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Author Topic: What's going on in your modding?  (Read 246731 times)

Teneb

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Re: What's going on in your modding?
« Reply #930 on: July 06, 2019, 07:48:59 pm »

Because I am made of good decisions, I decided to add yet another modding project to my list of in-progress mods. Because of course. Ain't gonna spoil it of course, other than it probably being kind of niche and mostly a thing I want for me.
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brolol.404

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Re: What's going on in your modding?
« Reply #931 on: July 07, 2019, 09:26:28 am »

I am working on a mod that I am calling "Goblin Fortress"

It is a comprehensive playable goblin race.

Current Features:
> Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
> Patrolling armored goblin armies (including underground)
> Constant conflict and war (including civil wars between tribes)
> Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
> Magic: Fire, Blood, Death, Disease, Demon
> Nobility: King, Tribal Chieftains, War Chiefs, Shamans
> Diseases: Cave Blight, Lice, Mites, Prions
> Stone Anvils

Features in Progress:
> Bone Furniture
> Bone Weapons
> Meat Alcohol
> Alchemy: Potions and Poisons

The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.

Almost done with the bone furniture and weapons and then going to add some fermented meat alcohol and some alchemy potions and I should have a v1 ready to go.

TomiTapio

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Re: What's going on in your modding?
« Reply #932 on: July 08, 2019, 05:37:32 am »


Violent Brutish Goblin fortress? Maybe they can sacrifice body parts, corpsepieces, corpses on an ALTAR workshop?
Workshop construction might require a few rare toys, like a "shaman drum" or "bloody chalice" or "shaman scepter", and many daggers/axes, so player can't make a GREAT ALTAR right at the embark.

Code: [Select]
reaction_altar

[OBJECT:REACTION]

[REACTION:SACRIFICE_NATURE3]
[NAME:sac rat remains, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:REMAINS:NONE:NONE:NONE] --takes in vermin remains
--REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:24:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE4]
[NAME:sacrifice ashes, wood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:150:BAR:NONE:ASH:NONE]
[PRODUCT:15:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:8:4:WOOD:NONE:PLANT_MAT:TUNNEL_TUBE]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE1]
[NAME:sac horns+teeth, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[REAGENT:B:3:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:18:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[PRODUCT:10:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:A:NONE] --maybe get a dagger made of horn.
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE2]
[NAME:sac bodyparts, ash+copper]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
[USE_BODY_COMPONENT]
[PRODUCT:50:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE5]
[NAME:sac more parts, wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:7:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[PRODUCT:17:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature. usually melts right away.
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE6]
[NAME:cheese grows fungiwood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
[REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE7]
[NAME:make ice w nethercap] and air moisture. usually melts right away.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[SKILL:ALCHEMY]

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

[REACTION:SACRIFICE_WAR1]
[NAME:sacrifice iron weapon] 25% chance of lead, iron or bronze bars, 4% chance of epic bronze weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:IRON]

[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BRONZE]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_WAR2]
[NAME:sacrifice steel weapon] 18% chance of copper, steel or blacksteel bars, 8% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:STEEL]

[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:3:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_STEEL][PRODUCT_DIMENSION:150]

[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SCIMITAR_VIPERLORD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_DREADCLAYMORE:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_WHIP_HELLSLAVER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_FLAIL_SOULREAPER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_HAMMER_CLOUDGOD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_PIKE_DRAGONSLAYER:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_WAR3]
[NAME:sacrifice copper weapon] 35% chance of copper bars, 5% chance of steel bars, 2% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:COPPER]
[PRODUCT:35:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

brolol.404

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Re: What's going on in your modding?
« Reply #933 on: July 08, 2019, 07:08:06 am »


Violent Brutish Goblin fortress? Maybe they can sacrifice body parts, corpsepieces, corpses on an ALTAR workshop?
Workshop construction might require a few rare toys, like a "shaman drum" or "bloody chalice" or "shaman scepter", and many daggers/axes, so player can't make a GREAT ALTAR right at the embark.

