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.

Topics - MottledPetrel

Pages: [1]
1
DF Community Games & Stories / Modded Hell II: Mini-Update
« on: June 13, 2020, 05:37:37 pm »
     After all this time away from Dwarf Fortress, and with a new version of the game I haven't tried yet, I've decided to come back and make a new story. This fortress revolves around generally the same concept as the last fortress (Find as many mods as can be fit into the game, gum the whole thing up with 'personal edits', and then laugh as the whole thing catches on fire, literally), and will be treated largely as the last game was in terms of management, play style, and story. This time, however, Enemy Post was nice enough to compile the mods for me and did a better job than I realistically did the first time. And for the first time ever I have a nice folder of Read-Me's that actually tell me what the hell everything does and what things are going to make my koopas sleep until the end of time. I'm not going to read any of them of course, but they're there in case something becomes a little too much. I'm still confirming that everything works, and the lines are smeared as much as they safely can be, so expect the story to start about a week after this initial posting. You can find a link to the first story in my quotes section at the bottom of my posts.

     Here's what's in the game as of now, a nice list given to me by he who compiled the mods. I'm still going to accept submissions for this game, but because of the new version making a lot of old mods obsolete I'd like to focus on stuff made more specifically for this pack. If anyone's got any custom, homebrew creatures, plants, items, or anything else DM it to me and I'll try to make it work.

Rise of the Mushroom Kingdom, Dwarven Bread, and Mostly Mythical Monsters by IndigoFenix.  (ROTMK has been ported forward)
Dwarvemon by FirePhoenix11.
Zombies ate my Dwarves, Dwarfest Dungeon, and What Lurks Below by ZM5.
Black Powder Firearms by Jake.
Deeper Dwarven Domestication by Wannabehero.
Primal, Jawa Fortress, mottled petrels, and Assorted Creature Pack by Enemy post.
Procedural Decoration Legends by Wastedlabor.
Extinct Creatures Mod and Mundane Creatures Mod by Scourge728.
Caverns Of Peace, Friendship, & Fun by Fluffyshambler.
Speecho the Trust Worm and The Fruit Engine by Dunamisdeos.
Meat blocks by Derpy Dev.
Fungus Expansion by MottledPetrel.
TehLOLmod by various authors.
Spellcrafts by Eric Blank.
Dog Breeds and Fishing Expanded by Brolol.404.
The Aeramore Expansion Mod by Fatace.
Monstrous Manual by Teneb.

I'll add things to this first post as they are needed, among them being names. If people want a koopa named, call them out. Otherwise, I'm ready to turn another pleasant field into a scorched blood-mire.

2
Mod Releases / Mottled Petrel's Fungus Expanion (1.02)
« on: April 20, 2018, 06:08:48 pm »
     Throughout my years of playing Dwarf Fortress I have always had issues with the plant system. Grow plump helmets and you never have to worry about food or drink, send out unskilled nobodies out into the woods and they come back with their hands overflowing with edible plants, no poisonous plants, plants can't really be used for much other than dye and thread, most plants are incredibly cheap and you can feed your whole fort off of a few rough gems' worth of food, only a few types of mushrooms, the list goes on. This mod works to fix these issues in addition to adding much more variety and functionality to the world's flora without just adding reskined plump helmets. Most of the mushrooms added by this mod are true to actual existing species of mushroom or are based off of existing mushrooms with extra added features to make them more game friendly. Some prominent features include:

1. Poisonous mushrooms
2. Completely useless mushrooms
3. Mushrooms that grow in very specific climates for only one or a few seasons, instead of the usual 'Grows everywhere all the time'
4. Mushrooms that can be refined into usable items, like a more dwarvenly method of how elves grow their tools, because instead of 'communing with nature' or 'asking the trees nicely' its more of a 'tearing nature up from its roots and forcing it to do our bidding'
5. Mushrooms that can be refined into ingots
6. A number of new dyes
7. Growable weapons (mushrooms that can be refined into weapons)
8. New mushroom 'grasses' that turn the monotonous green grass landscape into a more realistic and appealing terrain
9. Psychotropic mushrooms
And much more to come as I work on it!

