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Messages - Xasio7

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1
DF Modding / Re: Community Mods and utilities list.
« on: June 27, 2012, 06:53:07 pm »
http://www.bay12forums.com/smf/index.php?topic=112297.0
can you please add my to the list. The mod is a minor mod that adds creatures to the game. The mod name is fey beast mod.
Thank you,
xasio7

2
DF Modding / Fey Beast mod: Basilisk Lizards
« on: June 27, 2012, 06:46:08 pm »
This mod adds basilisk lizards that can petrify :-X people (note they aren't done yet. They can still petrify people though, just i want them to spit a harmless poison I haven't added yet)
Just place _fey files in raw/objects to install/ remove _fey to uninstall.

Added mist to GOOD regions

for more info checkout:
http://dffd.wimbli.com/file.php?id=6590

Let me know what you think. ;)

current Version 0.02

also the petrify feature works, and is in I just want to make less extreme means to achieve it goal

Also I'm still work on my game so I won't be very active. :-[

3
DF Modding / Re: Community Mods and utilities list.
« on: October 27, 2011, 07:57:17 am »
I have received Thundercraft's permission to post his graphics pack so if you could add it the url is http://www.bay12forums.com/smf/index.php?topic=76418.0 I would really appreciate it. :)

4
DF Modding / Re: Blob-Jelly-Slime Graphics Pack
« on: September 21, 2011, 09:55:03 am »
Thundercarft I recommended your graphics mod to be placed on the community mod list, I want to have your ok on this. I can tell Profit not to add the graphic-pack if you want, but I am putting my mod up, and your graphics-pack is great addition to my mod. So just let me know ok? :)

5
DF Modding / Re: Community Mods and utilities list.
« on: September 21, 2011, 09:47:09 am »
Hey just got my mod out of beta status the url is http://www.bay12forums.com/smf/index.php?topic=76322.0 if you want to add it.

Here is the url to the graphics-pack for my mod Blob-Jelly-Slime Graphics Pack I'll ask Thundercraft if it ok for you to add this mod since he created , and is maintaining this mod.

6
DF Modding / Re: Blob-Jelly-Slime Graphics Pack
« on: September 20, 2011, 03:05:12 pm »
I've just finished my mod. I'm still improving it but I got it a working with no known errors (v 1.0) I will now work on some of the things I discussed on my page, and some of things you suggested. Thank you for always helping me and being a good friend. :D

7
DF Modding / Re: Slimes,Blobs,and Jellies
« on: May 30, 2011, 08:33:25 am »
Sorry about the long hiatus. I know I missed a couple of updates on Xasio7's mod. Mostly due to major life events, I've been away from Dwarf Fortress for a while.

I wasn't able to update my mod same reason so its ok. I'm just glad someone is willing to help me :D.

I'm adding a whole lot of Jellies now using the flavors you suggested. Thanks for that because it saves me hours probably days just to think up something original especially that much original content.

I decided on how the workshops will be used; one would be used to make cores, another for mixing slimes,jelly ,etc , and for extract the essence from slime or the metal or mineral from jelly, and then one for binding essence to metal and other material so that they have that property of the essence. (essence will have stronger syndromes then normal slime and amoeba core could be used as a base.)

I'm also decided what the names of the first set of mega beast are going to be that's all I'm saying about them. blob: divine blob, slime: umbral slime, Jelly: ambrosia jelly, pudding: dwarf pudding,
amoeba:titian amoeba, mold: hell fever mold. (for the mold I'm going to make two molds with same name one will be a hive the other will be a walking creature slow but walking)

8
DF Modding / Re: Slimes,Blobs,and Jellies
« on: May 23, 2011, 09:50:12 pm »
I am planning on adding an exploding blob, and a dragon blob, a lava slime, a wide variety of Jellies, and a new amoeba; once I'm done bug hunting. I also Plan on adding a Megabeast blob that's easy to kill but its goo is very fetal in the sense of instant fun on contact.

9
DF Modding / question on traps.
« on: April 25, 2011, 01:40:41 pm »
Can you make a trap the emits a chosen substance? (example: water,lava, poisons) because if you could it would greatly help out my mod. Or at least make it so it could hurt thing with extreme heat or cold, and could you also define what materials used to make the trap?