Code: [Select]
reaction_altar

[OBJECT:REACTION]

[REACTION:SACRIFICE_NATURE3]
[NAME:sac rat remains, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:REMAINS:NONE:NONE:NONE] --takes in vermin remains
--REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:24:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:9:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:11:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE4]
[NAME:sacrifice ashes, wood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:150:BAR:NONE:ASH:NONE]
[PRODUCT:15:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:8:4:WOOD:NONE:PLANT_MAT:TUNNEL_TUBE]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE1]
[NAME:sac horns+teeth, seeds]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_HORN_MATERIAL]
[REAGENT:B:3:ANY_RAW_MATERIAL:NONE:NONE:NONE][ANY_TOOTH_MATERIAL]
[PRODUCT:18:1:SEEDS:NO_SUBTYPE:PLANT_MAT:mandrake root:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:barley:SEED]
[PRODUCT:6:4:SEEDS:NO_SUBTYPE:PLANT_MAT:rye:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:starapple:SEED]
[PRODUCT:5:4:SEEDS:NO_SUBTYPE:PLANT_MAT:mossberry:SEED]
[PRODUCT:10:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:A:NONE] --maybe get a dagger made of horn.
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE2]
[NAME:sac bodyparts, ash+copper]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE] --eg. two skulls one skeleton. bone, skull, tooth.
[USE_BODY_COMPONENT]
[PRODUCT:50:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature.
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE5]
[NAME:sac more parts, wood] --seen go in: skull, partial skeleton, wool, nervous. bone, skull, tooth. partial skeleton, hand. Approved.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:7:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:25:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[PRODUCT:17:1:BOULDER:NONE:WATER:NONE] --ice. Ice is nature. usually melts right away.
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE6]
[NAME:cheese grows fungiwood]
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:10:NONE:NONE:NONE:NONE][REACTION_CLASS:CHEESE] --accept rotten cheese too.
[REAGENT:cheese container:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:45:1:WOOD:NONE:PLANT_MAT:FUNGIWOOD]
[PRODUCT:12:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[PRODUCT:3:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:5:1:WOOD:NONE:PLANT_MAT:SPORE_TREE]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_NATURE7]
[NAME:make ice w nethercap] and air moisture. usually melts right away.
[BUILDING:ALTAR_NATURE:NONE]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:97:1:WOOD:NONE:PLANT_MAT:NETHER_CAP]
[PRODUCT:70:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:4:1:WOOD:NONE:PLANT_MAT:TOWER_CAP]
[SKILL:ALCHEMY]

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

[REACTION:SACRIFICE_WAR1]
[NAME:sacrifice iron weapon] 25% chance of lead, iron or bronze bars, 4% chance of epic bronze weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:IRON]

[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BRONZE]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BRONZE]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_WAR2]
[NAME:sacrifice steel weapon] 18% chance of copper, steel or blacksteel bars, 8% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:STEEL]

[PRODUCT:10:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:3:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_STEEL][PRODUCT_DIMENSION:150]

[PRODUCT:1:1:WEAPON:ITEM_WEAPON_AXE_GIANTS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SCIMITAR_VIPERLORD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_DREADCLAYMORE:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_WHIP_HELLSLAVER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_FLAIL_SOULREAPER:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MORNINGSTAR_HEAVENS:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_HAMMER_CLOUDGOD:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_MAUL_ARMOK:INORGANIC:BLACK_STEEL]
--PRODUCT:1:1:WEAPON:ITEM_WEAPON_PIKE_DRAGONSLAYER:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_WAR3]
[NAME:sacrifice copper weapon] 35% chance of copper bars, 5% chance of steel bars, 2% chance of epic blacksteel weapon
[BUILDING:ALTAR_WAR:NONE]
[REAGENT:A:1:WEAPON:NONE:INORGANIC:COPPER]
[PRODUCT:35:1:BAR:NO_SUBTYPE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_SWORD_CHAMPION:INORGANIC:BLACK_STEEL]
[PRODUCT:1:1:WEAPON:ITEM_WEAPON_PICK_MOUNTAINKING:INORGANIC:BLACK_STEEL]
[SKILL:ALCHEMY]

This is a really cool idea. I will add it in before release. The goblin pantheon is Chaos, Darkness, Death, Disease, Murder, Night, Torture and War so maybe I could make a reaction for each. Something like:

Death Offering:
>Bones 2 (100%)/ 4 (80%)/ 6 (60%)/ etc.

Disease Offering
>Cave Rat meat

War Offering:
>Abyssal Spear (1%): deals necrotic damage to non-goblins
>Abyssal Sword (1%): deals necrotic damage to non-goblins
>Abyssal Mace (1%): deals necrotic damage to non-goblins
>Abyssal Flail (1%): deals necrotic damage to non-goblins
>Abyssal Whip (1%): deals necrotic damage to non-goblins

TomiTapio

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  • OldGenesis since 2012
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Re: What's going on in your modding?
« Reply #934 on: July 09, 2019, 05:14:42 am »

Sacrifice to Chaos: the workshop might EXPLODE, or make cheese_flowers. And make a poison gas / poisonmaterial_dagger that hurts user.

