Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - chipathingy

Pages: [1]
1
Basically the title. Currently if you don't like the world being generated for whatever reason you need to exit all the way to the title screen then go through the process of setting up another world gen. Having the option to manually reject a world at any point of world gen would streamline this greatly

2
Mod Releases / chipathingy's Fantastic Fantasy Fortress mod
« on: December 10, 2022, 09:50:44 pm »
Welcome to chipathingy's Fantastic Fantasy Fortress mod!

This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings.
It includes 4 new races, vanilla race changes, loads of new creatures and heaps of items!

0.47.05 download: https://dffd.bay12games.com/file.php?id=16207
Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2905522743
Steam modular version: https://steamcommunity.com/sharedfiles/filedetails/?id=2941967784
DFFD full version: https://dffd.bay12games.com/file.php?id=16721
DFFD modular version: https://dffd.bay12games.com/file.php?id=16720


Races:
   Dwarves: Short and bearded, dwarves are an industrious race who prefer to live in underground mountain fortresses. They alone can forge both magical and mundane
      metals, and jealously guard these secrets from the other races.
      Currently the only playable race. Very similar to vanilla dwarves with the following changes:
         Males now outnumber females by 2:1
         New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Requires magma and magma-safe materials
         New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets.
            The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour
            Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla items
         New weapons:
            Can now produce almost any weapon, but that doesn't mean they can use them!
            New weapons:
               Boomsticks, shoots pellets
               Hand Cannons. Bigger and better boomstick. Shoots shells
               Skirmisher's Axe. An axe that is also a ranged weapon. Uses 'thrown' ammunition - for dwarves, these are throwing axes
               Siege crossbow. A bigger, heavier crossbow that shoots arrows
               New ammo types. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively
         New reactions: wooden statues/slabs/mechanisms, can grind stone to sand, can burn corpses

   Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters.
      These are mostly similar to vanilla goblins with a few small changes. They can sometimes be found as wild, savage tribes
      Their blood now causes painful burns on contact. Don't drink it
[/s]      They have a bunch of new creatures they will bring to siege your fort as well!
   
   Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They are generally
      self-sufficient and do not send out trade caravans.
      Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards.

   High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. They have long abandoned the
      pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. They despise dealing with the "less civilised"
      races and will despair at being underground for too long      
      They can use steel, use exclusively edged weapons and have access to several magical warbeasts

   Humans: Humans are a jack-of-all-trades race that are found throughout the world.
      Humans have gone through a number of changes in this mod. They now use steel, have a number of castes and two distinct civilisations:
      The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace.
      The Evil Empire: While they don't eat babies, that's basically where the line is. They will lie, cheat and steal and will raid your fort to get their
      hands on your precious shinies

   Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will send caravans in the spring, once they
      have woken from their hibernation. They have many unique lizard/dinosaur-themed livestock available to them and may bring them to trade

   Orcs: Primative barbarians who love to fight, orcs live in tribes and constantly war with their neighbors. The more fights they survive, the bigger and stronger
      they get. They have a number of unique weapons, armor and warbeasts that can only be used by these huge, rage-filled barbarians      

   Wood elves: Self-appointed guardians of the forests, Wood Elves are dedicated to the ruthless protection of nature. They have rejected the High Elves' pursuit
      of heavenly power and derive their magic from the trees and animals of their forest homes.
      Wood elves are basically vanilla elves with the enchanted wood metal to buff their soldiers

   Undead: Necromancers have been standardised! They can now raise zombies, summon skeletons and resurrect the dead as revenants.

   Megabeasts:
      Lots of new, tougher dragon types. If you can kill one, their scales and bones are amazing materials
      Pheonix

   Other creatures:
      Lots of creatures from mythology or other fantasy settings. They are found in various savage biomes. They include:
         Pegasi   Griffins   Hippogriffs   Wyvern   Feathered Serpent
         Valkyrie   Centaurs   Gnolls      Minotaurs (non-semimegabeasts)
         Bugbears   Bicorn   Jackalopes      Drop Bears
         Cerberus   Slimes (many varieties)   Dire rat/bear/pig
      Unique pets - Most races except Humans, Halflings and Dwarves have some unique animals they can access

New metals:
   Impure mithril: Smelted from mithril ore, which is found in silver veins. Worse than iron, better than copper
   Mithril (by Meph): Harder and much lighter than steel. Refined from impure mithril at a blast furnace
   Dwarfsteel: As hard as mithril and heavier than steel. Produced at a blast furnace from steel and gold
   Orihalcum: A magical alloy known only to the Dwarves. Very light and hard
   Titansteel: A magical alloy known only to the Dwarves. Very heavy and hard
   Enchanted wood: Magically hardened wood used by the wood elves. As hard as bronze but otherwise the same as wood.
   You'll also find that regular iron is more effective against magical creatures than normal.


