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Topics - brolol.404

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1
Mod Releases / [47.04] Deep Rock Galactic v1.0
« on: December 15, 2020, 03:26:14 pm »


Download: [47.04] Deep Rock Galactic v1.0

This mod will eventually be a DF overhaul for Deep Rock Galactic: https://store.steampowered.com/app/548430/Deep_Rock_Galactic/

The mod currently adds 2 critters, 14 creatures, 1 semi-megabeast and 1 megabeast to the caverns and 3 domestic creatures.

Spoiler: Current Creature List: (click to show/hide)



Eventually, this mod plans to add new weapons, armor, plants, beer and metals.


2
DF Modding / Deep Rock Galactic - DF Mod
« on: December 13, 2020, 12:03:18 am »
I am considering creating a mod for Deep Rock Galactic, but wanted to check to see if one exists first.

I may start with the creatures and go from there.

Does this mod already exist?

EDIT: After creatures, weapons/armor/ore and then plants/beer

For those unfamiliar with Deep Rock Galactic, check it out: https://store.steampowered.com/app/548430/Deep_Rock_Galactic/

3
DF Modding / Troll Fortress & Ogre Fortress
« on: December 14, 2019, 07:06:37 am »
I am considering using trolls as the next playable race in my fortress series followed by ogres. What do you guys think a troll civilization would look like? What unique buildings and items would the trolls/ogres have? What animals and clothing? What would make them unique?

I am thinking about making them cave civs. They would be extremely strong and tough and very capable fighters. They could be a brutal tribal race focused on war. I could also make them bonecarn which would require meat and bones. Thoughts/ideas/suggestions?

4
Mod Releases / [44.12] Elf Fortress v1.0
« on: December 13, 2019, 03:08:21 pm »
Download [44.12] Elf Fortress v1.0

This mod adds playable elf civilizations.



Elves can grow sacred trees (in the workshop build menu) which allow them to grow seeds (by communing with nature at the sacred tree). These seeds can then be used to grow wood items directly from the sacred tree. Seeds can also be used to grow wood logs which can be used as building mats or crafted into items at the carpenters workshop the vanilla way.



This mod does not edit any vanilla files.

The elves can grow the following sacred trees. The seeds from these trees can be grown directly into the following item types:

BIRCH = Cages/Weapons/Traps/SeigeAmmo
MAPLE = Mechanisms/Blocks/Pipes/Grates/Floodgates/SiegeParts
OAK = Furniture/Doors/Hatches/Statues
PINE = Armor/Shields
WILLOW = Barrels/Boxes/Bins/Tools/Splints/Crutches/Crafts

Biomes with sparse trees are the easiest to build in. Heavily forested areas, can be played in, but some sacred trees (such as the sacred oak) may not fit on the map, and building up into the canopy can be difficult (as trees cannot be cut down). Heavily forested areas can still be played in, but you will have to convert grown logs from smaller sacred trees (like birch) into items at the carpenter's workshop shop (instead of growing them directly).

I recommend building Briar Thickets from birch seeds (in the workshop build menu) as early defenses. These act as quick defensive walls, but they can be destroyed by building destroyers.

I encourage any feedback, concerns or recommendations.

This mod is completely compatible with [44.12] Dog Breeds and [44.12] Fishing Expanded. Install this mod last.


5
Mod Releases / [44.12] Orc Fortress v1.0
« on: December 12, 2019, 09:55:04 pm »
Download [44.12] Orc Fortress v1.0

This mod adds playable orc civilizations. It combines features from both Human Fortress and Goblin Fortress (e.g. saw mills, bone weapons, etc.) making Orcs a violent and brutal war driven surface race.

This mod does not edit any vanilla files.

