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Author Topic: Lets brainstorm a little bit - What could new Steam players use in a mod?  (Read 24101 times)

SalmonGod

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How about a tool that assists with planning military uniforms?

It reads from your raws folder, and brings up a list of clothing/armor items and materials.  You then get to experiment through a GUI with combinations to figure out coverages, layer/permit calculation maths, weights, metal bar cost per dwarf outfitted in that uniform, etc.

Would help immensely primarily with understanding DF's overly involved armor layering system.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

NEANDERTHAL

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A mod that makes the menus of the game actually scale with the size of the window so that it's not always the tiny 80x20(?) picture in important places like the military screen and some adventure screens
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Shonai_Dweller

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A mod that makes the menus of the game actually scale with the size of the window so that it's not always the tiny 80x20(?) picture in important places like the military screen and some adventure screens
I would wait to see what the UI revamp looks like before you put hours of work into a mod like this. But good luck!
Personally I'd steer clear of offering mods that also require Dfhack for a start. Even if people will probably end up using it, most new players just want something they can click on in Workshop and have some fun with.
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scourge728

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It's not like mods requiring other mods is unprecedented on the steam workshop, see: The tons of skyrim mods that require SKSE

TomiTapio

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a button that macro-creates a new militia uniform, one that can mix leather/bone/metal. Call the uniform "metal or leather".
another button that creates a leather uniform that includes robes & shirts & pants & socks.
another button that creates a metal uniform that includes robes & shirts & pants & socks.
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==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

Eric Blank

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I think my first 10 or so forts back in the day all failed due to starvation and dehydration. Maybe some tips in farmers workshops/farms to help players get started there.
After surviving that its going to be werebeast attacks. Its a pain to keep checking the date and remembering what dates are the full moon. Maybe a widget that shows the current moon phase and a reminder of what to do if a werebeast does show up, or ahead of time how to prepare. Because just a door wont stop a werebeast. And you need a critter or two to spot them asap. Sometimes still i just flat out forget i need to prepare for early werebeasts and lose a fort that way...


In adventure mode, i actually really want, right now, a quest log utility that runs alongside df, reads the gamelog.txt file for rumors when i ask it to, and lets me "track this rumor as a quest," then goes through the gamelog and grabs all information related to it, the name of sites, monsters, who you heard it from etc and saves it to a txt file i can open or view in the utility, and updates when i ask it to. That would make it so much easier to stay on track. Especially for new players who arent familiar with the interface.
Downside is, now they have to have yet another program open. Either the utility or a text editor.
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TomiTapio

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A hack that shows in Squad Positions assigning screen,
if a citizen is resting / unable to walk / slow moving due to crutch  / no job because depression.
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==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

Broms

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I think a dfhack script that could show stocks/inventory on screen in an outline format much like Oxygen Not Included does on the right hand side would be really useful. I find it really obtrusive sometimes when I want to find out how many bars of iron or w/r I have.
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Meph

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Bumpety bump. 😉
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Fleeting Frames

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Perhaps a differently aimed set of worldgen parameters. Currently, simple worldgen looks at size, history, minerals, savagery, civs, sites, megabeasts. That's fine, but somewhat incomplete given the desires that show up in worldgen cookbook threads. For example, a flat volcano with water source, flux, iron, tower+all civs and maybe interesting biome(s) is the sort of thing that seems to be highly liked. More challenging embarks or "bridge the ocean" embarks are other common ideas.

I'm not sure if Steam workshop can install new world_gen.txt though, having not used it.
« Last Edit: July 09, 2019, 04:58:35 pm by Fleeting Frames »
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Putnam

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Steam Workshop's just a way to install mods. Any modding support has to be put into the game by the creators. I don't foresee too much extra functionality in modding besides maybe a way to get multiple mods to play nicer with each other with steam workshop, plus obv. the new graphics/sound features.

You can't currently mod the standard create new world viewscreen and I doubt that'll change?
« Last Edit: July 09, 2019, 04:56:57 pm by Putnam »
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Shonai_Dweller

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Steam Workshop's just a way to install mods. Any modding support has to be put into the game by the creators. I don't foresee too much extra functionality in modding besides maybe a way to get multiple mods to play nicer with each other with steam workshop, plus obv. the new graphics/sound features.

