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Topics - Fatace

Pages: [1] 2
1
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.

2
.,;';,.,;'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

3
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.

4
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

5
DF Adventure Mode Discussion / Was this cruel of me to do?
« on: November 25, 2021, 08:56:02 am »
I noticed this kobold camp had a river going into it (above it) and around... and well.. i decided to dig into the river and block off the only exit. *evil laugh*, then shortly after i realised the evil biome I was in caused the upbringing of the undead, haha.

FYI: I used DFhack's gui/advfort to mine, ect.




6
In my World (modded as well for testing purposes), A human town was invaded by a nearby Dark Fortress. I showed up during an odd invasion on my first Adventurer, with invaders taking roles of shops, ect. with very few humans, although they started attacking the humans, I tried my best to save them... After about slaughtering 200 of them, the town was free, and I hopped they would return, so I went on a few months of the adventurer then retired. During a Fortress Mode test, that Dark Fortress Civ decided to return and attack again, fully gaining control and forcing those left alive to flee. Once I found out, I returned, and went on a rampage throughout the entire town, leaving no survivors of the enemy. Then I headed northeast to start slaughtering the rest of the Civ, killed the demon in charge. and laid waste to those fools. I returned, told of the army leader's defeat and Civ's demon leaders defeat to the mayor of the fleeing town, and I left it there, hopping they would return... but sadly they still havnt returned after 20 years, and the enemy civ never returning, and barely exsisting within the world. Is this
just a normal issue of them not wanting to return? Or is it due to the bodies laying waste all around the town lol? I have checked all around to find anyone left, but found nothing. After a few Fortresses and Adventurers (20ish years has past), and they still have not chose to return.
Screenies:


7
DF Modding / Modded Civs with Economic Settlements Issue.
« on: February 20, 2019, 09:00:59 pm »
So, after testing, and searching around the internet, wiki, asking on forums, ect. I still have not found an answer, and im not sure anyone has yet... Which is why I decided to make a separate thread with this issue, and not for just my sake, but everyone else as well who attempt to find and search for an answer to this issue..

The issue is this:

When Civs and new Civs are modified/added to the game, (Such as humans, elfs, ect.) They always wont want to create economical settlements close by to your fortress as it would work as Dwarf Civ. There are chances of nearby Cave inhabited Civs joining you, but without this chance, you cant achieve Baron, ect. Has anyone found a solution to this issue? Or know what is the cause of this issue?

I tried testing to see if [SETTLEMENT_BIOME:_] tag had any reason with it, but after 4 years, the only thing that by chance that economically joined me was a nearby cave Civ that was similar civ as mine. (testing things out as a human, but that cave had a civ that lived in town/halmets). Not sure how well I would say that isn't a tag that solves this issue when I've only done 1 test with it.. but Wiki, ect says nothing else about that tag. I have also checked Position tags to see if there was anything relavent with the issue but there doesn't seem to be one. I double checked on DF wiki again and looked up the requirements for settlements to show up and join you, but I met all the requirements, even the generic "hills or grasslands" req that would be there for dwarfs, since my humans show up and have support living there as well, and there is plenty of space as well.

Anyone else know any info on this issue?


Edited:
Known ways of achieving economical links:

1. Close nearby Cave Civ randomly being linked with you. (happens half the time)
2. Having Other Civs conquer another nearby site near you. (only 2 cases recorded as of typing this)
3. A Chance of your members that recently took over a location, to move away to make a new site. (only happened once for me)
4. A Civ that is the same as yours that had their site depopulated may repopulate and change to economically link with you.
5. Taking over other locations (unconfirmed)
6. A Chance of a site appearing after you retire the fortress.

If anyone has any info, let us know!
I wanted to make this thread to help those who are searching for this exact issue!

8
DF Modding / All World Titans Clustered in 1 Tile in the Corner?
« on: July 29, 2018, 02:15:23 am »
So.. I was unsure where to post this, mainly cuz im not sure if this is a vanilla glitch or modding related glitch...