10
DF Modding / Re: Blob-Jelly-Slime Graphics Pack
« on: February 05, 2011, 03:35:01 pm »
This is so cool Thanks so much Thunder craft I going to start working on so of those suggestion you gave me which is leading to a cool mod :D. I also fixed the problem with snow fury slimes being an unusual colour I don't know how I made that mistake I guess I also don't know how I let it slip by be either sorry about that. :-[. Thank you for all the info you gave me.

11
DF Modding / Re: Slimes,Blobs,and Jellies
« on: February 05, 2011, 02:08:24 pm »
Just looking at this means I'm going to have to add a WHOLE LOT of thing for the next update. The updated graphic set looks SOO COOL I'm going to have to step it up just to be able to keep up with you.
Actually, I'm thinking of adding two more colors (dark gray and aqua blue) and fine tuning the brightness and saturation a bit. I may even change the dark red into brown (for mud). But that's about all I will change for a while.

Honestly, you should not feel obligated to create a creature for every tile or to even keep up. In fact, I'm thinking it might be best to leave a few of these without a corresponding creature for future expansion. Some other DF fans might want to add a few slimes/blobs/jellies of their own to what you've created (for their own games, if not for public release).

So just pick and choose which ones you want (e.g., to fit your creature's traits) by specifying the creature's color. I'll try to fit my graphics tiles to match your color choice.

However, one type of creature I really wish you would add at some point are those with a cold attribute or special attack. I want my frost slimes / jellies. ;D I have nothing against aqua-colored water slimes. But I created the light blue color with frost in mind.

I have this weird idea of dwarves utilizing a Flintstones-esque refrigeration system using caged frost creatures. I've thought up some workshop reactions that could require the use of such refrigeration in order to work. (One involves a poison extract that evaporates into a poison gas at room temperature. I would have it use naturally cold Nether-cap wood ammo to deliver it to an enemy, at which point it should - in theory - explosively boil.)

Ah, that gives me another idea! Perhaps we could have a type of blob that would explode when exposed to above room temperature (like body temps of [HOMEOTHERM:10059] or higher) or even from a minor injury? Something like this was discussed in the MODDER'S WORKSHOP thread over a week ago:
You can give a creature burning hot vapor for blood.  If you don't make the creature resistant to high temperatures, it will melt itself after being injured the first time.  Change the blood tags to something like this...

That would be similar to those floating Bomb creatures in Final Fantasy Tactics or Prinnies in Disgaea. It may not be very useful in Fortress Mode. But I could see it used as a thrown weapon in Adventure Mode (like how that bronze colossus was decapitated by throwing a fluffy wambler at its head).

Finally, I have some suggestions on the type of tissues and materials that slimes and blobs could be made of. I was reading the Siliceous ooze page on the wiki (which is a type of soil found on the floors of deep oceans) and it reminded me that silicon-based life is said to be theoretically possible (being analogous to Earth's carbon-based life). Such is discussed here and here.

While the stereotype is for silicon-based life to be rock-hard and resemble stone or crystal, many silicon compounds also exist in liquid and gas. For example, silane is theorized to be a precursor to silicon life and it's a gas that is spontaneously flammable on exposure to air, even at low temperatures. [See my exploding blobs suggestion above.] Another sign of silicon life that astronomers look for is traces of silicones... Yes, that silicone, a family of soft, gelatinous plastics! And there are various liquid silicon compounds, such as silicic acid.

Quote
In the oceans, silicon exists primarily as orthosilicic acid (H4SiO4), and its biogeochemical cycle is regulated by the group of algae known as the diatoms. These algae polymerise the silicic acid to so-called biogenic silica, used to construct their cell walls...

Interestingly, Wikipedia also says that orthosilicic acid is found in humans (and other animals) and:
Quote
...found in numerous tissues including bone, tendons, aorta, liver and kidney. Compelling data suggest that silica is essential for health...

OK, so silicon does not exist in DF as a pure mineral. (Pure silicon crystals are very rarely found in nature.) But silicon just happens to be the most common element in the universe. And it's the second most abundant element (after oxygen) on Earth, making up nearly a third of the mass of the crust (surface). Basically, most rocks and minerals contain large amounts of silicon. In fact, many types of gemstones are crystalline forms of silicon compounds, with other elements and compounds giving rise to the various bright colors which are so highly prized.

