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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Unknown72 on September 17, 2019, 12:25:21 pm

Title: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on September 17, 2019, 12:25:21 pm
it's been a long time since the original creator of My Little Fortress (Sorcerer) has been online. (Original thread here (http://www.bay12forums.com/smf/index.php?topic=117374.0).) So I've decided to start working on it myself. I'm still mostly new to modding however, so a lot is gonna be experimentation and wiki guesswork.

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

Download (http://dffd.bay12games.com/file.php?id=14542)

03/28/2020 - Sustainability

Updated to 47.04
Got rid of the non-pony related mods, made updating to new versions more difficult then it needed to be. Just add whatever additional mods and the like you want included on your own time.
added [MINING_UNDERWORLD_DISASTERS] to ponies, as they'll be the ones you're playing 90% of the time. Add the tag to other entities if you want them to generate those disasters (whether you're playing them or not.)
All main entity creatures (Ponies, Changelings, Buffalo, Yak, Zebra, Diamond Dog, Changeling) can do the Pet Animal interaction
Added Spy Master (Pony equivalent to Dungeon Master, does Espionage things) Position to Pony and Changeling.
Buffalo, Yak and Zebra Druid Position does Espionage in addition to normal responsibilities.

09/23/2019 - Language and Utilities

Added a Pony language that ponies use.
Added DFHack, Dwarf Therapist, TWBT and the Phoebus tileset (credit to the creators).
Re-enabled flier (will disable if pathfinding still is fucky, hopefully the fixes to Jumping and Climbing mitigate it).
Re-enabled pony specific workshops (nothing was wrong with them, sorcerer was going to improve them but never did).
Unicorns and Alicorns are now the only Pony's to get Strange Moods (if I did it right, at least).

09/17/2019 - Sustainability

Updated to 44.12 and added missing keybindings for the Civ screen/menu.

04/05/2017 - Download should work again now - yay!

Fixed some lizard related issues with the latest version and added some missing tags.
certain unicorns can now take up the mantle of princess so that pony society does not completely collapse if the worldgen Alicorn dies (which they tend to do)

02/02/2016 - Updated to 42.05 - Hooves all around!

Added several new intelligent creatures to the world
Temporarily removed flying until pathfinding issues are resolved.

There's currently an issue with generating starting positions for all the different civs, I recommend using a small or tiny world for now.

14/12/2015 - Updated to 42.03 - Vanilla Flavour added

Most of the fancy buildings and reactions have been temporarily disabled, focus going forward will be to add and improve interactions.
They are still available as .bak files in the raws, and are simply commented out of Entity_Pony.txt if you want to play with them.
The Fleece reaction to make faux leather has been moved to the clothier for now.

Other Updates:
Yak added
Cows, Donkeys and Goats added as minor civs
A lot of tweaking to civilization numbers
Removed flying from fliers as it was more trouble than it was worth.. hopefully pathfinding will be resolved now that you can get fliers in default fort mode.

Code: [Select]
24/07/2014-07/08/2014 - Tested in 40.06

Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.


You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack

Gems should be findable again

Military Castes and the pegasus ace fliers got innate morale bonuses


---

23/07/2014

Fixed Broken hooves not healing, tweaked pain from broken bones and bleeding a bit.

---

16-20/07/2014 - migrated to 40.04

Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.

---

15/07/2014

Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...

14/07/2014

Tweaked Orientation tag a smidgen to share the love :)

13/07/2014 - migrated to 40.03
------------

Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head


12/07/2014 - bugfixing on 40.02
------------

Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.

to do/next up:
Changeling Interactions
Leather/Meat
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 17, 2019, 12:30:09 pm
TO DO LIST FOR V2.0:

-Bugfixes

Ponies:
-Elements of Harmony (I'm thinking 6 pieces of Jewelry that can only be made via a long and complicated process, giving the wearer the ability to do their "Element of Harmony" interactions. Sorcerer made a txt file with ideas on what they could do too)
-Magic Schools (Using Magic Mods as reference (Spellcrafts Mod by Eric Blank, Aeramore Expansion by Fat Ace and Warlock Mod by Meph, for example)
-(Maybe) Guns and Gunpowder/Explosives
-(Maybe) Cannons/Confetti Cannons
-Pony-specific Weapons
-More uses for Gems

Changelings:
-Chitin-based Armor/Weapons
-(Maybe) Shapeshifting Interactions
-(Maybe) Love-eating Interactions
-Changeling-specific Weapons
-Throwable Poison flasks
-Poison Flask Launchers
-Changeling specific magic

Diamond Dogs:
-Craftable consumable Gems that give a variety of effects based on gem type.
-Gem based Weaponry and Armor
-Gem based Furniture
-Diamond Dog-specific Weapons

Griffons:
-Griffon Specific Enchantable Lightweight Metal (AKA Mithril/Sky Metal) (Mineable and craftable using other ores)
-Enchanted Weapons and Armor (AKA "Lightning" Enchantment makes them move faster/attack quicker, "Fire" Enchantment ups their strength, etc)
-Griffon-specific Weapons
-Sky Metal furniture

Buffalo:
-(Maybe) Totem buildings that give buffs in a certain area
-Wearable Charms with different effects ("Lion" Charm gives increased courage and strength, "Deer" charm increases speed and dodge learning (if possible), etc)
-Buildable ritual spots that when dances are performed on, causes a variety of effects (Rain Dance causes Rain, War Dance increases the dancers Strength, etc)
-Buffalo-specific Weapons

Zebras:
-Craftable Potions with different effects (Healing, Poison Joke, etc)
-Rituals for different effects
-Zebra-specific Weapons
-Voodoo-esque accessories with different effects
-Worn ritual paints with different effects
-Craftable "cursed" objects

Yaks:
-Yak-specific Weapons
-Blood Sacrifices for a variety of effects
-Berserk Trances
-Bone of Enemy Accessories with appropriate special effects




Feel free to suggest anything to add or modify. I have no plans yet because I'm mostly just looking through this to see if it all works properly. Once it does i'll most likely be going through what Sorcerer was planning via the posts from the original thread and see about getting those done.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Enemy post on September 17, 2019, 06:51:06 pm
Thanks for doing this, this is always a fun mod to add into modpacks.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 17, 2019, 07:02:19 pm
Thanks for doing this, this is always a fun mod to add into modpacks.

It's no problem! Funnily enough this and Fallout Equestria are both my favorite mods for DF ever since I started playing a long time ago, and I haven't watched a lick of MLP in the first place! The settings really cool and the stuff you can do is fun.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Enemy post on September 17, 2019, 09:02:03 pm
Thanks for doing this, this is always a fun mod to add into modpacks.

It's no problem! Funnily enough this and Fallout Equestria are both my favorite mods for DF ever since I started playing a long time ago, and I haven't watched a lick of MLP in the first place! The settings really cool and the stuff you can do is fun.

Same here, really. I've never watched the show, but I really respect the effort put into this mod's ponies. That, and reading detailed descriptions of My Little Ponies killing people has never stopped being funny.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 17, 2019, 10:15:54 pm
Same here, really. I've never watched the show, but I really respect the effort put into this mod's ponies. That, and reading detailed descriptions of My Little Ponies killing people has never stopped being funny.

Oh what, that's one of the main reasons I loved this mod, besides the work put into it. I don't know why but I find the ponies killing/dying in ridiculous ways hilarious. Sure, that might make it seem like I'm slightly psychopathic, but that's a risk I'm willing to take  :P
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 18, 2019, 05:12:36 pm
I'm curious to know if the Flying pathfinding bug was fixed or not actually. If so then I can start adding the [Flier] tags back. I've noticed that, even with the bug (if it's still around) in older versions, there were a few fixes, one of which was just not to let anything with [Flier] do the Hauling Job. The problem, if I remember right, is that Fliers, if they have a job that can only be reached via Flying, they would attempt to complete it, path to it, but then when it would need to fly it would cancel it due to Dangerous Terrain. So the "fix" would be to not do hauling jobs for those, or make sure that there's walkable path to that job before allowing that flier to do it.

But that sounds like an annoying amount of Micro Management to be quite honest.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 23, 2019, 09:26:20 am
Okay so other then the flier thing, I noticed that the Pony language file only has 2 words in it, Twilight and Sparkle. Pony, Changeling and Diamond Dog use Dwarf names, Buffalo, Griffon and Yak use Human names, and Zebra's use Elf names. I figure that it's fine for Buffalo, Griffon, Yak and Zebra to use those names, possibly Diamond Dogs too. But Pony's and Changelings having dwarven names make no sense. So I think i'll start working on getting that language down so that pony's and changeling's actually MLP-like names.

