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Topics - Mr Crabman

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31
DF Modding / Why can't my reactions regeant (dwarven sugar) be detected?
« on: February 05, 2022, 05:50:27 pm »
I defined this reaction:
Code: [Select]
[REACTION:MAKE_MARSHMALLOW]
    [NAME:make marshmallows]
    [BUILDING:KITCHEN:NONE]
    [REAGENT:A:150:POWDER_MISC:NONE:PLANT_MAT:POD_SWEET:MILL]
    [REAGENT:A:300:LIQUID_MISC:NONE:PLANT_MAT:POD_SWEET:EXTRACT][UNROTTEN]
    [PRODUCT:100:450:GLOB:NONE:PLANT_MAT:MARSHMALLOW:MARSHMALLOW]
    [SKILL:COOK]
    [AUTOMATIC]

But it won't work; despite my test where I have embarked with all the ingredients, the sugar reagent just won't be detected:



Why is it not being detected? I have like 20 units of dwarven sugar (and 5 syrup), that should be more than enough.

32
Some ideas (note that a LOT of this would be applicable to ingame images like engravings or drawings as well, even drawings/pictures inside books!):

Shifting writings

One book I read as a child which I can't remember the name of, had an evil wizard with a book full of spells, but it contained more spells than fit on the pages. Rather than the "normal" solution of having infinite pages, the contents changed regularly (cycling through all its "true contents").

That sounds like a neat idea (unlike infinite pages, you can even apply it to other written mediums, like slabs, scrolls, or perhaps tattoos!) and inspiration for some others:

- Writings of any kind (books/slabs) may have more content than actually physically fits on them/can be read by normal means.
- These writings (as in, the physical contents, readable by people) may be changed by deliberate intentional magics/actions looking for specific information.
- May instead be changed automatically according to some criteria (maybe just a schedule/constant, or maybe you need a secret code/word to do it).
- May cycle randomly, or according to the order the information was actually written in, or may "jump" to specific pieces of information, like a wizard "searching" for a specific spell using a magic password, or maybe the book is sentient and you can just ask it for the secrets of life and death, pretty please?
- Instead of having so much content that it just gets full and you need magic to read the rest, some things may look pretty empty, but simply have had the information "hidden" with magic, needing to be revealed by secret actions/passwords, or by waiting for a special schedule. Maybe that slab has nothing but life and death secrets, but you can only read them during the full moon (or under the light of the full moon), or maybe it also has secrets of fire, and for those you need the new moon, or pour some ashes on top of it.
- Some pages may be relatively "fixed" in place, often the first or last pages, which may have unchanging info like the authors name, or some ominous poetic warnings or instructions or whatever. For the likes of scrolls, this comes into play mostly as just specific pieces of information always being visible even while other contents are free to come and go.

Forgettable

Also from the same book mentioned above, it was impossible to use the spells for long after they "left" the books pages, because you would gradually forget them.

So:

- Some magic may cause creatures who have learned some information to forget it; Urist McNecromancer better not lose that slab he'll find out one day he's forgotten the secrets of life and death! Or perhaps someone may send letters containing commands for a minion to carry out, but ensure that the minion can't be interrogated because they'll have forgotten the name the letters (which they burned) were signed with (they'd still probably remember what they were commanded to do, if they had done it, because the magic only affects memory of the info, not what you do with the info; if they were just passing it on to someone else they would probably forget what they said though).
- May be tied to specific sources of information (like a special book or scroll or slab), or may be tied to the actual info itself (maybe Urist McWordWizard wants to make sure the name of Urist McKingWhoUnderpaysWizards is forgotten by all, or maybe the appearance of a special kind of monster is impossible to recall).
- If tied to the source of info, depending on mythgen/world specifics, it may still "contaminate" that info in a sense, so if you try to make a copy of the info, that copy may also possess the same "forgettable" properties. However, it will never make you forget the info if you already knew it (so you can't just write "Urist McDagger killed Urist McVictim" on magic paper and show it to the witnesses), or if you independently learn it from other non-magic affected sources.
- If tied to the info itself, depending on the specifics of the world and its "metaphysics", it may or may not affect people who already knew it before the magic was put into effect on that information (so you might very well make everyone forget that rain exists until it falls on them again, and then they'll forget once more shortly after it stops).
- The speed of forgetting should be taken into account by AI deciding what to do with the magic; instant forgetting is pretty useless if you want someone to act on a command and then forget crucial details about it for example.
- The forgetting may not affect certain creatures; maybe in one world, the author always remembers what they wrote, or more commonly, the gods are above this kind of magic.