Current Features:
> Orcs: Carnivores, Strong Fighters
> Pets: Boars, Wolves, Dire Boars, Dire Wolves
> Nobility: Master (Demon), King, Tribal Chieftains, War Chiefs, Shamans
• Master: The master (demon overlord) is a unique procedurally generated demon that rules an orc civilization.
• Orc King: Orc Kings are demanding, greedy and ruthless rulers that rule under a demon overlord.
• Tribal Chieftain: Tribal Chieftains rule over orc tribes. They are responsible for all management, bookkeeping and broker jobs. They are also responsible for law making and keeping order in a fortress. An Orc King will replace a Tribal Chieftain.
• Shaman: Shamans are spiritual and medical healers. They counsel upset orcs and heal the wounded.
• War Chief: War Chiefs are military commanders that also give out punishments to citizens.
> Adds a sawmill where 1 log can be cut into 5 wooden blocks.
> Adds a reaction to create an iron anvil at a smelter using 5 iron bars.
> Adds a reaction to create wood statues at the carpenter's workshop.
> Adds a reaction to create wood mechanisms at the carpenter's workshop.
> Adds a reaction to create stone anvils at the mason's workshop.
> Adds a reaction to create bone blocks (bone building materials) at the bonecarver's workshop.
> Adds a reaction to create bone furniture at the bonecarver's workshop.
> Adds a reaction to create bone weapons and armor at the bonecarver's workshop.
> Adds a reaction to ferment corpses at the corpse still.

I encourage any feedback, concerns or recommendations.

This mod is completely compatible with [44.12] Dog Breeds and [44.12] Fishing Expanded. Install this mod last.


6
DF Modding / DF Overhaul - Insects
« on: November 11, 2019, 07:28:56 pm »
I am thinking about creating an overhaul mod that changes the game setting to a world of anthropomorphic insects. It would basically change trees into weeds, grass into moss, tigers into spiders, dwarves into anthropomorphic ants, etc. Has anyone done something similiar in the past? I would be replacing everything in the game with insect sized creatures/plants including the stones/minerals/etc. Any thoughts on this? Any ideas?

7
DF Community Games & Stories / ROTMK - Silvermine
« on: November 10, 2019, 01:06:55 pm »
I am going to post a playthrough using my new unofficial add-on to the Rise of The Mushroom Kingdom mod by IndigoFenix:

ROTMK - Mole People (Unofficial Add-On) v1.0

Expect mediocre storytelling and artwork ;)

Here is the first piece of artwork. A transformation of the DF map into the super mario setting (with some artistic liberties).



Here is the original DF map:

Spoiler: Original Map (click to show/hide)

If you want to pick a mole and kind of influence their actions/goals, you can choose a mole and give them a nickname (keep it mole/mario themed), a primary profession (all moles will keep mining and stone detailing on) and a short and long term goal that you want to see your mole accomplish. I will try to include your mole and their goals/plans/wants into the gameplay and story. I will have the final say in a mole's actions, so don't be upset if your chosen mole doesn't follow your anticipated path/plan (especially when something needs to be completed/a spot needs to filled elsewhere or it goes against your mole's actual wants/needs/personality.)

World Year: 80
Civilization: The Problematic Gold
Site: Silvermine
Group: The Calm Rock
Symbol: The Silvers of Steel (2 Picks)



Spoiler: Embark Location (click to show/hide)
Spoiler: Embark Items (click to show/hide)
Spoiler: Embark Text (click to show/hide)
Spoiler: Site Location (click to show/hide)

Starting 7 Moles:
Spoiler: Ardiban Irilogfidtog (click to show/hide)
Spoiler: Esethth Ezasirilog (click to show/hide)
Spoiler: Esethth Lalezas (click to show/hide)
Spoiler: Evir Bulongdego (click to show/hide)
Spoiler: Metob Vonvunob (click to show/hide)
Spoiler: Obultas Dolisevir (click to show/hide)
Spoiler: Udorur Fidtogvunob (click to show/hide)

Spoiler: Pantheon (click to show/hide)


8
Mod Releases / ROTMK - Mole People (Unofficial Add-On) v1.0
« on: November 08, 2019, 06:53:04 pm »
Download: [44.12] ROTMK - Mole People (Unofficial Add-On) v1.0

Download: [44.12] ROTMK - No Aquifers (Unofficial Add-On) v1.0



This is an unofficial add-on to the Rise of the Mushroom Kingdom Mod by IndigoFenix that adds the mole people from Super Mario RPG as a playable race.

This add-on requires ROTMK to be installed first. Install this add-on after ROTMK is installed and overwrite the files. The optional (No Aquifers) download simply removes all aquifers from ROTMK for an easier gameplay experience with the moles.


Spoiler: New Items (click to show/hide)

Spoiler: Star Items (click to show/hide)

Spoiler: New Plants (click to show/hide)

Spoiler: New Buildings: (click to show/hide)

Spoiler: New Alchemical Items: (click to show/hide)


Spoiler: Starter Guide (click to show/hide)

I appreciate any feedback, concerns or recommendations.

