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Messages - Unknown72

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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!

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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.


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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.

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DF Dwarf Mode Discussion / Re: Dungeons Bug? (Steam Version)
« on: December 23, 2022, 08:38:08 pm »
It's entirely possible that your dwarves decided beatings were good enough. Keeping in mind these dwarves can be very arbitrary with their punishments depending on who they are and what their personality is like, and what connections the persecuted might have.

It could also be a bug too, sure, there's a lot of them running around with the Steam release, but in this casing i'm inclined to believe your dwarves are more lenient tbh.

5
DF Dwarf Mode Discussion / Re: (Steam) New Fort Limits?
« on: December 21, 2022, 01:35:46 am »
Real quick question about the FPS counter: I have it at 100 <45> right now, which of those numbers is the computational FPS?

pretty sure it's the <45> but I could be wrong.

6
I mean the 47.04 version.

In that casing, I have no clue, it's working just fine on my end.

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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.

8
DF Dwarf Mode Discussion / (Steam) New Fort Limits?
« on: December 20, 2022, 03:51:51 am »
Okay, so I got curious about what the new limits for forts can be now, if there is any. Normally my computer can run a 5x5 Embark with 250 Strict Pop cap fine for a little while until I start getting advanced defense setups, well, setup.

Has anyone tested the Steam version with massive embark sizes, like a 10x10 with 200 Pop Cap? or even just going to the max 16x16 and seeing what happens? A person I know whose only ever played Steam DF told me that they did a 6x6 embark and is sitting at 100 dorfs just fine, so they're considering increasing it.

Edit: We also learned that you can have Multifloor Outside Housing now! They were able to build a 2 story house with a roof just fine, so that's exciting!

9
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!

10
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.

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DF Modding / Re: Modding Discord?
« on: December 17, 2022, 11:30:34 pm »
Kitfox Discord has a modding discussion sub-channel in the Dwarf Fortress channel.

Nice, wasn't even aware Kitfox had a discord! I was helping someone port a mod to DF and was struggling to find a modding discord for it.

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DF Modding / Modding Discord?
« on: December 17, 2022, 10:52:18 pm »
Is anybody in the process of making a modding discord to help new people with mods, give help on porting normal DF mods to Steam DF, etc?

If need be I can do the initial setup of the server itself and transfer ownership to an experienced modder/community member like Meph, Splint, FirePhoenix, Sver or the like, but I think it'd be a huge help for the massive wave of new people coming to the DF modding scene.

13
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.

14
Was gonna do an update today but just realized it's Christmas Eve and have to do some things for that before I forget and fuck myself over. You all have some wonderful holidays! I'll most likely post up the next update in a couple of days once the holidays pass.

15
Other Games / Re: Amazing Cultivation Simulator
« on: December 22, 2020, 06:01:08 pm »
Hell, all the options in that event leads to innocent people getting slaughtered, iirc. There's just "help with the murder", "help with the murder but also backstab", and "walk away from the ongoing murder". If there's an option that didn't lead to the mortals getting cultivator'd I don't recall seeing it.
Eventually you get the option to actually stop the murdering, but I'm not quite sure what triggers it. I'm fairly sure it isn't actually tied with you being good or bad though, maybe its your total reputation amount or possibly even the strength of the cultivator you send?
I've seen it mentioned somewhere that once you start accruing beyond a certain amount of evil rep, the good options disappear, which makes it really hard to get good again, but you can gimmick it by setting it to auto-attempt 'good' options. Not sure if it's valid for that particular encounter, but it might be worth a shot if you're aiming to be positive.
Yeah, if you go too far either way options disappear, which locks you out of stuff which is pretty annoying (eg. if you go to an opposite sect to explore they attack you no matter what you try, you can't do disaster relief missions with your dude if you are evil, etc).
The whole reputation thing is super easy to game though if you know the right things to do. Honestly, that's a big part of the reason I'm not really fond of how the system works.


I can't help but think that disaster relief part isn't fully true, because I ran an evil sect and was still able to do disaster relief, especially considering that's a major thing for agencies and not doing them makes agencies useless cause you'll eventually lose all your followers there as a result.
To be clear I mean from sending your dudes out on missions for disaster relief, not from your agency policy, which you can still get +800 from if you use watch closely+diaster relief policy. For what its worth it doesn't actually matter for any agency aside from Mt. South since you get other dudes helping everywhere else, but its a big enough pain that I've been careful to avoid becoming evil.

And it is possible that something other than being evil was blocking me from sending relief missions to help dudes, but uh... it would be a really big coincidence that as soon as I turn evil my dudes are like "Whelp, can't do anything other than just make the disaster worse, sorry".

Ah okay, I thought you were talking about outright doing disaster relief in the first place, that's my bad. I never really sent people out to help with disaster relief during my evil run, mainly cause it was stupidly easy for me to pass them without doing so, so I never had to. Spent that time having them go out and do fucked up shit for the sake of cultivation xD.

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