No copyright infringement!

Once again (last time I promise!), with same magic book above, you'd think you could get around the memory loss by just writing down the desired spells on some paper and keeping them with you, but nope! Those would fade away, and copies of those copies faded away even faster! Ultimately putting a hard limit on how long you could keep using a spell after it had left the book.

So:

- Prevent certain information from being written down, by making copies inevitably be destroyed (copies of copies of copies etc may or may not be lost even faster than original copies; this should vary depending on the world/magic).
- Copies may be destroyed by normal fading of words, or by the words morphing/becoming illegible or gibberish, or by more unique means related to the magic that's making the copies impossible; for example, if the magic is related to fire, maybe the words catch fire and the medium is destroyed (this could leave some fun "loopholes" for the magic, like writing on fireproof surfaces).
- More overtly, some magics could stop copies being made AT ALL, even temporarily (basically the same thing as fading instantly or becoming illegible/gibberish).
- Whether fading or preventing the creation of copies, this may apply to information from a specific source (like a special magic book), or to a specific piece of information itself; you could imagine Urist McWordWizard trying to wipe the king from history even further by making it impossible to write down their name.
- If applied to the information, it may or may not apply retroactively to information written down already. Some magics might counter this and preserve specific copies though.

Reflecting reality

Some books/mediums might contain information not written down in it by normal means, or may otherwise reflect reality. Usually these would be made by powerful wizards or even gods, or might even be primordial sources of the world itself!:

- All of history ever to occur.
- Everything ever written anywhere else. Might sometimes only contain all current writings, so that if all copies of a book are destroyed, the contents may vanish from this book/whatever as well.
- All names of everybody who ever lived, or perhaps only those who are alive right now. May or may not include "true names".
- The future, unchangeable and fixed in place (would operate similarly to prophecies in general; ie "rigging the RNG to force predicted events to occur"). The scope of this future viewing may vary (some may be scrolls of fate written by the gods that show everything, other times it just predicts what will happen for the next year).
- When containing the future (or past I guess), it may only pertain to certain kinds of events, like deaths and their causes, or all wars (as macroscopic events), or the afterlives of some group (maybe everybody, or maybe just a specific species, or a specific bloodline), or artifacts that will be created.
- Thoughts of creatures/certain people (maybe the god of "truth" has their mind contained in a book and everything they think is laid bare with full honesty).
- Other attributes of individuals.
- May contain information about the world itself (not necessarily history), like its geography, or the species that live in it, or the locations of various resources.

Dictating reality

- If a medium contains the future, if you can write in it you may be able to "change" fate (depending on the magic metaphysics of that medium; some things you can write in and you'd just mess up the book).
- May be blank at the start, but whatever you write in it will come to pass.
- There may be restrictions to what you can write/what kinds of effects you can cause to happen. Maybe immortality or changing people's species is beyond the powers of this magic scroll.
- If the books are selective about information as described in the previous section ("reflecting reality"), naturally only those kinds of things will be alterable; if the book only contains people's thoughts, you obviously won't be able to change the weather using it, but you may be able to force the relevant individuals to think certain things.
- Blank, but if you write the identity of a thing, some effect will be applied to them. Maybe writing their name in the notebook gives them a heart attack.
- Writing down a thing may cause such an object to be manifested, like writing "pot of gold" and getting a pot of gold. May or may not be able to be used to retrieve specific already existing objects, depending on the magic metaphysics (maybe you can only create copies).
- Related to the previous point, some sorts of thing may not be possible to manifest; for example, most of the time you probably wouldn't be able to write new gods into existence, or maybe in this world you can't create anything with magical effects, only mundane objects. Or maybe you can't make living things, or edible things....
- Destroying/erasing parts of the written medium/tearing out book pages may cause objects created using it to vanish (if there is no ontological inertia), or living things to die (depending on the rules for ontological inertia of living things; maybe they just fade too, or turn to ashes).
- Destruction of writings dictating the future (or specific magical effects) may make the future "free" and make it so those things are no longer going to happen.
- Destroying writings dictating special magical effects (like immortality) likely will just "un-apply" those effects. Depending on the laws of this magic in a given world, there may be some retroactive "make it as if it never happened" stuff going on, like instant rapid aging for example, or starving to death immediately if someone was written to not need food.

