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Messages - GadgetPatch

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(Banner art from the lovely and talented AndroidArts)


LINKS:
-- Kobold Caverns on Steam (for diplomatic non-kobold civs)
-- KC: Skulking Filth Edition on Steam (for hostile non-kobold civs)
-- Will be backporting to 47.xx soon!



PICS (50.xx):




OVERVIEW:

Kobold Caverns is a thematic and challenge mod for Dwarf Fortress, focused on playable kobolds. They're small, weak, widely-disliked by other civs, don't have easy access to metalworking, and can only eat meat and fish. And now you're in charge of keeping them alive!

Plenty of care went into tweaking their gameplay, psychology, and culture, without deviating too far from the weak, thieving, anxious little cat-lizard goblins we know and love. Tweaks are focused on playability, visual and personality variety, and generally encouraging a richer kobold experience in fortress mode, adventure mode, and worldgen.

I also gave them fur and made them socially groom each other like cats; I had to throw the cutebold fans a bone, after making kobolds weird and creepy again. You're welcome~

I'm relatively new to modding anything this in-depth, so please let me know if you run into issues, or have any features you might like to see. And please share screenshots of your kobold outposts, especially if there's any you think might look good on the Steam page.


FEATURES:

-- New weapon types, like quick-striking knives, high-torque staves, and stone-throwing slings.
-- Original outfit and equipment graphics, and new fur colors.
-- New creatures, like trainable dog-sized, silk-spitting, shearable Wooly Spiders.
-- Expanded weapon crafting, using wood, bone, leather, stone, and even gems.
-- Unique administrators, who get greedier as your civ grows.
-- A 100% carnivorous diet of meat and fish. Bones, raw eggs, and live vermin work too!
-- Ranchabe lizards, spiders, and cave creatures, to support your kobolds.
-- Milkable venom!


ON THE NEEDS AND CARE OF YOUR KOBOLDS:

Spoiler: Diet: (click to show/hide)
Spoiler: Industry: (click to show/hide)
Spoiler: Equipment: (click to show/hide)
Spoiler: Leadership: (click to show/hide)
Spoiler: Physiology: (click to show/hide)
Spoiler: Personality: (click to show/hide)
Spoiler: Society: (click to show/hide)
Spoiler: World Gen: (click to show/hide)


FUTURE FEATURES:

-- Envenomed weapons and traps. The current crafting system doesn't support this, and I've not found a vanilla workaround yet.
-- Edible milk, cheese, and cooked eggs. I don't have an intuitive, non-clunky way to make this happen in the current DF version.
-- Restore kobolds egg-laying. I've temporarily made them ovoviviparous (they lay and hatch their eggs internally), due to bugs with egg-laying sentients in fortress mode.

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DF Modding / Re: What's going on in your modding?
« on: January 25, 2023, 03:03:19 pm »
demon hobbits

Fucking amazing. I love this.


Yeah, you may not be able to get kobolds to eat eggs directly. You could try a reaction to process eggs into chunks of meat from a creature, though.

I've had some luck getting raw eggs to be recognizable as meat, by adding [EDIBLE_RAW] to the egg materials, without the [MEAT] tokens. Bizarrely, doing the same thing to cheese doesn't make it edible to carnivores though. And as soon as either ingredient is cooked, it's no longer considered edible.

VERY weird that [EDIBLE_RAW] only works with raw eggs, and no other item. And double odd that the meat item type is carnivore-edible, even without [EDIBLE_RAW]. It's got to be something about primitive item classifications with a specific carnivore handling for egg object types, that isn't inherited when cooked, which is entirely different from however meat items are checked in the source. Lots of very strange behavior for carnivores, still!

Quote
For their language, try generating one with DFLang, you can still find it on DFFD. Its still the best tool ive found for generating languages quickly. Then use the output's ID in the entity translation, and make sure youve included the language file in your mod folder. Make sure your kobolds have both UTTERANCES and CAN_SPEAK. I'm not sure what could actually be causing the crash, but probably either a typo or duplicate word or something.

Oh! And you need to update the dflang word list with the current DF word list; it's from a much older version and doesn't have a bunch of new words.

I actually had already generated a language using a different technique, and it works fine normally; the crash seems to come whenever an ENTITY has a TRANSLATION, but it's constituent CREATURE has the UTTERANCES tag, and only when you click the top-right randomize button in the name-picker UI. Even happens with vanilla languages; I ended up reporting, in case it's a canary in the coalmine for other crashes.