     As it currently stands, there is much more I intend to do with this mod. It is currently at the point where there is enough content for me to release it and there to be a noticeable difference to the game, but I hope to get to the point where there are a substantial amount of new reactions, all normal plants can be removed and you can effectively survive in any biome in any season off of mushrooms, and possibly some fungus creatures and civilizations after I finish with the plants.

     I encourage you to go in blind and try to weed out the poisonous and useless mushrooms from the edible and useful ones, but for those who want to know what they're getting into (like me) I have included a list that I intend to update as more mushrooms get added.

Buildings:
Spoiler (click to show/hide)

Edible Mushrooms
Spoiler (click to show/hide)

Mushroom Grasses (Not that they really matter)
Spoiler (click to show/hide)

Poisonous Mushrooms (I've been having trouble balancing them because there are generally REALLY inconsistent reports as to what the actual symptoms of poisonings are other than 'just avoid it', so these might take a while to implement)
Spoiler (click to show/hide)

Psychotropic Mushrooms
Spoiler (click to show/hide)


Useful Mushrooms
Spoiler (click to show/hide)

Useless Mushrooms (These are probably going to be minimal as I work to get the more useful and fun mushrooms added first)
Spoiler (click to show/hide)

Reactions are described under Useful Mushrooms, and have been given to the dwarves in the supplied entity file. Of course, for those like me who like to use mix mods I have also supplied a document with all of the reactions. Just copy and past them into what ever civilization you want.

Useful tips:
1. Currently (and probably forever), most mushrooms are going to be found in temperate conifer forests, seconded by temperate broadleaf
2. Mushrooms based off of existing ones have their scientific name in the files for those who really want to play it safe, but be warned that I have taken creative license on some of them based off of their names and niches that needed to be filled in the game
3. You might want to be a bit more cautious about what plants you let into the fort, accidentally eating some of these things is a death sentence
4. Please DO NOT use this mod to determine edibility of real mushrooms. I have generally been true to what is and is not edible, but everyone's body handles mushroom toxins differently

Finally, I'd just like to say that updates probably aren't going to be super frequent, as I have other obligations and I will probably have the tendency to release lump updates instead of updating it after every mushroom I make. Feedback and bug reports are appreciated, and balancing some of the poisonous mushrooms to fit DF syndromes is going to be a nightmare that I'd appreciate feedback with. I'm also open to ideas and suggestions, they could be new uses for mushrooms, special request mushrooms from any favorites you might have, fantasy mushrooms, or really just anything fungus related you might want in the mod.

And Finally, the Download Link:
http://dffd.bay12games.com/file.php?id=13695

3
Abandon Hope Ye Who Enter Here
(The actual fort has started, you can skip to the beginning of the story on page 35 Here, and you can skip to the beginning of the fort on page 51 Here. I would suggest reading the process of creating this though, as it was quite entertaining)
Over my career of playing dwarf fortress I have amassed a stockpile of mods for personal use. Most of which conflicted gloriously and often led to, say, an invasion of Goombas wielding master swords with war allosaurs that breath fire. Some of which was my own personal tinkering to make everything even more broken and !fun!. The combination of many of these mods that were intended to stand alone and create their own world led to a very entertaining hell with many events that shouldn't exist. Not wanting to keep all the fun for myself I've decided to create and document a new (possibly succession fort depending on how much interest there is in it being succession) fort when the next dwarf fortress update comes out with all of my mod folder. But that's not all! Until I decide to start the fort I will be accepting Any mod personal or official (unless deemed to have an element that might destroy the experience too hard) or modification to existing game or mod functions to the fort. This is going to be a dictatorial democracy process.

The fort has been started, so mods will be no longer added. You can still submit them, but they'll be put to the side until further notice.

A simple bar fight could easily turn into a fruit salad in seconds.
This process has already turned into quite a spectacle.

