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Author Topic: Candy Fortress v0.7b: Cotton candy isn't a euphemism anymore!  (Read 20125 times)

Assassinfox

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Candy Fortress v0.7b: Cotton candy isn't a euphemism anymore!
« on: December 17, 2010, 10:24:47 pm »

DFFD Download Link

I've finished replacing the world's terrain with sweets, and would like someone to give the mod a cursory glance.

From the DFFD description:

A mod designed to replace the world of Dwarf Fortress with a sickeningly sweet world made of candy.

Changes from 0.6

* Mod is now for 0.31.19
* Confectioner's workshop removed. Reactions moved to kitchen and craftsdwarf's shop.
* Many types of eggs can now be made into egg nog at the still.
* New crops that can be smelted, to make up for lack of ore.
* Cake batter added as "clay" types.
* Delicious new glazes.
* Possible flying reindeer sightings
* Possible "brown cow" sightings
* Savage Mountains now home to giant marshmallow peeps
* Candy grasses
* Bumblebee honey should be brewable now.
* Peanuts can now be grown, but have to be shelled at the kitchen by a food processor.
* Cacao beans can be crushed to make cocoa butter, which can be used for cocoa butter soap.

Changes from 0.5

* Fish and sharks replaced with Swedish fish and gummi sharks
* More above ground crops
* Candy hearts fixed
* Hard candy can now be crafted into lollipop axes or sucker maces at the Confectioner's Workshop
* Most "wood" and "stone" can now be turned into food at the Confectioner's Workshop
* Bacon can be alloyed with chocolate
* Metals left in the raws have been removed so you'll no longer have nobles demanding electrum goblets

Changes

* All stones and metals replaced with various sweets
* Trees are replaced by candy canes and gingerbread
* Language files have been updated to give civs more "cutesy" names
* Goblins now attack with dentists wielding drills
* New building, Confectioner's Workshop
* Some creatures have been changed into candy versions
* Gingerbread Men are a "Play Now" race for Adventure Mode

Planned Changes

* More tinkering with the inorganic layers and "metals"
* More of a change in the creatures
* Possible tileset
* Easter bunny civ
* Easter Eggs
* Itnetlolor's choco-clown
« Last Edit: February 24, 2011, 07:40:25 pm by Assassinfox »
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Assassinfox

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Re: Candy Fortress 0.5b
« Reply #1 on: December 21, 2010, 01:58:29 pm »

The "new metals"

Spoiler (click to show/hide)

Types of Soil (Types of sand will have (S), aquifer will have (A), clay will have (Clay))

Spoiler (click to show/hide)

Types of Stone (Aquifer stones will have (A), stone type and other effects will be in parentheses)
Spoiler (click to show/hide)

Types of Ore (All of them are found as veins in all layer types)

Spoiler (click to show/hide)

Types of Gems

Spoiler (click to show/hide)

Types of Ceramics

Spoiler (click to show/hide)

Types of Glaze

Spoiler (click to show/hide)

As you may have realized, lignite and bituminous coal are no longer in the game.  To make up for this, I've added a reaction to the Kitchen, Overcook Food, which will take a single boulder of any type and turn it into a single bar of charcoal.

Also, you should be able to make plaster from marshmallow, bubblegum, and a few other sticky candies.
« Last Edit: February 24, 2011, 07:59:04 pm by Assassinfox »
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Fniff

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Re: Candy Fortress 0.5b
« Reply #2 on: December 21, 2010, 04:31:46 pm »

Damn, this is a pretty good idea. The only thing is, is that my PC is screwed up, and I can only play mac Dwarf Fortress mods.

Assassinfox

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Re: Candy Fortress 0.5b
« Reply #3 on: December 21, 2010, 04:35:06 pm »

Haven't played DF on the mac before, but does it keep the raw files in the objects folder?  Have you tried clearing out the folder and replacing it with the raw files from the zip?

Fniff

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Re: Candy Fortress 0.5b
« Reply #4 on: December 21, 2010, 05:41:22 pm »

Oh, it's one of those mods. OK, I'll check it out.

edit: Hey, wait! I just realized: I bet people think you are talking about the HFS. That's why they don't wanna go near this, because it might beef up demons.

Oh yes, is this for 31?
« Last Edit: December 21, 2010, 05:42:58 pm by Fniff »
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JacenHanLovesLegos

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Re: Candy Fortress 0.5b
« Reply #5 on: December 21, 2010, 05:43:23 pm »

Does this make stones eatable?
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Assassinfox

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Re: Candy Fortress 0.5b
« Reply #6 on: December 21, 2010, 05:55:47 pm »

It doesn't appear to, but I'm still experimenting with that.  Right now, I've got reactions to change wooden logs into equivalent foods, because dwarves won't eat logs, regardless of edible tags.  On the other hand, I stuck the edible tags on rock candy (crystal glass), and I've seen dwarves storing the uncut gems in the food stockpile.  I'm going to try embarking with only edible tagged rocks and no food to see if dwarves will eat them.  If not, I'll probably add more reactions to turn rocks into food.

