

And this is the full interaction in interaction_lolmod.

Code: [Select]
[INTERACTION:SUMMON_GIRLFRIEND]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_TIME_RANGE:200:300]
      [IE_MAKE_PET_IF_POSSIBLE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_SPEAKS]
[IE_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_CREATURE_CASTE_FLAG:INTELLIGENT_LEARNS]
[IE_CREATURE_CASTE_FLAG:FEMALE]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]

Okay i tested with 8 girlfriendomancers, and all of them except one got a female. SO yes, it does appear to not work. Sometimes. You should report this as a bug on the tracker and in the announcement thread. Sorry for doubting you. Must be checking all the creatures castes instead of only grabbing the specific castes.

In the mean time maybe create a girlfriend creature  and use that instead, you can in fact summon specific creatures we found that out a few days ago.

Code: [Select]
[INTERACTION:SUMMON FEMALE HUMAN]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
[CREATURE:HUMAN:FEMALE]
      [IE_TIME_RANGE:200:300]
[IE_MAKE_PET_IF_POSSIBLE]
Title: Re: [Community Mod 47.01] Teh LOLmod 1.8.6
Post by: Enemy post on February 06, 2020, 04:04:54 pm
Alright, they'll summon female humans for now. I also added an interaction for the stacys to summon male humans. I removed the MAKE_PET_IF_POSSIBLE bit, because it causes Arena crashes.

*I posted the update.
Title: Re: [Community Mod 47.02] Teh LOLmod 1.8.62
Post by: TheRedwolf on February 18, 2020, 05:47:55 pm
After an Eternity of stagnation i return! with an actualy unique addition!
http://dffd.bay12games.com/file.php?id=14825 (http://dffd.bay12games.com/file.php?id=14825)
adds Turret and Supporter Summon interactions for certain Politician Castes, the Tower Defence Gamer, A summon conscripts interaction for the RTS gamer, and OBAMIUM!
Title: Re: [Community Mod 47.02] Teh LOLmod 1.8.62
Post by: Enemy post on February 18, 2020, 05:54:10 pm
Thanks! I'll test these and get them added soon.
Title: Re: [Community Mod 47.02] Teh LOLmod 1.8.62
Post by: TheRedwolf on February 18, 2020, 06:02:49 pm
The Polititians with new interactions i can remember are
Obama: Obama Prism
Trump: Build Wall
Bernie: summon supporters
The Libertarian one i forgot the Name of: summon supporter
Ted Cruz: Zodiak Stealth
Title: Re: [Community Mod 47.02] Teh LOLmod 1.8.63
Post by: Enemy post on February 19, 2020, 08:06:32 pm
TheRedwolf's new content has been added to the mod.
Title: Re: [Community Mod 47.02] Teh LOLmod 1.8.63
Post by: voliol on March 30, 2020, 04:16:03 am
A few fixes/additions that could be made before NecroThreat V commences:
How come the meme-faces have large eye teeth, by the way, is it intentional?
Title: Re: [Community Mod 47.02] Teh LOLmod 1.8.63
Post by: Enemy post on March 30, 2020, 11:18:07 am
Good suggestions, I’ll add them before Necrothreat V starts up.

I don’t think I was involved with the meme faces besides trollface, so I wouldn’t know. Trollface is modeled on a hungry head however, so I suspect it’s a relic of that.

*The edits have been done.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.64
Post by: voliol on April 02, 2020, 01:01:15 pm
Trying to cram stuff in before the generation of the new world :p. I added Bloomberg, Buttigieg and Gabbard to the politician caste list, with ten quotes each.
To be honest, searching for good/memeable quotes is kind of tiring, and I don't have much of a grip on Klobuchar, so anyone can feel free to do her in my stead. Warren could also use some 2020 quotes, as I added some to Biden and Sanders. Gabbard has maxed-out willpower. 

Here it is: http://dffd.bay12games.com/file.php?id=14983
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.64
Post by: Enemy post on April 02, 2020, 02:56:56 pm
Thanks, I'll add those shortly. Gabbard's willpower is funny. I just used Wikiquote for most of the originals. I don't feel like we really need to do Klobuchar. She seems like she won't be remembered very much soon, unless Biden picks her for VP.