You can't currently mod the standard create new world viewscreen and I doubt that'll change?
It's just a selection of advanced worldgen parameters, isn't it?Seems like a simple enough mod.
--edit
Ah, or maybe not to the extent Fleeting Frames wants. A selection of interesting advanced worldgen parameters would be a nice enough mod for first time users though.
« Last Edit: July 09, 2019, 07:42:02 pm by Shonai_Dweller »
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Roses

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Steam Workshop's just a way to install mods. Any modding support has to be put into the game by the creators. I don't foresee too much extra functionality in modding besides maybe a way to get multiple mods to play nicer with each other with steam workshop, plus obv. the new graphics/sound features.

You can't currently mod the standard create new world viewscreen and I doubt that'll change?
It's just a selection of advanced worldgen parameters, isn't it?Seems like a simple enough mod.
--edit
Ah, or maybe not to the extent Fleeting Frames wants. A selection of interesting advanced worldgen parameters would be a nice enough mod for first time users though.

It definitely would be nice, but it might be someone we want to bring up in features to add to the game, not in possible mods that could come about from the steam release as I believe Putnam is right, I don't think the steam release or the Steam Workshop will bring in entirely new modding possibilities. I hope that it will make modding easier to integrate together, and we know there will be some graphics/sound features that are added, although the exact extent of what the release will entail I suppose is still unknown.

As for advanced worldgen parameters, I've always wondered if it's possible to intercept the world creation steps at certain stages an inject options through DFHack into the world generation. It wouldn't be a "mod" per se, but if we could somehow influence that generation on a more basic level using DFHack trickery, it definitely would be an intriguing endeavor for all modders going forward. Even something as simple as creating a world with a given structure and cities/towns in specific locations, could help people create mod specific worlds. I unfortunately have no time to experiment with it, but if someone else were to, I'm sure the entire modding community would thank you
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Fleeting Frames

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Hah. No, all I was thinking of was modifying the text file data/init/world_gen.txt, not modding a worldgen viewscreen. Not sure if steam workshop can do that, as that isn't in /raw/objects folder.

Also, yes, that's possible with dfhack Roses. This might be what you're seeking: Link - I recall there was just a breakpoint script somewhere, too. Note that if using something to add plants/animals like animaldiversity/biomemanipulator, you need to add trolls before site placement (for them to appear on placement of dark forts).

As for specific site placement, that's possible to do 100% of the time with vanilla pre-set values, as long as none of your civs can use same start location; just by controlling savagery. You can even use the latter to limit expansion speed to ensure more equal wars between civs that expand at different speeds, such as vanilla goblins and dwarves; my worldgen on previous page of above link is an example of this.
« Last Edit: July 10, 2019, 06:06:51 am by Fleeting Frames »
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AceSV

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If you really want to dig into what people on Steam want, you should look at RimWorld's mods page.  (RimWorld is basically DF in space)

On Steam:  https://steamcommunity.com/app/294100/workshop/
Mod-Base:  https://rim-world.com/rimworld-mods/
Official Forum:  https://ludeon.com/forums/index.php?board=12.0

I'll go over some broad categories that people do.

Animals:
Dinosauria:  https://steamcommunity.com/workshop/filedetails/?id=1136958577
Mega Fauna:  https://steamcommunity.com/workshop/filedetails/?id=1055485938
Alpha Animals:  https://steamcommunity.com/sharedfiles/filedetails/?id=1541721856
Star Wars Animals:  https://steamcommunity.com/sharedfiles/filedetails/?id=1342364585
Monster Girls:  https://steamcommunity.com/sharedfiles/filedetails/?id=860692531
House Keeper Cat:  https://steamcommunity.com/workshop/filedetails/?id=974125879
Yokai Village:  https://steamcommunity.com/sharedfiles/filedetails/?id=1510321748

Alien Races:
(By default, there are only humans in RimWorld)
A bunch of Anthro Races:  https://steamcommunity.com/sharedfiles/filedetails/?id=1627738511
Lord of the Rims (dwarves, elves and hobbits):  https://steamcommunity.com/workshop/filedetails/?id=1400249519
Orassan and Ni'hal:  https://steamcommunity.com/sharedfiles/filedetails/?id=1541519487  and  https://steamcommunity.com/sharedfiles/filedetails/?id=1541567184
FTL Races:  https://steamcommunity.com/sharedfiles/filedetails/?id=1305158955
Goblins:  https://steamcommunity.com/sharedfiles/filedetails/?id=1465072243
Star Wars:  https://steamcommunity.com/sharedfiles/filedetails/?id=1662194938
Star Trek:  https://steamcommunity.com/sharedfiles/filedetails/?id=1641944043
Mass Effect:  https://steamcommunity.com/sharedfiles/filedetails/?id=1505812538
There are more out there, but those are my favorites.  I like the idea of FTL races, but the mod isn't done very well.  A lot of these mods add extra weapons, armor and buildings which add to the game.  I like the Goblin Mod more for the items than the race. 