Magically linked

- Related to the last 2 sections, some AI ingame (or indeed the player) may communicate across distances by use of written media that are "linked", so that writing in one book fills in the other (kind of like texting in some ways really).
- Doesn't necessarily need to be the same kind of medium, though it probably should be usually.
- May be able to have books that magically autofill across distances based on speech; by this I mean, evil demon lord speaks commands from the underworld, and the slab on the surface relays them to his minions. Usually such a slab would probably empty itself after some time/when the demon lord has new commands.

Looks different to everyone

- Very basic idea, some mediums/books may appear to have different contents to different individuals, or different groups of individuals.
- The contents may pertain to the reader personally (like a magical automatic biography).
- The contents may just be a matter of the creator of the medium wanting some information to be hidden from others; maybe their book of secret cooking recipes is disguised as a book about ancient arcane magics. Note this is different to the idea far above about "changing contents", because this way, nobody can shoulder-surf over the wizard for example.

Enforced secrecy

- Readers of a book may be magically prevented from disclosing the contents to anyone else.
- This may be through just forcing them to be unable to speak, or turning their communications into gibberish (or maybe just something else), or making others unable to hear/understand them.
- May often be tied in with preventing the creation of copies.
- Some may be exceptions to this magic (most often this would be the original authors).

Cursed reading

- Reading info may inflict other miscellaneous magical effects on the reader.
- Effects may, depending on the world/magic, only work if the person understands what they are reading (so if you can't read, you might not need to fear being turned into a toad just from looking at it, or maybe when reading skills beyond novice make a difference, unskilled readers may not understand what they're looking at).
- Stackable effects may stack with multiple readings, or by progress into the book (like, with each page/line read). Or maybe not (world-to-world variety!).
- The effects may be based on either the actual reading of the medium itself, or of the information. The difference here is that if it's based off the information, maybe reading about Urist McWizard's secret dwarfy patty formula will turn you into cooking ingredients, but if it's based off the book itself, even if someone erases the contents and writes about something else, it will still transform you.

Don't open it!

- Effects may be applied by merely opening a book/scroll, not even reading it (no real equivalent for slabs I guess).
- These effects may be applied not necessarily to the reader, but to other groups or the world itself, like cursed tomes that unleash chaos or something.
- Books/scrolls like this may tend to have ominous visible seals on them (not necessarily magical or even hard to open, though the more dangerous the effects the harder it would probably be to open, unless the creator of the book actually wanted the bad things to happen).
- Okay, sometimes the effects might be good things, though they may still tend to have seals on them.

Sentience

- Sentient books, scrolls, or slabs/signs etc may be able to communicate, either by audible speech, or by changing the writing magically.
- The may be able to hear normal speech, or it may be impossible for them and they might need to be written in to receive information (they will likely be able to erase the words after they are written, so that they can't get filled up forever and never speak or hear again).

Portals

Written media may be able to act as portals to other dimensions of all kinds (full worlds, pocket dimensions, weird "limbos" where nothing happens and it's just a storage mechanism pretty much etc), and people entering them should be reflected in the text of the medium somehow or another (like, DF doesn't actually generate full texts usually, but mentioning in some natural-seeming way that it contains X character in the world seems like a good idea).

Often, dimensions created by/within books should be alterable by altering the book itself, and may be destroyable (this depends on the exact magical/metaphysical relationship between the book and the dimension though).

Pages

For purposes of magic, it usually shouldn't be the case the vast majority of the time, but separate pages should in principle be able to have different magical properties to one another, even in the same book.

33
Take this screenshot from a while back in the Steam news (maybe this was fixed already, but I wouldn't be sure of that):



See in the top left (and bottom left), those "unrevealed" squares? They have a really harsh, artificial looking border there, which doesn't look great.