And yeah, I just generated my own truncated kobold syllables using GenGo. The wiki has some nice notes on using it! I just multiline copy-pasted them into a language file with some regex and sublimetext. The process gives finer control over structure and word length, so I'd recommend it! It also let me prune out words that sounded bad or ran long. The translation gives compound words like bulbin-kraler, rather than compounds like shrabodoshrayrber-slakibodraymbus.

The downside is, removing UTTERANCES takes out a really cute thing the game does, where songs that Kobolds write have nonsense lyrics. But UTTERANCES also seem to make Kobolds regenerate their names whenever they return after a raid. So I'll probably just use a TRANSLATION and remove UTTERANCES for now.

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Tilesets and Graphics / Re: Layered Graphics Steam Version.
« on: January 23, 2023, 05:29:29 pm »
I've been doing some v50 graphics work for a mod I'm working on. I don't think the engine currently allows recoloring of layer sprites. Which is a bummer, since it means A LOT of tedious sprite sheet work and redundant graphics definitions.

However, looking over some of the creature sprites, sprites like King Cobras that come in many colors in-game tend to have white coloration. Based on that, I'd guess it was a planned feature? The sprites being white implies that the artist was given some direction to make multi color animals white, to be easily recolorable programatically.

Sorry I can't be more help; I'm figuring this out as I go too!

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DF Gameplay Questions / [STEAM] Do carnivores no longer eat eggs?
« on: January 23, 2023, 05:21:27 pm »
The wiki and forum have both claimed that carnivorous sentient creatures will eat eggs, but I can't seem to get them to; when meat and fish are forbidden, carnivores starve rather than eat a raw egg, or meal cooked with just eggs.

Is this something that changed in v50, or was their egg-eating behavior just hearsay? Anyone know for sure if it used to work?

P.S. I've modded egg yolk, white, and even shell with the various MEAT tags, but this still doesn't seem to work. More here: http://www.bay12forums.com/smf/index.php?topic=165213.msg8449354#msg8449354

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DF Modding / Re: What's going on in your modding?
« on: January 23, 2023, 03:46:43 pm »
So, the wiki claims in several places that eggs count as meat for CARNIVORE or BONECARN creatures, but my carnivorous Kobolds won't eat them raw or in meals. I'm assuming either the wiki was repeating hearsay, or it was changed for v50. Can anyone confirm that it used to work?

Currently trying to get eggs to be recognized as meat, by adding MEAT, BUTCHER_SPECIAL, MEAT_CATEGORY, and MEAT_NAME to the egg materials, but having no luck. I'm guessing CARNIVOREs need their food to contain an ingredient with the item class MEAT or FISH now, rather than materal tokens? And I can't think of another good way to make eggs count as MEAT items without having egg layers literally lay meat chunks that (obviously) can never hatch. I put a lot of time into making an interesting animal-based product industry for them, so it'd break my heart to make them omnivores that can just farm.

The wiki also says egg-based meals are also composed of EGGSHELL rather than EGG_WHITE or EGG_YOLK, so I made sure to add the tag to that too. Still no luck.

EDIT: Another modding hurdle; UTTERANCES critters apparently give nicknames using a random other language. I added an UTTERANCES-based language to kobolds in addition to the UTTERANCES tag, which lets them default to UTTERANCES names, but lets them assign kobold-sounding nicknames to deities, places, and notable figures. But now, if I try to randomize a name in the noun-based name picker, the game crashes 100% of the time. So probably gotta scrap that too.

Can't imagine mod-only bugs are high priority, but I wonder if it's worth reporting.

Between this, the carnivore egg problem, and the inability to apply venom the game recognizes in combat via either vanilla-style glazing reactions, crafting weapons out of syndrome-causing mats, or every hacky syndrome/vapor-emission based method I've come up with to put spatters on weapons, it's really killing my enthusiasm for working on an authentic-feeling playable kobold mod.


Are you playing 47.05 or 50.05? Worldgen has sped up quite a bit already. Only way to further speed it up is to ensure there are no people or sites (or only a couple), but that likely doesn't help you test your civs.

Ah okay, I misunderstood you is all! It's plenty fast as is, yeah.

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DF Modding / Re: What's going on in your modding?
« on: January 22, 2023, 11:27:34 am »
Is there a faster way to generate worlds? A setting I overlooked somewhere or something? Or is it just generating smaller worlds.

I'm making some kobold banditry-related tweaks, and some hidden cave-dwelling animalfolk civs, and I want to see that they're doing their thing correctly.

