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Author Topic: YingFortress, a Out of Placers mod.  (Read 1491 times)

Avenkyr PA90

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YingFortress, a Out of Placers mod.
« on: January 24, 2025, 05:25:32 pm »

For anyone familiar or unfamiliar with Valsalia's Out of Placers comic: https://www.valsalia.com/

The mod allows one to play as a enclave of Yinglets, and includes custom yinglet transformations interactions to fit the setting.

Dwarf Fortress File Depot: https://dffd.bay12games.com/file.php?id=17191
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3328266723&searchtext=
Legacy: https://dffd.bay12games.com/file.php?id=17179

Currently (at the time of writing) lacks graphics for most things though.
Although I do have at least one person who's interested in making sprites.
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doublestrafe

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Re: YingFortress, a Out of Placers mod.
« Reply #1 on: April 02, 2025, 08:32:52 am »

What version is this for? Will it work with .47.05?
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0x517A5D

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Re: YingFortress, a Out of Placers mod.
« Reply #2 on: April 02, 2025, 12:32:59 pm »

It will generate a world in version 0.47.05 without errors.  Put all of the files in YingFortress\objects into the raws\objects folder, except secret_yinglet.txt which needs to go in raws\objects\text folder.  I didn't test beyond that.

To be clear, 0.47.05 gives these errors, which I consider harmless.

Spoiler (click to show/hide)

Edit: Also for 0.47.05, add this line in three places in entity_yingfort.txt:
   [PERMITTED_JOB:TRADER]
   [PERMITTED_JOB:ARCHITECT]
   [PERMITTED_JOB:DIAGNOSER]



@Avenkyr PA90, is this supposed to be a total-conversion mod, where some of the vanilla object files shouldn't be loaded?  It's just about got enough content to justify pruning some of the vanilla stuff.  Maybe you could [CUT_xxx] case-by-case.

Edit:
Biteleaves cost 70☼ at embark, is that intentional?

Baxxid chitin material template doesn't have any type-of-use tags, is it useless?

If you buy tidekillers at embark time, they drown immediately after embark.  Same with chioqua.

Later edit:
This reaction has a typo:
[REACTION:YF_HAMMER_NATIVE_ALUMINIUM]
   [NAME:hammer native aluminium into bars]
   [BUILDING:CRAFTSMAN:NONE]
   [CATEGORY:YINGFORTRESS]
   [REAGENT:A:1:METAL_ORE:NATIVE_ALUMINIUM]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ALUMINUM][PRODUCT_DIMENSION:150]
   [SKILL:STONECRAFT]


There is no ore named NATIVE_ALUMINIUM.  It should be NATIVE_ALUMINUM, American spelling.

My craftsying just hammered a quartzite boulder into aluminum bars.

Edit: Spinning gluckie fur into yarn creates dirt rasper fur yarn.

Edit: Entity VALSALIA_ENCLAVES doesn't have the five TRAPCOMP possibilities, meaning that they can't build those trap types AND they can't build screw pumps.  Since they're the only fort-playable entity, that's important.

Edit: The YF_CRAFT_METAL_* weaponcrafting reactions will happily make weapons out of charcoal or ash.  Presumably potash and soap as well.  Adding a METAL_ITEM_MATERIAL token might help.
« Last Edit: April 04, 2025, 03:59:44 pm by 0x517A5D »
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Avenkyr PA90

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Re: YingFortress, a Out of Placers mod.
« Reply #3 on: April 17, 2025, 12:18:57 am »

Apologies for the delay, I had neglected to check back here.

Fixed the crafting related bugs.

It's not necessarily a total-conversion, can easily be used on it's own or with other mods.

In relation to biteleaf costing that much: I'm unsure what the actual value is in the comic, so I mostly guessed.

In relation to Baxxid chitin: I left that portion of the mod alone as the original dev (6/12, whom nowadays runs the ScavStation fork of SpaceStation 13) had that in there.

It will generate a world in version 0.47.05 without errors.  Put all of the files in YingFortress\objects into the raws\objects folder, except secret_yinglet.txt which needs to go in raws\objects\text folder.  I didn't test beyond that.

To be clear, 0.47.05 gives these errors, which I consider harmless.

Spoiler (click to show/hide)

Edit: Also for 0.47.05, add this line in three places in entity_yingfort.txt:
   [PERMITTED_JOB:TRADER]
   [PERMITTED_JOB:ARCHITECT]
   [PERMITTED_JOB:DIAGNOSER]



@Avenkyr PA90, is this supposed to be a total-conversion mod, where some of the vanilla object files shouldn't be loaded?  It's just about got enough content to justify pruning some of the vanilla stuff.  Maybe you could [CUT_xxx] case-by-case.

Edit:
Biteleaves cost 70☼ at embark, is that intentional?

Baxxid chitin material template doesn't have any type-of-use tags, is it useless?

If you buy tidekillers at embark time, they drown immediately after embark.  Same with chioqua.

Later edit:
This reaction has a typo:
[REACTION:YF_HAMMER_NATIVE_ALUMINIUM]
   [NAME:hammer native aluminium into bars]
   [BUILDING:CRAFTSMAN:NONE]
   [CATEGORY:YINGFORTRESS]
   [REAGENT:A:1:METAL_ORE:NATIVE_ALUMINIUM]
   [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ALUMINUM][PRODUCT_DIMENSION:150]
   [SKILL:STONECRAFT]


There is no ore named NATIVE_ALUMINIUM.  It should be NATIVE_ALUMINUM, American spelling.

My craftsying just hammered a quartzite boulder into aluminum bars.

Edit: Spinning gluckie fur into yarn creates dirt rasper fur yarn.

Edit: Entity VALSALIA_ENCLAVES doesn't have the five TRAPCOMP possibilities, meaning that they can't build those trap types AND they can't build screw pumps.  Since they're the only fort-playable entity, that's important.

Edit: The YF_CRAFT_METAL_* weaponcrafting reactions will happily make weapons out of charcoal or ash.  Presumably potash and soap as well.  Adding a METAL_ITEM_MATERIAL token might help.
« Last Edit: April 17, 2025, 12:29:41 am by Avenkyr PA90 »
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