Does anyone know where I can grab a list of MLP names, that isn't the wiki, just so that I can start looking through those for inspiration while I type these out?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Telgin on September 23, 2019, 10:46:49 am
My understanding of the flying bug was that fliers would only calculate paths to things that they could reach on foot, but would still fly to them like normal.  If, by some chance, they were interrupted or changed jobs while standing somewhere that they couldn't path away from on foot, like on top of a building, they would think they were stuck and eventually starve to death.

As far as I know that has not been fixed.  However, with the changes to jumping and climbing, I think stuck fliers will eventually climb down from wherever they were stranded, so that much is an improvement.  I admittedly have not played with fliers since those changes so I don't know for sure.  It would be good to know one way or another what the current state of that is.

As for a list of pony names, well, the wiki would be the best and easiest place I know of.  I don't know of any other handy lists.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 23, 2019, 11:18:20 am
My understanding of the flying bug was that fliers would only calculate paths to things that they could reach on foot, but would still fly to them like normal.  If, by some chance, they were interrupted or changed jobs while standing somewhere that they couldn't path away from on foot, like on top of a building, they would think they were stuck and eventually starve to death.

As far as I know that has not been fixed.  However, with the changes to jumping and climbing, I think stuck fliers will eventually climb down from wherever they were stranded, so that much is an improvement.  I admittedly have not played with fliers since those changes so I don't know for sure.  It would be good to know one way or another what the current state of that is.

As for a list of pony names, well, the wiki would be the best and easiest place I know of.  I don't know of any other handy lists.

Hmm, alright i'll enable Flier on the pegasi and the like and see if there's any major problems, hopefully the changes to jumping and climbing have made it far less of a problem.

In the meanwhile, guess i'll go through the wiki for names and start adding them all one by one. I'll most likely google for various other topics to get names from as well, since MLP names are typically themed around actual objects, jobs or actions.

If anyone has any suggestions names wise, feel free to suggest 'em.

Also would anyone be adverse to me adding Dwarf Therapist and a Graphics Pack (most likely Phoebus) to the base version of this?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Silverwing235 on September 23, 2019, 11:51:43 am
OK, let's see here... In general, moodiness as implemented (and the consequences of failure thereof) never really struck me as being generally a Pony thing, either. Maybe a Unicorn & Changeling thing in particular, at least. Which is pretty much it, for now, insofar as ideas are concerned.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 23, 2019, 12:27:16 pm
I've just realized I can't add in custom words like Rainbowdash or Pinkie into the language file until I make it an actual word in the language_words file. So language wise, for ponies, i'm going to make it so that their worlds translate literally. AKA Abbey translates to Abbey and is written as Abbey, rather then Abbey translating and being written as vudagel, like the dwarves language has it.

Once that's done i'll enable flying on pegasi, see how it goes then go from there.

OK, let's see here... In general, moodiness as implemented (and the consequences of failure thereof) never really struck me as being generally a Pony thing, either. Maybe a Unicorn & Changeling thing in particular, at least. Which is pretty much it, for now, insofar as ideas are concerned.

I'm assuming you're talking about the Strange Moods stuff? I'm iffy on taking that out because that means that Pony's won't go into said moods and create artifacts and the like.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Silverwing235 on September 23, 2019, 03:06:56 pm
I'm assuming you're talking about the Strange Moods stuff? I'm iffy on taking that out because that means that Pony's won't go into said moods and create artifacts and the like.

...should have been slightly clearer, apparently. Not so much taking it out as... from what I had inferred, the 3 'tribes' (Unicorn, Pegasi, Earth Pony) are defined at caste level......'if one wished for a certain accuracy WRT behaviour, one could simply move the tag onto the Unicorns, rather than have it effectively be a Discord-esque 'plague' at entity level' was what I was thinking.   
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 23, 2019, 03:21:04 pm
I'm assuming you're talking about the Strange Moods stuff? I'm iffy on taking that out because that means that Pony's won't go into said moods and create artifacts and the like.

...should have been slightly clearer, apparently. Not so much taking it out as... from what I had inferred, the 3 'tribes' (Unicorn, Pegasi, Earth Pony) are defined at caste level......'if one wished for a certain accuracy WRT behaviour, one could simply move the tag onto the Unicorns, rather than have it effectively be a Discord-esque 'plague' at entity level' was what I was thinking.

Ah, I see what you're saying now. Well the [Strange_Moods] tag isn't in the Entity file, it's in the creature_pony_pony file, so what you're saying is to move that tag from the base Pony creature, and instead apply it only to the Unicorns caste's. This might be a bit time consuming if i'm assuming what you're suggesting correctly. Mostly because each "Tribe" of Pony (Earth, Pegasi, and Unicorn) have tons of caste's between them due to the Cutie_Mark Class Skill based system sorcerer made. (There's also 5 caste's for Alicorns as well, which wouldn't be as time consuming)

I mostly say time consuming because of the, again, sheer number of castes in the first place, and how the text file is formatted (as it's a bit confusing for me to navigate at the moment, but the index he made in it certainly helps.

(Sorry if i'm not correct, i'm still fairly new to this, so i'm mostly assuming for almost everything I don't find via wiki)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 23, 2019, 03:28:23 pm
actually disregard that, if i'm looking at this right it looks like he segmented all Pegasi, Alicorn, Earth and Unicorn ponies into sections, so if I just move the [Strange_Moods] tag to the right spot, only unicorns and alicorns should be getting said strange moods.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 23, 2019, 10:07:03 pm
Updated the mod.

Let me know if anything messes up. At this point most of my time will be spent thinking up new things I can potentially add to this, so feel free to suggest anything. If you find any bugs let me know and i'll try my best to fix them.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 24, 2019, 10:51:43 pm
Got permission from Valikdu to use their Zebra language from Friendship is magma (Thanks Valikdu!) so that'll be in there in the next update.

I'm thinking about adding more civs. Those being Dragons, Felines, Deer, (possibly) seaponies, kirin and hippogriffs possibly.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 25, 2019, 11:17:20 am
did a minor update cause I actually forgot to add in the permitted buildings. As a result the Zebra language is in as is the fact that only Changeling Queens and Drones can have Strange Moods, instead of all changelings like before.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: TheImmortalRyukan on September 27, 2019, 10:03:51 am
I am very excited to see this alive and well, keep it up man, you're doing Armok's work
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 27, 2019, 08:05:59 pm
I am very excited to see this alive and well, keep it up man, you're doing Armok's work

Haha, I saw this message earlier today as I was heading to work and it honestly made my day all day. Thanks! I'll try my best to continue with the production of this!


On another note, I'll most likely be removing the Library and moving all of it's reactions to the Archive, since there's already an actual Library in the base game. I'm also trying to think of things I can do to make each of the civ's more unique, both buildings wise, mechanics wise and abilities wise. Right now the only differences between them is that Changelings are a hive with a Queen, Drones, Warriors and Breeders, Ponies have different skill rates and physical capabilities based on their Cutie mark, and the rest are just normal. Before I add any new civs like I listed before I want to try and make the current ones more unique and diverse so that they're a different experience when they're played or interacted with.

That being said, feel free to shoot out any ideas on how to make the current civs more unique, i'm open to any ideas and suggestions.


On a last note, I might be doing a Community/Story/Succession fort using this or Friendship is Magma, with an added stipulation of me trying to do an art piece for each game post (as Art is something i'm actively pursuing and wanting to improve at). If it's a succession fort, then instead of each player going for 1 year, they go for 4-5, to simulate a Mayoral Election. The main goal is simple, to just have the fort/settlement last as long as possible, and since their ponies, only digging for mines, resources, stockpiles, etc but every pony has a house, as does every family, with businesses also having their own building as well, etc.

If you guys would be interested in reading/participating/PTWing/being Ponified in such a thing, i'll most likely make the thread for it later tonight or tomorrow, and post a link here. (It'll be the only post in this thread (from me, at least) in relation to it, just wanted to put it out there)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: TheImmortalRyukan on September 29, 2019, 02:27:22 pm
I'd be interested in watching a community fort or succession fort. I sadly don't have time for such a thing anymore with classes and job, but I'd certainly read it
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Telgin on September 29, 2019, 04:30:57 pm
I'd read a community fort, but I'm so thoroughly burnt out on them I doubt I'd join one.  It would be nice to see someone else give it a go these days though.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 29, 2019, 06:58:02 pm
Alright then, I went ahead and started the community fort (link here (http://www.bay12forums.com/smf/index.php?topic=174741.0)).

An Idea I came up with to possibly make Zebra's more unique is Shamanism, Totems and Alchemy. AKA They can perform rituals for certain things, create totems for certain effects and create potions and concoctions with a variety of effects.