What I'm saying is that describing these blobs and slimes as having a "rock affinity" could make sense. It may not be simulated in game, but perhaps some of these literally eat (digest with acid) rock for sustenance? At the least, this would explain why they have gem cores and how rough gems can be extracted from their goo. And since studies show that "bioavailable orthosilicic acid" is useful as a nutritional supplement, perhaps this would explain why eating slime jelly could be nutritious for growing dwarves?  :D
What if I make a exploding slime that burst when punctured. I would do this by making it so that their fluid combust at low temp, set the hemotherm low, and fixed temp low as well so when they get punctured BAM!! of goes the head. :)(check Thundercrafts replies) . Also I was thinking of adding a slime that could make webs but I don't even know how that would make sense, but it would be cool. I was thinking of adding an orange marmalade jelly. Along with a raspberry Jelly,Cranberry Jelly,blueberry jelly (cobalt), Pineapple jelly, and chocolate Jelly (I don't know how that makes sense but Jellies have edible names, but are actually getting there colors from the metals, and rocks they eat, which is discussed in the the replies from Thundercraft above.) I might be spacing out the release of updates so I can test them out before I release the updates to make sure they work. ( which I kind of wasn't doing.)

12
DF Modding / Re: Slimes,Blobs,and Jellies
« on: February 05, 2011, 01:44:59 pm »
Thundercraft I changed the colour of the snow fury blobs so to the appropriate colour I was wondering if I should lower their Fixed temp or maybe make them not so deadly but then again that would take all the FUN out of them. Thank you all of you for allow my mod to get this far. I was going to give up on it. I was thinking of what Thundercraft said should I make it so that blob,slimes,and Jellies skin or even fluid are made of siliceous ooze. (I'm most likely going to do this but I want your tips on how ,or what else I could do.) I noticed while playing that bog slimes literally ate all the grass they came in contact with (most likely because the necrosis they cause) should I make it so that all other slimes, and jellies can do this. (without making them all cause necrosis such as not describing where it would effect.) so then they'll destroy grass without causing rotting flesh. I was thinking of adding rocky slimes or slimes that are coated in a hard silicon coating (As described by Thundercraft.) or even gem slimes. maybe even a critter slime that has a fragile shell that when thrown, and if their shell shatters the internal fluid explodes. (also described by Thundercraft.) effectively creating hand thrown bombs. Speaking of bombs what if I add them as creature along with spore spheres in Nethack. actually I think I might add those last set of creature for another mod. (bombs and spore spheres) for another mod. I think I might add living goo too which would be a creature with no skin but would be living fluid (with eyes and a core for weak spots) and range in different sizes such as critters or dragon sizes ones. Which also gives me another idea what if I  it make so that while underground you find a slime or goo sea, which is actually a living creature that though harmless could be a ultimate beast  which could give a WHOLE lot of wealth if killed. It could turn hostile if you try to kill it ,such as trying to mine it core for resources, (it core would be huge) and try to flood your fortress with goo or send armies after armies of blob,slimes,jellies,amoebas,puddings,ect at you.

13
DF Modding / Re: Blob-Jelly-Slime Graphics Pack
« on: February 03, 2011, 05:56:15 pm »
Darker colored versions are up.

Good job!  I'm a fan of row 2.  However, in a large group it will kind of look like my dwarves are getting swarmed by the cast of Sesame Street.
I've shifted things around a bit so row 2 is now row 4. And, yeah, I suspected that one would be preferred as it's sort of the stereotype for slime monsters. Rows 5 and 6 remind me of cartoon characters. Row 5 in particular reminds me of B.O.B. from Monsters vs. Aliens or something from Monsters Inc.  :)

Make colours darker, also, I havn't used tile sets very much in the past at all, but could you use the alt tile and a similar sprite to give the image of the blob monster 'blobbing'?
I've got an especially dark version now. And I will have to play around with the graphics.txt files to see, but I think it might be possible to alternate between rows 1 and 2 for this blobbing effect.

PS: As I said, my paint program has a bad color pallet problem (colors show up very differently from what I see in posts or via Windows Preview panel) and I can't change the pallet it uses because it will just crash to desktop. But I will admit the original bright colors reminded me of candy.

Hmm... If I had to guess the flavor:
  • Red = Strawberry
  • Maroon = Cinnamon
  • Orange = Orange
  • Yellow = Banana
  • Green = Lime
  • Teal = Spearmint
  • Light Blue = Mentholated Wintergreen for fresh breath... brrr!
  • Dark Blue = Blueberry
  • Purple = Grape
  • Light Gray = ... Malted Milkshake?? Cream Soda?? Bubblegum??
Taste the rainbow!
Sorry... It had to be said. ;)  :D
In my next update I'll try to include these flavours for my Jellies and for some other creatures I might add. Thanks for the inspiration. :D I can't count how many times you inspired my mod to achieve excellence. :) (If you don't mind.)

