Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fatace

Pages: [1] 2 3 ... 24
1
Mod Releases / Re: [47.05]/[50.10] The Aeramore Expansion Mod V7.20
« on: September 29, 2023, 09:37:56 am »
Ignore this.

2
Mod Releases / Re: [47.05]/[50.10] The Aeramore Expansion Mod V7.20
« on: September 29, 2023, 09:37:24 am »
Ignore this.

3
Mod Releases / Re: [47.05]/[50.07] The Aeramore Expansion Mod V7.1
« on: March 12, 2023, 10:14:54 am »
compatibility with dark ages?

Compatibility between mods isnt much of a thing if major/overhaul mods fully change/replace the main entities, ect. So until the devs implement a better compatibility check system for raws, major mods/overhauls wont ever be compatible, unless the player themselves goes thru the raws and makes them compatible themselves.

4
DF Modding / Re: Custom entity map icons
« on: February 22, 2023, 11:05:34 pm »
No its unfortunately not do able currently.

5
DF Modding / Re: Changing color of divine metals in existing save [STEAM]
« on: February 16, 2023, 10:01:14 pm »
Procgen items/materials cant get proper graphics currently, at least until toady allows use to use the divine_x in raws.

6
it would be hilarious if the skill/xp values got changed to RS proportions, meaning 99 would be legendary, and require a blacksmith to craft 69,516 steel breastplate, or make 11,586 full sets of steel armor, if boots and gauntlets give 75xp.
Runecrafting would be really awesome and fit well into the DF mechanics. Can't wait for more progress.
Would also be funny if dwarves could get their own player owned houses instead of a crappy bedroom.
Slayer dwarves.....??

Its not possible to do that with xp. As for Runecrafting that still needs to be long thought out for considering the limitions of DF.

Is there somewhere I can see the stats and density of the various metals? Is silver still the best for bludgeoning? If rune has steel stats, does that make blurite complete trash, on par with wood?

Been playing for a few ig years now, are megabeasts and forgotten beasts removed? I should have had some by now. It would be fun if they were replaced with high level monsters or even boss monsters.

It feels like there is a TON of bluryte ore in my mines, it could be RNG, but is that intentional? I mean there is literally tons probably 70% of the ore I encounter above the first cavern level is bluryte. Bitluminous coal and lignite have become very hard to find as a result.

It would be nice if the smelter indicated which process for creating mithril was for which selection, there are 3 "smelt mithril bar" options, presumably with different recipes? One of them uses bit coal, which is extremely scarce already so I'd like to avoid using it.

I made some halberds, but my gnomes wouldn't equip them, seems a lot like the vanilla complications with 2h weapons, is that something you fixed?

Love the mod in general, let me know if you need me to try out any specific mechanics/ give feedback for different things.

Bluryte is about the same as most copper/iron minerals, and all the vanilla minerals stayed the same rate. Its just rng on what you game and what mineral rate you set the world to be.

Mega/SemiMega beasts are still in the game, tho replaced. Its still rare for them to show up tho, and also depends on how long you let the world generate for, the longer then lower the chance to come across them.

The bigger weapons not being useable in fort mode is not something I can fix.

There is no good way to present how strong or tough or durable material is in DF without some full show of the stats, which you can look up in the raws of the mod. There is also a quick guide on the mod on the steam page's discussion board for this mod.

7
I did bring this up to Putnam in Kitfox discord prior, but this should probly be something in Suggestions as well.

Alot of non-modders tend to not understand how compatibility works with DF compared to other games and modding, with DF in order for us to change something with a vanilla defined creature/entity, we would have to just re-write it. Some people just CUT out the original, then just re-add it back in and paste it back in with the new things, under the same token name. While some mods do that, others re-define the name making the originals obsolete. So when the said player adds in a mod that gives the human PLAINS civ new weapons or workshops, to a mod that CUTS the PLAINS civ and adds in a X_PLAINS, it can't be added in.

This leaves the player the option to just add in the tokens themselves, or them just being deterred from wanting to use x mod cuz of this.



Suggestion:

Modders need to have some form of a mod id check system token for the [SELECT_X] tag. This will allow modders to make their mod compatible with other mods alot easier.

Example:
- Lets say a modder adds in a new workshop, but the player is using a mod that redefined the entity so it cannot just easily do [SELECT_ENTITY:PLAINS] to add the new tokens to it..

Compatible way:

[SELECT_ENTITY:NEW_PLAINS:IF:(mod id that adds in the first mod's workshop)]
 
^ This will allow the modder that made the re-defined entity to check if a mod is present, if it is, the mod will add in the new workshop to the defined entity. If the mod id does not exist, the tokens are not added.

"but what about it adding tokens to the normal defined entities/creatures?"

[SELECT_ENTITY:PLAINS:IF:(mod id)]

Would be the same as well. If the mod id is not present upon world generation, it skips over this.




