286
DF Suggestions / Re: NPC cities use mud and brick for buildings.
« on: September 01, 2019, 10:28:35 am »
I think, NPC sites must be more customizable.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
I was also thinking about this the other day, I think that procedurally generated curses would be great, so you can get extreme, minor, helpful, and bizarre curses. I was mostly thinking of cursed items and areas, but things like cursed wearable items that can't be removed with randomized effects, anything from paralysis, psychopathy, melancholy, sleeping spells, to just things like syndromes.Better than fireball wizards. Some ideas is good.
Then you can just go nuts, I think the more unpredictable the better:
Just plain strange effects like a vest that makes the wearer so ugly that people vomit at their sight.
Transmutation spells, or illusion curses on items, like a pair of killer socks that makes everyone else in the fort think a dwarf is a Giant Cave Spider, or actually turns them into one, but they still act like a milker.
A hat that makes the wearer talk backwards and nobody can understand, or utterances so tehy can only speak to kobolds.
A cursed workshop that only churns out cursed items and you have to figure out why all your shoes are reciting poetry and making the dwarves wearing them walk on their hands.
A fort that makes residents aquatic slowly, so you have to flood your fort to survive.
Beds that run away from their owners.
A pick that every time it mines a block a mined tile somewhere else is replaced with that stone.
A masterwork crossbow that can only shoot cats (instead of bolts).
A Artifact turban that never stops bleeding.
An earring that inverses all stats so a legendary minor that's a novice wrestler becomes a legendary wrestler and a novice minor.
Food that makes dwarves float but also makes doing just about anything impossible because physics.
A goblet that turns all alcohol in itself into salt water, or milk, or sand.
An immovable barrel of goblin sweat that can't be dumped but has to be drank to empty it (or it slowly converts liquids around it into more goblin sweat).
An axe that cries every time it cuts a tree down.
A door you have to complement to open.
Gloves with a randomized Midas touch- gold, silver, slime, hair, clay.
A cloak that makes the wearer age backwards.
A cursed cavern that turns all dwarves that enter it into elves and looks like a forest retreat.
A meal that the dwarf can never stop eating.
Alcohol that makes any drinker permanently drunk.
A workshop that always creates a masterwork wooden sword no matter what you order and what's used.
A beast who's bite/dust/whatever permanently turns everyone into statues on the full moon.
Threads that whisper insults and drive dwarves with stitches crazy, or whisper nice things and everyone is happier when injured.
A cursed woodland that turns anyone felling a tree into a replacement tree.
A curse that turns dwarves into their favorite or least favorite animal every time they are caught in the rain.
A shirt that makes the wearer's family invisible to them.
A weapon that makes any user a member of the civ that created it (just while using it).
A wheelbarrow that never stops picking items up and creating stockpiles you didn't ask for.
A fort curse that pulls a random lever every week or month, or raises/lowers bridges.
A cursed engraver that anything they engrave becomes real - engrave cheese, wall turns into cheese, engrave a FB killing a dwarf, you have a FB inside the fort and a corpse.
A workshop that any time it produces a masterwork a siege appears.
A weapon that can only kill humans.
A pasture that makes dwarves passing through think they are livestock.
Caverns cursed with permanent miasma clouds, or snot rain or whatever evil biome things.
An artifact crown that makes anyone wearing it the king, and therefore is quite coveted and dangerous to possess.
A fort cursed by a god of debauchery that turns anyone wearing clothes into vermin.
A fort cursed by a god of labor that prevents anyone from taking time off no matter how stressed they get.
A kitchen that churns out food that makes the eater hungrier.
A fort that turns all humanoids into fluffy wamblers during the full moon or certain months of the year, taking all control away from the player until they turn back.
I'll stop, I could do this all day.
Two words: Harry. Potter.I think, HP world mod can be very good. But this must be mod about creatures, not about spells.
Wands are now a thing, and can be used as custom weapons to cast spells. Humans now have a caste identical to other humans in most ways, but with the ability to use wands. Such spells cover a wide range of nasty effects, including but not limited to: "Petrificus Totalus", "Incendio", "Avada Kedavra", and the like.
Howzat? Stupid enough?
That part is complicated, yeah. Look at the code in the cat raws from creature_domestic, where they have a cleaning interaction. You'd basically want to copy that, and replace the reference to the cleaning interaction with your transformation. But make sure it doesn't allow them to transform themselves, so remove those parts that reference self. I think that one also has can_be_mutual, and you should remove that just because it doesn't make sense since the target should never be another harpy.I not make spouse conversion. I just use spouse_conversion_target token for harpy-sized humanoids. Harpies not convert enemies, they convert allies - stolen girls in harpy civ and another civ members if harpy is hero.
Also, make sure your transformation reaction can't target anyone that is already a harpy and has cannot_target_if_already_affected.
Oh, and by the way this won't make the target a spouse of or in any way affect their relationship with the creature that initiated the transformation, all you can do is change their creature/caste. If they were enemies before they'll still tear each other to pieces. Theres no way to do a spouse conversion or directly influence relations on command in the game at the moment.
I not understand how make interaction in creature code.I need interaction code for harpy hero of transform female with spouse_conversion_target into another harpy.Study this partially working transformation code, found in the forums:Spoiler (click to show/hide)
Thanks. Is it also possible to use a specific part of a specific creature as a reagent? Like a dragon bone, dragon tooth or dragon blood, etc?Yes.
I need better than this mods.Oh great, it's Mr. Negative-About-All-The-Mods again...I want modmakers who make really good mods.
These modmakers do make good mods!