So while doing a longplay test of my mod The Aeramore Expansion, everything seems to be fine, switched to adventure mode and I have been just going around checking for strange things that I might need to fix or nerf.. well... over time of me playing on the character I kept killing every known beast in the game, but I never ran across a titan.. figured it was just coincidence... then after exploring about half the map (medium world size), I was given MULTIPLE quests to go to the northwestern part of the map in the very corner.. I see a lair.. alright I'll kill it then! Then As I get there I notice that all 15 Titans (Tundra, Sand, Forest, ect.) were all up here.... what?

This is the first time I have come across this problem.. specially like this.... With my mod I have left titans untouched, and nothing else added with titans either... has anyone had this issue before? Or is it just some strange coincidence? Strangly enough the race nearby it are untouched by them.

9
DF Modding / Are there Raw Patch Note Changes?
« on: June 23, 2018, 11:35:16 pm »
I have been always curious of this, are there any patch notes somewhere to see what changes have been made to the raws?

10
EDIT: [RESOLVED] Look at my last post!

I sent 10 guys up to look for a weapon in a random non-site area (assuming theres a camp here maybe?) back in winter, the world map said seven days, but its now nearly autumn lol. Legends says they
are still alive, and not captured or anything. 1 of the 10 guys actually for some odd reason didn't leave until spring though... (no clue what happened on that).

How long does it normally take?

11
Mod Releases / [47.05]/[50.10] The Aeramore Expansion Mod V7.20
« on: April 22, 2018, 04:33:36 pm »
The Aeramore Expansion Mod Basic Info
=================================



Welcome to the Aeramore Expansion.
This mod takes in the Vanilla concept and adds more spice, culture, and FUN to the game. New Races, Beasts, Weapons, Secrets, Destruction, Chaos, and so much more that is listed below! When you chose to use this mod, make sure you are
either playing on a Medium or Large map if you want the full fun experience of all races, and if you wish to experience all
Secrets that there is to know, you may need to use Advanced World Creation to raise the number of secrets. It's your choice..
but beware.. this world might seem nice, simple, and full of life, but deep down inside, its dangerous. So have fun! This mod also allows you to play as all races except for the Cave related races! Difficulty wise for this Mod, I would say it can be difficult, easy at times with all the new things, but also dangerously hard at other times.


Note: Steam Release of this mod has been updated, now we just wait for Adventure Mode to release.



';,.,;';,.,;';,.,;''CONTENTS OF MOD'';,.,;';,.,;';,.,;'
====.,;' Quick Gist of the Mod:
 - All Civs Playable.
 - Tons of Weapons, Metals, Plants, Gear, ect. (read below for more info)
 - Alot of new Creatures, beasts, and deadly beings.
 - 32 Total Secrets added.
 - Many new Reactions, specially for adventure mode!
 - Guide within the Zip file to help you figure out what things are, will need to use Control+F to find things!
====================

========.,;'All Creatures';,.========
 ===========================

Spoiler: 21 All New Civ Races (click to show/hide)
===========================

========.,;'32 New Secrets to Discover';,.========
====================================

====================================

===.,;'A BUNCH of New Weapons, Gear, n Tools';,.====
====================================

Spoiler: List of New Weapons (click to show/hide)
Spoiler: List of New Equipment (click to show/hide)
====================================

========.,;'7 New Workshops';,.========
====================================

Spoiler: New Workshops (click to show/hide)
====================================

=====.,;'All new Minerals, Metals, Plants ect.';,.=====
====================================

Spoiler: New Minerals (click to show/hide)
Spoiler: New Metals (click to show/hide)
Spoiler: New Trees & Plants (click to show/hide)
Spoiler: New Drink Types (click to show/hide)
====================================

========.,;'Misc Additions';,.================
====================================

Spoiler: New Blessings (click to show/hide)
Spoiler: New Types of Curses (click to show/hide)
Spoiler: Extra Misc Info (click to show/hide)
====================================




============
DOWNLOADS:

Version V7.0 [47.05]: https://dffd.bay12games.com/file.php?id=16177

Version V7.1 Classic [50.xx]  https://dffd.bay12games.com/file.php?id=16266

Version V7.11 [50.xx] Steam/Itch: https://dffd.bay12games.com/file.php?id=16225

Reminder: For Classic version, all you need to do is unzip the file, and place the mod into the "mods" folder in your DF Folder.