For Changelings, I do want to try and give them their shapeshifting ability, but I think that's almost legit impossible other then making it a transformation like werecreatures, but they just transform into pony's. Maybe make 3 Infiltrator castes, one can turn into Unicorns, one into Pegasi and one into Earth Ponies. While the Queen can transform into Alicorns. Maybe while in this state their persuasion abilities shoot up really high, to really sell the "shapeshifting" part. Another Idea for them i'm toying with is chitin based weaponry possibly. Poisons as well.

For Diamond Dogs the idea i'm playing with is that they can create special gems that, when consumed, gives a variety of effects, maybe possibly able to make them into weapons and armor as well.

For buffalo's and griffons, i'm drawing blanks for the moment.

I might look into to some magic mods to buff up the "magic" that Unicorns, Pegasi and Alicorns can do.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on September 30, 2019, 02:39:53 pm
After making that post in the story fort, i've come to realize i'm going to have to do something with the elements of harmony somehow.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: vkiNm on October 02, 2019, 03:34:39 pm
It's really wonderful to see the mod being picked up, and that someone is doing a Pony community fort again, thanks to a Pony community fort I'm able to meet with my very best friends.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 02, 2019, 05:21:34 pm
It's really wonderful to see the mod being picked up, and that someone is doing a Pony community fort again, thanks to a Pony community fort I'm able to meet with my very best friends.

That's hella wholesome, I'm glad you're happy to experience all this. I kind of spam this thread a bit, mostly cause whenever I have ideas I ramble about them and I figured it's better to put them here so that you guys can see and give input on potential changes.

Unfortunately, work is hella tiring, so at most I'm only able to do community fort one day and work on this the other day, at minimum. On easy days I like to do either or.

That being said, I'm still trying to think of different ideas for Buffalo's and Griffons to make them more unique and the ideas so far are to:
-Give Griffons a special series of lightweight metals only they can specifically make
-Give Buffalo indian style dances and rituals
-Give both unique weapons only they can make

I'm still drawing blanks on any special workshops, creations or reactions they can make.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: vkiNm on October 03, 2019, 10:12:03 pm
How about some sort of runic special alloy for the Griffons? quite a number of fanon about Griffons involve enchanted armor and weapon like the Davi of Warhammer Fantasy. A Direct upgrade that make Iron alloy is strong as steel and steel alloy even better, that kind of stuff. Perhaps knight-like full body heavy armor for the Griffons but the weight isn't all that bad thanks to the runic alloy?

It kind of make sense, the Griffons doesn't show to have any sort of magical abilities so, much like the Davi, they'll have to rely on pure craftsmanship and runes to compete with those with magic. What do you think?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 04, 2019, 06:10:10 am
How about some sort of runic special alloy for the Griffons? quite a number of fanon about Griffons involve enchanted armor and weapon like the Davi of Warhammer Fantasy. A Direct upgrade that make Iron alloy is strong as steel and steel alloy even better, that kind of stuff. Perhaps knight-like full body heavy armor for the Griffons but the weight isn't all that bad thanks to the runic alloy?

It kind of make sense, the Griffons doesn't show to have any sort of magical abilities so, much like the Davi, they'll have to rely on pure craftsmanship and runes to compete with those with magic. What do you think?

That sounds perfect! I love the idea and it gives me ideas for a few other things too (like enchanting most armors/weapons, different kinds of enchantments, etc).
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: vkiNm on October 05, 2019, 12:55:09 pm
Great to hear it! I've on idea how that's going to work or what it'll take to make it work, but we'll be eager to see what you've come up with! I can't wait to see what a Griffon Knight in full runic armor and sword can do.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 09, 2019, 12:25:31 pm
So at the moment I'm trying to figure out why there's so many rejections when creating a new world. I have map logging on and so far it's just telling me that there's not enough space for initial square counts for glaciers, forests, etc etc, then not enough low altitudes, and then finally not enough entity placement locations. So far the fix appears to be to just put World Size to Large. You can change the other options as you like, but just make World Size large and it'll go fine, there'll still be some rejections (ala dwarf fortress) but there's not nearly as many as if it was the other settings, and it shouldn't take too long to gen a world. If you do gen a world smaller then Large, then i'd recommend lowering all the other settings in tandem (except maybe Savagery and Mineral Occurrence, those don't really have much of an effect in the casing of these rejections.)

On another note I found another error log txt file and, I just can't handle what some of the errors are (in terms of holding back my laughter).

Spoiler: the errors (click to show/hide)
|

Just, why??


On the other hand I've changed it so that the Library's reactions are now Archive reactions, and removed the Library entirely.

Now, onto the running Idea's for making the current civs more unique that i'm going to try to be implementing soon.

Ponies:
-Elements of Harmony (I'm thinking 6 pieces of Jewelry that can only be made via a long and complicated process, giving the wearer the ability to do their "Element of Harmony" interactions. Sorcerer made a txt file with ideas on what they could do too)
-Magic Schools (Using Magic Mods as reference (Spellcrafts Mod by Eric Blank, Aeramore Expansion by Fat Ace and Warlock Mod by Meph, for example)
-(Maybe) Guns and Gunpowder/Explosives
-(Maybe) Cannons/Confetti Cannons
-Pony-specific Weapons
-More uses for Gems

Changelings:
-Chitin-based Armor/Weapons
-(Maybe) Shapeshifting Interactions
-(Maybe) Love-eating Interactions
-Changeling-specific Weapons
-Throwable Poison flasks
-Poison Flask Launchers

Diamond Dogs:
-Craftable consumable Gems that give a variety of effects based on gem type.
-Gem based Weaponry and Armor
-Gem based Furniture
-Diamond Dog-specific Weapons

Griffons:
-Griffon Specific Enchantable Lightweight Metal (AKA Mithril/Sky Metal) (Mineable and craftable using other ores)
-Enchanted Weapons and Armor (AKA "Lightning" Enchantment makes them move faster/attack quicker, "Fire" Enchantment ups their strength, etc)
-Griffon-specific Weapons
-Sky Metal furniture

Buffalo:
-(Maybe) Totem buildings that give buffs in a certain area
-Wearable Charms with different effects ("Lion" Charm gives increased courage and strength, "Deer" charm increases speed and dodge learning (if possible), etc)
-Buildable ritual spots that when dances are performed on, causes a variety of effects (Rain Dance causes Rain, War Dance increases the dancers Strength, etc)
-Buffalo-specific Weapons

Zebras:
-Craftable Potions with different effects (Healing, Poison Joke, etc)
-Rituals for different effects
-Zebra-specific Weapons
-Voodoo-esque accessories with different effects
-Worn ritual paints with different effects
-Craftable "cursed" objects

Yaks:
-Yak-specific Weapons
-Blood Sacrifices for a variety of effects
-Berserk Trances
-Bone of Enemy Accessories with appropriate special effects
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: vkiNm on October 09, 2019, 09:54:11 pm
How about making the Yaks more Norse/Viking? with blood sacrifices to the gods, big and prone to berserking compared to the Griffon's trances,

accessories made from the remains of their foes, that kind of things.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 09, 2019, 10:36:30 pm
How about making the Yaks more Norse/Viking? with blood sacrifices to the gods, big and prone to berserking compared to the Griffon's trances,

accessories made from the remains of their foes, that kind of things.

That's a pretty good idea, helps fit more into Dwarf Fortresses' Dwarf Fortressiness (if that's even a thing). I'll add those into the list, and then edit the second OP for future work.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 09, 2019, 11:16:46 pm
Also quick note, went ahead and gave Changelings Ambusher, Merchant Bodyguards and Item Thief. Meaning that Changelings will start as ambushers, before eventually ramping up into full siegers, their caravans will have bodyguards, and they'll also try to steal items for forts (though if you play as them, you'll possibly want to remove the tag, as any items sold to your caravans when it's applied are counted as stolen, and aren't counted as Exported)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 14, 2019, 12:20:44 am
So with some help from Rose, I got Item Syndrome Reborn working. Which means my items can now have syndromes! Which also means I can make enchanted armor, weapons, spellbooks, etc!