*It's done.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: pikachu17 on April 02, 2020, 03:37:30 pm
Can the old version of movie sonic be a semimegabeast?
And maybe Bowsette?
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: Enemy post on April 02, 2020, 07:25:06 pm
I'll add them if you'd like to make them, but I don't feel like modding at the moment.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: pikachu17 on April 10, 2020, 01:54:51 pm
I don't really feel like modding either, unfortunately.
Necrothreat V hasn't started yet, right?
I think maybe we should make female cats geldable, mostly so catsplosions won't occur, and also because I want to see the first person to realize that female cats are geldable because they hadn't seen anything about that beforehand.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: Enemy post on April 10, 2020, 02:06:00 pm
I'm not sure why we'd do that. Male cats are already geldable. Is there a meme about that or something?

Anyway, I'm pretty content with the current amount of stuff in the mod. We've made a lot of additions in the more than three years since Necrothreat IV.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: pikachu17 on April 10, 2020, 06:59:59 pm
Traders can bring male cats in cages, and apparently they can impregnate your female cats before you buy them, while you obviously can't geld them.
Gelding female cats eliminates this problem.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: Enemy post on April 11, 2020, 10:40:26 am
I guess I'll add that before we start, then.

*Hey, before we start, would there be interest in a "veterinarian forumech" based on this other mod I made? (http://www.bay12forums.com/smf/index.php?topic=175482.0)
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: Lord_lemonpie on April 15, 2020, 08:02:01 am
Traders can bring male cats in cages, and apparently they can impregnate your female cats before you buy them, while you obviously can't geld them.
Gelding female cats eliminates this problem.
Didn't DF2014 get rid of "Spore Breeding"? Wiki now lists that breeding creatures must be in adjacent tiles too.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: Enemy post on April 15, 2020, 09:32:39 am
If that's the case, then I won't add the tag.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.65
Post by: voliol on April 15, 2020, 09:47:04 am
Traders can bring male cats in cages, and apparently they can impregnate your female cats before you buy them, while you obviously can't geld them.
Gelding female cats eliminates this problem.
Didn't DF2014 get rid of "Spore Breeding"? Wiki now lists that breeding creatures must be in adjacent tiles too.
I have been playing since the early days of DF2014, and have never personally experienced a full catsplosion. I have feared it sometimes, but gelding the male cats of the fort did the trick for me. Caravan cats might have been a problem, were it not for spore-breeding being removed, but I have no way of knowing this. Either way, with TLM adding diversity to the pets caravans can bring I see this being even less of a problem than it is in vanilla.

pikachu17's reason of wanting to see the first discoverer's reaction, is valid though.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: Enemy post on April 15, 2020, 12:39:57 pm
I guess I don't really get why it's funny, but geldable female cats have been added per Pikachu17's suggestion. I've also added gharials simply because I like them.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: TD1 on April 23, 2020, 04:14:43 pm
Personally, I'm still invested in the idea of Necropandas.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: Enemy post on April 23, 2020, 04:24:39 pm
I think I already did those a while back.

They look exactly like regular pandas.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: TD1 on April 23, 2020, 04:39:05 pm
Dear lord.

What have we wrought.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: pikachu17 on April 23, 2020, 06:36:35 pm
Dear lord.

What have we wrought.
Armok's work, Th4DwArfY1, Armok's work.

Hope a necropandaman joins a civilization.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: Lord_lemonpie on May 13, 2020, 06:12:26 pm
As I've experienced in a personal fort, and as is seen in NTV, is it possible to dissallow lego to be turned into anvils? Autoembark often gives you a lego anvil, but it can't be used to construct smithys because the material isn't fireproof, meaning metalwork isn't possible until a caravan with non-burnable anvils arrives.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: TD1 on May 13, 2020, 06:30:31 pm
Speaking of lego, how does it rank compared to iron as a weapon? I have an adventurer storming Shosa's Tower with a masterwork white lego sword.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: Enemy post on May 13, 2020, 06:53:27 pm
I'll have to figure out what's going on with the lego anvils. I don't really know much about the legos, they weren't mine.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: voliol on May 14, 2020, 05:10:39 am
From what I remember, the legos vary in rank depending on color, with each color being an alloy of raw lego and another metal. The better the metal, the better the lego, but they are all slightly worse than the metal itself - the point is to dilute whatever metal resources you have. Here are the alloy recipes:

Raw lego + copper => beige lego
Raw lego + silver => blue lego
Raw lego + bronze => green lego
Raw lego + bismuth bronze => black lego
Raw lego + iron => pink lego
Raw lego + steel => red lego
Raw lego + gold => yellow lego
Raw lego + mined data => light blue lego
Raw lego + bonium => white lego

How good are mined data and bonium? If they are better than iron 3 kinds of legos are (including white lego), otherwise it's just the red lego.
Dunno what's up with the anvils.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: TD1 on May 14, 2020, 08:04:18 am
Sorry, do you mean white lego is better than iron? I thought bonium was sub-par.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: Lord_lemonpie on May 14, 2020, 08:36:08 am
Sorry, do you mean white lego is better than iron? I thought bonium was sub-par.
Yeah Bonium is a little worse than iron, which would mean white lego would be a little worse than bonium.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.66
Post by: Enemy post on May 15, 2020, 07:10:30 pm
I keep forgetting to deal with this issue. I’ll probably just make all LEGO varieties magma-safe, to eliminate the embark issue.

*Alright, it should be taken care of now.
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.67
Post by: voliol on January 20, 2021, 12:38:27 pm
The time has come for this line to change:
Code: [Select]
            [ALLOWED_CREATURE:POLITICS:TRUMP]
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.67
Post by: Enemy post on January 20, 2021, 02:19:37 pm
The time has come for this line to change:
Code: [Select]
            [ALLOWED_CREATURE:POLITICS:TRUMP]

It is done. Joe Biden is now President of the LOLmod Politician civ, and as a side effect, the United States!

(https://i.imgur.com/hFOQLWW.png)
Title: Re: [Community Mod 47.04] Teh LOLmod 1.8.68
Post by: TD1 on January 20, 2021, 08:10:43 pm
Ahahahahahaha

The disgusting cruelty.

Very good.
Title: Re: [Community Mod 47.05] Teh LOLmod 1.8.68
Post by: voliol on March 08, 2021, 11:38:27 am
Has TLM had graphics before? Yes? No? Either way it should whenever premium comes around.

Here's my (first?) contribution in the shape of heads for the first three politician castes: Hillary Clinton, Obama, and Bernie.
(https://i.imgur.com/nck3T7C.png)
They're meant to go on human bodies like so:
(https://i.imgur.com/FbFsIqI.png)
Title: Re: [Community Mod 47.05] Teh LOLmod 1.8.68
Post by: Enemy post on March 08, 2021, 11:58:20 am
Has TLM had graphics before? Yes? No? Either way it should whenever premium comes around.

Here's my (first?) contribution in the shape of heads for the first three politician castes: Hillary Clinton, Obama, and Bernie.
(https://i.imgur.com/nck3T7C.png)
They're meant to go on human bodies like so:
(https://i.imgur.com/FbFsIqI.png)

Thanks! I'll keep these in mind if we ever do a tileset.
Title: Re: [Community Mod 47.05] Teh LOLmod 1.8.68
Post by: Enemy post on March 12, 2021, 11:17:50 am
Got an announcement to make regarding the mod. In light of that I barely play the mod anymore and how much Voliol has contributed over the past couple years, I'm giving him control of the project. I talked to Apiks and got his approval first.

I'll still be around to help with the mod when needed, but I think it'll be best if I step aside and let Voliol upload content himself.
Title: Re: [Community Mod 47.05] Teh LOLmod 1.8.68
Post by: voliol on March 12, 2021, 11:52:14 am
As Enemy post said, I’m taking over the torch of management. I look forward to what we can do together. The new thread is over here (http://www.bay12forums.com/smf/index.php?topic=178239.0).