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Author Topic: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)  (Read 4853 times)

Kyubee

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[44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« on: October 18, 2019, 02:37:45 am »

Download here! http://dffd.bay12games.com/file.php?id=14566

I'm getting back in the modding scene, with a nice overhaul mod! Currently it only has a few features, but more are planned once I've tested these and fixed them!

The plan with this mod is to both add so much new stuff that the game is practically all new, while still trying to fit the rough aesthetic of Dwarf Fortress. (To some degree, I can't promise some sillier stuff won't get added over time; just nothing that drastically alters the game's feel. So you might, say, encounter some silly clothing, but you're not going to, say, find guns)

Current features:

*Plants! Some have booze, some don't! All more valuable than vanilla plants, but most are more specialized, or at least more dangerous! (Hint: Be careful what peppers you cook and what peppers you grind)

*Vermin! Mostly worms, but also corn snakes, pigeons, and centipedes.

*Fish! Mostly ported from one of my past mods.

*Cryptids! Skunk apes, Chupacabra, Tsuchinoko, Death Worms, and more! To find them, settle in savage biomes. (Except death worms; theyre megabeasts) But be careful, some creatures really, really don't want you there. More cryptids have been added, including creatures based off legendaries from the Endless Ocean games.

*A couple "standard" creatures! Currently mostly desert dwellers.

*More food variety!

*Nilbogs, the opposite of goblins! These peaceful people will try to trade all year, bringing all kinds of good stuff, especially toys!

*Slade is technically a soil for the purposes of growing plants! Because theres plants in hell now!

Planned Features:
You'll have to see them as they come! I don't want to give any spoilers.

Compatability: Mod should be compatible with basically any other mod, due to all files and objects i add having the suffix "_KYU" on their file. Worst case scenario, some mods have overlap! (Especially my own, if i like an idea, I tend to recycle it)
« Last Edit: November 01, 2019, 12:38:47 pm by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (working title)
« Reply #1 on: October 18, 2019, 08:49:49 am »

I have encountered a game breaking bug. it has been fixed and the hotfix is in fact being rolled out as we speak. I forgot to rename a plant properly

Also using this post as a reserved one for if the first fills, i've seen folks do that around here before
« Last Edit: October 18, 2019, 09:05:46 am by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (working title)
« Reply #2 on: October 19, 2019, 01:09:45 am »

New update in progress tonight. its a bit minor, but its a handful of plants, setup for new entities, and more foodstuffs, among whatever else i get done in the next hour or so.

Edit: Newest version is live!
« Last Edit: October 19, 2019, 02:38:32 am by Kyubee »
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The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #3 on: October 20, 2019, 05:13:23 am »

I have done my own test game. The fort died pretty quickly, however, when a giant death worm came by to lay waste. Thus the results of my mod are still inconclusive. A lot of stuff does still appear, though! So the mod works!
« Last Edit: October 20, 2019, 05:18:19 am by Kyubee »
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Asin

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #4 on: October 20, 2019, 08:35:20 pm »

Are there going to be more new entities?

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #5 on: October 20, 2019, 09:56:08 pm »

Are there going to be more new entities?

Probably, though I'm going to try to keep them limited. Entities are the biggest change one can add. I also don't plan to add default-playable entities.Though some will be made player-ready regardless.
« Last Edit: October 20, 2019, 10:54:32 pm by Kyubee »
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The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #6 on: October 21, 2019, 02:26:15 am »

New update: Pre alpha 0.5 has been released!
 Whats new
*Blue whales now appear in the same oceans as sperm whales. Theyre double the size of a sperm whale.

*Catfish now appear in freshwater. Basically reskinned carps that come in smaller groups

*A handful of legendary creatures from the Endless Ocean games now appear in savage oceans.

*Burned Cap, the first of many steps of my subterranean phase of the overhaul, is here! This is the polar opposite of nether-cap, in that it appears in cavern layers 1 and 2, and it is at permanent fire temperatures. It appears not to start fire luckily. These mushrooms i consider the black smokers of the depths, in that life would flock to them if i physically could make them do such.

 Whats fixed
*Giant Death Worms now have to wait to siege your fortress, like all other megabeasts

 Whats Changed
*Slade is now considered a soil for purposes of plant growth. Hopefully it doesnt start appearing in regular dirt areas.
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The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #7 on: October 22, 2019, 08:18:37 am »

Issue discovered: Burned cap  catches fire when crafted with. I'm a bit busy today, or i'd produce an update to reduce the temp to fix this behavior.
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The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #8 on: October 22, 2019, 10:17:08 pm »

Found time today to resolve the issue and put out a new update; so pre-alpha 0.6 is here.

WHATS NEW
*Burned Cap has gone from absurdly high fire temperatures, to dwarven body temperature, in an attempt to keep people from burning their forts down, funny as that is to encounter.

*Giant Death Worms now have a faster gait.

*A handful of new fauna and flora has been added to the desert, including new bees, fennec foxes, and kangaroo rats.
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The litten is wandering around the dump now, occasionally exploding.

Fleeting Frames

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #9 on: October 24, 2019, 06:31:25 am »

You know, you could add a growth(s) to burned-cap that has a different fixed temperature, so that one of the temps is safe, other unsafe, allowing players to decide whether to burn down their forts, burn fat of creatures, or just have pleasantly warm stuff at their leisure.

Also, yay for fennec foxes.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #10 on: October 24, 2019, 07:28:29 am »

yeah I could, i'm considering it. I may make a reaction or something.
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Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #11 on: October 28, 2019, 02:37:32 pm »

After a short break, I'm testing a new race, and i'm probably gonna add a few more things before another update.

The new races are Swamp Ogres; ogres with a 20th the size, but full brain power. They settle primarily anywhere wet (In order of preference, wetlands>lakes>rivers>oceans>anywhere else), and, in spite of using evil wood, trees, and creatures, they are still friendly and willing to trade. With them comes a unique headwear; boonie caps.
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The litten is wandering around the dump now, occasionally exploding.

Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #12 on: November 01, 2019, 12:39:11 pm »

Released the swamp ogre update. Currently running low on steam, will continue updates as i feel like it
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Kyubee

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #13 on: November 01, 2019, 05:34:46 pm »

Bug encountered. My slade alteration (Making it work as soil) makes it appear in soil layers. This was not well thought out. It has been reverted with a minor update.

0.8 Update log
*slade is no longer soil. That just caused issues.

*There are now swamp ogres that trade evil creatures with all civilizations. They also use massive ranged weapons and boonie hats.

*Milk can now be turned into kumis.
« Last Edit: November 01, 2019, 05:42:14 pm by Kyubee »
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The litten is wandering around the dump now, occasionally exploding.

Broms

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Re: [44.12] Kyubee's Dwarven Overhaul (Looking for feedback!)
« Reply #14 on: November 01, 2019, 05:50:40 pm »

Nice ogre civ. Thanks!
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