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Topics - Shukaro

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Mouse Fortress provides a framework for defining and executing custom hotkeys (button presses and combinations) and menus (in the style of a context menu). These menus and hotkeys can do anything from executing keypresses to dragging around the camera, to sending commands to DFHack. You can define multiple sets of menus and keys, and swap freely between them, making it easy to have different loadouts for different playstyles, as well as for fortress or adventure mode.

If you've found a bug, or would like to give some feedback or suggestions, you can drop it in the forum thread, the project's issues page, or in github's comment system, or you can contact me (shukaro@gmail.com).

ReadMe:
https://github.com/Shukaro/MouseFortress/blob/master/readme.rst


Download - Latest
Download - v1.4b | DF 34.11


Changelog:
https://github.com/Shukaro/MouseFortress/commits/master


Demonstration of Camera/Cursor modes



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DF Modding / Mouse Fortress v1.4d for DF 34.11 - Roller Coastery Wooh!
« on: February 25, 2012, 02:02:59 am »
Mouse Fortress provides a framework for defining and executing custom hotkeys (button presses and combinations) and menus (in the style of a context menu). These menus and hotkeys can do anything from executing keypresses to dragging around the camera, to sending commands to DFHack. You can define multiple sets of menus and keys, and swap freely between them, making it easy to have different loadouts for different playstyles, as well as for fortress or adventure mode.

If you've found a bug, or would like to give some feedback or suggestions, you can drop it in the forum thread, the project's issues page, or in github's comment system, or you can contact me (shukaro@gmail.com).

ReadMe:
https://github.com/Shukaro/MouseFortress/blob/master/readme.rst


Download - Latest
Download - v1.4d | DF 34.11


Changelog:
https://github.com/Shukaro/MouseFortress/commits/master


Demonstration of Camera/Cursor modes



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DF General Discussion / Mouse Fortress - Early Beta - Completely Recoded
« on: February 25, 2012, 01:52:59 am »
Hey, some of you may know about my old Mouse Fortress utility which allowed mouse control of DF. I've got good news! I've recoded the entire utility from scratch! The early version I'm working on right now, even though it isn't 100% finished is still miles better than the old version, so I'd love for you guys to give it a whirl and tell me what you think.  8)

Download here.

It has a readme file included which should explain everything fairly well for now, I'll update this post with all the info when I can.

Edit: I forgot to add that you need autohotkey installed beforehand.

Edit2: This thread is probably where you guys should post anything, so that everything is nice and consolidated.

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DF Modding / M.O.U.S.E Fortress - Old Thread, see New Thread
« on: July 24, 2010, 12:56:50 pm »
Look here for the latest version.

The old program can still be downloaded Here.

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Have you ever wondered to yourself, "Man, my dwarves are such idiots, I wish I could chisel some intelligence into their heads."? No? Then, er, disregard that last bit. What I present to you, here and now, no strings attached, is a workshop to solve a problem that you probably didn't even know you had! I call it, the Dwarven Higher Learning Mod. Now, what this thingawazzit does, is give your dwarves an opportunity to polish up some skills that they may have trouble practicing elsewhere. You know the situation, Urist McDoctor has your legendary axedwarf on your table, and he's got no idea how to stop him from bleeding out from wounds caused by rogue fluffy wamblers. Or you have precious little metal available on the glacier you so stupidly bravely embarked on, so you can't afford to waste it on dabbling weaponsmiths who've never handled a hammer before in their lives. This mod's workshops allow training through the time-honored traditions of; hitting rocks until your hands bleed, performing repetitive actions that will sap your will to live, practicing your skills on subjects that are worth less than most peasants (and won't sue for malpractice), and studying the works of your fellow dwarves, knowing full-well that you'll never be quite as good as them. Any questions, comments, suggestions (especially these), complaints, offers of money, or threats of lawsuits (I have an awesome lawyerdwarf, just sayin') should be presented in this thread.

------------------------------------------------

This mod contains five new workshops.

The Training Workshop
This workshop gives your unskilled laborers a chance to hone their skills (overseers not included).
Spoiler (click to show/hide)

The Library
A quiet place for scholarly pursuits, the honing of all social skills, and booze.
Spoiler (click to show/hide)

The Medical Ward
Where dwarves who've failed out of the Mountainhome Medical School for Dwarves go to practice their skills.
Spoiler (click to show/hide)

The Training Dummy
A construct of incredibly intricate design, which dwarves may whack to improve their skills. Beware, it may fight back. Sometimes with water.
Spoiler (click to show/hide)

The Printers Workshop
The place where dwarves get down to the dirty work of producing literature. And paper.
Spoiler (click to show/hide)

Please use profiles to determine which dwarves you want to train.

------------------------------------------------------------

So, you've been enticed by these morsels and promises of epic, er, something or other? Yes? Then follow these simple instructions and you'll be running my mod in no time. No? Then carefully create a lever, connect it to an adjacent support, build a wide floor on said support, use the profile screen to restrict the lever's use to you, and add the Pull task to the lever. Then recieve your prize.

------------------------------------------------------------

Download HERE

Simply extract the .zip file directly into your Dwarf Fortress folder.
If you have mods that change the entity_default already installed, then do not extract entity_default.
Instead, add these lines to the Mountain entry (Typically the first one) in entity_default in your raw/objects folder after you have extracted the other files. (If you aren't playing as dwarves, then add it to the appropriate entry)

Spoiler (click to show/hide)

------------------------------------------------------------

Remember, adding new buildings or reactions to an existing world will not work. You must generate a new world after adding these files to raw/objects and/or adding lines to entity_default.

Many thanks to everybody with their helpful suggestions and feedback. Special thanks go to Shaostul, without his amazing guide this mod would not be possible. To Zared for his amazing workshop drawing tool. And of course special thanks to Toady, without his amazing game, our lives would be bleak, desolate, and quite dull.

Changelog
Spoiler (click to show/hide)

FAQ
Spoiler (click to show/hide)

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DF Modding / Creation Forge - A Useful Custom Workshop
« on: July 05, 2010, 12:02:04 pm »


This is a simple workshop I modded in to help test custom reactions, buildings, and creatures. It's used to create various different items so that you don't have to set up an entire fortress to test some reactions. Hopefully it's a useful tool to people, even if it's just to look at the raw formatting. Questions, comments, requests, amazing success stories, CAPITALIZED rants about how this workshop caused all of your precious booze to explode? Post 'em here.

Create a new .txt file in raw/objects titled building_mod.txt and put this in it.
Spoiler (click to show/hide)

Create another .txt file titled reaction_mod.txt in raw/objects and put this in it.
Spoiler (click to show/hide)

Add the following lines to your existing entity_default.txt in raw/objects.
Spoiler (click to show/hide)

Remember, adding new buildings or reactions to an existing world will not work. You must generate a new world after adding these files to raw/objects and adding lines to entity_default.

If you are in dire need of shells (which are frustratingly difficult to make in a custom reaction), a good solution is to add the [SHELL] tag to other materials - such as hooves - so that they can be used instead. The file with materials in it is material_template_default.txt in raw/objects, or in your existing world's raw/objects folder.

EDIT: Added rough clear diamond.

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DF Modding / Custom Workshops: Basing Color on Construction Material
« on: July 02, 2010, 09:59:51 pm »
Many, if not most of, the hardcoded workshops have tiles that change color depending on what material is used to construct them. Is it possible to have this behavior in a custom workshop?

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