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Topics - Lurksquatch

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1
DF Modding / Animal People Entities Suggestions
« on: September 07, 2022, 09:41:13 am »
I've been thinking about making a mod with Animal People civilizations. Nothing fancy, I wouldn't really be adding or changing anything, just making a few new entities comprised of different animal people. I won't be doing all of the animal people, though, since, well, there's a lot of them lol. I'll probably just stick with 10-20 or so. Any suggestions on which ones I should do? Any ideas for (small) changes or additions I should make?

EDIT: Changed wording for clarity.

2
I'm trying to make weapons (namely, early firearms) that require more than just a given amount of metal to build. While I already have a reaction put together that allows dwarves to make firearms out of metal, firing mechanisms and wood, there is still the option to simply forge rifles out of metal without the other ingredients. Is there a way to make it so a custom weapon can only be produced through a custom reaction?

3
Mod Releases / Simple Mod: Nature+ Version 1.2
« on: March 29, 2020, 04:53:38 pm »
As the title suggests, this is just a simple mod I've been putting together off and on for the past two-ish years. It's probably not the most original or mind blowing, but I've had a lot of fun with it, and I wanted to share it. Before that, though, I do want to make note of a few things: I'm not the most experienced modder, and there are quite a few errors that pop up in the error log with this mod. None of them seem to actually effect anything, but I'm also not sure what to do about them. The mod works fine as is, but if anyone wants to look into it, you're welcome to. Secondly, I don't use any other mods but this one, so I have no idea how compatible this is going to be with anything else. If I had to guess, I would say it's probably not compatible with anything else, but I honestly have no idea. Again, I'm new at this, and any advice or pointers would be appreciated. Lastly, I have not extensively tested everything in the mod. It runs fine, and I haven't encountered any crashes, but I'm also not sure if everything works as intended, so I would greatly appreciate any feedback and/or opinions on the mod  :) .

In a nutshell, this mod just adds a variety of new animals and creatures to the game. As the name implies, Nature+ is mostly centered around adding real-world animals not already found in Dwarf Fortress into the game, as well as animals that are based on/related to real-world animals. There are also a few other changes to make things a bit more realistic, but these are relatively few. In general, I tried to keep things realistic, but I was also interested in making the game more "fun"; as such, I fudged quite a few things to achieve certain effects, or just because I thought it was funny. So while the mod is meant to emulate nature, don't be surprised to see some unusual things in it  ;D .

To install, simply replace the raw folder in your version of DF with the raw folder found in the Nature+ Raw download, which you can download here.

Features:

Improved Giant Bugs/Arthropods: I've always been a bit disappointed with the giant insects, spiders, crabs, etc in Vanilla Dwarf Fortress. It just didn't seem right that a giant beetle would only live for a year and could be punched out by a child lol. So, I made it so that giant bugs live for one to five years instead of just one year. This is mostly for the sake of realism, because larger animals usually have fewer predators and benefit more from longer life spans. I also made chitin tougher, simply by averaging it's material values against shell (which is itself just a modified form of chitin), resulting in a much more durable tissue. Now, regular sized bugs are still effortlessly squashed by a dwarf, but giant ones can easily resist punching, biting, etc, and require actual weapons to deal with. This also applies to Giant Cave Spiders, as well as other chitin based critters such as crabs.

Usable Scale/Chitin/Feathers: In the real world, people have been using scales and feathers in clothing for thousands of years, and I for one think they'd probably use chitin if there was a feasible way to harvest it. As such, I modded scales, chitin and feathers to be treated like leather for the purposes of making cloths, armor, etc. Anything you can make out of normal leather, you can now make out of animal scales, chitin and feathers, and you can trade for these things to. Scale armor seems to be slightly better than regular leather, and chitin armor is probably the best animal based armor you can get, though still seems inferior to metal armor. I haven't actually tested it yet, but I assume feather armor would be pretty useless; still it gives you something to do with all those feathers beside atom smashing them lol. While you can theoretically get chitin from any creature that produces it, most normal bugs can't be butchered so you'll have to harvest it from giant bugs; most other arthropods such as crabs can be harvested in both their giant and normal variants, as long as the base form is butcherable. You even get chitin from things like squid, who have realistic chitinous beaks.

New Creatures: Of course, the star attraction of this mod are the various new creatures I added in. I'll briefly describe them below. Note that while Animal Man variants of most of these animals do exist, I'm not going to talk about them because I haven't really tested them much. They're in there, and they work, I just haven't really seen them up close yet.