Mod Accepting Process
    If I deem that something is too bad (such as say, changing rain out for lava or making an unbeatable beast as common as vermin) I may veto it, but if there is enough of a desire to over rule the veto than so be it. Otherwise, make any changes as small or extensive as you want (within reason). You can post a spoiler with the raw text in it, or send me a download link. If an official mod is desired point me towards it's thread. I'm not going to call anyone out for plagiarism, but don't steal too much. I only ask that you give a general overview of what the mod contains and a reason you want it, preferably with extra emphasis on what's in it that might bring the fortress to it's knees. It doesn't have to be balanced, but the game should at least not crash from just thinking about it.

Lore
     It has been determined, because of the stupid amount of effort that was put into making them reproduce asexually, that we are a fort of lawnmower ranchers.
Our resident lore master has begun to compile the know information of this world, found here:
I took a couple hours and wrote this, I hope it captures the egocentric, communist, & out right wrong veiwpoint of the Koopas.

UNTIL FURTHER NOTICE, ONLY MODS UPDATED TO 44.02 WILL BE IMPLEMENTED FOR SAFETY REASON, OUTDATED MODS CAN STILL BE SUBMITTED, BUT WILL HAVE TO CONTAIN NO ITEMS THAT CAUSE INSTABILITY IN THE GAME, THEY WILL ALSO HAVE TO UNDERGO RIGOROUS TESTING TO ENSURE THAT NOTHING GAME BREAKING IS MISSED.
I've lost track of what's actually made it in, everything that is in is listed here, but I have no idea what's actually in and what got cut.

Tampered with Mods (be aware that I might miss a few)
Rise of The Mushroom Kingdom
Dwarvemon (updated to 1.13) [Updated]
Zelda Breath of The Wild (or something, can't remember the name, civs taken out because of bugs)
Fortress Defense
Meds Rhendrow (most of it had to be removed because of bugs)
ZM5's Spooky Halloween Mod [Updated]


Untampered Mods (tampering encouraged)
Mostly Mythical Creatures Mod
What Lurks Below [Updated]
Black Powder Fire Arms
Deeper Dwarven Domestication
DFhack
Saurfortress
Modest Mod (I think it's in there, but I'm not sure)
Procedural legends
Teh Lol Mod [updated]
The Earth Strikes Back (could never get it to work, made a serious attempt at it but likely isn't working, help appreciated)
Enemy Post's Creature Pack [Updated]
Secrets of capitalism and communism by Bearskie
Burrito25man's script for butchering sapient creatures (maybe working)
IndigoFenix's Dwarven Bread
Scourge's extinct animals [Updated]
Stals Armory pack (I only gave the new stuff to the Koopa's, might give the stuff to the other civs)
Scourge's mundane animals [Updated]
Asin's Wee Folk Mod [Updated]
Asin's Golbinoids (and orcs) mod
Fluffyshambler's caverns of peace, friendship, and fun mod [Updated]
squamous's fantastic races mod [Updated]
Jazz Cat's dwarfsday winter holiday mod [updated]
ZM5's darkest dungeon mod [updated]
Dunamisdeos's Speecho the Trust Worm mod
Dunamisdeos's Fruit Engine mod

Modifications (as they are added/remembered)
Changed the Koopa people to be metal, six armed, lightning and laving spitting harbingers of destruction (I kept getting curb stomped by everything in the first month so I gave them a boost, not as OP as you'd think they are still quite susceptible to tidal waves of ruin that come with each invasion or wild animal wave)
Swapped around the alliances of some of the civs so we could be attacked by the useless trader ones while still having the useful trader ones
A lot more, going to be posted here as they are rediscovered

Pending Mods
Zelda Breath of the Wild Civs (they always made my game crash during world gen, if someone can fix them or tell me whats wrong they'll be put back in)
Orichalum

Enemy Post's Composite Pack (have to weed out what we already have in from what we don't)
Urlance Woolsbane's changes to procedural monsters

Mods That Don't Work
Saurfortress - ancient mammals addition (outdated)

Personal Mods That Work
Derpy Dev's meat block mod
bloop_bleep script that allows lawn mowers to self inpregnate
Pikachu17's billdads [not updated, but added because I felt like it]

Personal Mods That Don't Work/Ideas for Future Additions/Are in development
VolcanoQueen's BEE Fortress
I tried to make a Wasp Civ, but they never appeared in world gen and in the arena their stingers were indestructible and caused all attacks to be directed to it, I'll post the raws I have so far if anyone wants to try fixing it
I have a lot of other ideas, but I don't want to ask someone to basically make a modpack for me, so unless someone is interested I'm leaving this ambiguous

Art
Here we find the art of those who have been inspired by the koopa cause.