I suggest making these edges "fuzzy" or "foggy" in a sense, spilling over a little bit onto the tiles you can see, maybe animate it slightly too (even while the game is paused). I don't know if that would make it seem natural fully (it's overall not the color one would think of for "fog of war" in a game), but it would be better than solid lines that almost look like a rendering glitch.

This would be applicable to both fortress and adventure mode for unrevealed tiles.

It doesn't look bad for the inside of the buildings because of the roughness/granularity of the rock walls as they touch the darkness, although the contact point against the doors (especially the door on the bottom), does look kind of awkward because of how flat it is, and because the darkness starts at the very bottom of the door.

We haven't seen the adventure mode "you've seen this tile before but now it's greyed out a bit because you can't see it right now" graphics, but I'd imagine some kind of granular/foggy edge to that would be good too (but maybe less important).

34
I'm trying to make a reaction product, but I don't see a way to specify the material (it's a glob) without it either being inorganic, or a creature/plant mat or something; I want to take the material directly from a `MATERIAL_TEMPLATE`.

The material/product, to be clear, is marshmallows, so I can't exactly go and define an inorganic object for that because they're not supposed to be ores or stones, and they're not a part of a creature or plant either (I can't attach their material to either of the plant ingredients, because they are from vanilla and I really want to avoid having to overwrite vanilla files).

35
Until true multi-tile creatures come in however many years, it won't be possible really for the vision of "giant beast wading through a lake" to come true, but a milder simulation of it could be done now I think.

Depending on size, creatures may be able to comfortably walk/stand in water (or magma, if magma-proof) that is deeper than 3/7 (what dwarves can walk in), maybe humans could do 4/7 for instance, and an ettin or giant should certainly be able to stand in 7/7 water, and depending on their size should have their walking speed affected differently by needing to wade though it. This would only work of course if it's actually only that deep; even if it's only 1/7, if there's another full tile of liquid below (thus technically making it 8/7), the limitations of creatures being in only one tile probably demand that they be forced to swim at this point.

Also, they will still obviously drown even in 7/7 liquid if there is a solid construction/drawbridge or whatever directly above leaving no air over the tile (should still be possible for them to walk/crawl instead of swimming through).

For the sake of not breaking large aquatic creatures, it should probably still be possible for them to breathe in/swim in the same water they can now. Or maybe just bite that bullet and go ahead and make really big aquatic creatures unable to survive in 1 tile deep water with air above, since that change will have to come eventually when they are multi-tile anyway?

36
Fish and amphibians should lay eggs (they don't right now it seems), and their eggs would lack an outer shell, being instead made with a jelly-like consistency, and have requirements for moisture/water that normal eggs don't; this moisture requirement should be configurable in the raws, from "must literally be coated in water all the time", to "no moisture actually needed" (for fantasy amphibians, or fishlike creatures that live in magma for example). Eggs will be layable in water or on land (specified in raws per-creature, because some real life toads lay eggs on land, not in water).

Unlike reptiles and birds, such species will also fertilize eggs externally after being laid (presence of male and females together will have no impact on breeding, except insofar as it means males will be in the presence of eggs too).

Normally, the item created should probably be groups of eggs/spawn (not individually tracked eggs), because fish and amphibians make way too many (hundreds or thousands sometimes), but for giant creatures it should still be possible for the eggs to be individual/large.

37
The current worldgen "announcements" window looks like this:

Spoiler (click to show/hide)

The appearance of it (like the fact that it's only showing things from the last few years, and doesn't have a visible scrollbar) seems to suggest that you can only see the last few announcements made, and new ones overwrite old ones.

It would be nice though if below the "An abridged chronicle (X events total):" line, the announcements themselves were in a "box" that would retain all announcements put into it, and it would have a scrollbar for moving through all of them (the section saying how many events there are in total, and all info above that, would not be part of the scrolling window, it should always be visible).

The window overall could also stand to be a bit "deeper" so more announcements can be read at once.

38
Notice that reference/hyperlinks to historical figures/creatures are in the text, shown as blue, and the item/artifacts are yellow, the civilization (I think), is cyan, and so on.

But the actual tabs corresponding to each type of thing are all in white; it would be nice for readability though if they were in the same color, so you can more easily grasp "this tab is a historical figure, and this one is an artifact" and so on.