Spoiler: Birds New (click to show/hide)

Spoiler: Insects (click to show/hide)

Spoiler: Tropical New (click to show/hide)

Spoiler: Ocean New (click to show/hide)

Spoiler: Tundra Taiga New (click to show/hide)

Spoiler: Subterranean (click to show/hide)

Spoiler: Dinosaurs (click to show/hide)

Spoiler: Horse Variants (click to show/hide)

Spoiler: Fish People (click to show/hide)

I think that about wraps it up. I plan on adding more things to this mod and tweaking it here and there, so I'll probably update this post if people seem interested. As I said before, it's not terribly unique, but I enjoy it, and hopefully y'all do to.

4
DF Modding / Creature won't load despite having no errors? SOLVED
« on: January 05, 2020, 10:22:42 am »
I'm trying to add starfish (among other animals) into Vanilla DF, and I've run into a perplexing snag. My starfish don't appear in the object testing arena, but when I check the errorlog, nothing shows up about them. I did a ctrl-F search of the entire document, and didn't find a peep about them. There were a bunch of errors relating to the custom body I gave them, but I've already fixed them. The game didn't know what fuchsia is, so I removed that color from the creature. I even changed the name from STARFISH to SEA_STAR to see if maybe that was the problem. Every single error it once had has been tracked down and eliminated, but it still doesn't show up.

Here's the raw for my starfish:

Spoiler (click to show/hide)

And the raw for it's custom body:

Spoiler (click to show/hide)

On a side note, either the animal person or giant variant crashes the game outright when I try to go into the arena, but I haven't even started dealing with that yet. I'm hoping fixing the base creature will correct whatever that problem is. I'm stumped. Any ideas?

EDIT: I realized I forgot to give them a brain. The custom body used to have it's own THOUGHT token, but I had to remove it to make it work right. Before you ask, no, giving them brains didn't make them appear in the arena.

5
DF Modding / Alien Biosphere Mod - Exploratory Thread
« on: November 25, 2019, 04:21:19 pm »
I was watching a YouTube video of someone playing Subnautica: Below Zero (because I'm nowhere near brave enough to play that myself lol), and I had the idea to try to simulate an alien biosphere in DF. Not, "oh, lets import my favorite sci-fi monsters into DF to kill dwarfs", but an actual, living alien world, with it's own flora and fauna, various ecosystems, etc.

My concept is that you would play as a group of humans trying to set up a colony on this alien world. They would have the high technological and industrial base one would expect of a space-faring civilization, meaning no swords and bows for you. I have an idea of how to make firearms, but any advice would be appreciated. I also thought that instead of domesticated animals, the colonists might bring along various robots and machines to help them out: a construction bot that can build things, mining bots, etc. The humans would probably start off doing manual labor, but would seek to automate these processes so they can work in the various labs and factories I intend to implement. There will be a wide range of valuable resources on this world, and it's going to take a lot of work to harvest them and refine them into something you can use, or sell. Then, of course, there's the environment itself: what kind of world is this? What kind of creatures live there? What can you coexist with, and what should you exterminate?

I already have some ideas in mind, but I would appreciate any ideas or advice you guys could throw my way. Unsurprisingly, there's a lot that goes into designing and simulating an entire alien biosphere, so anything would help! If people seem interested in this idea, I'll post updates here, and post a release in the release sub-page.

6
DF Modding / Brutal "Cutesy" Total Conversion (NIXED)
« on: November 22, 2019, 07:21:35 pm »
I recently completed a small mod adding a few dinosaurs into the game, mostly as an exercise to practice with modding and get a handle on what's possible. I can include the raws if anyone's interested, but there's only a dozen or so creatures, and there are several more interesting dino mods available already. However, I'm ready to move on to a larger, more ambitious project, one which I would be happy to share if y'all are interested.

The basic premise is to take something silly and cutesy and introduce it to some Dwarf Fortress style of "fun". To that end, I intend to replace the vast majority of creatures in the game with cutesy, blob-like creatures, which will be every bit as dangerous, if not even more dangerous, then the creatures that exist currently. There will also probably be some other interesting things added in, but as I'm still very new to Dwarf Fortress modding, I can't make any promises.

There's no real purpose behind this other than I think it would be funny to see some cute little blob bite a dwarf in the head so hard the idiot's skull explodes into gore. Suggestions and advice are welcome, and if people seem interested in this project I will post updates. If not that's fine to.

