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Messages - Lurksquatch

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1
DF Modding / Re: Animal People Entities Suggestions
« on: September 17, 2022, 04:16:12 pm »
-Leopard Seal Men sounds legit, but I'm not sure if I want to use marine animals. I'll think about it.

-I like that methodology. I think I'll use that to help pick what I use.

-I'm hesitant to use reptiles, but only because the wiki says egg-laying animal people are bugged. I'll think about it.

2
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.

3
Mod Releases / Re: Splint's Vanilla Expanded Mod v5 - Even more things
« on: January 30, 2021, 11:06:17 am »
I can respect not wanting to involve DF Hack in this. And I can also relate to that slippery slope lol. I had intended Nature+ to just be a handful of things, and before I quite realized it I had two new entities, an entirely new kind of weapon and was seriously considering adding magic into the whole lot lmao. That's part of why I quit working on it.
I actually like the idea, though I'd need a new name for something like that, either for it or the orichalcum I already have in from Masterwork. Would be a good alternative depending on locally available materials to either Orichalcum (produced agonizingly slowly) or another super metal, Primordium (which needs 4 of each elemental metal to make one bar of, making it prohibitively expensive to make.)

Maybe the Master Work version of Orichalcum could be Unobtanium? It's kind of a joke in engineering/material science circles, but it's not unprecedented in fiction/fantasy. It's the metal the humans try to mine in Avatar, after all. Just a thought.

4
Mod Releases / Re: Splint's Vanilla Expanded Mod v5 - Even more things
« on: January 27, 2021, 10:33:25 pm »
I coulda sworn I listed it, but I might've forgotten to put it in whichever version I stuck it in. Either way I credited you in the raw file itself as well. I can also pop that in, it's useful enough. Can just reuse reactions I've already made elsewhere. Anything to get rid of bodyparts and dead vermin in a non-exploity way right?

And actually believe it or not the gunsmith stuff you made is what gave me the idea initially for actually adding something else new: Hand-cannons. They're heavy and being little cannons on sticks rather than proper muskets a hideously slow rate of fire works out well. Hand-cannons also skirt under the 1400s tech cut off, since they've potentially been in use since the mid-1100s in some parts of the world and compared to muskets are relatively simple to make, requiring no specialist parts to make (meaning DF smiths can make them rather easily.)

I also ended up adding my own take on meteoritic iron and titanium as part of the new fantasy metals addon that'll be coming out, inspired by a combination of Nature+ and Masterwork.

Next release is gonna be overwhelmingly dominated by creature content though.

Yeah, you could use any reaction to help get rid of vermin remains lol. That's just the one I saw on the wiki. Personally, I think it makes more sense to have it take place at the Wood Furnace, or maybe you could make a custom building? It just seems odd to cremate things in a smelter lol. Plus, that way it doesn't occupy your smelters and mess up metal production. Maybe you could also cremate corpses/corpse parts? That might cause more problems then it's worth, though...

I like the idea of hand cannons. It would help alleviate some of the logistics issues I had, since you don't have to deal with firing mechanisms. You might want to consider some other early firearms; primitive firearms have been in existence since at least 1100 A.D., so there's a fair amount of weapons you can choose from without going past the 1400s.

Honestly, the more I think about it, the more I think not (directly) using my metals is probably a good thing lol. I fudged a lot of the numbers because I couldn't find more accurate info for them. If you're looking for other fantasy metals to add, maybe Orichalcum? (assuming you haven't already, of course. It's a pretty common fantasy staple.) It was supposedly the metal utilized in Atlantis, and is commonly treated as magical in fantasy. There's even some indication it might have existed in real life: In 2015, 39 ingots of an usual metal were retrieved from a shipwreck in the Mediterranean Sea, and many people soon began to speculate if they might be Orichalcum. Upon further analysis, they were found to be about 75-80% copper, 15-20% zinc, and the rest a mixture of Nickle, lead and iron, all of which exist in Dwarf Fortress. You could approximate this formula with an 8:2:1:1:1 ratio; this would have the effect of making Orichalcum a rather expensive and labor intensive metal to produce. That being said, maybe it could be an alternative to Adamantine? If you don't want to risk breaching hell, you can go through the trouble to making Orichalcum instead of mining raw Adamantine?

Just some ideas. The mod is looking awesome! I'm glad I was able to contribute to it!

5
Mod Releases / Re: Splint's Vanilla Expanded Mod v5 - Even more things
« on: January 27, 2021, 06:26:17 am »
Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

Believe it or not I already included the bamboo. :)

I'm super excited for the upcoming interim release, I've got a huge array of stuff lines up from American Pine Martens and Gorals to all kinds of new trees, to the more generic fantasy metals (nothing too crazy, mithril, tungsten, and orichalcum from Masterwork's stock and a set of elemental metals from Civilization Forge and ores for them.)

Ah. I didn't see the bamboo listed anywhere, but I guess I missed it  :). In that case, I don't think there's much else I can contribute lol. Unless you want any of the custom buildings/reactions I made for Nature+?

If you haven't already, you might consider adding this reaction I saw in the examples section of the wiki:

Spoiler: Raw (click to show/hide)

Seems like a nice QoL kinda thing.

6
Mod Releases / Re: Splint's Vanilla Expanded Mod v5 - Even more things
« on: January 24, 2021, 10:59:58 am »
Can I interest you in some Giant Bamboo?

Spoiler: Raw (click to show/hide)

It's found in tropical forests, and grows very quickly in large columns. Useful for all of your wood needs, and it provides another source of alcohol, too.

I also have a whole host of metals and ores, if you're interested. Titanium, Tungsten, Lithium, etc. Stuff like that. They're all real-world metals, and most of the ores are already in game. I even have Uranium, though I don't know what you'd use it for lol.