How it looks now for reference:


39
Adding a proper day/night cycle to fort mode doesn't seem too likely anytime soon because of how fast it would be (literally like 6 seconds at 100 fps) and would have weird implications for behavior. But some seasons (in some places in the world anyway), are dark more of the time than they are light, so for these situations, it would make sense that the fort mode "abstraction" has an aesthetic that is always nighttime (instead of always daytime).

This could also apply if in myth&magic, a location that is permanently or predominantly nighttime (for magic reasons) is embarked on.

40
Something mod authors apparently often forget to do, is update mod version numbers.

With the new plans for an `info.txt` file in mods (after the Steam release), which will store the version number and allow mods to show if they are compatible with previous versions and stuff, this might actually be a slight problem, but it could be solved somewhat by having DFFD check the `info.txt` file when a new version of a mod is being uploaded, to see if it's the same as the old mod (and to give a warning message if it is).

I don't know if the Steam Workshop supports such checks on file uploads, but if it does, it should be done there as well (it would probably actually be even more important there, since it will undoubtedly be more popular than DFFD for mod downloads).

41
Mod Releases / [50.01] Rapo Fortress v2.0.0 - A Drawn to Life Mod
« on: December 25, 2021, 01:35:49 pm »
Rapo Fortress - v2.0.0 [50.01]

NOT AN OFFICIAL DRAWN TO LIFE PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH THQ, AGATSUMA, OR 505 GAMES.

This mod adds unique creatures, civilizations, plants, and materials from Drawn to Life and its 2 sequels with the same name, "Drawn to Life: The Next Chapter", on the DS and Wii, as well as Drawn to Life: Two Realms.

DFFD Download Link Here

Steam Workshop Download (includes graphics!) Link Here

Changelog Link Here

This mod was created with the help of the Dwarf Fortress RAW language server extension, which I recommend to anyone wanting to make Dwarf Fortress mods, either for the first time or as a veteran.

Content
Raposa: civilized creatures that greatly resemble humans, but whose bodies are covered in fur everywhere except their faces, and who possess long upright ears.
  • Village Raposa: a raposa civilization type based off the original raposa village from the first game; similar to humans "plains" civilizations, but with more mellow/peaceful ethics and a worship of art and creation.
  • Mine Raposa: a playable raposa civilization type based off "Lavasteam" from the DS sequel. Like the village rapo civ, but based off dwarves instead of humans (and slightly more ethically dubious than village raposa). Very much into mining, wealth, and magma; they'd feel right at home with the dwarves on that front.
Ice Dragons: it's Frostwind! Flying, limbless blue dragons that breathe out sharp icicles. They are semi-megabeasts associated with strength, mountains, and chaos.

Banya: a crop similar to wheat, though right now it has no special connection to raposa civs, it's just another crop in the world.

Banya Crystals: semi-opaque and blue crystals that grow in clusters, they are quite valuable, and... Edible?

Planned Content

I don't have a specific list drawn up (pun not intended), but overall I'd like to get as many of these as I can faithfully implemented, starting with Baki:
Also, at some point in the distant future, maybe graphics that are actually good.

42
I just saw the new embark select screen video, and one thing that leaped out at me was how the ocean looked really weirdly still.

Maybe this is already planned (I wouldn't be surprised if it is), but just in case it isn't... It would be good if those tiles were animated; oceans having some motion (especially at coasts) and rivers having flowing (especially in the actual direction they are really flowing) would be the obvious ones to do and most important. An example of what I mean from another game:

https://gfycat.com/ashameddimpledkouprey-chucklefish-wargroove

Good biomes should also have a "sparkle" effect; to be clear, this seems to be there already, but it's not animated, just little green dots all over the place, and it looks weird to have sparkles that don't sparkle.

That covers the animations that are truly important IMO, because the alternatives now look actively weird being so still, but other less important candidates for world map animations that would just be nice extras (which could be done at a later date when there's no hurry to get the Steam release done, though depending on how the animations are coded, maybe adding extra stuff would be pure artist work) include:

- Shadows from clouds floating by.
- Active volcanoes and inhabited settlements billowing smoke (depending on volcano sprite sizes, maybe you might see bubbling magma in them too?).
- Hot biomes having a "heat haze" effect of sorts.