This addition would be greatly appreciated and would be beneficial considering how annoying it is that non-modders dont understand how DF works for mod compatibility wise on Steam.

8
Steel was nerfed down a bit, still better than silver/iron though. The rest of the new metals go up in scale similarly to what they are in RS, Rune now has Steel's stats. Also Dark Animica coats the pillars. There no real good way to explain the stats of DF metals without just pasting the entire raw of them, which in most cases people wont understand anyway.

9
Reserved~

10
PLANS AND SUGGESTIONS:
===================
Post in here your suggestions! (check the plans first before posting)
- This mod aims for BOTH RS3 and OSRS content.

Also suggestions of any Quality of Life additions to this mod (such as stone beds) are welcome! Sadly Overhaul mods kinda need to include their own QoLs since other QoL mods wont be able to properly work with this mod either.



==================
Current Plans for the future:
==================

Magic System:
- Magic System (unfortunately will need to wait till Adventure mode update to add this due its very very hard to test these with only Fortress mode.
- Air Spells
- Water Spells
- Earth Spells
- Fire Spells
- Blood Spells
- Smoke Spells
- Ice Spells
- Shadow Spells
- Cure Spells?

- Actual RS Gods to be used as possible Dieties.

- Abyssal Whip? = Will probly need to create an Abyssal alloy, and have it used in a reaction with possibly abyssal bones to create the whip, or possible multiple abyssal item.

- More Plants and Herbs
- All Herbs could provide their own buff once drank.

11
.,;';,.,;'Gielinora Scape: A Runescape Overhaul Mod';,.,;',.
====================================

This mod aims to Overhaul the Dwarf Fortress world with new Metals, creatures and races to play as!

Before you play this mod, be sure you be somewhat knowledgeable on how Dwarf Fortress works, it is highly advised to not try this mod if you are fairly new since this does make a few changes and makes the game a bit more difficult. Also please remember this is an OVERHAUL mod, meaning it overhaul/changes quiet a few things, so most other mods will not be compatible.




What is in this mod?
===============

As of right now, there is:
- 9 playable races in Fortress Mode and 14+ races for Adventure Mode.
- MANY new creatures found within the world of Runescape.
- a Reworked metal ore system, introducing metals from the world of Runescape.
- Different Semimega and Megabeasts.
- Couple more weapons to fill a few gaps.
- Change in drinks to help races that are not alcohol dependant.
- Soon to come Magic system.

Suggestions, Plans, and Bug Issues
======================

- You can help suggest things in this thread, as well as see the plans for the future as well as report bugs in the discussion page. Info found on the 2nd post below this one.

Note: Before bringing up a issue or bug, triple check DF Wiki and Kitfox Bug discussion for your issue before posting, people tend to have Vanilla DF issues, which will be ignored.

This mod is just in the begining, so there is ALOT more to come!



Downloads:
========
- For both Itch/Classic: https://dffd.bay12games.com/file.php?id=16346

12
Yeh its a known issue, plan on putting up a fix within the next update, just waiting on a few things to finish before adding the update.

13
DF Modding / Re: This game is terrible for modding
« on: January 02, 2023, 06:08:57 pm »
Usually modders have easy access to Arena/Adv Mode/DFHack to help speed up the process of testing things... but we gotta wait for that due to obvious reasons.

14
DF Modding / Can we set multiple OBJECT:TEXT_SET's in the same file?
« on: January 01, 2023, 11:54:20 am »
Are we able to set multiple text set's in 1 file, or do they need to be seperate files? Theres nothing on DFWiki about this or anywhere.

Example:

text_secret_example1

[OBJECT:TEXT_SET]

[TEXT_SET:SECRET_EXAMPLE1]

the Pyromancy
Scorcher
the Firestarter
Ruination
Volcanic
the Heat
the Burn
Meltdown
the Lash

[TEXT_SET:SECRET_EXAMPLE2]

the Frost
Frozen
Icy Wind
the Chilling
Frosty Ruin
the Hailing
the Freezing
Ice
the Cryomancy




EDIT: I did test this to see if it would work, no errorlogs, but theres no good way to check to see if it actually worked since codex/scrolls contianing secrets rarely show up, let along use these.

15
DF Modding / How was "Trading" with merchants changed?
« on: December 23, 2022, 01:03:14 pm »
I double checked raws and it didnt seem like anything changed for trading with caravans, etc. I did hear about that Caravans now need to be traded with other civs to gain their trust in order for them to bring wagons to your fortress.

BUT With my mod I have had people complain about issues of trade caravans having nothing, or soon to be nothing. Tho from what I can tell from the little that some provided me, is that their civ was at war and I do remember there being a mechanic of, if your civ was at war and losing big time, caravans wont have much, or anything, or wont even show up in those cases.

Am I losing my mind and missing something that was changed, or are people just coming across a vanilla related mechanic that isnt discussed much?

Edit: Also reason why I am asking is because I didnt have this issue ever in 47.x

Pages: [1] 2 3 ... 24