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Mod Releases / Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: February 14, 2021, 08:55:30 am »
Taffer, are you going to be updating this mod for v0.47.05? If not, that's perfectly okay! I'm just wondering.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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https://dfhack.org/builds/ hmm, that seems to be having troubles. You can try using the dfhack from one of the packs http://dffd.bay12games.com/category.php?id=18
primitive electricity with copper wires instead of axles,Can't. Can make battery items in a workshop though.
-realistic electricity generation with steam engines
could use coal item plus water bucket to output charged battery item.
instead of electrocute, a battery using workshop can cause a gas leak of syndrome.
-pistons that can move walls
absolutely impossible. Can move water with automated floodgates.
(also impossible: invader dismantles wall.) Can make an immobile GOLEM creature that has push-a-creature interaction.
We have retracting and raising drawbridges.
-blunderbusses
just a renamed crossbow with more damage
-music boxes
new musical instrument, doable, a hurdygurdySpoiler (click to show/hide)
I decided to change siege triggers. This was back in 40.x when sieges were often getting lost, so the more encouragement the better. I realised how simple it was and slowly began adjusting little things (beards for humans, natural bow skills for elves, etc) until I had a nice set of raws that I wanted in every game. It's as simple as an advanced options menu.
Then that escalated into new races, playing with body parts and such and eventually a vague sense of lore regarding how my worlds work which I update and play each new version of the game with.
Mainly I'm intetested in making interesting balanced worlds rather than games in which fortress mode itself is nicely balanced (fortresses die in spectacular unfair ways in my worlds. Ha ha). Right now, necromancers aren't getting enough breathing space in 47.x because of my preference for very crowded worlds and Towers don't survive very long. Working on modifying my edits to find a nice balance again without having to generate even bigger worlds.
Dfhack I haven't got round to learning. For the simple reason that I haven't had to use it yet to achieve what I want to do. Lack of ambition? Perhaps...
I will learn it when I simply must have a certain function for my worlds and raw tweaking doesn't give me enough functionality. In the meantime it's kind of nice not to be tied to its release schedule and I can just update as Toady brings out new releases and see what happens.
Can't wait to throw my critters at Mythgen and see what it comes up with.