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Messages - Dylan Ail Don

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1
DF Modding / Re: What's going on in your modding?
« on: November 06, 2023, 07:28:03 pm »
Working on a race of elemental men that rejects all forms of mechanical engineering (ludites), love alchemy and are able to turn inanimate objects like swords and beds into sentient creatures and transform fleshy creatures into inorganic versions of them. I'll have to use DFHack to remove wells, bridges, traps and all those things.

This race replaces the wild elemental men of vanilla DF with other element-themed creatures (arguably better sources of fun than the boring vanilla elemental men). Fire Men were replaced by Salamanders, Mud Men were replaced by Golems, Amethyst Men were replaced by Gem Dragons, Iron Men were replaced by Warforged, Magma Men were replaced by Lava Snakes.

These elementals are physical manifestations of the forces of nature, like angels are to the gods, so they need to reinforce their link with their elemental Mother-Forces through rituals or embrace the wrath of their life-givers.

I would love to be able to change how DF uses pronouns. Having gender-less sentient creatures being called "it" seems weird to me.

2
According to the wiki, you can try to use this script by Atomic Chicken to spawn a demonic fortress in recent versions of DF. The script itself is some years old, but maybe it still works today.

3
DF Modding / Re: [VERMIN_HATEABLE] Token and its Application.
« on: July 14, 2023, 05:32:46 pm »
There already exists intelligent creatures in vanilla DF with CURIOUSBEAST_EATER, like Ettins, Giants and a ton of animal people. In civilized or domesticated ones it does nothing.

In older versions of DF adding VERMIN_HATEABLE to intelligent creatures did work to some exent, as this old post shows. Maybe it still functions.

4
What is your mod about?
I'm not really a graphic artist, but there are several places that offer basic graphics to get you started on video game projects. Even the great Masterwork DF used some of these assets. I'll leave you some links along those lines:
https://opengameart.org/
https://itch.io/game-assets
https://www.reddit.com/r/gameassets/

5
DF Modding / Re: Guide to (probably) making cool magic systems
« on: February 10, 2022, 04:01:00 pm »
I've got a bit of a question about an idea I've had for a while that I think falls under this topic well enough. Mostly about whether it's possible to do or not. So my idea is for either a world or area resource (let's call it mana) such that it gradually builds over time. As it builds it causes creatures to change becoming more dangerous and dropping the amount of mana in the area. furthermore the mana can be used by the dwarves to enhance/enchanting weapons,armor and even create special materials via workshops to reduce the overall mana level. Another thing the mana can cause is biome changes such as from desert to jungle to savage to evil. Mostly though my question breaks down to is an environmental resource such as mana possible?

Only with DFHack. However I don't think you can edit the biome of a loaded map; the Biome Manipulator only works during worldgen and pre-embark.

6
DF Modding / Re: What's going on in your modding?
« on: December 11, 2021, 10:17:55 pm »
I'm creating a simple but nice mod that adds a new building: The Livery Yard.

A Livery Yard allows your dwarves to ride tamed animals. You pasture an animal over the workshop, and with just a reaction your worker will become a real rider.

Anyways, I can't manage to make mounts useful in Fortress Mode. I already explained this in another post. I'm trying to make the mount have the same pathfinding of its rider, but I can't manage to do it well.

I added a function in the mod's script that tries to make the mount go to the same place that the rider wants, but it doesn't change anything.

Code: [Select]
function fixRiders()
for k, unit in ipairs(df.global.world.units.active) do
if dfhack.units.isCitizen(unit) and unit.riding_item_id ~= -1 then
local mount = df.unit.find(tonumber(unit.riding_item_id))
-- This should fix pathfinding issues. The mount will try to go to the same place as the rider at all times.
-- based on companion-order.lua
if mount.path.dest.x ~= unit.path.dest.x or mount.path.dest.y ~= unit.path.dest.y or mount.path.dest.z ~= unit.path.dest.z then
mount.idle_area.x = unit.path.dest.x
mount.idle_area.y = unit.path.dest.y
mount.idle_area.z = unit.path.dest.z
mount.idle_area_type = df.unit_station_type.ChainedAnimal -- Doubtful
mount.idle_area_threshold = 0
mount.follow_distance = 50
mount.path.dest = {x=unit.path.dest.x,y=unit.path.dest.y,z=unit.path.dest.z}
mount.path.goal = df.unit_path_goal.SiteWalk -- Doubtful
mount.path.path.x:resize(0)
mount.path.path.y:resize(0)
mount.path.path.z:resize(0)
end
end
end
dfhack.timeout(1, 'ticks', fixRiders)
end

I'll keep trying.

7
DF Modding / Re: Mounts for your Dwarves in Fortress Mode?
« on: December 11, 2021, 09:37:59 pm »
Hi! I was working right now in a mod that allows mounts on Fortress Mode.

Truth is that you can make a dwarf mount any creature, and it will work just like the vanilla riders that appear during invasions...

...and that's a big problem. In an invasion, any creature ridding another one will not control where it's going (i.e. the game employs only the pathfinding of the mount, and not the one of the rider). That's the reason behind a famous bug where amphibian mounts kills their riders via traveling through moats and rivers without caring if the rider is able to breath underwater or not.

So, shortly, it's easy to make a dwarf ride a creature. It's hard to make it worthy tho, since you will basically lose the control of your dwarf.

If you find some way to alter the mount's pathfinding, just like the diggingInvaders plugin alters the pathfinding of invaders to make them dig through walls, mounts in Fortress Mode can be enjoyable. Otherwise, they're rather useless.

8
Legendary Cheesemakers.

By the way, the whole cheese maker skill is useless. It would be far better if cheeses were made by cooks, or at least if cheese had quality modifiers.

9
Tilesets and Graphics / Re: Tileset comparison
« on: September 18, 2021, 02:44:50 pm »
Where did this came from:

and are there other like them? I did not see it in your list.

It's the Dungeon Set tileset.

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