9
Download: [44.12] Night of the Werepumpkins!
Download: Night of the Werepumpkins! - Optional Graphics Pack v1.0 (by Meph)



Once a year, when the Hunter's Moon looms over the horizon, a vile evil spreads across the land. From the darkness, the great werepumpkins emerge from their lairs and terrorize the world with their horde of werepumpkin minions.

This mod adds a Hunter's Moon (10th of Sandstone) event every year, where a hundred werepumpkins and their great werepumpkin master come to attack your fortress. Unlike other werecreatures, werepumpkins can infect all living creatures (intelligent or not) and do not transform based on the full moon. Once bitten, a creature will transform into and remain a werepumpkin until killed.

Now you will know why you fear the night!

Atmospheric Music (for the event)

I encourage any feedback or recommendations. Let me know if you like the idea of timed events like this. I think this concept has a lot of potential for a fortress defense type mod. Also, after testing this out, let me know if the event should have a minimum dwarf count to prevent it from taking place during the first year or if you enjoy watching your starting dwarves run in terror.


Happy Halloween!

Spoiler: Changelog v1.1 (click to show/hide)


10
Mod Releases / [47.04] Human Fortress v3.0
« on: September 21, 2019, 01:12:47 pm »
Download [47.04] Human Fortress v2.0



This mod adds playable vanilla-esc human civilizations. It allows the player to use everything available to dwarves while still feeling like a different experience by forcing the humans onto the surface and creating long crop harvest cycles and a viable lumber industry. Only minor changes were made to the vanilla files (see below).

Current Features:
> Adds playable vanilla-esc human civilizations with all current game features available.
> Adds the following nobility positions to humans available dependent on settlement size (village, town, city):
• Rulers: king, duke, count, baron, lord, [squad members: crown guards, royal guards]
• Administration: steward (manager), chamberlain (bookkeeper), chancellor (broker), physician (chief medical)
• Diplomacy: foreign ambassador (diplomat), royal emissary (outpost liaison)
• Law Enforcement: knight, executioner, guard captain, [squad members: village guards, town guards, city guards]
• Military: constable (general), field marshal (lieutenant), sergeant (militia commander), man-at-arms (militia captain), [squad members: man-at-arms]
> Adds 6 preferred religious spheres to the human civilization: creation, agriculture, sun, war, courage, family, marriage, laws and oaths.
> Adds 9 personality trait ranges to humans: pride, greed, lust, envy, gluttony, anger, stress vulnerability, gregariousness and ambition.
> Adds strange moods to humans.
> Changes the following skill learn rates and rust rates for humans:
• Skill learn rates doubled and rust rates halved for wood cutting, carpentry, wood crafting, growing, fishing, swords and bows.
• Skill learn rates slightly increased and rust rates slightly decreased for spears, armor and shields.
• Skill learn rates halved and rust rates doubled for mining, masonry, stone crafting and engraving.
> Adds a sawmill where 1 wood log can be cut into 5 wooden blocks.
> Adds a quarry (workshop) where 1 stone boulder can be cut into 5 stone blocks
> Adds a bulk wood furnace (workshop) where 1 wood log can be made into 5 charcoal
> Adds a bulk glass furnace (workshop) where 1 raw glass can be cut into 5 glass blocks
> Adds a bulk kiln (workshop) where 1 clay boulder can be made into 5 clay bricks
> Adds a reaction to create an iron anvil at a smelter using 5 iron bars.
> Adds a reaction to create wooden statues at the carpenter's workshop.
> Adds a reaction to make wooden slabs at the carpenter's workshop.
> Adds a reaction to make wooden mechanisms at the carpenter's workshop.
> Adds reactions to encrust weapons and armor with gems at the crafter's workshop
> Changes "rye beer" to "rye whiskey" and "maize beer" to "bourbon whiskey".
> Increases the growth time of all edible surface plants to one and a half seasons (requiring an unfrozen biome of at least late spring to early autumn for crop growth).
> Makes all edible underground plants cause food poisoning (nausea, vomiting, dizziness and reduced speed) if consumed by humans.
> Adds padded armor and padded hoods that can be made out of cloth at the clothier's workshop
> Adds a reaction to create quivers out of cloth at the clothier's workshop
> Adds quarterstaffs that can be made out of wood at the crafting workshop
> Changes the cotton plant biome to [NOT_FREEZING] to allow for more accessibility to cloth