This is going to be fun to add.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 15, 2019, 02:02:34 pm
Alright, here's the list for the different Schools of Magic (with some being Secrets, instead of learnable via spellbooks/schools (depending on how ill handle the magic system in the first place))


Pyromancy = Fire Magic
Cryomancy = Ice Magic
Hydromancy = Water Magic
Aeromancy = Wind Magic
Electromancy = Lightning Magic
Geomancy = Earth Magic
Pathomancy = Emotion Magic
Biomancy = Physical Enhancement Magic
Astromancy = Astral Magic
Umbral Magic = Darkness Magic
Photomancy = Light Magic
Phyllomancy = Plant/Agricultural Magic
Conjuration = Summoning Magic
Meteomancy = Weather Magic
Toximancy = Poison Magic
Vitamancy = Healing Magic
Sanctomancy = Holy/Angelic Magic (Secret)
Infernamancy = Evil/Demonic Magic (Secret)
Telemancy = Basic Magic
Thiriomancy = Beast Magic
Felmancy = Chaos Magic (Secret)
Dracomancy = Draconic Magic (Secret)
Haemomancy = Blood Magic (Secret)
Arcanomancy = Arcane Magic (Secret)

I'm thinking of splitting this up so that certain civs can do certain magics, with Pony's having the highest variation, but they can't do all magic kinds.



Another thing i'm going to be doing is that All civs can do Enchanting. But griffons can do modular enchanting. Meaning that, for example, Pony Swords would only have 1 enchantment, but Griffon swords can have up to 3 (With a process of making an enchanted Blade, enchanted Handle and enchanted Guard, which then has all 3 put together in a new workshop). While Zebra's can enchant accessories like Bracelets, Rings, etc to a higher degree then normal.

Another thing i'm playing with is Spellcasters (aka a weapon that casts spells), which use enchanted gems to cast spells for non-magical civs.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: brolol.404 on October 15, 2019, 04:11:46 pm
Alright, here's the list for the different Schools of Magic (with some being Secrets, instead of learnable via spellbooks/schools (depending on how ill handle the magic system in the first place))


Pyromancy = Fire Magic
Cryomancy = Ice Magic
Hydromancy = Water Magic
Aeromancy = Wind Magic
Electromancy = Lightning Magic
Geomancy = Earth Magic
Pathomancy = Emotion Magic
Biomancy = Physical Enhancement Magic
Astromancy = Astral Magic
Umbral Magic = Darkness Magic
Photomancy = Light Magic
Phyllomancy = Plant/Agricultural Magic
Conjuration = Summoning Magic
Meteomancy = Weather Magic
Toximancy = Poison Magic
Vitamancy = Healing Magic
Sanctomancy = Holy/Angelic Magic (Secret)
Infernamancy = Evil/Demonic Magic (Secret)
Telemancy = Basic Magic
Thiriomancy = Beast Magic
Felmancy = Chaos Magic (Secret)
Dracomancy = Draconic Magic (Secret)
Haemomancy = Blood Magic (Secret)
Arcanomancy = Arcane Magic (Secret)

I'm thinking of splitting this up so that certain civs can do certain magics, with Pony's having the highest variation, but they can't do all magic kinds.



Another thing i'm going to be doing is that All civs can do Enchanting. But griffons can do modular enchanting. Meaning that, for example, Pony Swords would only have 1 enchantment, but Griffon swords can have up to 3 (With a process of making an enchanted Blade, enchanted Handle and enchanted Guard, which then has all 3 put together in a new workshop). While Zebra's can enchant accessories like Bracelets, Rings, etc to a higher degree then normal.

Another thing i'm playing with is Spellcasters (aka a weapon that casts spells), which use enchanted gems to cast spells for non-magical civs.

How do you plan to implement these spells? Will they be CDIs use on attack or use dfhack? Have you considered making a magic mod for the game, seperate from this pony mod?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Silverwing235 on October 15, 2019, 04:56:45 pm
OTOH, there's the official magic system to consider... ...just so you don't get caught utterly by surprise with that.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 15, 2019, 04:59:25 pm
Alright, here's the list for the different Schools of Magic (with some being Secrets, instead of learnable via spellbooks/schools (depending on how ill handle the magic system in the first place))


Pyromancy = Fire Magic
Cryomancy = Ice Magic
Hydromancy = Water Magic
Aeromancy = Wind Magic
Electromancy = Lightning Magic
Geomancy = Earth Magic
Pathomancy = Emotion Magic
Biomancy = Physical Enhancement Magic
Astromancy = Astral Magic
Umbral Magic = Darkness Magic
Photomancy = Light Magic
Phyllomancy = Plant/Agricultural Magic
Conjuration = Summoning Magic
Meteomancy = Weather Magic
Toximancy = Poison Magic
Vitamancy = Healing Magic
Sanctomancy = Holy/Angelic Magic (Secret)
Infernamancy = Evil/Demonic Magic (Secret)
Telemancy = Basic Magic
Thiriomancy = Beast Magic
Felmancy = Chaos Magic (Secret)
Dracomancy = Draconic Magic (Secret)
Haemomancy = Blood Magic (Secret)
Arcanomancy = Arcane Magic (Secret)

I'm thinking of splitting this up so that certain civs can do certain magics, with Pony's having the highest variation, but they can't do all magic kinds.



Another thing i'm going to be doing is that All civs can do Enchanting. But griffons can do modular enchanting. Meaning that, for example, Pony Swords would only have 1 enchantment, but Griffon swords can have up to 3 (With a process of making an enchanted Blade, enchanted Handle and enchanted Guard, which then has all 3 put together in a new workshop). While Zebra's can enchant accessories like Bracelets, Rings, etc to a higher degree then normal.

Another thing i'm playing with is Spellcasters (aka a weapon that casts spells), which use enchanted gems to cast spells for non-magical civs.

How do you plan to implement these spells? Will they be CDIs use on attack or use dfhack? Have you considered making a magic mod for the game, seperate from this pony mod?


Well since the Item Syndrome Reborn script is working, i'll be doing a variety of things.

The first is that I'll be making Materials that have the Syndromes (with appropriate CDI's) on them. Then have a process involving making spellbooks with those Materials that give the syndromes either when Hauling or Equipped as Armor, then have it so that the syndromes have the "DFHACK_DO_NOT_REMOVE" syn class so that they stay permanently. There'll be 3 or 4 Variations of Spellbooks (Student/Beginner/Basic (With the basic spells), Novice/Practitioner (With slightly more "advanced" spells), Intermediate/Theorist (With more "master" class spells) and Master/Professor (more "Ultimate" class spells).

The second is that i'll be reading up on DFHack to learn how to use its triggers to do more spell like things via Workshops or specific items (Create rain, spawn water/magma, summon creatures, etc)

The secrets will be just that, secrets in addition to Necromancy. Of course i'll have to do some testing to see what exactly is the limit and what I can and can't do spell wise, but it's honestly not hard to "re-skin" some spells to work as other spells, for example, or just impliment some odd materials to make them work.

As a result there's going to be a lot more inorganic stuff, since with ISR the syndromes are on the materials that are then used to make those items or items made out of those materials.


And ironically enough, after I made that list of magic schools and started writing up possible spells I did begin thinking about making a magic mod. The only things really making me iffy on actually doing it is the amount of free-time that I have and that there's already a few magic mods out there (Aeramore expansion, basic spellcrafts, even Meph's warlocks have their own take on magic).

OTOH, there's the official magic system to consider... ...just so you don't get caught utterly by surprise with that.

You mean in the upcoming Myths and Magic update? I have a feeling that that still won't be coming for quite a while, but once it does and is (hopefully) moddable, i'd just convert the magic spells and the like that i'd done to its system, then just get rid of the materials, reactions, workshops and items. Deletion is a lot easier then creation after all.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: brolol.404 on October 15, 2019, 06:22:53 pm
And ironically enough, after I made that list of magic schools and started writing up possible spells I did begin thinking about making a magic mod. The only things really making me iffy on actually doing it is the amount of free-time that I have and that there's already a few magic mods out there (Aeramore expansion, basic spellcrafts, even Meph's warlocks have their own take on magic).

I think a magic mod that only adds new spells and a new magic system (without other creatures, races, etc.) would be cool if you add your own unique spells to it. I don't think there is anything wrong with multiple mods doing similiar things with different approaches/content. I understand not being able to find the time for it though if you have other modding priorities./interests.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 15, 2019, 07:26:37 pm
And ironically enough, after I made that list of magic schools and started writing up possible spells I did begin thinking about making a magic mod. The only things really making me iffy on actually doing it is the amount of free-time that I have and that there's already a few magic mods out there (Aeramore expansion, basic spellcrafts, even Meph's warlocks have their own take on magic).

I think a magic mod that only adds new spells and a new magic system (without other creatures, races, etc.) would be cool if you add your own unique spells to it. I don't think there is anything wrong with multiple mods doing similiar things with different approaches/content. I understand not being able to find the time for it though if you have other modding priorities./interests.

