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Messages - vettlingr

Pages: 1 ... 17 18 [19]
271
Mod Releases / Re: [44.12] DBDB - A dwarven domestic animal expansion!
« on: September 05, 2018, 01:47:27 pm »
UPDATE.
Garphics for 32x32 and 16x16:



272
I tried my hand at drawing and made a graphics set for my mod suitable for your tileset. :)
But also some shameless self advertisement. ;D
Spoiler (click to show/hide)

I hope I fit the general style quite well, even though i've been using a pretty standard gimp install.

273
DF Modding / Stress relief umbrella mod?
« on: September 04, 2018, 12:30:18 am »
I've been toying around the raws and dfhack lately and been pondering different mods to make.

In the current version, stress has become like a new feature, and stress management has become imperative in every fortress. While your regular Urist McModder might just choose to reduce the STRESS_VULNERABILITY personality trait, us Obok McVisionaries have better ideas.

As syndromes can work as a fairly good thought injector for certain interactions, new options for stress relief should be endless, especially if one were to use modtools in dfhack among functions such as triggers from reactions and whatnot. So... I have been balling a few ideas for stress relief workshops, reactions, materials and animals, for a while. Some of them have already been done in mods, but no recent modular mod seem to exist that combines most of them.

Gambling, War-gaming, smoking, incense, pet-interactions, and much more.

Gambling
Reaction uses coin, returns coin, adds thrill thought to worker. (Modtools/reaction-trigger)

War-gaming
Trains tactician perhaps? Otherwise same as gambling. Uses figurines?

Smoking
Uses plants to give a positive thought to the Worker, reaction however creates smoke, giving surrounding dwarves negative thoughts. (Modtools/reaction-trigger)

Incense
Spread hippie incense in your tavern by burning plant resin in reaction. Creates smoke that injects dwarves with good thoughts. No dfhack needed?

Any other ideas? And are there any other mods that have any fun solutions worth mentioning?

274
wow! good work. i have wanted mod like this!!

but, i have some questions..

is it all need to do is just copy&paste?

what's difference between entity.txt in this mod, entity.txt in vanilla?

Its copy&paste mostly. Just copy the files into your raw/objects directory.
It should work from there, if you have any problems, please tell me. I've been tweaking this mod a lot lately and havent had enough time playtesting it. :D

To answer your second question; in the entity file, the tags:
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]

have been replaced with:

[ANIMAL]
   [ANIMAL_CLASS:DWARF_DBDB_DOMESTIC]
   [ANIMAL_ALWAYS_PRESENT]
   [ANIMAL_ALWAYS_PET]

Which makes only the animals added in this pack show up in the embark screen. If you wish to add back the standard common domestic animals, simply add those tags back in.

275
Quickly mashed together a graphics set for gemset:
Spoiler (click to show/hide)

More are probably on their way...

276
Domestically Bred Dwarven Beasts v1.4 for 47.05+



WELCOME fellow beardlings!

This mod aims to replace the Common Domestic animals with beasts themed around Dwarves, Caves and Mountains. The beasts were designed with utility in mind, and fleshes out the descriptions, colors and appearance modifiers for each individual animal. The mod also relies heavily on inspiration from previous similar mods such as DDD, by Wannabehero, hence some critters are very similar to those found there, but goes further by building and trying to improve on the concept.

Since 44.00 and the changes to animals among the entity tokens, I found it strange that no-one had come out with a new domestic animals mod. Thats why I want to introduce you to the !!DOMESTICALLY BRED DWARVEN BEASTS MOD!! to fulfill all your dwarven agricultural needs.
This standalone mod introduces 2 birds, 9 mammals, 2 reptiles and 2 arachnids and bugs for the dwarven faction, for a total of 15 new creatures.

To install, download the mod from the link below:
http://dffd.bay12games.com/file.php?id=14001
Copy and paste the files into your raw/objects directory.