Edit: Must've been something else.  Embarked without food and dug up some rock candy and the dwarves wouldn't eat it or put it in the food stockpile.  Next version might include reactions at the Confectioner's Workshop to convert various stones into food.
« Last Edit: December 21, 2010, 06:50:17 pm by Assassinfox »
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Itnetlolor

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #7 on: December 21, 2010, 07:32:23 pm »

Any chance you'll be working on creature raws? I can imagine getting mauled by a gummi bear, or go hunting chocolate rabbits, or release hell and bring out these:
Spoiler (click to show/hide)

I think I actually went a little more in-depth with them in a different post.
Link

Quote:
Another possibility crafted in this alternate 'verse.

Spoiler (click to show/hide)
These fellas do exist and they spit hot caramel or molten toffee at you, and a demonic Willy Wonka expy farms them in his chocolate factory from Hell (both a potential Big Bad, and That One Dungeon). Kill them by eating their cherry-flavored heart. Or make jam out of them, whatever suits your taste. They also melt in your mouth, not by your hand (bite attacks are especially effective if they're warm, far less effective if cold). The place is also guarded by ferocious chocolate rabbits. Oompa-Loompas are also a nasty bunch to deal with as well. Dog-type familiars are completely helpless/useless here (basically, this is a suicide mission for those poor mutts).
« Last Edit: December 21, 2010, 07:37:17 pm by Itnetlolor »
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Max White

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #8 on: December 21, 2010, 07:35:13 pm »

Awesome mod! Cool as anything, especialy for christmas.

Any chance you'll be working on creature raws? I can imagine getting mauled by a gummi bear, or go hunting chocolate rabbits, or release hell and bring out these:
Spoiler (click to show/hide)

It's the ginger bread man! RIP IT'S LEGS OFF SO IT CAN'T GET AWAY THIS TIME!!!!

Assassinfox

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #9 on: December 21, 2010, 08:02:21 pm »

Any chance you'll be working on creature raws? I can imagine getting mauled by a gummi bear, or go hunting chocolate rabbits, or release hell and bring out these:
Spoiler (click to show/hide)

Black and grizzly bears have already been replaced with gummi and chocolate bears.  Cave Spiders are now Candyfloss Spiders, with hard candy shells and gummi innards.  Rhesus Macaques are made of chocolate and filled with peanut butter and fall to "pieces" when butchered.  Iron Men are now Tofu Men.

Right now, I'm working on replacing all the various species of fish with Swedish fish and salty licorice fish, replacing sharks with gummi sharks, and replacing giant eagles with giant marshmallow peeps. (No, I'm not calling them gwiffons)

Those choco-clowns look awesome.  Is there a way to make them so that they spawn when the funhouse is breached?
« Last Edit: December 21, 2010, 08:06:25 pm by Assassinfox »
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Max White

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #10 on: December 21, 2010, 08:08:02 pm »

[DEMON] tag makes things pile out of clown cars.

Javarock

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #11 on: December 21, 2010, 08:23:33 pm »

Holy... Im going to play just for the entertainment value...
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Assassinfox

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #12 on: December 21, 2010, 08:24:43 pm »

Excellent. * arches fingers *  :D

Itnetlolor, if you wanna write up some RAWs for those, I'd be happy to include them.  :)

Speaking of candy clowns, I was thinking of creating some sort of monster with a syndrome that rots your teeth.  Any ideas on where/what it should be?

Max White

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #13 on: December 21, 2010, 08:25:29 pm »

Cavity creep.

And with that, I hit the bottem of the originality barrel.

Itnetlolor

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Re: Candy Fortress 0.5b (not referring to HFS)
« Reply #14 on: December 21, 2010, 09:47:12 pm »

Excellent. * arches fingers *  :D

Itnetlolor, if you wanna write up some RAWs for those, I'd be happy to include them.  :)

Speaking of candy clowns, I was thinking of creating some sort of monster with a syndrome that rots your teeth.  Any ideas on where/what it should be?
I'm a bit inexperienced with writing up raws, especially for the latest version of DF.

The Carippoparpamus I created was more an averaging of values with between carp and hippos, with a bit of alteration to make them hardcore, but not too hardcore. That's my only real experience with 40d in that case.
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