Starter Guide:
> You start with a lord or lady, who can appoint a steward, chamberlain, chancellor, physician, guard captain and seargent, but these are not needed at the start as most have housing requirements. I recommend starting by assigning 2 wood cutters/carpenters, 3 farmers and 1 animal handler.
> Start with the following buildings/areas: farm plots, sawmill, animal pasture, meeting area, temple zone, stockpiles.
> Next build a village wall and a building for the lord/lady using wood blocks from the sawmill. Remember to plant crops early. If the biome freezes, you will need your harvest to last the winter or you will have to find another food source.

I encourage any feedback, concerns or recommendations.

This mod is completely compatible with [47.04] Dog Breeds and [47.04] Fishing Expanded. Install this mod last.

For compatibility with other mods, this is a complete list of the vanilla file changes:

Spoiler: Changelog v1.1 (click to show/hide)

Spoiler: Changelog v1.2 (click to show/hide)

Spoiler: Changelog v1.3 (click to show/hide)

Spoiler: Changelog v2.0 (click to show/hide)

Spoiler: Changelog v3.0 (click to show/hide)

11
DF Modding / Holidays
« on: September 19, 2019, 02:45:02 pm »
I had an idea to somehow make seasons more seasonal by somehow incorporating aspects of holidays into the game. Although holidays are a cultural thing (and therefore would be handled per civ during gameplay), I was trying to think if there was a way to incorporate holidays into the gane through a mod.

This could take the form of certain characters/creatures showing up at certain times or somehow adding holiday specific items for use during their holiday season or specific seasonal crops/food etc. Does anyone have any thoughts on this? Any ideas on bringing holidays into the game? The holidays wouldn't have to be the modern holidays, but take inspiration from them (e.g. fall: harvest festival, spooky festival, feast, winter: gifts, decorated trees, etc.)


12
Mod Releases / [47.04] Fishing Expanded v1.1
« on: September 13, 2019, 07:28:44 pm »
Download: [47.04] Fishing Expanded v1.1


artwork source

Welcome to Fishing Expanded!

This mod significantly expands fishing in Dwarf Fortress.

Currently, this mod:

> Adds 145 fish to the temperate freshwater biomes appearing at different seasons, times of day and rarities
> Adds 171 fish to the tropical freshwater biomes appearing at different seasons, times of day and rarities
> Adds 29 giant fish variants to the freshwater biomes
> Adds 31 amphibious fish person variants to the savage freshwater biomes (each fish person type favors certain personality traits, but all can be very single minded and generally don't thnk before acting)
> Adds 1 legendary fish to the freshwater biomes
> Changes all freshwater fish/fish-like creatures into vermin
> Makes all fish cookable live
> Makes fish visible in the water during gameplay
> Adds a fish processing workshop
> Adds reactions to construct aquariums from raw glass
> Adds fishing trophies (mounted fish bones) that can be placed on display furniture

Larger fish are more common in rivers and lakes. Small fish normally populate in pools and small formations of water.

Check out the Collector's Checklist! in the download file to record your fish collection!

I encourage any feedback, concerns or recommendations.

This mod is completely compatible with [47.04] Dog Breeds. Install this mod after Dog Breeds.

Spoiler: Changelog v1.0 (click to show/hide)

Spoiler: Changelog v1.1 (click to show/hide)

Spoiler: Future Plans (click to show/hide)

13
DF Modding / Fishing Expanded
« on: August 02, 2019, 06:11:40 am »
I decided that my next mod will be an overhaul to fishing. I plan to make all freshwater fish vermin, but also add a bunch of new ones and play around with their rarity. I am also thinking of adding fishing equipment like fishing pole and fishing clothing (that could possibly increase fishing stats?) and add more fish cleaning and fish processing reactions.

Is there anything you guys would want to see in this? Any suggestions?

14
Mod Releases / [47.04] Goblin Fortress v2.2
« on: July 19, 2019, 07:25:18 pm »
Download [47.04] Goblin Fortress v2.2



The goblin hordes are ready for war!

This mod adds a comprehensive playable goblin race without changing any vanilla files.