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DF Suggestions / Re: Possibility of AI integration in DF?
« on: January 18, 2023, 11:05:08 am »
I see it as essential for something like the myth and magic arc to be fully workable; as a means by which semi-coherent narratives and stories can be created;

If there's one thing machine learning is no good at, it's being coherent, intentional, or meaningful to humans. It can't create appealing art or writing from thin air; it copies everything from work done by human artists/writers first. And even when copying from people, often still can't reliably make anything worth a damn, without a human curator selecting the best 10% of results and throwing out the other 90%.

The parts of DF's procedural generation that feel most coherent are all choices a designer made. That it would be cool and spooky if there were procedural nightmare-creatures underground, that mash together familiar animals into something weird and dangerous, with unpredictable powers, say. It's a human designer, creating systems to generate familiar fantasy/storybook/horror vibes, which is why it works.

Same is true of the other uses of proc gen; they're best when HEAVILY curated and carefully scoped by a human designing the system, trying to create a specific feel, or evoke something familiar or meaningful. Qud is a great example of doing the same, in a different genre.

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General Discussion / Re: LGBTQ+ Thread
« on: January 16, 2023, 11:29:16 pm »
Hey, ace solidarity. Not in a sex-repulsed way for me, though; it's fun as play or bonding when I'm close to a friend, but I'm pretty fulfilled with just romantic bonds.

I'll never be able to get my head around what people mean when they say something or someone is hot, though. I get it, intellectually, but I don't *GET* it. Beep boop, does not compute. Like I've got a sense missing!

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General Discussion / Re: LGBTQ+ Thread
« on: January 16, 2023, 11:00:57 pm »

I'm fascinated by the behavioral biology of sex and attraction, and all the beautiful little intricacies that help make us Us. But there's queer folk trying to celebrate their experiences and joys here, that are being talked past. And that seems like a shame.

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One nationalism-fueled economic crisis and several replacement PMs deep into the ongoing farce, and I struggle to imagine competent, coherent governance here. Not that I was expecting it. But this is still a bit of a surprise, somehow.

A naive little part of me hopes it's fuel for independence. In a sensible world, maybe threatening the dissolution of the UK would be enough for a vote of no confidence even. One can dream.

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General Discussion / Re: Things that made you sad today thread.
« on: January 16, 2023, 02:37:21 pm »
For whatever it's worth, as a med school dropout, leaving my degree was a call I'm glad I made. But it's also a source of a *kind* of regret?

There's always going to be a part of me that loved the teaching and research I was able to do, and wishes I could be making a difference in the field now... but I also think walking away from academia gave me the time and space to get my life in order, in a way I simply wouldn't have had the spoons and time for otherwise. Assess what was really important to me, and how I could be doing that with my life and time. I'm glad for the skills and understanding I came away from it with, and they haven't *gone* anywhere, or been a waste of my youth. I just use them differently now.

I won't air out my grief about the academic system as a whole; different situation, and probably not the place. I chafed at the for-profit aspects of my institution, and the flaws that seemed baked-in and impossible to meaningfully change from within. But I also valued the cultivation being done by people there; people who cared about the future, and the continuity of human art and experience and knowledge and all that.

It's complicated. The institution could suck ass, but it's work felt vital and human, I guess. I don't have better words.

Anyway, my life didn't end when I left med school at near 30, but it was the end of the path I'd been on. And there's good and bad to that. But I like my life and my work now, and that's enough.

Maybe your route forward will be clearer after some rest and a good meal, and some time to cool off. Wishing you all the best there.

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General Discussion / Re: LGBTQ+ Thread
« on: January 15, 2023, 10:55:06 am »
I came out as bi to my mom and she was surprisingly fine with it. :D

You love to see it.

I remember coming out to my mom, and her side comment about how she wasn't that surprised; always sensed some kind of vibe from me, but couldn't place it. Ended up being much less scary than I thought.

Congrats, and glad it went well!

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General Discussion / Re: LGBTQ+ Thread
« on: January 13, 2023, 10:42:05 pm »
I especially dislike the idea of puberty blockers so a child may decide when they reach 18 years. All I can say is WTF?

Becoming an adult is not only living X years, it is also experiencing the hormonal storm and dealing with how it changes your personality.

Yeah, okay, if I'm reading you right, this is an exceptionally weird take. To the point that I almost don't want to get involved.

But no, blockers are a humane, common sense, and entirely reversible way to afford trans children agency over their own bodies. Plenty of adults are insensitive to their body's hormones and don't undergo puberty, and they turn out just fine. The absence or presence of hormones and puberty don't magically turn you into a better decision maker. Ridiculous idea, and a worse policy.