14
DF Modding / Re: Slimes,Blobs,and Jellies
« on: February 03, 2011, 05:31:14 pm »
I was wondering how do you attach a tilset to my mod? I really want to use Thundercraft's tileset but I don't know how. I kind want to use it in my next update, oh and Thudercraft you don't mind if use you tileset right?

15
DF Modding / Re: Slimes,Blobs,and Jellies
« on: February 03, 2011, 11:44:18 am »
I was wondering if/when anyone would mod in more blobs, slimes and oozes. They are a stereotypically classic monster in fantasy RPGs. And while vanilla DF already has them, it only has a few types.

Zip (or tar) them together.  Should be available from the right-click menu in windows
Yes, please do this for the next release.

BTW, a couple months ago I really wanted to create my own blob creature for a specific purpose. Unfortunately, Dwarf Fortress does not yet support the features I wanted. (Namely, a syndrome to randomly add extra eyes and limbs, ala radiation mutation, and beneficial syndromes to randomly heal as part of an "attack".)

I was a bit obsessed and I even modified a blob graphics tile for my creature. It never got far, but in the process I found the blob-like creatures in Magnut's New Underground Graphics Pack. That and this mod inspired me, so... I'm creating a graphics set just for blob-like creatures:

Thundercraft's Blob-Jelly-Slime Graphics Pack


I felt this was relevant and that I should mention it here as I'm designing it to go with this mod. (And know that the blobs in the first row are color modified versions of the cave blob from Magnut's Graphics Pack.) But I do not want derail this thread, so graphics feedback should go in my thread.

In my opinion, the 1st, 2nd, 4th and 7th/8th rows would work for blobs, jellies, and slimes. The 3rd, 5th and 6th row creatures have actual eyes, so I don't think they would quite fit... that is, unless someone modded slimes with eyes. [Hint! Hint!]

As I recall, some blob-like creatures without a head tend to be much tougher that those with a head to cut/punch off (or a skull to bash through their brain). So perhaps having eyes as a vulnerability (i.e., without the [EXTRAVISION] token) for some types of blobs and slimes could be useful toward maintaining a degree of game balance? A single-bodied creature can already be tough without extra dangerous special attacks. But then when you add poisons or special syndromes... (Just my theory. But I suspect testing is needed to determine game balance.)

Edit: Now updated with more critters and more colors!
Just looking at this means I'm going to have to add a WHOLE LOT of thing for the next update. The updated graphic set looks SOO COOL I'm going to have to step it up just to be able to keep up with you. I was thinking of adding giant mold growth, semibeast slimes,mold,jellies,and blobs. Also mold would be almost, or immobile but will give off spores that grow more of them and cause fun to near by dwarfs that breathe in spores. the spores will be a colored gas (wouldn't be fair if you couldn't see it), and I think that I might make certain molds, plants that grow on dead things in your fortress (including trees, these would probably be only harmful to your wood though). Also should I add variations to cave floaters that seems appropriate for graphics set.  I was thinking of adding aqua blobs which are very common as they appear in most bodies of water they are slightly valuable but harmless except they may try to rot you food. I have another idea what if add another work shop that you get slime cores and blob gems (haven't thought up a name.) and make them into better gems. Here is an example: a rough aqua blob gem turns into a rough aquamarine. I think I might call it a gem forge because you forging gems. In the next update I'll make it so that blobs and slime drop cores just to be safe ( that is if I can do that, because I kind of broke jellies *again*, trying to add eyes.)
I think I know how I'll use the workshop that makes slime cores. I'll make another workshop that can grind glass into a powder which then is mixed with slime, blob liquid, which then makes a slime or blob core. If you want to get a core that can be used to make gems (aquamarines,ect.) you would need a pristine core which can only be found from killing slimes, or blobs. With artificial cores you could make slime,or blob traps which when triggered creates burst of fumes that cause the slime's,blob's syndrome (blob nausea trap) I'll also make it so that with pristine cores you could mix it with other slime's blob's fluid, which would then be used in traps that share properties, or can be used to make a slimes, or blobs from it that could be hybrids of different slimes, or blobs. Maybe I'll even make it so that there a chance that it might hard code slime, or blob.

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