Goblins are now a tribal race. Every goblin civilization is made up of tribes ruled by Goblin Chieftains. Their warriors are led by War Chiefs and their medical and spiritual needs are met by Shamans. Tribes are ruthless and aggressive and fight among themselves as often as they fight the other civilizations. Occasionally a Goblin King will unite a few goblin tribes but civil wars remain rampant.

The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. A consistent meat source is required for food and a bone supply is desired for their labors.

Current Features:
> Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
> Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves
> Nobility: King, Tribal Chieftains, War Chiefs, Shamans
• Goblin King: Goblin Kings are demanding, greedy and ruthless rulers that rule under a demon overlord.
• Tribal Chieftain: Tribal Chieftains rule over goblin tribes. They are responsible for all management, bookkeeping and broker jobs. They are also responsible for law making and keeping order in a fortress. A Goblin King will replace a Tribal Chieftain.
• Shaman: Shamans are spiritual and medical healers. They counsel upset goblins and heal the wounded.
• War Chief: War Chiefs are military commanders that also give out punishments to citizens.
> Diseases: Cave Blight, Cave Lice, Cave Mites, Prions Disease
> Meat Alcohol
> Stone Anvils
> Bone Building Materials
> Bone Furniture
> Bone Weapons and Armor
> Patrolling hostile goblin armies during gameplay
> Constant conflict and war (including civil wars between tribes)

Starter Guide:
This is a generic step by step list to get you started with this mod. It is only a suggested starter guide.
1. Set the world starting age to at least year 125.
2. Take the following at embark (included in embark profile):
  • 7 Copper Picks
  • 3 Copper Axe
  • 50 Copper Bars
  • 11 Cave Rat Meat
  • 60 Cave Rats
  • 5 Beak Dogs
  • 10 Human Slaves
3. Turn gather refuse (and vermin remains) from outside on.
4. Assign a tribal chieftain and then (close/open nobility screen) assign a shaman and war chief.
* Consider giving nicknames to these goblins for easy future reference.
5. Butcher 10 cave rats.
6. Build a bedroom, office and tomb for the tribal chieftain.
* Bone Furniture is much more valuable to goblins than wood or stone.
* Bone Building Materials and Furniture can be created at the Bonecarver's Workshop.
7. Build a bedroom and tomb for the shaman and war chief
8. Raid! Pillage! Attack! (anyone and everyone)
* Stone anvils can be created at the Mason's Workshop.
* Bone Weapons and Armor can be created at the Bonecarver's Workshop.
* Meat Alcohol can be created at the Corpse Still.

I highly recommend downloading [47.04] Fishing Expanded and [47.04] Vermin Birds with this mod. These mods remove wild animals from the wild animal cap that are inaccessible (i.e. swimming and flying) so that bones are easier to obtain.

Spoiler: Changelog v2.0 (click to show/hide)

Spoiler: Changelog v2.1 (click to show/hide)

Spoiler: Changelog v2.2 (click to show/hide)

POLL DETAILS
What would you like to see expanded upon in this mod:
> Diseases: Turn the goblin pits into disgusting and festering pits of disease and filth by adding at least a dozen more common diseases that spread quickly among the population. These would include: plagues, blights, infections and small creatures like fleas as well as filth and grime.
> Poisons: Turn the goblin pits into a place of espionage and assassination by creating a dozen or so poisons that can be conveniently dumped into the rooms of the intended target or brought into a tavern to infect an entire group of visitors/citizens.
> Drugs: Turn the goblin pits into a place of hardship and chaos as commoners fiend for their next fix, laborers work non-stop in drug induced trances and warriors fight in narcotic frenzies.
> Demonic Blessings & Curses: Turn the goblin pits into a place of demonic worship. Fanatics build altars, shrines and monuments for abyssal gifts from their demonic lords.
> Other (comment suggestion)

15
DF Modding / sanguine, a "vampire" mod
« on: June 19, 2019, 06:53:20 am »
I am thinking about creating a "vampire" mod (to mess around with some spells I have lying around). The mod would add a new race and civ (called the sanguine) that have blood magic and can transform into wolves. They would have all of the traits of DF vampires, but can breed, are weak to silver and look similiar to humans (but hairless and gray like nosferatu). I am thinking of claiming this race as the original "vampire" race and giving them a syndrome inject bite attack that gives the DF vampire syndrome to the other races.  thoughts? any ideas or recommendations?

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