EPM:
Spoiler (click to show/hide)

Stingpie:
The Shell Cantina
Spoiler (click to show/hide)
The Defender
Spoiler (click to show/hide)

Koopas and (possibly) turns
1. Mottled Petrel: Farmer, grower, and animal trainer, pets: none yet
2. bloop_bleep: Possibly mechanic, pets: none yet
3. Derpy Dev: Manager, self proclaimed 'bestest comedian', pets: none yet
4. Enemy Post: Whatever, pets: dinosaur something
5. Gwolfski: Whatever (as of so far), pets: Lol Cat
6. Scourge: Whatever (as of so far), pets: Whatever we have on hand that's the closest to a cat
7. ZM5: Occultist (as of so far), pets: none yet
8. MrLurkety: Whatever, pets: closest thing we have to a war dog
9. Silverlock: maybe something military would be fun/squire, pets: none yet
10. Asin: Duke Nukem wannabe, pets: none yet
11. Urlance Woolsbane: Doctor, pets: something weird
12. wags: bone carver or stone worker, pets: none yet
13. EPM: whatever's funny, pets: none yet
14. Stingpie: lore master, pets: none yet
15. SQman: 'executive' furnace operator, pets: none yet
16. Lord_lemonpie: army lad, pets: none yet
17. Pikalord: animal trainer/soldier with a huge obsession for pikachu, pets: preferably pikachu
18. Auze: scholar or broker, hiding fugitive (probably broker because we can't spare the worker at the beginning), pets: none yet
19. KoopaUnknown: communist, pets: none yet
20. Scarlet_Avenger: lawn equipment technician (animal care taker and mechanic), pets: maybe a lawnmower
21. MoonyTheHuman: Physician (you'll be lucky if I can even find any kind of doctor), pets: none yet
22. Imic: mason, architect, butcher, 'fortressier', pets: none yet
23. rainbowdashfanboi84: Guard (brony), pets: Something horse like
24. TheRedWolf: SwordSpiderKoopa, pets: dodrio
25. Sanctume: Axekoopa or weaponsmith, pets: none
26. Darkening Kaos: Mechanic, pets: none
(27).
(28 ).

Plan for Actual Fortress
It is going to be a Koopa Fortress (this isn't negotiable, I have spent too much time tweaking them and giving them the ability to make all the weapons and armor to have to make another one) preferably right smack in the center of a warzone between as many civs as possible. I would prefer a swamp/jungle with a small area of evil, but I will see what the consensus is for embark point. We have a lot of time to discuss the actual details of the fortress before the update comes out, so have at it.

Important things to keep in mind
This is my first time running a fortress, so I'm not quite sure how to upload a save or pictures or any of that (help requested)
This fort will literally push the bounds of the dwarf fortress experience, technical difficulties will happen, the start and updates will be delayed accordingly, so please be patient
Any with more knowledge than me on these topics should give their two cents and tell me how to do it correctly
There will likely be rollbacks if the fortress is crushed by a dragon necromancer with an army of undead metagrosses in the first five days
I forget things, I may forget to mention something important or forget to post a mod or something, correct me
This front page will be updated constantly as we get new stuff, check it often
It is your job to mess up everything as much as possible while still being playable

Known Bugs
Everything is always broken in modded hell, so I'm no even going to bother. I was keeping track of everything that was going horribly wrong, but the list just became so out of control that I gave up. If you want to see what those things were I posted about them more often than I put them here.

The 1st save (for people that want it)
http://dffd.bay12games.com/file.php?id=13461

The 2nd save (for people that still want it)
http://dffd.bay12games.com/file.php?id=13680

QUOTES DOWN ON MY SECOND POST

Pages: [1]