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Author Topic: What's going on in your modding?  (Read 307741 times)

Rumrusher

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Re: What's going on in your modding?
« Reply #1830 on: February 11, 2025, 10:17:09 am »

Been messing with secret interactions, did a rework of the Birth sphere; now instead of summoning a creature they make a female unintelligent for like 2 weeks. Any male can impregnate them in this state, and the pregnancy doesn't terminate when they get their intelligence back. It doesn't interrupt their ability to do work or anything, though technically they won't gain any skill experience.

But, it works better than summoning to get 1) an actual child, born to the woman in question and 2) the child will be a member of your fortress from the get-go, unlike summoned units that have to petition and are technically pets.

Technically, I can also turn men into women for the duration of a pregnancy, which is 6 months since they're considered an animal when they become pregnant.
this seems like a prank to toss on to folks adv mode wise.
a sphere dedicated to birth that doesn't work because it pulls off basic fort mode loop holes that also won't work if their souls occupation just says no, be it the other route requires adv party members to even work given summoning units don't work player wise at the moment.

any way personally found out the magical rock stuff can be used as crafting material if you have any use artifact tokens in the reaction but magical items are barred from this and if you dfhack the item to be used in a reaction it doesn't transfer the magic effect on to a different item and just behaves similar to the magical rock being used as a crafting material.
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Eric Blank

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Re: What's going on in your modding?
« Reply #1831 on: February 11, 2025, 08:33:48 pm »

Yeah, balancing the secrets to be viable/desirable in both modes can be tough. I also split the Birth sphere off for an additional pregnancy sphere that uses this exploit; birth sphere will still just cause a unit to be summoned spontaneously.

There aren't really good interaction possibilities available for most spheres yet unfortunately.
« Last Edit: February 11, 2025, 10:02:35 pm by Eric Blank »
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I make Spellcrafts!
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voliol

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Re: What's going on in your modding?
« Reply #1832 on: February 26, 2025, 08:15:30 pm »

Crawling through the .lua files, lots of goodies in here. Did not know certain "creature templatesprofiles" were excluded from being used by GOOD-aligned critters! Like lice and vipers and such.

Eric Blank

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Re: What's going on in your modding?
« Reply #1833 on: February 26, 2025, 10:34:56 pm »

Oh have the lua templates been released? I need to look into those too...
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jecowa

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Re: What's going on in your modding?
« Reply #1834 on: February 26, 2025, 10:39:39 pm »

Lua is in the Steam beta build.
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Splint

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Re: What's going on in your modding?
« Reply #1835 on: June 05, 2025, 09:32:57 pm »

So I have discovered that the PLAYER_SETTLEMENT token does indeed work! Which means if one wants to make a bunch of pitiable, primitivistic shlubs out in the boonies living in filthy dirt mounds, that's entirely doable!

However, a friendly civ that shares the same race as the player's civ using the same site type won't show up at all. This stymied my plan for a "hill dwarf" entity using the vanilla creature, and forced me to make a renamed copy to achieve the desired effect of dwarves who prefer life on the surface, and come to trade in winter.

Speaking of which, the hill dwarves themselves are shockingly capable despite lacking the protections of mountain halls, evidently quite capable of expanding and thriving assuming larger forces or monsters don't take their legs out from under them.

I do also have a big ol' pack of civs I should probably release sometime soon, though they'll be lacking graphics so I doubt there'd be a ton of interest in them, but you never know.

Gazer049

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Re: What's going on in your modding?
« Reply #1836 on: June 17, 2025, 06:01:59 am »

Making new trees to add to the game and plan to put them all into a mod, though I could use some feedback. More info below:
The mulberry tree works fine. Since then, I have been playing around with some other trees that I made as well, and I plan to make a bunch more as part of a mod that adds new trees to the game. Since I'm still new to both modding and the game itself (spent more time modding then actually playing the game), I'm sharing two of them here for criticism and feedback, as I have a long way to go before everything is ready for publishing. Below are the directions for installing the mod (I have the Classic ASCII version, so this does not have a version with graphics; Made the instructions very thorough to be easy for newer players to understand):

1. Create a folder named "Mulberry + Fig Mod". This can be done inside the game's "mods" folder directly. If you make the folder elsewhere, you will have to move/copy it after completion.

2. Create the "info.txt" file with the following:

Code: [Select]
[ID:mulberry_fig_mod]
[NAME:Mulberry + Fig Mod]
[NUMERIC_VERSION:5001]
[DISPLAYED_VERSION:50.01]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]
[AUTHOR:Gazer049]
[DESCRIPTION:Adds mulberry and fig trees into the game. For the ASCII version only, ideally DF Classic.]