Farming:
(Default RimWorld has less advanced agriculture than DF, so a lot of the mods for it basically make it more like DF.  However, there are some that go further.) 
Vegetable Garden (the one that I use): https://steamcommunity.com/workshop/filedetails/?id=1185272266
Farming and Plants (outdated but informational):  https://steamcommunity.com/sharedfiles/filedetails/?id=1160596700
Cooking and Food (outdated but informational):  https://steamcommunity.com/sharedfiles/filedetails/?id=1160575513
Smokeleaf Industry:  https://steamcommunity.com/sharedfiles/filedetails/?id=1140051385

Cosmetic Things:
Hair:  https://rim-world.com/tag/hairstyles/
Apparel:  https://rim-world.com/tag/clothing/
"Waifu" Mods:  https://steamcommunity.com/workshop/filedetails/?id=851787829
Gloomy Furniture:  https://steamcommunity.com/sharedfiles/filedetails/?id=1558635181

Weapons:
Rimsenal:  https://steamcommunity.com/workshop/filedetails/?id=725950793
Adeptus Mechanicus:  https://steamcommunity.com/workshop/filedetails/?id=1541438614
Cyberpunk:  https://steamcommunity.com/sharedfiles/filedetails/?id=1301071669
Apex Legends:  https://steamcommunity.com/sharedfiles/filedetails/?id=1688705593
Spartan Foundry:  https://steamcommunity.com/sharedfiles/filedetails/?id=1695609511
Prisoner Capture:  https://steamcommunity.com/sharedfiles/filedetails/?id=1502851654
Rimfall:  https://steamcommunity.com/sharedfiles/filedetails/?id=1547881310
VGL UNSC:  https://steamcommunity.com/sharedfiles/filedetails/?id=1542254108
Girl's Frontline:  https://steamcommunity.com/sharedfiles/filedetails/?id=1684134687

Game Changing/Breaking Things:
Sidearms (BEST THING EVER):  https://steamcommunity.com/sharedfiles/filedetails/?id=927155256
UN-Colony:  https://steamcommunity.com/sharedfiles/filedetails/?id=1542036108
Giddy-Up:  https://steamcommunity.com/sharedfiles/filedetails/?id=1216999901  (Multiple Giddy-Up mods add full functionality)
Hospitality:  https://steamcommunity.com/sharedfiles/filedetails/?id=753498552  (this arguably exists in DF already, but it's hugely impactful in RW)
Gods of Elona:  https://steamcommunity.com/sharedfiles/filedetails/?id=1505332648
Rimworld of Magic:  https://steamcommunity.com/sharedfiles/filedetails/?id=1201382956
Terra Project:  https://steamcommunity.com/sharedfiles/filedetails/?id=1598637926
Medieval Times:  https://steamcommunity.com/workshop/filedetails/?id=732569232
Combat Extended:  https://steamcommunity.com/workshop/filedetails/?id=1631756268
Zombieland:  https://steamcommunity.com/sharedfiles/filedetails/?id=928376710
Wave Survival:  https://steamcommunity.com/sharedfiles/filedetails/?id=732261506

Scenarios:
https://steamcommunity.com/workshop/browse/?appid=294100&requiredtags[]=Scenario
There are literally thousands of them, and a lot of the other mods come with new starting scenarios.  RimWorld has a system that allows you to make scenarios in game and upload them to Steam, so I suspect that supply is higher than demand. 

Dubs Mint Menus:  https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594  (A cool utility thing that gives you more graphical menus instead of text.  Very much like, I do) 

There are also a lot of AI tweaks and fixes for RW, which I don't think are exactly relevant to DF, but I do think dfhack stuff will be in demand. 



So I think Meph is absolutely on point with adding new playable races.  I suspect people will want ways to expand on DF's animal-people populations.  Recognizable races will probably be desired, I'm thinking D&D, WoW, Final Fantasy, Game of Thrones, Monster Girls, Harry Potter, etc.  (Barsoom races would be cool, but that's probably not as recognizable to other people)  (I actually have no idea what fantasy series people are into these days)  The best original races for RW have really good lore, from deep lore like the Orassans or Callistans, to silly ones like the Xenn and Equiums.  The items they have or their names and backgrounds and scenarios tells you more about them as a people. 
« Last Edit: July 15, 2019, 09:55:52 am by AceSV »
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