7
Throwing out some random uneducated suggestions/thoughts:
  • You've got the HOMEOTHERM set so that the creature is only 37'C. Since HOMEOTHERM overrides the temperatures of their materials, consider either removing that tag, or setting it to the level that's used for creatures made of fire: 14000.
  • Remember to also modify the boiling point, melting point, and ignite point of your creature's materials if you don't want it melting itself (see the edits that are made in the DRAGON's definitions).
  • The wiki mentions that IMMOLATE makes a creature ignite items they stand on, so maybe FLIER might interfere with the part? (though unlikely)
  • There's actually a material template for fire materials if you're unaware - FLAME_TEMPLATE.
  • If even after the changes the creature doesn't burn things, you could try making it constantly secrete a fire-causing substance with SECRETION (that is, assuming you want it to spread fire everywhere it goes). The material may need to be in a non-gas form that then boils into gas to get rid of it (I'm not sure if gasses can ignite the ground or not? Though I've never looked into it).

Ok.

I finally got it to work. Sorta. I guess.

Removing [HOMETHERM] did nothing. I didn't try removing [FLIER] because the whole point is for it to fly, and it really shouldn't matter. I made a phoenix before and it flew around on fire no problem. Copying the various material values (i.e. melting point, ignite point, etc.) from the dragon made it stop melting itself to death, so that helped. Thanks.

I eventually made it continuously secrete the FLAME material as a gas. It melted a person, and then the person caught on fire, so I guess it works. I don't know why the earlier [MATERIAL_EMISSION] didn't work, since I just copied the FLAME material to make the flame gas, but whatever. It caught a dude on fire, so I'll take it lol. Thanks very much for the assistance.

I am still curious why IMMOLATE didn't work. I literally slapped IMMOLATE on an eagle a while ago and -POOF- fire bird. Slap it on a bat? Nothing. The mind boggles.

8
So, I'm trying to create a creature that is constantly on fire. For some inexplicable reason, I cannot get the [IMMOLATE] token to do anything. Even copying it directly from the vanilla fire snake doesn't work. So, I tried to jury-rig a burning effect by making it "Emit Fire" when in combat. While I got it to rapidly emit bursts of extremely hot gas, the gas doesn't catch anything on fire, and is just as likely to melt my creature as it is anything else, despite the creature having both [FIREIMMUNE] and [HEATDAM_POINT:NONE] applied to all of it's materials. Finally, I gave it [MAT_FIXED_TEMP:14000], again on all of it's materials. It still won't catch anything on fire, and seems only moderately likely to melt fat and the like. Any ideas?

Spoiler: Raw (click to show/hide)

9
Mod Releases / Re: Simple Mod: Nature+ Version 1.2
« on: December 26, 2020, 09:50:12 pm »
Just wanted to inform everyone (well, all three people who really seem interested) that after some serious thought, I'm probably not going to work on Nature+ anymore after all. It was a fun project, but I've realized I've basically reached the point where if I add or change anything else, I'll be getting a bit to far away from the original premise of the mod for my liking. Nature+ was always mean to just add some more creatures and make them make a bit more sense, and I think I've achieved that goal nicely.

That being said, I'm not done modding Dwarf Fortress. I have a new project in mind, and I intend to take the lessons I learned from Nature+, as well as the feedback and advice I received from everyone, to create a (mostly) total conversion mod, one which is hopefully less buggy and better organized. I want to thank everyone who showed interest in or downloaded this mod. I'll see you around. 

10
Mod Releases / Re: Simple Mod: Nature+ Version 1.2
« on: December 06, 2020, 11:00:50 pm »
Yeah. I'll look into it, but honestly modding isn't very high on my list to priorities. IRL responsibilities don't leave a lot of time for hobbies, and some of my other projects have the potential to be profitable, so...

That being said, since it seems there are at least a few people interested in Nature+, I'll see about organizing it a bit more effectively. I'll probably include it with the next version. Look forward to more stuff in the alchemist shop, and some weird bugs.

11
Mod Releases / Re: Simple Mod: Nature+ Version 1.2
« on: December 05, 2020, 12:05:36 pm »
I understand. Well, I might play around with it a bit, see if I can get something that works. If not, it's not a big deal. There are always other ways to add more "Fun" to the game lol.

Thanks for the advice.

12
Mod Releases / Re: Simple Mod: Nature+ Version 1.2
« on: December 05, 2020, 10:27:06 am »
Really? Couldn't I just make various syndromes for different diseases and let vermin inflict those syndromes? Like mosquitoes have an Interaction to give people malaria, for instance. And then part of what that syndrome does is give the victim an interaction to spread malaria as a greeting? That was my plan, but if that won't work, I'll probably just scrap diseases lol.

13
Mod Releases / Re: Simple Mod: Nature+ Version 1.2
« on: December 03, 2020, 11:35:24 pm »
I've been thinking about doing something like that. Not sure how I'd do it exactly, but I'll think of something. I'm also considering adding in diseases that are spread by various vermin, animals and intelligent creatures, such as smallpox, malaria, Ebola, the plague, etc.

Thank you for the feedback!

14
Mod Releases / Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« on: November 26, 2020, 10:29:37 am »
Looking good! Congratulations!

Also, thank you ZM5 for correcting the many typos and errors in Nature+. I have never claimed to be good at modding, and I appreciate the time and effort it must have taken to make everything right.

15
Mod Releases / Re: Simple Mod: Nature+ Version 1.2
« on: November 26, 2020, 10:24:39 am »
Anyone interested in just the creatures of this mod should check out this post by Splint. It includes most of the creatures found in Nature+, as well as a bunch of other creatures and some non-intrusive QoL changes.

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