============


Note: I have done alot of testing, but there is more or less likely a chance of something I may need to fix or
a bug that I have missed, if you are playing with this mod and notice any, please post on forums!
Also Feedback is very welcomed! It will help me learn more on what to do and not do! Fixes or changes will probly be made as time goes on.






===
The Patches may take a while to get out, due to being busy at times, but also waiting on certain DF Vanilla releases at
times.
===

Future Plans:
- N/A


============
Notice:
 ~ Patch Notes, Bug Issues, and Advanced World Parameter Templates have been moved to the Top of Page 2, due to space limitation in this post.
============

12
I am using a chart based of of DFWiki that only shows certain values important to damage with weapons... the first set is Vanilla, 2nd set is the metals in my mod that are useable to make weapons (except 2 that only used as dropped weapons)

Code: [Select]

Metal         Value  Density  ImpYld  ImpFrct  ImpEla  ShrYld  ShrFrct  ShrEla   Notes

Adamantine      300    0.200   5000    5000     0       5000    5000     0       Only the Dwarfs know how to forge this material.
Divine metal    300    1.0     1000    2000     0       1000    2000     0 
Steel            30    7.85    1505    2520     940     430     720      215   
Bismuth bronze    6    8.25    602     843      547     172     241      156   
Bronze            5    8.25    602     843      547     172     241      156   
Iron             10    7.85    542     1080     319     155     310      189   
Copper            2    8.93    245     770      175     70      220      145   
Silver           10    10.49   350     595      350     100     170      333   
Platinum         40    21.4    350     700      152     100     200      164     Only available as Artifact Weapons. 
Bone              1    0.50    200     200      100     115     130      100   
Wood              1    0.50    10      10       1000    40      40       1000   
Shell             1    0.50    200     200      100     115     130      100     Only available as Artifact Weapons. 
Leather           1    0.50    10      10       50000   25      25       50000   Material data added for comparison. 
Obsidian          3    2.67    1000    1000     2222    35      35       114     Only available for Stone Weapons. 
Crystal glass    10    2.6     1000    1000     2222    33      33       113     Only available as Trap Components. 
Clear glass       5    2.6     1000    1000     2222    33      33       113     Only available as Trap Components. 
Green glass       2    2.6     1000    1000     2222    33      33       113     Only available as Trap Components.

Added in My Mod:
Sunfire Gold     35    7.85    905     1520     340     440     700      290     Only the Kytsuni know how to forge this material.
Palidium         45    18.4    1350    1700     210     1140    1240     180     Only the Humans know how to forge this material.
Quicksilver      20    7.49    710     1040     280     239     635      250     Only the Saedric know how to forge this material.
Scalion          25    16.9    1750    2800     300     200     420      160     Only the Nagorians know how to forge this material.
Malevolyte      100    1.0     680     930      50      2200    3100     80      Only available by killing Eklion for its "Antlers".
Mythrillium      20    9.35    632.5   1250     260     430     720      205     Only the Etharlu know how to forge this material.
Dragon Steel    200    3.55    3200    4000     310     2600    3500     135     Only the Draconei know how to forge this material.
Arcanium          8    2.14    310     390      108     290     345      125     Only used with Ammo and ranged weps. and other hidden things...
Divine          300    1.0     1000    2000     0       1000    2000     0       Only Obtained through drops... Same as normal divine metals.
Zodiakrius      400    15.0    5500    5500     16      5500    5500     16      Only Obtained through Diety FINALBEASTS  (Ancient weapons)
ArmoklyteBlood 1000    14.0    6000    6000     15      6000    6000     20      Only Obtained through killing a Fragment of Armok. (Legendary weapons)
Hellfire        250    11.2    3200    3400     134     3200    3400     115     Obtainable from Hellferions from the lava caverns.
Catalycium      *50    1.35    936     1450     390     1250    1470     158     Only certain Civs know how to find and forge this material.
Orichalcum       30    12.4    1390.5  2325     225     274     915      185     Only the Zhaahara know how to forge this material.
Echanoriatium    35    8.31    1134    1730     273     792     1366     240     Only the Faexari know how to forge this material.