3. Create the "objects" folder.

4. Create the file "plant_mulberry_fig.txt" with the following:

Code: [Select]
plant_mulberry_fig

[OBJECT:PLANT]

[PLANT:MULBERRY] morus rubra/nigra
[NAME:mulberry tree][NAME_PLURAL:mulberry trees][ADJ:mulberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen mulberry seed oil]
[STATE_NAME_ADJ:LIQUID:mulberry seed oil]
[STATE_NAME_ADJ:GAS:boiling mulberry seed oil]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mulberry seed oil soap]
[STATE_NAME_ADJ:LIQUID:melted mulberry seed oil soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:mulberry wood]
[STATE_ADJ:ALL_SOLID:mulberry wood]
[PREFIX:NONE]
[SOLID_DENSITY:690] *** www.wood-database.com/mulberry/
[STATE_COLOR:ALL_SOLID:GOLD]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen mulberry wine]
[STATE_NAME_ADJ:LIQUID:mulberry wine]
[STATE_NAME_ADJ:GAS:boiling mulberry wine]
[STATE_COLOR:ALL:CARMINE]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:4:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:SEA_GREEN]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]
[STATE_COLOR:ALL:DARK_SCARLET]
[DISPLAY_COLOR:4:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
*** can be boiled for wax ??? Not sure about this, I used bayberry as a template because it was the closest type of in-game tree to the mulberry. I also used olive as template for the seed oil. This tidbit might be removed later.
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[STATE_NAME_ADJ:ALL_SOLID:mulberry seed]
[STATE_NAME_ADJ:SOLID_PRESSED:mulberry seed press cake]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL] *** Can be processed into Oil
[STOCKPILE_GLOB_PRESSED]
[SEED:mulberry seed:mulberry seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[TRUNK_PERIOD:2] *** Mulberry trees are fast growing
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:5]
[HEAVY_BRANCH_RADIUS:3]
[BRANCH_RADIUS:2]
[TWIGS_SIDE_BRANCHES:1]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:2]
[TRUNK_WIDTH_PERIOD:50] *** Mulberry trees are fast growing
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:sweet berries]
[FREQUENCY:35]
[DRY]
[BIOME:DESERT_ROCK]
[BIOME:ANY_GRASSLAND]
[BIOME:ANY_SAVANNA]
[BIOME:ANY_SHRUBLAND]
[BIOME:ANY_WETLAND]
[BIOME:ANY_FOREST]
[BIOME:TAIGA]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:mulberry leaf:mulberry leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1] Spring/Summer
[GROWTH_PRINT:0:6:6:0:1:210000:300000:1] Autumn
*** Has no leaves during winter.
[GROWTH:POLLEN_CATKINS]
[GROWTH_NAME:mulberry pollen catkin:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:67200:99999]
[GROWTH_PRINT:'*':'*':6:0:1:67200:99999:2]
[GROWTH:SEED_CATKINS]
[GROWTH_NAME:mulberry seed catkin:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:67200:99999]
[GROWTH_PRINT:0:'*':6:0:1:NONE]
[GROWTH:FRUIT]
[GROWTH_NAME:mulberry:mulberries]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:110000:201599]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:'%':'%':4:0:0:110000:201599:3]
[GROWTH_HAS_SEED]

[PLANT:FIG] ficus carica
[NAME:fig tree][NAME_PLURAL:fig trees][ADJ:fig]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:fig wood]
[STATE_ADJ:ALL_SOLID:fig wood]
[PREFIX:NONE]
[SOLID_DENSITY:430] *** https://www.cabidigitallibrary.org/doi/full/10.1079/cabicompendium.24078
[STATE_COLOR:ALL_SOLID:DARK_PEACH] *** Closest in terms of color.
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen fig liqueur]
[STATE_NAME_ADJ:LIQUID:fig liqueur] *** Real Beverage
[STATE_NAME_ADJ:GAS:boiling fig liqueur]
[STATE_COLOR:ALL:BRONZE]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:4:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:FERN_GREEN]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]
[STATE_COLOR:ALL:MAUVE]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_VERMIN] *** Someone else created a mod that adds fig wasps, but this mod is meant to be standalone.
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[STOCKPILE_PLANT_GROWTH]
[SEED:fig seed:fig seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:89]
[TRUNK_PERIOD:2]
[HEAVY_BRANCH_DENSITY:35]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:3]
[HEAVY_BRANCH_RADIUS:3]
[BRANCH_RADIUS:3]
[TWIGS_SIDE_BRANCHES:1]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:3] *** https://www.monumentaltrees.com/en/trees/ficuscarica/records/
[TRUNK_WIDTH_PERIOD:32]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:holiness] *** Figs have religious significance. Was originally going to make them grow in Good biomes, but that goes against the fact that figs are invasive and can grow pretty much anywhere.
[FREQUENCY:65] *** Figs have become invasive.
[WET]
[BIOME:ANY_DESERT]
[BIOME:ANY_GRASSLAND]
[BIOME:ANY_SAVANNA]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:MOUNTAIN]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:fig leaf:fig leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1] Spring/Summer
[GROWTH_PRINT:0:6:6:0:1:210000:300000:1] Autumn
*** Has no leaves during winter.
[GROWTH:FLOWER]
[GROWTH_NAME:fig bud:STP] *** Represents where the figs grow from and immature figs.
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:67200:99999]
[GROWTH_PRINT:'%':'%':2:0:1:10000:167999:2]
[GROWTH:FRUIT]
[GROWTH_NAME:syconium:syconia] *** It is actually a modified flower, but having fully-grown figs just pop into existence would be really odd. Not calling it a "fig syconium", because this term is exclusive to figs.
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:110000:201599]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:'a':'a':5:0:0:168000:235200:3]
[GROWTH_HAS_SEED]