Some animation types would be okay for the embark screen, whereas others would be best restricted to actual history playing out during worldgen or on the civ screen, and would ideally be based on actual events occurring in worldgen (or on the civ screen):

- Weather events like rain and snow.
- Settlements being razed/destroyed.
- A "transition" animation for corruption/evil areas spreading gradually from tile to tile.

Others may depend on more updates to happen (for example, after the map update I believe there are going to be natural disasters like volcanic eruptions?), but the more the merrier!

43
Below is the raws for plump helmets, but what I don't understand, is what the deal with the MUSHROOM material is? It's not used in another token (like the SEED, STRUCTURAL and DRINK materials are). so what's going on with it? This is incidentally, the only place in the raws that MUSHROOM_TEMPLATE is used, making it even more mysterious to me.

Code: [Select]
[PLANT:MUSHROOM_HELMET_PLUMP]
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]

Every plant needs a structural material so that the game knows how it behaves when it's alive.

Here the material is added to the plant, using a template from the material file.
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

Here the material is marked as the structural material (this could be below the edible tags which come next).  In general, you can use LOCAL_PLANT_MAT|<token>, PLANT_MAT|<plant>|<token>, CREATURE_MAT|<creature>|<token> or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants).
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

We also modify it a bit to make the plant edible.  Any token material can be used here to modify the material that was created from the template.
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:MUSHROOM:MUSHROOM_TEMPLATE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:300][VALUE:2]

Next we establish an alcohol material in much the same way as the structural material.

[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]
[STATE_NAME_ADJ:LIQUID:dwarven wine]
[STATE_NAME_ADJ:GAS:boiling dwarven wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]

The seed material and information is established in a similar fashion.  Other plants (including trees) add materials in the same way, though trees cannot be used at this time with seeds/thread/drink etc.  They just use the TREE tag to obtain a wood material (they also have a structural material for their live form).

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:rounded tops]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

44
Mod Releases / Original DwarfCrafted thread (moved to a new thread)
« on: December 12, 2021, 05:57:40 am »
The DwarfCrafted mod has moved to a different thread, follow this link to the new one:

http://www.bay12forums.com/smf/index.php?topic=179585.0

45
Mod Releases / [47.05] Dwarven Wilds v1.1.0 - An Outer Wilds Mod
« on: December 10, 2021, 09:11:12 am »
Dwarven Wilds - v1.1.0 [47.05]

NOT AN OFFICIAL OUTER WILDS PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOBIUS DIGITAL OR ANNAPURNA INTERACTIVE.

This mod adds the unique creatures, civilizations, and materials seen and/or mentioned in Outer Wilds and its DLC, Echoes of the Eye.

DDFD Download Link Here

Changelog Link Here

Be warned, Outer Wilds is a game whose fun comes from discovery and gaining knowledge through exploration of the world, and over half of this mod's contents/modules would count as spoilers for either the main game or DLC, and this would likely impact the enjoyability of the game.

Therefore I highly recommend that you first play Outer Wilds (and/or its DLC, Echoes of the Eye) before using the spoilery modules of this mod. You don't need to play all the way to the end the base game to find everything that is in this mod, and there are spoilerless instructions a couple of heading sections down that reveal what the "safe points" are for each module.

The raw files comments have even more spoilers (including story ones!) than you would get just playing with/using this mod, so be warned about that before you go digging around this mod's code (even the spoiler-free module files have some spoilery comments!). You should finish both the base game and DLC (like, see the actual ending) before reading the code in this mod.

This mod was created with the help of the Dwarf Fortress RAW language server extension, which I recommend to anyone wanting to make Dwarf Fortress mods, either for the first time or as a veteran.

