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Author Topic: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant  (Read 26977 times)

Captain Mayday

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #75 on: March 24, 2011, 09:51:45 am »

A good idea, and I'll look into that.
New edition of this will be out for .22 soon, however, and I won't have time to get to that quite yet.

What I understand by your meaning is rearranging internal body parts to be correctly configured?
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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #76 on: March 24, 2011, 09:54:43 am »

Internal and external, right. As an example, I made a canine/generic quadruped one yesterday:

Spoiler (click to show/hide)
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Captain Mayday

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #77 on: March 25, 2011, 02:26:24 pm »

Here's some of the current updates I've been working on.
Shifted appearance variations into a new file
Added horn, tusk, and udder BDPs in order to help shortcut adding the respective body parts to single castes.
Expanded the list of possible attacks somewhat.
Added the additional body parts as introduced by the most recent versions of DF
Added new body part: nose slits for beaks and bills, so that such creatures don't need a separate nose, as that is just ridiculous. This has been added to the quick body items for the bird faces, and the entire bird templates.

Still intend to add the BP Positions before next release, as striking when the iron is hot seems like the best idea.

Edit: Additionally limited body hair so it grows on the backs of hands and fingers, and the tops of feet and toes. Feathers got a similar treatment. No more hairy palms!

Edit #2: Also looking for suggestions for BDPs to add to make caste specific body parts less of a hassle.
« Last Edit: March 25, 2011, 02:46:51 pm by Captain Mayday »
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Jeoshua

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #78 on: March 26, 2011, 12:32:18 am »

Has anyone used this mod to change the creatures in vanilla to more realistic and varied forms?
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Captain Mayday

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #79 on: March 26, 2011, 02:23:39 am »

I have. The currently available version of Legendary Lands has most critters, apart from some of the underground ones I didn't like and just replaced.
However, I don't think it has eggs in there yet.... so I'll have to upload a new copy soon.
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Jeoshua

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #80 on: March 26, 2011, 02:30:10 am »

Hmm... good to know.

I wait eagerly with baited breath.  That, and maybe work on it a bit myself to see if I can just add eggs in as placeholders so I can stop attacking being attacked by humanoid after humanoid after humanoid creature that's supposed to be wildlife.
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Captain Mayday

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #81 on: March 27, 2011, 11:23:45 am »

Today I added every inorganic material as a creature variation, to allow it to be added to a creature as a local copy in that manner.
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Askot Bokbondeler

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #82 on: April 23, 2011, 09:54:04 am »

as many of you may know, captain mayday is no longer with us. he'll be continuing to update his mod here(VBASE)

Anticheese

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Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
« Reply #83 on: February 25, 2012, 02:58:10 am »

A significant update to VBASE has been released. You can find it here.
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