5. Move "plant_mulberry_fig.txt" to the "objects" folder.

6. If you created this mod's folder in another directory, move or copy it to the mods folder, otherwise skip this step.

7. Start the game and select/click "Mods" to see if it shows up.

8. If the mod shows up, select the "Create a new world" option. Then click the "Mods" button at the bottom the of world generation setup menu, which is next to "Back to Main Menu". If you plan on using "Detailed Mode" for advanced options, please do so prior/after enabling the mod. Do NOT select/return to "Basic Options", "Back to Main Menu", "Mods", as it will revert everything to default. Alternatively, you can save your custom advanced world-setup as a "parameter set", which can now be selected during future use (world generations).

9. The mod should be in the list on the left side of the screen, click the arrow next to mod and it show up in the list in the middle at the bottom. This enables the mod. Enabling this mod will install it. Now, raise the priority of the mod by clicking the up arrow next to it. Keep doing this until it is directly above the "vanilla_plants" folder. Now generate the world and embark on the site in a biome where these trees will/can spawn. If everything is done correctly, these trees will show up. While not a problem for every tree, the game sometimes does not display the correct tile for certain tree growths, so I'm playing around with them to see which ones work. Fortunately, this is not a problem with these trees, though.

10. Installed mods are in the "installed_mods" folder in the games "data" folder. Installed mods are not automatically enabled (for all worlds) and must be enabled during world generation.
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dikbutdagrate

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Re: What's going on in your modding?
« Reply #1837 on: August 03, 2025, 04:29:05 am »

Procedural metals featuring randomized material properties, as well as populating veins of said materials. The plan is eventually to enable the option to replace all vanilla materials in game, and replace with randomly generated ones. 

The working title for the mod is
"Baja Blast Flavored Titanium: Randomized Materials & Property Generation"

Spoiler (click to show/hide)

Some small quirks to work out, like occasional sudden combustion upon embark. But I'm loving it so far.

Next step is creating a small number of additional alloy materials, which require randomized reagents, based on world seed. For instance, you have a material that requires 5x mango seeds, 1x pig soap bar, and 2x bars of uristatron.
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Eric Blank

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Re: What's going on in your modding?
« Reply #1838 on: August 03, 2025, 05:15:49 am »

Hmm, yes, explodium battle axes go boom!

I find the worst part about additional modded materials is keeping track of which ones are most effective for military equipment. And i got a lot of complaints about them in Spellcrafts too so i had to make a chart in my documentation google document.

I dont know how to manage google documents yet... and i need to actually write it
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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.

dikbutdagrate

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Re: What's going on in your modding?
« Reply #1839 on: August 03, 2025, 07:15:33 am »

Hmm, yes, explodium battle axes go boom!

I find the worst part about additional modded materials is keeping track of which ones are most effective for military equipment. And i got a lot of complaints about them in Spellcrafts too so i had to make a chart in my documentation google document.

The act of discovery and learning isn't just minor annoyance and cognitive burden imposed on the player. The player is instead dropped in the deep end, alone in the dark water, and surrounded by who knows what. It is totally up to the player to figure this stuff out. Being delegated this understanding, and responsibility. is a way of asking the player to "set up", in order to find something new on their own, which they can subsequently call their own. Sometimes it is not the burden imposed on the player that's an issue, but rather the context in which the burden presents itself can be the problem. I'm not afraid of people not liking it.
 