Goblin mistake in a workshop: oops a fire started. (use Bonfire mod's two burning materials to start a fire)
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

brolol.404

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Re: What's going on in your modding?
« Reply #935 on: July 09, 2019, 07:23:54 am »

Sacrifice to Chaos: the workshop might EXPLODE, or make cheese_flowers. And make a poison gas / poisonmaterial_dagger that hurts user.

Goblin mistake in a workshop: oops a fire started. (use Bonfire mod's two burning materials to start a fire)

Awesome idea. I think I might just make one reaction called make offering or whatever and it will have a chance doing numerous things from different spheres in the pantheon. Exploding the altar being one

LargeSnail

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Re: What's going on in your modding?
« Reply #936 on: July 09, 2019, 07:15:51 pm »

Well, I'm working on the update of the classic Modest Mod, but also I already have another great project in mind:
Spoiler (click to show/hide)

bloop_bleep

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Re: What's going on in your modding?
« Reply #937 on: July 11, 2019, 05:50:21 pm »

Well, I can remember seeing IndigoFenix’s Gnomes mod for DF 0.34.xx on these forums somewhere, so that could be useful inspiration for you. I believe his gnomes had access to advanced technology like electricity, etc. on top of being in close communion with wildlife. That could be an interesting mechanic to add, to differentiate the gnomes more from elves. He used DFHack to accomplish that, though, so you would have to code that up or just allow standard dwarven machines if you wanted to include this feature.
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PraiseTalos

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Re: What's going on in your modding?
« Reply #938 on: July 12, 2019, 12:27:48 am »

New to the forum,
Friend told me this is one of the threads I should post in to watch.
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LargeSnail

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Re: What's going on in your modding?
« Reply #939 on: July 12, 2019, 02:50:14 pm »

Well, I can remember seeing IndigoFenix’s Gnomes mod for DF 0.34.xx on these forums somewhere, so that could be useful inspiration for you. I believe his gnomes had access to advanced technology like electricity, etc. on top of being in close communion with wildlife. That could be an interesting mechanic to add, to differentiate the gnomes more from elves. He used DFHack to accomplish that, though, so you would have to code that up or just allow standard dwarven machines if you wanted to include this feature.

The problem I have with the IndigoFenix’s Gnomes mod, is the high tech. I think that the dwarves would be the steampunk-themed race, and the gnomes the magic/hippie ones. In fact, the original gnomes (those created by Paracelsus) were underground earth elementals related with alchemy, and making them so futuristic is something weird for me.
However, I want to replace the electricty and the steam with magic and mana, so I'll check better that mod. Thanks for the suggestion!

brolol.404

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Re: What's going on in your modding?
« Reply #940 on: July 12, 2019, 06:05:03 pm »

I am working on a mod that I am calling "Goblin Fortress"

It is a comprehensive playable goblin race.

Current Features:
> Goblins: Carnivores, Large Litters, Short Child Duration, War Driven
> Patrolling armored goblin armies (including underground)
> Constant conflict and war (including civil wars between tribes)
> Pets: Cave Rats, Beak Dogs, Worgs (Milkable and Shearable), Giant Cave Spiders, Giant Cave Bats, Cave Crocodiles, Trolls, Ogres, Dwarf Slaves, Human Slaves, Elf Slaves, Goblin Slaves (Pet Armor and Barding)
> Magic: Fire, Blood, Death, Disease, Demon
> Nobility: King, Tribal Chieftains, War Chiefs, Shamans
> Diseases: Cave Blight, Lice, Mites, Prions
> Stone Anvils
> Bone Furniture
> Meat Alcohol

Features in Progress:
> Alchemy
> Altar
> Bone Weapons & Armor

The goblins have all of the features that dwarves have, but are supposed to feel like a completely different experience. They are meant to be played as violent, greedy, war driven and vile creatures. Nobility demand a lot, but the rest of the goblins can live in squalor. The fortress should focus on war preparation, training and combat. Goblins should be sent on raids often. A consistent meat source is required for food and a bone supply is required for most of their buildings and items.



Bone Furniture and Fermented Corpse Alcohol is done and in game. Just have to finish a few alchemy recipes and some altar spells and v1.0 will be ready to go!

