271
DF Modding / Re: A little Graphics Request
« on: June 27, 2010, 05:21:45 am »
I'm sure its out there, but in the mean time you could just pretend to be short fat humans.
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
As my first modding project, I wanted something modest to start with but something cool for my lobster king hermit dwarf.
Though I read there were some problems with lobsters giving off shells and with shell crafts.
I'd planned to create a giant lobster creature that would give off a giant shell material, is there any problems there?
I also noticed that the vermin cave lobsters have [VERMIN_FISH] & [VERMIN_NOFISH] virtually right next to one another. What's all that about?
Thanks a bunch, and I'm still using 31.06 because of Dwarf Therapist support
Update!
Added a half dozen unplanned castes including the Koopa King, the Hammer Brothers and their subspecies, and the Lakitus. Still need to include Dark Lakitus, Dark Hammer/Fire/Boomerang Bros and to make sure I didn't miss any other official dark koopas.
I don't plan on making a Bowser specific race civ, for the issues such as goombas and koopas breeding, etc.
But I am up for any suggestions ^^.
I plan on Boos, possibly making a King Boo megabeast or semimegabeast.
I want to include the Smithy Organization as a race, a race of mechanloid creatures which spout off of two central castes, two factory machines. Not sure about this idea though, but it sounds neat.
I might reduce Goomba to a simple civilization, as they don't have arms to manipulate stuff with.
what about requiring a giant circular saw blade in the building instead?well its a treefarm not a sawmill, although I suppose an additional large building could be used to produce blocks in a very efficient manner.
Watching this thread to see where this goes.
Since trees are now classified as plants, can they just plain be grown from seeds if you mod in a way to get them?
Yeah, a reaction works great to extract a log and seed from a plant.
Well, you could increase the growing duration and raise the prices of seeds. That way, it'll limit you in the beginning, where you have a finite amount of points to spend, and you'll have to purchase more seeds from the caravans if you want to get more trees other than the first batch. The only problem I can imagine is that you might be making too much by selling the seeds. But if the growing duration is long enough, I think it's a fair trade, and I doubt too many people will trade them in favor of having a replenishable wood source.
If you really want, you can make seed extraction have a certain success rate, but that by itself doesn't really make much sense, getting seeds themselves shouldn't be difficult. Maybe if you call the seed a sapling in the plant files, and have a separate toy called a * seed. Then you can have another workshop and a reaction where you input the toy seeds, and only a few come out as saplings due to disease, or whatever reason you'd like.
Hmmm...... SO ok well make a reaction that turns one stone into 100 pebbles at a stone smashers shop.
I just have a question:Are there automatic rifles in the Wasteland mod?cant control fire rate, so I'm fairly sure hes just using general rifles.