New items (non-dwarf):
   Weapons: slings, slingshots, glaives, longbows, machete, quarterstaves, sledgehammers, hatchets, knuckledusters, orc-only weapons
      Throwing weapons: Fishing spear, rogue's knife, skirmisher's club
      Thrown ammo: throwing knives, javelins
   Armour: Reinforced leather armor and helmet, pauldrons, multiple helmet and shield types
   Clothing: harness, chest wrappings, bandana, kilts,
   Lots of tools that civilians will carry in Adventure mode
   Lots of toys

Other changes to vanilla
   Hydras now heal themselves much quicker
   Unicorns now have cursed blood
   Minotaurs have been renamed to 'feral minotaur' to make room for non-semimegabeast minotaurs

Planned features:
   More magical/legendary wildlife
   Magic! You might notice some placeholders if you go digging around in the raws
   Cavern revamp

Advanced world generation suggestions: decrease the number of generated secrets to zero, increase the number of civs

Known issues:
   Enchanted wood was the only way I could give elves proper equipment without dramatically changing them, but as they are a metal you can forge most things from
   them. Unfortunately their traders turn up with enchanted wood bars and anvils. I'd suggest not melting/using it for RP reasons
   Some creatures use a secretion to apply a syndrome to them; this shows up in their inventory. I don't know how to remove this

Credits:
   ZM5's mods - weapons, materials, probably other things I can't remember
   Splint's mods - reactions, materials, weapons
   Taffer's Dwarf Fortress Revised
   Anyone who's ever put anything on DFFD

Release log
1.0: Initial release
1.01: increased raw mithril spawn rates
1.1: Graffiks! Plus some minor tweaks
1.1x: graphics tweaks
1.2: Modular version
1.3: New creature pack!

3
DF Suggestions / UI for civ screen, petitions
« on: December 16, 2021, 06:57:33 pm »
Just saw the video with the updated embark screen and it looks awesome!
I was wondering if it was possible to get a line added to the 'choose civ' part that tells you what race the civ is (or at least what it started as)? Lots of mods have multiple playable races and this would make it easier to choose. I guess I'd suggest this for any case where you are viewing civ information

My second suggestion is to add more information to the petition screen. At the moment it tells you the name and why they want to stay but that's it. It's annoying to then exit this screen, find the visitor in the units menu and view their information before then going back the the petition to accept/deny. Also probably a list of troupe members would be handy

Thanks for reading!

4
Mod Releases / [47.04] Borderlands mod: Pandora creature pack
« on: April 27, 2020, 02:05:54 am »
LINK: http://dffd.bay12games.com/file.php?id=15041

I've been working on this mod for a while now.  It's my first foray into modding, so if there's anything that doesn't work or is missing please let me know!

This mod adds creatures and content from the Borderlands universe to Dwarf Fortress. At the moment this includes content from Borderlands 2

CURRENT FEATURES
  • Four new megabeasts!
  • Two species of bullymongs (normal and bedrock)
  • Claptraps - playable in adventure mode!
  • Loaders
  • Rakks
  • Skags
  • Skrakks
  • Spiderants
  • Stalkers
  • Varkids
  • Elemental damage - incendiary, corrosive, shock and slag
Most have a bunch of different castes, each with their own features and abilities

Also included: extra files to make chitin (Pandora version only, not vanilla chitin) and leather tannable, bundled with the More Leather mod. Chitin is not-quite iron grade but makes pretty good armour. Hide (tanned scales) is about halfway between chitin and vanilla leather.
These do change vanilla raw files so there may be with some conficts with other mods.

HOW TO INSTALL
Paste all of the txt files into raw/objects. If you want to use the tannable chitin/leather files, do this after installing the main files and overwite when prompted

Compatibility: This mod uses vanilla files but doesn't alter any. Any mod that doesn't touch these should be fine, apart from the extra files

Planned content:
  • Vault Hunter adventurers
  • Bandits
  • Content from the expansions

VERSION 1A: minor bugfixes

Pages: [1]