To Do List:
Delete everything that's not a Dwarf, Goblin, Elf or Human

Add in Beefy Woolze (Cow analog, can milk)
Add in Cloppity Woolze (Horse analog, can milk, trainable)
Add in Rammy Woolze (Goat/Sheep analog, can milk, can shear, trainable)
Add in Yakkity Woolze (Yak/Water Buffalo analog, can milk)
Add in Sooty Woolze (Grazer, can shear (bituminous coal hair))
Add in Applin Woolze (Grazer, can shear (apples))
Add in Magne Woolze (Elephant sized grazer with very large magnetite horns, can milk (molten iron), trainable)
Add in Golden Woolze (Grazer, can shear (golden fleece))
Add in Honey Woolze (Grazer, can milk (honey))

Add in Silky Kitteh (Cat analog, can milk)
Add in Fat Kitteh (Cat analog, fat, can milk)
Add in Woolly Kitteh (Cat analog, can milk, can shear)
Add in Sooty Kitteh (Cat analog, can milk, bituminous coal fur (cannot shear))
Add in Mangy Kitteh (Cat analog, can milk, randomly flips out at things)

Add in Good Doge (Dog analog, can milk, trainable)
Add in Very Good Doge (Dog analog, can milk, Good biomes only, trainable)
Add in Bad Doge (Dog analog, can milk, Evil biomes only (Goblin mount?), trainable)
Add in Hound Doge (Dog analog, can milk, Savage biomes only, trainable)
Mad Doge (Dog analog, can milk, randomly flips out at things, trainable)
Great Doge (Very large Dog analog, can milk, trainable)

Add in Howling Fuzzie (Wolf analog)
Add in Thieving Fuzzie (Fox/Coyote/Jackal analog, food thief)
Add in Silky Fuzzie (Wolverine analog)
Add in Snowy Fuzzie (Leopard analog, freezing biomes only)
Add in Clouded Fuzzie (Leopard analog, mountain biomes only)
Add in Spotted Fuzzie (Leopard/Cheetah analog)
Add in Striped Fuzzie (Tiger analog)
Add in Maned Fuzzie (Lion analog)
Add in Growly Fuzzie (Black Bear analog)
Add in Grizzly Fuzzie (Grizzly Bear analog)
Add in Polar Fuzzie (Polar Bear analog)
Add in Hardcore Fuzzie (Badger analog, randomly flips out at things)
Add in Laughing Fuzzie (Hyena analog)
Add in Hardcore Honey Fuzzie (Honey Badger analog, eats honey, randomly flips out at things)
Add in Magneclaw Fuzzie (Large Predator, has claws made of magnetite)
Add in Goldmaned Fuzzie (Large Lion analog, has golden fur, rare)
Add in Loooong Fuzzie (Large Predator, cavern biomes only, long)
Add in Growly Cave Fuzzie (Bear analog, cavern biomes only)
Add in Maned Cave Fuzzie (Lion analog, cavern biomes only)
Add in Magneclaw Cave Fuzzie (Large Predator, has claws made of magnetite, cavern biomes only)
Add in Copperhead Fuzzie (Large Predator, no fur, no leather, skin made of native copper, rare, cavern biomes only)
Add in Silverhead Fuzzie (Large Predator, no fur, no leather, skin made of native silver, rare, cavern biomes only)
Add in Goldhead Fuzzie (Large Predator, no fur, no leather, skin made of native gold, very rare, cavern biomes only)
Add in Blind Cave Fuzzie (Large Predator, blind, extravision, cavern biomes only)
Add in Stalking Fuzzie (Ambush Predator, Master Ambusher, Master Climber, very large, very rare, cavern biomes only)
Add in Viperfang Fuzzie (Large Predator, fast, poison bite, rare, cavern biomes only)
Add in Platinumfang Fuzzie (Large Predator, fast, bite injects molten platinum, very rare, cavern biomes only)
Add in Taaaal Fuzzie (Very Large Predator, tall, very rare)


(More TBA)

7
DF Modding / How to resize claws? (SOLVED)
« on: October 28, 2019, 01:59:09 pm »
So I have two probably very stupid questions. The first is simply, how do I resize the claws on a creature? I've been using [RELSIZE:BY_CATEGORY:CLAW:(insert number here)], but I don't know if it's actually doing anything. It seems to work for some creatures, but not others, so I just need to know what the proper procedure to resize claws would be.

The second question is more complicated, and directly related to the first. I made a creature whose defining feature is it's ridiculously huge claws. I gave it a scratch attack that's worked for other claw-using critters, but it never seems to use it. It will grab things, and it uses it's other attacks just fine, but it never actually scratches things. I think it might be because the claws aren't put together right, but I don't know.

This is the creature in question:
Spoiler (click to show/hide)

For reference, this is what I'm trying to make: https://en.wikipedia.org/wiki/Therizinosaurus

This is my first post here, so I apologize if this question has already been answered. I just need to know what I'm doing wrong lol.

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