Eric Blank

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Re: What's going on in your modding?
« Reply #941 on: July 12, 2019, 09:09:31 pm »

Reading and contributing to the "what CREATURE_CLASSES are you using in your mods" thread made me go through my raws and realize I accidentally used not_living as an excemption condition on all the creature transformations for the polybestia school magics, which meant vampires could not transform using those spells, so I fixed that. I basically just whittled it down to can_learn being the only requirement and having no exempting conditions (for now.)

I've also been planning on messing with the new races and entities, and made a quick WIP of high-elf civilization. All their noble positions have high-and-mighty sounding titles like "lord/lady of records." They're otherwise kinda dwarf-like, live exclusively in mountains and bordering forests, and have their own language thanks to DFlangcreate.

I created ice giants, they're humanoids covered in fur, totally immune to cold damage/syndromes. Their civ appears in tundras sometimes and they farm mammaroths, giant woolly mammoth-like creatures they can ride.

I created the dreaded dust bunny, which violently expels its fur when antagonized. Should be great fun in cramped caverns, even though the bunny will probably pulverize itself thanks to the dust flow it creates.

I also made cheese-elephants, because what's better than an elephant literally made of enchanted cheese?
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

brolol.404

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Re: What's going on in your modding?
« Reply #942 on: July 14, 2019, 12:38:27 pm »

I have spent way too long trying to fix this human slave nobility issue lol

Progress is continuing slowly on Goblin Fortress. Once I fix the nobility issue, I will be basically ready for a release version.

Eric Blank

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Re: What's going on in your modding?
« Reply #943 on: July 15, 2019, 01:20:25 pm »

Tried to duplicate the inebriation interaction and use that to create alcohols that cause people to develop their racial abilities. Also made that self same material valid for clothing. And the syndrome contact-effective. The results were predictable, if only I had thought ahead about the implications.

Several dwarves and animals died because their clothes melted and formed puddles and got them "choking on their vomit" drunk. But they started casting their dwarfy magics! So it's technically a success, right?

I removed the suffocation effect from the syndrome, but dwarves will still migrate and instantly get wasted when their socks dissolve into skin soluble booze.
The good news is this method ensures almost guaranteed transmission between large segments of the population in both fort and adventure modes, without modifying vanilla raws, adding castes or making their brains ooze syndromy goo like wizards have to, and combined with a cdi that transmits it to the rest, ensures everyone gets a chance at earning their respective racial abilities, but not everybody gets everything (important!)
« Last Edit: July 15, 2019, 01:25:28 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

brolol.404

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Re: What's going on in your modding?
« Reply #944 on: July 18, 2019, 09:31:14 am »

Goblin Fortress is almost ready for release!

Bone weapons and armor have been added. The altar has an offering and the nobility issues have been fixed.

The last thing to do (besides extensive testing) for the v1.0 release is to add the following seven drugs:

Drug 1 (Exhilarant)
Duration: Very Long
Effects: Increased Movement and Work Speed, Exhilarating, Removes the Need to Eat or Sleep
After Effects: Decreased Movement and Work Speed, Very Tired, Very Hungry
Other Possible Effects: Erractic Behaivor (10%), Blisters on Mouth (5%), Heart Attack (1%)

Drug 2 (Euphoric)
Duration: Medium
Effects: Euphoria, Bliss, Happiness, Removes the Need to Drink
After Effects: Depression
Other Possible Effects: Fever (5%), Kidney Failure (1%)

Drug 3 (Pain Killer)
Duration: Long
Effects: No Pain, Tired
After Effects: Very Tired
Other Possible Effects: Unconscious (5%), Lung Paralysis (1%)

Drug 4 (Courage)
duration: Short
Effects: No Fear, Happiness, Removes the Need to Eat or Sleep
After Effects: Paranoia, Fear
Other Possible Effects: Erratic Behavior (5%), Anger (5%), Heart Attack (1%)

Drug 5 (Steroid)
Duration: Short
Effects: Increases Physical Stats
After Effects: Lowers Physical Stats, Very Tired
Other Possible Effects: Depression (10%), Liver Failure (5%), Heart Attack (1%)

Drug 6 (Mental Steroid)
Duration: Long
Effects: Increases Mental Stats
After Effects: Lowers Mental Stats, Very Tired
Other Possible Effects: Paranoid (10%), Confused (10%), Depression (5%), Brain Damage (1%)

Drug 7 (Hallucinogen)
Duration: Long
Effects: Erratic Behavior
After Effects: None
Other Possible Effects: Happiness (60%), Bliss (20%), Fear (30%), Euphoria (10%), Depression (10%), Anger (10%), Paranoia (10%), Crazed (5%), Opposed to Life (1%)
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