I'll most likely make it then, just wanna finish stuff up for MLF first.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: voliol on October 23, 2019, 10:53:57 am
The "obscene words" have been removed from vanilla DF, thus the game throws error message for the pony language having unrecognized words such as "buttock". There are also a few issues with the reactions in reaction_pony_chocolate and PROCESS_WHEAT. The reactions use reagents and products PLANT:PLANT_NAME instead of PLANT:NONE. Those also end with PLANT_MAT:PLANT_NAME:PLANT, while there seemingly is no material defined for those plants with the name PLANT. It might be a remnant from an older raw convention.

Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 23, 2019, 09:27:33 pm
The "obscene words" have been removed from vanilla DF, thus the game throws error message for the pony language having unrecognized words such as "buttock". There are also a few issues with the reactions in reaction_pony_chocolate and PROCESS_WHEAT. The reactions use reagents and products PLANT:PLANT_NAME instead of PLANT:NONE. Those also end with PLANT_MAT:PLANT_NAME:PLANT, while there seemingly is no material defined for those plants with the name PLANT. It might be a remnant from an older raw convention.

That's actually really funny in regards to the obscene words.

I'll look into it, those were all disabled before I enabled them due to sorcerer working on refining them, so it might be due to it being a midway stage of conversion to something more refined. Thanks for letting me know!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: TheMagicHobo on October 25, 2019, 05:44:21 pm
Thanks so much for updating this! I've been hoping someone would pick this up for months!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Ultimoos on October 26, 2019, 03:00:50 pm
I have a small suggestion.
Fallout Equestria mod adds water talismans. They allow you to create a water source in location of your choosing. Idea is to prevent frame drops from all water calculations because you tap to large water sources. No idea how this item is implemented there but could be nice to be able to embark with such thing.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 28, 2019, 05:50:49 am
Thanks so much for updating this! I've been hoping someone would pick this up for months!

Course, it's one of my favorite mods so I'm happy to have picked it up.

I have a small suggestion.
Fallout Equestria mod adds water talismans. They allow you to create a water source in location of your choosing. Idea is to prevent frame drops from all water calculations because you tap to large water sources. No idea how this item is implemented there but could be nice to be able to embark with such thing.

I'll look into it but the talismans (and honestly, a lot of what Fallout Equestria does in general) use a lot of DF Hack and reaction trigger stuff that I don't actually fully understand yet. I can guarantee that once I start understanding DF Hack more (kinda need to for the more esoteric magic I want to do) I'll add in ways to generate things that are more canon to MLP like water, magma and the like.



On an unrelated note, after a bit of exploring and paying attention to various modding question threads, I learned that improvements to items also use material tokens and applies them to said item. What this means is that, because Item Syndrome Reborn puts the syndromes on the materials with Syn_Classes that dictate when said syndromes take effect on items made out of them, if I'm thinking correctly then because improvements also can take material tokens, you can do things like master class enchantments via improvements, or even instead of creating spellbooks and needing previous spellbooks to create the next level of spellbook via reactions, you can just improve a previous spellbook into a superior one.

This could also work in tandem with things like poisoned weapons and the like.



Speaking of poisoned weapons and the like. I want to create poison flask throwing weapons for Changelings to use, but to do that I need to know how some specific DF Hack modtools work. Unfortunately the modtools section of DFHack just tells you quite literally what the command/code does, and nothing else. So if anyone knows how I could use Projectile Trigger to, say, spawn a small cloud or puddle of poison once it hits a target/the ground, let me know!



Finally, I've decided to make the magic system an entirely different mod itself. Since the base idea for it came from this MLP mod I'll either continue making it with that idea in mind (and let other modders mod it as much as they like to fit their own settings) or I'll make it more neutral without MLP influence, submit that for anyone to use, set it up in My Little Fortress, and then mod it further specifically so that it's MLP focused for My Little Fortress specifically.

That way people can take the magic mod, use it and mod it as they like for their own mods if they want (or just to add magic somewhere) and also have MLP specific magic for this mod!

Unfortunately I've been sick for 2 weeks at this point (finally got my anti-biotics though! So hopefully I'll be getting better sooner rather then later) so I haven't been able to make progress on much of anything, let alone this mod, the story fort and my own art. Once I get better I'll definetly be going full tilt into these though! (Work is still thing, so I won't be able to go as much as I'd like, but I'll try my best!)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Nahere on October 28, 2019, 02:31:12 pm
For poison flasks, add something like this to onload.init
Code: [Select]
modtools/projectile-trigger -material INORGANIC:(poison flask material goes here) -command [ modtools/spawn-flow -material INORGANIC:(poison gas material goes here) -location [ \\LOCATION ] -flowType MaterialVapor -flowSize 800 ]
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 28, 2019, 04:16:53 pm
For poison flasks, add something like this to onload.init
Code: [Select]
modtools/projectile-trigger -material INORGANIC:(poison flask material goes here) -command [ modtools/spawn-flow -material INORGANIC:(poison gas material goes here) -location [ \\LOCATION ] -flowType MaterialVapor -flowSize 800 ]

Okay so, what would this result in? And would it be easier to change the first -material to an ammo or the like? if that's possible?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Nahere on October 29, 2019, 01:43:56 pm
Unfortunately, projectile trigger only accepts materials, not ammo types. As for what it does, when a projectile made of a material you specify lands or strikes a target, it will run the attached command. In this case, spawn-flow (https://dfhack.readthedocs.io/en/stable/docs/_auto/modtools.html#id47), which can generate any flow a material emission can and more. You would need to define a material for the ammo (probably with a name like 'poison filled glass') as well as a material for the gas cloud with whatever syndrome you want. Plus of course the ammo, weapon, and reaction to make them.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on October 29, 2019, 06:04:30 pm
Unfortunately, projectile trigger only accepts materials, not ammo types. As for what it does, when a projectile made of a material you specify lands or strikes a target, it will run the attached command. In this case, spawn-flow (https://dfhack.readthedocs.io/en/stable/docs/_auto/modtools.html#id47), which can generate any flow a material emission can and more. You would need to define a material for the ammo (probably with a name like 'poison filled glass') as well as a material for the gas cloud with whatever syndrome you want. Plus of course the ammo, weapon, and reaction to make them.

Oh ok, thanks for the explanation! Really helps in the long run, appreciate it!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on November 06, 2019, 01:11:31 am
Quick update, I'm nearly done with the base of the enchanting system, both the regular for ponies and the others, and the modular for the griffons. A lot of my time for this goes into testing things working properly. Once I finish the Enchanting system, i'll update the mod with them (and also make a seperate mod for it so that people can use it in their own mods/games) and then alter it more so that it's more MLP Specific.

I'm putting Enchantments into 3 different categories.

General - Enchantments every civ can do
Specific - Enchantments only certain civs can do
Modular - Multiple Enchantment Weapons/Armor only Griffons can do

Alongside this, i'm going to try and add the Elements of Harmony as head/neck wear with their own specific enchantments using the notes Sorcerer had. So for example the Element of Kindness will increase it's wearers Empathy attribute and grants the wearer the ability to induce kindness in others (removes negative tags like Opposed_to_life, Crazed, forces them to feel Happiness, increased friendliness, etc), alongside changing them personality wise over time to become kinder and friendlier.

Reading up on the elements of Harmony shows me that they each had specific abilities as well and it'll be a bit hard to implement them but i'll try my best.


Edit: Thinking on it, the Elements of Harmony might actually be a kind fix (not perfect, but something) to help with stress mechanics and the like. That has potentially powerful usefullness. Course, they're still going to be really difficult to make.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: taliakirana on February 19, 2020, 02:16:52 pm
So, any update to how the project is going? or is it dead again because of the new release?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Enemy post on February 21, 2020, 05:19:53 pm
is it dead again because of the new release?

That is not dead which can eternal lie...
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on March 21, 2020, 01:05:51 pm
So, any update to how the project is going? or is it dead again because of the new release?

Not dead, sorry I got really busy and now with all this Corvid-19 stuff i've been preoccupied for quite a while. I've been working on this on and off but haven't been able to get much done. I'll be back on it in a few days though, once all my crap is sorted. Then I can update it to the most recent version.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: TheImmortalRyukan on March 21, 2020, 05:17:48 pm
So, any update to how the project is going? or is it dead again because of the new release?

Not dead, sorry I got really busy and now with all this Corvid-19 stuff i've been preoccupied for quite a while. I've been working on this on and off but haven't been able to get much done. I'll be back on it in a few days though, once all my crap is sorted. Then I can update it to the most recent version.

Much needed good news
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Kraiger on March 22, 2020, 12:01:49 am
So, any update to how the project is going? or is it dead again because of the new release?

