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Author Topic: [43.05] Desolation 1.5: Shingeki no Urist  (Read 14351 times)

Valikdu

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Re: [43.05] Desolation Mod 1.3
« Reply #15 on: July 15, 2016, 12:12:13 pm »

I've tried to match the creature/item/stone/soil tile tokens to the vanilla ASCII ones. Try these raws with your DF version: http://dffd.bay12games.com/file.php?id=12262
« Last Edit: July 15, 2016, 12:14:09 pm by Valikdu »
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philli46

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Re: [43.05] Desolation Mod 1.3
« Reply #16 on: July 17, 2016, 12:21:24 am »

Thank you very much! Everything appears to be in working order.

I found a few interesting tidbits here and there that you might want to have a look at:
-stoats appear in the unit list as "nothing"
-the plains runnerís colour description only states that their right cheek is coloured.

Also, when I generate worlds, a lot of the landmass consists of 'J' tiles. Is that supposed to happen? If so, what causes it?

Once again, thanks for the awesome mod. Loads of fun so far!
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Valikdu

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Re: [43.05] Desolation Mod 1.3
« Reply #17 on: July 17, 2016, 05:54:59 am »

Thanks for the feedback!
Quote
stoats appear in the unit list as "nothing"
Fixed this.

Quote
the plains runnerís colour description only states that their right cheek is coloured.
This is somehow caused by the part where I set the color of all hair ('fur') on its body. I'm not sure how; the color of its fur is displayed normally in front of that.

Quote
Also, when I generate worlds, a lot of the landmass consists of 'J' tiles. Is that supposed to happen? If so, what causes it?
Oh. Thanks for that, I've somehow missed that there's a ton of duplicated tree tile tags. These forests should now look like the mushroom tile, as they're supposed to.


[EDIT] Just uploaded another fix for a bug I've found; it was in the reaction for making twilight steel. Also, I'm working on filling the mod's wikia right now.
« Last Edit: July 17, 2016, 10:51:22 am by Valikdu »
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Valikdu

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Re: [43.05] Desolation Mod 1.31
« Reply #18 on: July 18, 2016, 07:29:44 am »

« Last Edit: July 18, 2016, 07:32:09 am by Valikdu »
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Valikdu

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Re: [43.05] Desolation Mod 1.31
« Reply #19 on: August 03, 2016, 08:13:25 am »

Struck by inspiration. Working on adding unspeakable horrors to the game, along with new reactions. Working title: "Attack on Urist".

Valikdu

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[43.05] Desolation Mod 1.4: Attack on Urist
« Reply #20 on: August 04, 2016, 12:09:13 pm »

I'm gonna test.

New features in the next release:
-Some fixes (for example, ironwood-crafting reactions now correctly use the carpentry labor)
-Three new dangerous creatures
-Reactions to make armor and weapons from the processed materials of these creatures
-New synthetic wood and leather, reactions to make weapons from the new wood; both materials needed to make the creature-derived weapons and armor

Valikdu

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Re: [43.05] Desolation Mod 1.4: Attack on Urist
« Reply #21 on: August 06, 2016, 01:06:19 pm »

I've released the new version! It's rather large.

I've put all the changes on this wiki page.

The links for the graphic and ASCII versions have been updated.
« Last Edit: August 06, 2016, 01:15:42 pm by Valikdu »
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Valikdu

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Re: [43.05] Desolation Mod 1.4: Attack on Urist
« Reply #22 on: August 08, 2016, 07:11:47 pm »

I've fixed a problem that may have been causing the titan remains to not be processed.


Still inspired, working towards more improvements.

Valikdu

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Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
« Reply #23 on: August 13, 2016, 06:08:50 am »

Version 1.5 is live!

Improvements:
-Bonemold and ironwood production has been reworked.
--Individual reactions for each bonemold/plank type, allowing reactions to use multiple tool items correctly
--Appropriately, some reactions now use multiple molds/planks (similiar to the number of metal bars used for forging)
--Production of bonemold now requires 5 bones/chitin globs, as more molds are required overall

-Strange tree processing (flesh, bone, crystal) is rebalanced, as well; an ornamental gem has been added to crystal tree products

-Added Duskwood, produced by combining fungiwood logs with liquid dusk glue (requiring mutant bonemold, obsidian caps and crystal berries) at the sawmill. It is used similiarly to cyanwood (not except for the tooth-weapon reactions) and is similiar in strength to Noble Bronze.

-"Accelerated" clothing for playable entities


Links in the OP have been updated. The wiki has also been updated.
« Last Edit: August 13, 2016, 06:39:18 am by Valikdu »
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Kazymir

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Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
« Reply #24 on: July 20, 2017, 12:52:16 pm »

Posting to keep an eye on this.
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We must not look at Goblin Men
We must not buy their fruits
Who knows upon what soil they've fed
Their hungry, thirsty roots?

Kyubee

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Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
« Reply #25 on: September 28, 2017, 11:32:35 pm »

Is this mod standalone or an overhaul?
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My mod: http://www.bay12forums.com/smf/index.php?topic=162372.0
The litten is wandering around the dump now, occasionally exploding.

Valikdu

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UNDER DEVELOPMENT: Desolation Mod 1.6 - Terror and Madness
« Reply #26 on: October 21, 2017, 04:58:30 pm »

Hey. Anyone still playing this?

I'm gathering the resolve to make new updates. I'd wanted to do it with a new DF version, but I don't know when that will be, so I'll just... work with stuff here.



Is this mod standalone or an overhaul?
It's an overhaul. To make things work, I have to modify most of the existing creature and tissue-related files.
« Last Edit: October 21, 2017, 05:09:31 pm by Valikdu »
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Valikdu

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Re: [43.05] Desolation Mod 1.5: Attack on Urist (Aug 13)
« Reply #27 on: August 01, 2018, 11:00:36 am »

When I'm finished working on the MLF version of the Terror and Madness update, I'll port all the improvements here. Currently implementing all the changes related to tissues and materials.
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