(And yes, forcing trans-identified kids to undergo an unwanted puberty is not only unnecessary, but also weird and cruel.)

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General Discussion / Re: LGBTQ+ Thread
« on: January 13, 2023, 09:41:53 pm »
Either way I'm not really thinking about genital development but brain development, if there's some underlying architectural 'XX' and 'XY' structure of the brain and how it expects the body it's piloting to be and if that could misalign with body development. If we start off as a 'blank' template that is later specialised, doesn't really change that concept...

tbh I'm more just thinking of a simplified model that could be used as a starting point to help cis people who are in that "I don't really get trans" category and "you don't need to get it, just accept it" doesn't work get their heads around it as a "thing that can happen".

Been revisiting a Human Behavioral Biology lecture series recently (by one of my favorite researchers in the field), and as of the mid 2010s there's plenty of research pointing to developmental differences between cishet, cis-queer, and trans bodies. And they tend to be complex, and the research is underfunded at best, or a side-effect of research on cis populations more often... but:

Things like how the speed of the inner-ear noise experienced when you plug your ears varies based on what sex you're attracted to, regardless of your sex. Things like phantom limb sensations for lost bodyparts (genitals, breasts) removed as part of cancer treatment, which are widely reported among cis populations, but nearly never among trans populations, including those who were (at the time) not aware they were trans. And things like "fixed action patterns" (unlearned lizard-brain reflexes) that are hard-coded physiological responses; for those that vary by sex, the bodies of trans populations tend to have the opposite responses, and this is seen before any hormone changes etc, which suggests it's developmental.

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DF Modding / Re: What's going on in your modding?
« on: January 13, 2023, 09:18:50 pm »
I'm currently plugging away at a different take on the old Playable Kobolds idea. Trying to keep the spirit as close as possible to DF's Kobolds, without veering too hard into Forgotten Realms kobolds, or the whole Aboriginal Cutebold territory. Tentatively titled Kobold Caverns.

The general idea so far:
- Kobolds have local-only government, with no central monarch supporting your expedition, so your settlement is largely on it's own.
- Diplomacy and trade are technically options, but your Kobolds aren't particularly well-liked, so positive relations are an uphill battle.
- Kobolds are prone to banditry, and even your own civ can splinter off into rogue camps that might give you trouble.
- As your settlement grows, all military and social leaders become elected mini-nobles, who demand trinkets and special treatment.
- Kobolds tend to bond quickly, and have multiple kids which grow up as fast as animals, to make up for the low immigration.
- A broader range of intelligent creatures/monsters can petition to settle at your camp, like harpies and serpent-folk.
- You can metal-craft, but you'll need to acquire anvils from your neighbors. And alloys, if you want to use harder metal than copper or lead.
- Due to being tiny, Kobolds use smaller weapons and tools, though some Dwarf weapons can be 2-handed by particularly mighty kobolds.
- Kobolds are anxious little critters, and tend to flee or go catatonic in melee. They do best with war animals, traps, and ranged weapons.
- To round out their ranged damage types, they can use cloth and leather slings, which use Throwing skill to deal ranged blunt damage.
- When they can't steal, they rely on wood, stone, and animal products. Expanded bone, shell, scale, ceramic, and wood crafting are available.
- Kobolds have access to unique animals, like large cave rats for meat, dog-sized wooly spiders for silk, or helmet snakes for eggs (and venom).
- They lack artful language, but still dance and play music (with gibberish lyrics and single-note melodies, but they're doing their best).

And since the graphical release doesn't have a working kobold sprite sheet for most clothes and gear, I've been re-spriting all their equipment! Whoof!

Also pictured here are some of their new small weapons, and a few pets.

I ran into a bit of a snag trying to let them envenom their weapons and traps without DFHack. Latest attempt was a ridiculous idea, to use a crafting recipe that creates a "venom gas", which induces an inhalation syndrome that briefly panics them and enables them to use a fear-based interaction to emit venom mist from their hands and onto their weapons. But the result was weird, clumsy, and wasn't consistently triggering.

For now, they have access to several venomous war animals, and I'll probably add proper venom support when the game allows, or if I get any better ideas for doing it without hacks! Hoping to release the first draft on the Steam Workshop, and backport it to classic over the next week or so.


That pyromancy mod is finished with the help of some smarter people from this board, now I'm feeling ambitious and wish to make more types of -mancers. Starting with one revolving around either wind or water.

Always thought magic mods were a neat concept! If you're looking for ideas, interactions like PROPEL_UNIT could be neat for wind. And I think dust clouds made of fixed-temp supercold materials can make things freeze, for water.

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