Sunfiregold, Palidium, Quicksilver, Scalion, Mythrillium, Dragon Steel, Orichalcum and Echanoriatium are all basically other metals + new ingrediants.
Zodiakrius and Armoklyte Blood are dropped as weapons from Finalboss beasts.
Divine is.. the same as normal divine metals but just a copy of it used for itemcorpse drops.
Hellfire is obtained from rare creatures from lava areas. Catalycium was made purely for edge weaponry.



13
DF Modding / Need help with Modding.
« on: March 07, 2018, 02:01:11 am »
So recently, after getting help with modding in foreign weapons into the game.. I decided to keep going.. more and more..

I scavenged through wiki, learning more and more about modding.. as of now..

I have created New weapons for Melee and Range, as well as a Ork Race Civ. and I plan on making a decently big mod :D

I am currently working on other race civs... but I have come across a problem, so I need help from experts with a few questions.. and possibly more into the future..

1. I am trying to create a "snow elf" type race, but I cant seem to get them to spawn in Tundra/Tiaga/Forest Tiaga biomes only. They are a strange mix of elfs and humans, and there towns are in CITY and HAMLET styles, unlike the elfven retreats.. but I cant seem to get them to spawn only in cold areas.. (they spawn in other areas if allowed) So My question is, are there certain requirements or do civs have restrictions to what biome they can be in?

Currently this is what I am using:

   [START_BIOME:ANY_TEMPERATE]
   [START_BIOME:FOREST_TIAGA]
   [START_BIOME:TIAGA]
   [BIOME_SUPPORT:TUNDRA:4]
   [BIOME_SUPPORT:GLACIER:2]
   [BIOME_SUPPORT:FOREST_TIAGA:3]
   [BIOME_SUPPORT:TIAGA:4]
   [BIOME_SUPPORT:ANY_LAKE:3]
   [BIOME_SUPPORT:ANY_RIVER:3]

I recently added the [START_BIOME:ANY_TEMPERATE], to see if they would start there then move out more north.. but no.. some still spawn in hot areas..
I searched through wiki, ect. but found nothing..
Edit: I also cant seem to get TREE_CITY civs to pop up in mountain biomes..


2. Where are the other raw files (if they exsist) for building and civs sites? Is it possible to customize them or make new ones?

3. Is it possible to mod in different tiles for the Overworld Map?

4. Once I get things ready for the mod.. how would I set it up for forums? As well as how would I set the files? As of now I am just using the main raw files and adding into it, would it be the case of just "save original raw files elsewhere, and replace exsisting files with modded ones" or is there a different way to do it?

(may ask more questions in future lol)

14
DF Modding / Make Foreign Weapons/Armor with 3rd party?
« on: February 27, 2018, 11:04:51 pm »
Sorry if I might be posting in the wrong area, but is there a way to make the foreign weapons, ect. using a certain mod or changing some lines of code? I can't really find much help on the internet or a mod that does this.

15
DF Suggestions / Books/Blueprints for Foreign Crafting?
« on: November 05, 2017, 01:41:48 pm »
Something I have always wanted in Dwarf fortress (without the use of mods) would be able to craft/smith Foreign weapons, ect. What about after a x amount of years in the world, the Humans/Elves make blueprints of their crafted equipment, and are randomly sold amongst the caravans to share, and then once bought/looked at by a dwarf, it unlocks the ability to make the human weapons such as long swords, whips, halberds ect. I enjoy these weapons but it sucks you wont find adamantine versions of these weapons :C

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