There's only 4 to 10 additional unique metals added to each world. And not all of these metals will be able to be made into weapons. At least for this initial mod, the follow-up will be its own thing. And I could would make sense to release if there was enough interest in it.

I still need to release my friendly teddybearmancer mod. It allows for a sort of friendly necromancers? They can actually still make towers, which you may find odd,  since they still expire from old age. Their reanimation interaction creates a sort of friendly undead, who then transforms them into teddy bear creatures, which are made of stuffing and various cloths. They walk around giving hugs to everybody, and don't auto-attack living things. The only ones they'll attack immediately are actually other undead, specifically, of a different species than them. I even did some artwork fir this stuff. And I've been sitting on this mod for like, a year? I have no idea why I still haven't put it out anywhere.
« Last Edit: August 04, 2025, 07:08:02 am by dikbutdagrate »
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Rumrusher

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Re: What's going on in your modding?
« Reply #1840 on: August 03, 2025, 08:06:52 pm »

kinda realizing with the lua raw update, I could just go back and edit out the werebeasts having crazed for the old werebeast mod... but I did enjoy the level of chaos having the crazed token removed via syndromes. I do feel like there's potential antics one could do with the tunnel systems if one tap into messing with
Spoiler (click to show/hide)

trying to think up a modded playstyle that would make the experience feel a different from vanilla but so far all I can think about is either stripping everything that you can do in fort mode for a different survival standard which requires messing with interactions and syndromes to keep a site going and or using adventure mode option to choose stuff to select a path for the site.
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Eric Blank

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Re: What's going on in your modding?
« Reply #1841 on: August 03, 2025, 11:36:28 pm »

Speaking of crazed, I had a plan to make werebeasts passive by default, but give their tears a syndrome causing them to become crazed, and make the transformation cause some negative emotions. Then other effects that remove emotion can then prevent it.

Do any attributes/personality traits affect whether or not a creature will cry?
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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.

brewer bob

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Re: What's going on in your modding?
« Reply #1842 on: August 09, 2025, 08:23:47 am »

Been going through my old modding stuff lately and slowly porting them to 0.5.

I was just about to finish my plant edits (with tons of new dyes) and then Toady of course puts up a new update with tons of dyestuff, lol. Anyway, I'll have to go through all the plants *again* and check for changes and redo quite a bit of stuff. Yay! :P

(In any case, I'm happy for the new update, especially since now we're able to use the Dyer's workshop in reactions.)

Tachytaenius

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Re: What's going on in your modding?
« Reply #1843 on: August 30, 2025, 05:00:53 pm »

Currently adding the Royal Game of Ur to DF. v0.47.05 for now.
But it's not just a game board item, I've got 1.6k lines of DFHack Lua (so far) to control boards being put in location chests, jobs for gathering game items, etc.
I'll require 4 tetrahedral dice (and assist the player with making them in fort mode), but for now it's just a game board item.

And I'm also actually simulating the game. Using code for the actual game itself and a move-picking agent (also all in Lua), units will actually make moves. It all happens in an instant for now, but I intend to do much more hacking to get them to play over time. I think I should also add a game log. Also, the skill of the move-picking agent is adjustable from 0% to 100%, where 100% isn't mathematical perfection (Ur is apparently solved), and that's based on the unit's analytical ability stat. The 100% skill agent isn't really all that skilled (though it does win against 0% (which makes an entirely random move each time) about 98% of the time), but I make it analyse its possible moves each turn and consider a few factors to determine the move's quality. I used my own crude code to optimise the weights for each factor over hundreds of thousands of games over 10 or so minutes. If I can, I might add the perfect move maker into the game so that a 2000 analytical ability unit is highly unlikely to win against any modded-in creatures with 6000 or whatever analytical ability.

The game could be played in advmode, but I haven't gotten to that point yet.

And, yes, I'm going to call the mod The Royal Game of Ur-ist, lol.

Image for now: .
Using otherwise-unattainable custom reactions for the job display. Since injecting reaction raws into a world seemed to break things (though items are fine), I also make it optional to have the reactions installed.
Also, the code works such that a third unit can gather the game pieces, though there's no trigger for this happening. It would be good for royalty tho! I'm imagining a "royal servant" entity position that can be generated when requirements are met, who sets up games between members of nobility. I don't play the default dwarf civ and have no royalty in my own civ but it'd be worth making.
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DPh Kraken

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Re: What's going on in your modding?
« Reply #1844 on: August 31, 2025, 04:24:56 pm »

Make it exercise Tactician and then we're talking >:)
So more analytical units think further ahead when planning a move?
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