Not dead, sorry I got really busy and now with all this Corvid-19 stuff i've been preoccupied for quite a while. I've been working on this on and off but haven't been able to get much done. I'll be back on it in a few days though, once all my crap is sorted. Then I can update it to the most recent version.

Take all the time you need.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on March 24, 2020, 02:26:04 pm
I got a bit more free time then normal as my state slowly begins considering quarantine, so I'll be trying my test to update this to the latest version before Sunday rolls around.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on March 28, 2020, 04:04:31 am
Had way too much work to do today (curse you Corona). So as result, instead of before Sunday, it'll be going up on Sunday. That is once I wake up I'll be working on updating this until It's fully updated to the most recent version.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on March 28, 2020, 05:36:32 pm
Updated to 47.04

Changelog
-Got rid of the non-pony related mods, made updating to new versions more difficult then it needed to be. Just add whatever additional mods and the like you want included on your own time.
-added [MINING_UNDERWORLD_DISASTERS] to ponies, as they'll be the ones you're playing 90% of the time. Add the tag to other entities if you want them to generate those disasters (whether you're playing them or not.)
-All main entity creatures (Ponies, Changelings, Buffalo, Yak, Zebra, Diamond Dog, Changeling) can do the Pet Animal interaction
-Added Spy Master (Pony equivalent to Dungeon Master, does Espionage things) Position to Pony and Changeling.
-Buffalo, Yak and Zebra Druid Position does Espionage in addition to normal responsibilities.


Also I'd like some input from you guys! With the new interaction examples we can make a variety of Healing and Summoning spells now! So if you have any ideas for those let me know!

The other is that there's a new tag called [SPREAD_EVIL_SPHERES_IF_RULER] and i'm wondering if I should add that to the Changelings at all or not, since they are the defacto Evil faction of the MLP world (notwithstanding others.)

Another is that, would you all like me to make a few more entities? Like, per chance, Crystal Ponies for example?

Anyway, the update should be up in the next 5 minutes or so!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: vkiNm on March 29, 2020, 01:26:25 pm
Woo! Awesome update!

As for suggestions, does the healing spells really work in DF? if so, I imagine things like spells that can stop bleeding and mend wounds would be the most practical. So as long as bones aren't smashed to paste they should be able to do some lesser healing?

as for summoning.. what about summoning parasprites?

Crystal Ponies with Gem/Crystal-based furniture and equipment could be cool if you think you have the time for it. Otherwise I say focus on polishing the current species?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Silverwing235 on March 29, 2020, 03:17:08 pm
As for suggestions, does the healing spells really work in DF? if so, I imagine things like spells that can stop bleeding and mend wounds would be the most practical. So as long as bones aren't smashed to paste they should be able to do some lesser healing?
Not entirely - there is actually a  problem  (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396) related to that.

Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on March 29, 2020, 10:19:23 pm
As for suggestions, does the healing spells really work in DF? if so, I imagine things like spells that can stop bleeding and mend wounds would be the most practical. So as long as bones aren't smashed to paste they should be able to do some lesser healing?
Not entirely - there is actually a  problem  (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396) related to that.

Still can totally have it labelled as a "Temporary regrow limb" spell.

As far as I know, other then the bug listed about, the rest work as intended, so we can totally do that.

And yea, I'll keep the Crystal Ponies on the back-end then, and wait until I flesh out the rest of the already in species first. Parasprite summoning horrifies me and I love that.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Silverwing235 on March 30, 2020, 06:44:53 am
As for suggestions, does the healing spells really work in DF? if so, I imagine things like spells that can stop bleeding and mend wounds would be the most practical. So as long as bones aren't smashed to paste they should be able to do some lesser healing?
Not entirely - there is actually a  problem  (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396) related to that.

Still can totally have it labelled as a "Temporary regrow limb" spell.

As far as I know, other then the bug listed about, the rest work as intended, so we can totally do that.

And yea, I'll keep the Crystal Ponies on the back-end then, and wait until I flesh out the rest of the already in species first. Parasprite summoning horrifies me and I love that.

I had been meaning to bring sphere affiliation up when you went radio silent, so..
..*checks  list (https://dwarffortresswiki.org/index.php?title=DF2014:Sphere&action=edit&section=2)
versus setup*
Code: [Select]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]
....yeah, slightly unequine here. SUN and MOON (And CHAOS for the occasional rogue) seem appropriate - MOUNTAINS, however, felt like more of a Diamond Dog thing.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on March 30, 2020, 04:06:29 pm
As for suggestions, does the healing spells really work in DF? if so, I imagine things like spells that can stop bleeding and mend wounds would be the most practical. So as long as bones aren't smashed to paste they should be able to do some lesser healing?
Not entirely - there is actually a  problem  (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396) related to that.

Still can totally have it labelled as a "Temporary regrow limb" spell.

As far as I know, other then the bug listed about, the rest work as intended, so we can totally do that.

And yea, I'll keep the Crystal Ponies on the back-end then, and wait until I flesh out the rest of the already in species first. Parasprite summoning horrifies me and I love that.

I had been meaning to bring sphere affiliation up when you went radio silent, so..
..*checks  list (https://dwarffortresswiki.org/index.php?title=DF2014:Sphere&action=edit&section=2)
versus setup*
Code: [Select]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]
....yeah, slightly unequine here. SUN and MOON (And CHAOS for the occasional rogue) seem appropriate - MOUNTAINS, however, felt like more of a Diamond Dog thing.

Oh I totally agree, I never really touched on much of the entity files (aside from adding new reactions and the like) so I kind of assumed that they had appropriate spheres.

I'll go through each entity and make sure they have appropriate spheres altogether.

I'll most likely just take out Mountains for ponies, add Sun, Moon and Chaos, and go over it all. I want to make sure each entity has spheres that matches with how they were in the show.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: taliakirana on April 02, 2020, 04:38:58 pm
What actually got removed, I'm curious?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Enemy post on April 02, 2020, 04:50:13 pm
Why does the thread title still say that this is the 2019/44.12 version?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: BransonBerry on April 03, 2020, 04:41:16 am
Quick question, why don't the Apple Trees and Apple Quality Control buildings have any reactions?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2019 (DF 44.12)
Post by: Unknown72 on April 03, 2020, 07:42:42 pm
What actually got removed, I'm curious?

Mod wise? I removed a ton, DF_Hack (which will most likely be added back soon, since I need it specifically to mod a few things), Phoebus tileset, Dwarf Therapist, Soundsense, etc etc.

Why does the thread title still say that this is the 2019/44.12 version?

Cause I never fixed it, which I shall do now!


No clue actually. I never really touched those. I'll look into it to see if anything wonky is going on.
Quick question, why don't the Apple Trees and Apple Quality Control buildings have any reactions?
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on April 24, 2020, 09:52:07 pm
Quick update, there's gonna be a bit before the next patch/addition. Mostly cause I just learned that MLP ended (last time I watched was seasons 1-3 in 2014) so me and a friend are gonna binge watch all 9 seasons. That'll also help me in making this mod too.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: ArmyOfGiantEmus on April 25, 2020, 05:05:54 pm
Hey, I've been having trouble with the .rar file and 7-Zip isn't working. Is there any other unzip thing I can download so I can play? It looks like a lot of fun!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on April 25, 2020, 08:04:56 pm
Hey, I've been having trouble with the .rar file and 7-Zip isn't working. Is there any other unzip thing I can download so I can play? It looks like a lot of fun!

I always use WinRAR for any .rar files, it's free. Here's a link: https://www.rarlab.com/download.htm just take one of the top 2 links, whichever one fits your system better. It says Trial but you can use it indefinetly.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: ArmyOfGiantEmus on April 27, 2020, 12:58:15 pm
THANK YOU! This really helped! :)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Kraiger on May 24, 2020, 02:56:17 pm
Quick update, there's gonna be a bit before the next patch/addition. Mostly cause I just learned that MLP ended (last time I watched was seasons 1-3 in 2014) so me and a friend are gonna binge watch all 9 seasons. That'll also help me in making this mod too.

Please keep the mod in the Season 1-4 mentality.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: KingofstarrySkies on June 10, 2020, 11:19:31 pm
The download link currently doesn't work.
EDIT: Scratch that, it was DFFD. Working now.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on October 06, 2020, 11:05:30 am
Quick update, covid has not been kind to anyone here (wish people in the US were smarter about all of this), more so my friends and family then myself, so i've been having to help them out and that took all of my time away from this. I'll try to get back into making stuff for this soon, but with how the covid climate is here I make no promises.