Birds:


Spoiler: Grouse (click to show/hide)

Spoiler: Bittern (click to show/hide)

Mammals:

Spoiler: Brock (click to show/hide)

Spoiler: Shrewdog (click to show/hide)

Spoiler: Stygian Otter (click to show/hide)

Spoiler: Bristleback (click to show/hide)

Spoiler: Slothbat (click to show/hide)

Spoiler: Molebeast (click to show/hide)

Spoiler: Shoveldon (click to show/hide)

Spoiler: Winter Goat (click to show/hide)

Spoiler: Woolly Ibex (click to show/hide)

Reptiles:


Spoiler: Firenewt (click to show/hide)

Spoiler: Aquifer Turtle (click to show/hide)

Arachnids and Bugs:


Spoiler: Fortress Aphid (click to show/hide)

Spoiler: Lockspider (click to show/hide)

Graphics Set Support:
Gemset:   http://dffd.bay12games.com/file.php?id=14002
Spoiler (click to show/hide)
32x32: http://dffd.bay12games.com/file.php?id=14006
Spoiler (click to show/hide)
16x16: http://dffd.bay12games.com/file.php?id=14007
Spoiler (click to show/hide)

Spoiler: Changelog (click to show/hide)

Upcoming Features:
- Wild equivalents of most animals.
- Combatability with other mods.
- Graphics!
- Goblin equivalent to this mod?


277
Tilesets and Graphics / Re: GemSet v1.41 [42.04]
« on: July 18, 2018, 09:21:35 am »
Constructed tracks made from rough stone always shows up as being 0:0 black regardless of material, any idea why this is?

tracks constructed from anything else has the correct color of the material...

278
DF General Discussion / Re: Future of the Fortress
« on: April 14, 2017, 08:46:16 pm »
Will there be any changes to "highest moodable skills" when creating artifacts regarding dwarves with no skills, such as children? So to prevent them from growing up into lowly craftsdwarves?

Will workshops presently not eligible for artifact creation, i.e. kiln, be available as well in the future?

279
DF Modding / Re: How do Gorlaks Join Civilizations?
« on: April 01, 2017, 05:45:34 am »
Make sure you use the [CAN_LEARN] or [INTELLIGENT] tag as well as the ones you stated.

Also while im not entirely sure, I think the tags [BENIGN], [GOOD] and [EVIL] has something to do with which civilization your creature can join.

280
DF General Discussion / Re: Who else remembers this? !!SPOILERS!!
« on: March 10, 2017, 10:28:56 am »
I would really like to see things similar to this in the future of fortress mode. Maybe not a source of endgame fun, but rather curiousities, such as ancient burial chambers deep underground, megabeast prisons, fossilized bones of some primordial creature, ancient shrines or temples. Which you just come upon while digging, some might even contain artifacts.

281
Make a burrow for the dwarf with the strange mood, confining him or her to the workshop and the adamantine ore or wafer stockpile always works for me. That is, if you have designated a stockpile that is only for adamantine, otherwise the !!FORBID EVERYTHING!! method works fine, but is more tedious.

The only time I have actively tried to prevent an adamantine artifact being made, was when my weaponsmith, who had a preference for warhammers, demanded metal bars. though with strange moods, sometimes normal bars are not okay, rather they must have adamantine wafers. Needless to say, forbidding everything and designating a burrow (over my platinum stockpile) did not work, and now I sit here with a useless adamantine warhammer.

Atleast my hammerer will be happy *Winkerty wink*

282
Berserkr means champion, and is named due to their clothing, not the mood they were in. Norrænir menn didnt keep madmen around because they were good fighters, rather berserkr is a title reserved for those able to master weapon skills and conquer their own fear.

283
Well, historically, contemporal saxons and norse were very similar, almost identical if you will, in both belief, equipment and tradition, they were also almost mutually intelligable to each other, or atleast to the south jutes.

Ofcourse, as this is !!VIKINGS!! one can not be too historical or chronistic in the first place. hehe

Anyway, ive uploaded the alpha of the old norse language file to the dwarven filedump in the minor mods selection, so you can get it there.

You might have to tweak it a little to get it working properly, like replacing "þ" with "th" or things alike.

284
Im working on an old norse/icelandic language for a norse mythology mod im making. it will become accessable as soon as the mod is releaseed, until then. I could give you the half done skeleton file?

furthermore, do the font in dwarf fortress support Þþ, Öö, ðÐ, áÁ, íÍ, éÉ, óÓ, úÚ, and ýÝ??

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