Installation

There are 7 folders in the zip file, each for a different portion of the mod:
  • Utility: contains materials, body parts and body plans shared by multiple other modules. Installing this module by itself will do nothing at all, and the other modules depend on this one.
  • Spoiler Free: contains the "hearthian" creatures/civ, and the "ghost matter" material (which aren't spoilers because you find out about them at the start of the game).
  • Nomai: contains the Nomai creatures/civ. Their existence/appearance is not a spoiler since they are seen at the start of the game in the hearthian museum before you even get in your spaceship, but some aspects of their culture (and therefore civ) are sort of spoilers.
  • Hollow's Lantern: contains content found on "Hollow's Lantern", the moon of the planet "Brittle Hollow".
  • Giant's Deep: contains content from the planet "Giant's Deep".
  • Dark Bramble: contains content from the planet "Dark Bramble".
  • Echoes of the Eye: contains content from the Echoes of the Eye DLC.
Decide which of these modules you want (note, you always need "Utility", because the other modules depend on it), and copy-paste all the files in the corresponding folder into `/raw/objects/`. If you ever decide to change to a different, more spoilery version, just dump that folder's files in as well (you'll probably want to generate a new world when doing this though).

When to Install Each Module

If you want to know which modules you can install without spoilers:
  • Utility: you must always install this one to use the other modules. It has no spoilers (unless you read its code) because it doesn't do anything by itself, it just supplements the other modules.
  • Spoiler Free: as this module has no spoilers (it's all stuff you find right at the start of the game), you can enable this immediately.
  • Nomai: the spoilers in this module all pertain to the culture of the nomai (since their appearance/existence itself is not a spoiler), discovered through the writings they left behind. Enable this when you have read a lot of nomaian writings and feel like you understand their culture and what their interests are.
  • Hollow's Lantern: explore Hollow's Lantern (the moon floating around Brittle Hollow), you'll find information there about something you likely already saw on Timber Hearth (the starting planet), and this information is a spoiler.
  • Giant's Deep: this one is really simple, just visit Giant's Deep, and go anywhere underwater, then look down. You'll see all this module has to offer below you.
  • Dark Bramble: you should thoughrougly explore the Dark Bramble and Ember Twin planets before enabling this module. A good long comb through both should reveal everything (and all information about) the things you'll find in this module.
  • Echoes of the Eye: I recommend completing the DLC before enabling this module. Everything related to the DLC will be in the bottom-right area of the rumor map/shiplog, with blue colored "rumor boxes", but unfortunately there is no way to be specific about how you'll know you've completed it without it being some kind of spoiler. To say it vaguely, you will have found at least 12 DLC shiplog/rumor boxes, and you will have solved some sort of thing you've been working towards in the DLC, and it won't involve the game credits rolling (only the base game ending and joke endings have credits).
Content

Spoiler Free

Hearthians: intrepid blue-skinned creatures driven by intense curiosity; they have a natural knack for the acquisition of knowledge and tend to be quite friendly.

Their culture puts a heavy emphasis on community and exploration.

And they know how to make marshmallows! Delicious, soft and sugary confections that can be cooked above a fire (well, not actually because DF doesn't support that yet it seems, but still). A traditional snack for hearthian travelers.

Ghost Matter: a deadly, transparent substance that cannot be seen easily with the naked eye; it will inflict a painful death on anybody who wanders into a cloud of it unwittingly. Beware of encountering it while mining!

Nomai

Spoiler (click to show/hide)

Hollow's Lantern

Spoiler (click to show/hide)

Giant's Deep

Spoiler (click to show/hide)

Dark Bramble

Spoiler (click to show/hide)

Echoes of the Eye

Spoiler (click to show/hide)

Planned Content

All the planned objects/content listed in this section will unfortunately not be possible to implement faithfully until future updates for Dwarf Fortress come out to add the required features/mechanics.

Spoiler Free

Graphics: After the Steam release, I will add graphics for everything at some point (no promises on when, or if it'll be very good; I'm no artist). All the creatures and materials and plants and stuff, from every module of the mod.

Sap Wine: this wine is brewed from sap tapped from trees and considered a delicacy by hearthians, or at least, that's what the ones who do the brewing say... This can't be implemented until tree tapping or something like it is supported, though honestly I might not even need to implement it myself when the time comes, since dwarves would surely do something alchoholic with tree sap.

Nomai

Be warned that there are more spoilers here than just the nomaian culture (mostly regarding their technology), so it's definitely a lot more spoilery than the current "Nomai" module content.

Spoiler (click to show/hide)

Dark Bramble

Spoiler (click to show/hide)

Echoes of the Eye

Spoiler (click to show/hide)

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