Also, if anyone wants to make additions or add things to this feel free. You can always make your own version (since this is basically my own version myself) and if you want it in the base mod just let me know and i'll add it in, since that's something I can reasonably do without hassle.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on December 17, 2022, 12:37:50 am
For those wondering, yes I'm still around, and only recently have gotten free time once more! I recently discovered Dwarf Fortress released on steam, and I was really tempted to dedicate time to get this uploaded there, but I've come to realize I just don't have ENOUGH free time to dedicate to doing that, nor updating this.

So if anyone wants to get this up on the steam workshop, or start maintaining this themselves, feel free! I might considering getting it up to the workshop myself, but that's a very big doubt on my end in all capacities as of this moment and for the future as I know it.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Telgin on December 18, 2022, 04:01:32 pm
Getting the mod updated to work with the classic version of DF when it's released should be fairly easy.  As far as I can tell, most of the creature stuff is the same, so it's possible that the raws will work as-is.  Entities may need a little tweaking.

Making a graphical version of the mod would be really cool but would be a pretty huge undertaking.  It would be a couple hundred sprites to make different mane styles and colors for ponies, for clothes and so on.  Then if you make zebras, griffons or whatever else was part of the mod then there's that much more.  The graphics configuration files are also really verbose, so if the dwarf files are any indication it'll take tens of thousands of lines of configuration for them all.  Not sure how much of it could be reused from dwarves either.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on December 18, 2022, 05:12:49 pm
Getting the mod updated to work with the classic version of DF when it's released should be fairly easy.  As far as I can tell, most of the creature stuff is the same, so it's possible that the raws will work as-is.  Entities may need a little tweaking.

Making a graphical version of the mod would be really cool but would be a pretty huge undertaking.  It would be a couple hundred sprites to make different mane styles and colors for ponies, for clothes and so on.  Then if you make zebras, griffons or whatever else was part of the mod then there's that much more.  The graphics configuration files are also really verbose, so if the dwarf files are any indication it'll take tens of thousands of lines of configuration for them all.  Not sure how much of it could be reused from dwarves either.

Someone actually contacted me on Discord after I posted that, and they've already begun working on porting it. As you said most of it works fine on it, just doesn't have graphics and thus uses the default little blue blob graphic, but the person making the mod has sprites and ideas for giving graphics to the ponies.

There's been a few hiccups already, but it's slow but steady progress from what I've seen on their end.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on December 19, 2022, 09:25:51 pm
Update, the person working on getting this to the Steam Version of DF is open to having anyone help them in this endeavor, so feel free to DM me if you're interested in getting their contact info! They're doing some pretty good sprite work to get this working but they're open to having anyone else help them in other areas, I'm looking forward to it myself!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Telgin on December 20, 2022, 09:26:31 am
I'm looking forward to seeing it too, but unfortunately wouldn't have time to contribute.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Comito on December 20, 2022, 12:22:14 pm
Is there some trick to not getting an endless string of rejections during world creation? It always seems to happen when "placing civs" reaches around 45 or so.

And even if it manages to work, it crashes when finalizing.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on December 20, 2022, 03:33:06 pm
Is there some trick to not getting an endless string of rejections during world creation? It always seems to happen when "placing civs" reaches around 45 or so.

And even if it manages to work, it crashes when finalizing.

We haven't had much of any issues when genning, if this is in regards to just moving all of this to Steam edition. But we did only move a few files and not all of them. In that we didn't move over files that were already in Vanilla, since Vanilla has sectioned out it's content now, so we only moved over the stuff for the new Ponies, changelings, etc to be there.


Here's a screenshot of the only files that were moved over atm, it should only include all the new pony stuff so as to not conflict with the vanilla stuff, so let us know if it's missing anything.
(https://i.imgur.com/Ov2e53C.png)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Comito on December 20, 2022, 06:12:45 pm
I mean the 47.04 version.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on December 20, 2022, 06:24:20 pm
I mean the 47.04 version.

In that casing, I have no clue, it's working just fine on my end.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on December 24, 2022, 05:00:16 pm
Just to give a heads up, the one that was uploaded to the workshop today by King of Turves isn't the one being worked on with my slight assistance. The person working on the one we're doing with the graphics and all is called Poopsikins on steam: https://steamcommunity.com/id/llarkin67/

That being said, be sure to check out King of Turves version regardless, I just wanted to let people know that it's not the one I'm talking about in terms of someone working on getting it to steam.
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Kingofturves on December 31, 2022, 05:14:01 pm
Hi Unknown72,
Kingofturves here. Apologies for not reaching out. My laziness/incompetence with navigating the labyrinthian nature of the Dwarf Fortress forums.
Some timidity at reaching out to strangers. Some impatience in just wanting to play around with the files and using it as a motivation to edit text files and see how things work.
I wasn't sure of the status of the pony mod community for the steam version.
Some of the search results for google were for much older versions of the Pony mods, and some of them seemed quite divergent from the FiM TV series.
So I wasn't exactly sure who to talk to.

I think I used your files as a source. So I'd like to ask retroactive permission. Hopefully I've stated on the steam page that I don't view it as my own work.
Would you like crediting on the page as a source, in text files in the mod, etc.
Not exactly such on the etiquette of these things as the last time I ever messed around with text files was making a few scenarios in Civilisation II.

My edits to the files for the mod have been to mainly just have the MLP races, but mostly using the Dwarf Fortress items, clothes, etc.
Have any of the races as playable civs.
I do fancy trying to work out how to add Deer as a replacement for Elves as the Wood obsessed tree dwelling civilization.
I'm curious as to whether Diamond Dogs can be modified to be able to mine without the need for picks.
I also wonder if its possible to have a player race be ruled by a legendary monster, for example, have the Alicorns be generated at world's creation like other megabeasts (dragons etc.) As they don't seem to pop up in the pony civs?

Would it be okay to come to you to advice on how to edit text files, I assume this stuff is mainly your work, or your work as part of other user's like: Sorcerer or Nidokoenig.
I'm kinda fascinated as to how these mods develop over the decade or so along in parallel with the game itself.
Would you like me to rename my uploaded mod to avoid confusion, help promote the one that you're working on to release on steam?


I'm looking forward to seeing what you can do with the graphics.
I apologize for being a bit bull headed in wanting to get a mod as soon as possible.

Hope you've had a good Christmas and wish you a Happy New Year! :D
 
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on January 01, 2023, 01:43:57 am
Hi Unknown72,
Kingofturves here. Apologies for not reaching out. My laziness/incompetence with navigating the labyrinthian nature of the Dwarf Fortress forums.
Some timidity at reaching out to strangers. Some impatience in just wanting to play around with the files and using it as a motivation to edit text files and see how things work.
I wasn't sure of the status of the pony mod community for the steam version.
Some of the search results for google were for much older versions of the Pony mods, and some of them seemed quite divergent from the FiM TV series.
So I wasn't exactly sure who to talk to.

I think I used your files as a source. So I'd like to ask retroactive permission. Hopefully I've stated on the steam page that I don't view it as my own work.
Would you like crediting on the page as a source, in text files in the mod, etc.
Not exactly such on the etiquette of these things as the last time I ever messed around with text files was making a few scenarios in Civilisation II.

My edits to the files for the mod have been to mainly just have the MLP races, but mostly using the Dwarf Fortress items, clothes, etc.
Have any of the races as playable civs.
I do fancy trying to work out how to add Deer as a replacement for Elves as the Wood obsessed tree dwelling civilization.
I'm curious as to whether Diamond Dogs can be modified to be able to mine without the need for picks.
I also wonder if its possible to have a player race be ruled by a legendary monster, for example, have the Alicorns be generated at world's creation like other megabeasts (dragons etc.) As they don't seem to pop up in the pony civs?

Would it be okay to come to you to advice on how to edit text files, I assume this stuff is mainly your work, or your work as part of other user's like: Sorcerer or Nidokoenig.
I'm kinda fascinated as to how these mods develop over the decade or so along in parallel with the game itself.
Would you like me to rename my uploaded mod to avoid confusion, help promote the one that you're working on to release on steam?


I'm looking forward to seeing what you can do with the graphics.
I apologize for being a bit bull headed in wanting to get a mod as soon as possible.

Hope you've had a good Christmas and wish you a Happy New Year! :D

It's all good! I can understand the want to get it out there, I just wanted to make sure people knew that the one you did wasn't the one that me and the person I linked were working on, to avoid any confusion in getting the 2 mixed up!

Credits wise, I actually haven't contributed much to the mod itself, just minor editing to keep it up-to-date with the DF version of the time! I'd recommend absolutely crediting the original creators Sorcerer and Nidokoenig on the steam page however, as this is all their work with my minor edits!

In terms of deer I could see that as just copying the Earth Pony set up, getting rid of it's Castes (as that's how the cutie marks work), and adding Horns to them (in all regards this wouldn't be too hard to do, just time consuming.)

Diamond Dogs being modified to not need picks for mining does sound possible, but I'm struggling to remember what the tag would be for enabling it if any. Same with having Legendary Monsters ruling a civ, though I think that already happens as sometimes Dragons, Demons and other creatures become leader/monarch of a Civ, albeit rarely.

I would highly recommend checking out the DF Wiki and keeping an eye out on the DF Modding Questions thread, the DF Wiki is really good at documenting all the information needed for making your own mods, like how to make your own unique stuff, how tags work, etc etc, and if you ever have questions, the Modding Questions thread users typically answer near instantly. The Kitfox Discord would also be a good place for modding help and information!

And absolutely feel free to edit it as you like, it's open source for anyone to utilize and do what they will with it!

In terms of name, maybe adding something like "Unofficial" to it or the like? Up to you really, I don't really mind the name itself, I'm fairly sure the one Poopsikins is working on is going to be called My Little Fortress or some variation of it.

You have a good Christmas and new year as well!

And speaking of progress, have this funny little preview as Poopsikins tries to get it working right.

(https://media.discordapp.net/attachments/1053666858575872060/1057152512098062356/image.png)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Unknown72 on January 17, 2023, 08:28:03 pm
Update: The person that was working on getting it in, Poopsikins, with graphics and all, has had to pause development due to real life issues taking precedent. Fortunately, for those interested Kingofturves has made their own version already! So I highly recommend checking them out on steam if you haven't already!

Here's a link to it, since I forgot to link it before: https://steamcommunity.com/sharedfiles/filedetails/?id=2906176996

This is something Kingofturves has been working on by themselves, so props to them for their hard work!
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Kingofturves on February 11, 2023, 09:42:49 pm
I've managed to get some placeholder sprites for various entities. The re-introduction of the Arena has been rather helpful to look at the rare one's like the Changeling Queen, etc.
These are 32 by 32 pixel sized icons. Scoured from across the internet. I've had to use GIMP to reduce these images down to the correct size (have since corrected the changeling queen as pixels outside the 32x32 square won't display, unless some other special options required?). As they are 32x32, they are rather simple, had to use sharpen and other options to bring out details. They're a bit limited, since they only have one adult, one child, one corpse, etc. image per caste.
I haven't figured out the pony castes, looks like it requires more text as there seem to be 10 castes (5 male, 5 female) per phenotype of pony (earth pony/unicorn/Pegasus) and 4 alicorn castes. So a bit more text files to write up.
Current limitations; no variation for hair colour/style, mane colour. I'm guessing this might be possible but might need more images?
Was quite hard to find suitable existing sprite files of Diamond Dogs, etc that were without clothes and had full bodies.
Most of these sprites were modified from True Frenzy on Deviantart, seemed to be under the fair use license.
Might need to redraw the Diamond Dogs to remove clothes, if planning to add clothes/armour variation, etc. in future, implementation dependent on enthusiasms.

One possibly useful addition, domestic horses has the following code;
"
[LAYER:BAGS:SADDLEBAGS_DOMESTIC:0:1]
         [CONDITION_NOT_CHILD]
         [CONDITION_HAUL_COUNT_MIN:1]
         [CONDITION_HAUL_COUNT_MAX:4]
      [LAYER:BAGS:SADDLEBAGS_DOMESTIC:1:1]
         [CONDITION_NOT_CHILD]
         [CONDITION_HAUL_COUNT_MIN:5]
         [CONDITION_HAUL_COUNT_MAX:9]
      [LAYER:BAGS:SADDLEBAGS_DOMESTIC:2:1]
         [CONDITION_NOT_CHILD]
         [CONDITION_HAUL_COUNT_MIN:10]
         [CONDITION_HAUL_COUNT_MAX:14]
      [LAYER:BAGS:SADDLEBAGS_DOMESTIC:3:1]
         [CONDITION_NOT_CHILD]
         [CONDITION_HAUL_COUNT_MIN:15]
"
This text is neat as it will apply saddlebags to the horses in the normal unmodified dwarf fortress game when they are carrying objects around like stones, etc.
Copying this into the graphics text file for ponies will make the ponies have saddle bags when hauling. Kinda neat.... might have other applications like animation of alternative poses?

I assume that each sex of the pony phenotype has 5 separate caste defaults in order to over come Dwarf Fortresses' assumption that all the dwarves will have similar skin colour, etc. So having 5 castes of male earth ponies and 5 female earth ponies, would ensure more coat colour variation.
Might take longer for me to right a text file that references them.
So I will possibly need images for the following?

"CASTE:E_DEFA_M][CASTE:E_DEFA_M1][CASTE:E_DEFA_M2][CASTE:E_DEFA_M3][CASTE:E_DEFA_M4]
[CASTE:E_DEFA_F][CASTE:E_DEFA_F1][CASTE:E_DEFA_F2][CASTE:E_DEFA_F3][CASTE:E_DEFA_F4]

[CASTE:P_DEFA_M][CASTE:P_DEFA_M1][CASTE:P_DEFA_M2][CASTE:P_DEFA_M3][CASTE:P_DEFA_M4]
[CASTE:P_DEFA_F][CASTE:P_DEFA_F1][CASTE:P_DEFA_F2][CASTE:P_DEFA_F3][CASTE:P_DEFA_F4]

[CASTE:U_DEFA_M][CASTE:U_DEFA_M1][CASTE:U_DEFA_M2][CASTE:U_DEFA_M3][CASTE:U_DEFA_M4]
[CASTE:U_DEFA_F][CASTE:U_DEFA_F1][CASTE:U_DEFA_F2][CASTE:U_DEFA_F3][CASTE:U_DEFA_F4]

[CASTE:A_PRIN_F][CASTE:A_PRIN_F1][CASTE:A_PRIN_F2][CASTE:A_PRIN_F3][CASTE:A_PRIN_F4]
"

On Alicorns and population ratios.
The text files I used had the Earth Pony, Pegasi & Unicorns as POP RATIO: 100000 and the Alicorn at 100.
The Alicorn never seemed to spawn. So I just reduced the Earth Pony, Pegasi and Unicorn down to 100 each.
The result seemed to improve the chance of one Alicorn spawning. It was suprising that only one spawned, I assume this might be due to the link with Alicorns being eligible for the leadership position of Princess. So I would recommend this alteration to the POP RATIO amounts in the creature files.
Although the Alicorn still seems to have a bad habit of being killed or eaten by others in world generation if the history is long enough.
Also there only ever seems to be one Alicorn, shared by the entire multiple pony societies, regardless of world size.

Hope Poopsikins is okay, I understand how real life issues can and do need to take precedence. If they are able to continue at some point in the future, I look forward to seeing the results, as my own skills are a bit limited and I've many relied on what's available on the Internet.

At some point on my days off, I shall have a go and see if I can get the pony sprites to properly display for Earth Pony, Unicorn, Pegasus, Male/Female, Alicorn, etc.
Although they might only still have the same eye and hair colour.

I wonder if a larger sprite like 64x64 or 126x126, 256x256, etc. will be still the same size on screen or just more detailed? But might be easier to recognise.

Hope you are all well.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/2d3c8881-9f8e-4d94-a73f-cec1223f6dd6/dfp475w-bf13c446-85bd-44ad-a4c5-cb2e06ea09c4.png/v1/fill/w_1280,h_720,q_80,strp/state_of_play_with_sprites_by_kingofturves_dfp475w-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvMmQzYzg4ODEtOWY4ZS00ZDk0LWE3M2YtY2VjMTIyM2Y2ZGQ2XC9kZnA0NzV3LWJmMTNjNDQ2LTg1YmQtNDRhZC1hNGM1LWNiMmUwNmVhMDljNC5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.g2pkTic0nw2jCXTHlaSJmsRrvjKwRhRgYE5GiBJiIEQ)
Title: Re: My Little Fortress Part 2: Electric Boogaloo - 2020 (DF 47.04)
Post by: Telgin on February 12, 2023, 01:21:26 am
I wonder if a larger sprite like 64x64 or 126x126, 256x256, etc. will be still the same size on screen or just more detailed? But might be easier to recognise.

You may want to check out how werecreatures and forgotten beast graphics work.  I don't remember for sure if the RAWs for them are exposed or if they're automatically generated, but the graphics are larger than the usual creatures so that implies that it's possible to use larger sprites.  The game still treats creatures as a single tile, so the graphics can end up clipping, but I'm pretty sure it does work at least.