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Dwarf Fortress Modding Thread:

 1 Tuefel Hunden IV, Thu, 7th Nov '13 6:27:57 PM from Wandering. Relationship Status: [TOP SECRET]
Watchmen of the Apocalypse
This is the thread to discuss and share mods.

The thread will likely be mostly used by various tropers to share their DF mods and how to impliment them.

If possible links to tutorials and tips will be posted.

A possible future goal may be a Tvtropes dwarf fortress mod pack.

The mod effort is open to anyone. Dwarf fortress is for the most part easy to mod.

For those looking to play mods a link to the released mods section of DF will be shared in the OP.
"Who watches the watchmen?"
 2 Journeyman, Thu, 7th Nov '13 7:45:08 PM from Here and there.
It's the Over Lord!
I know I've talked about this before but . . .

To anyone who is seriously irate about the freeloaders children, there's a little fix that makes them useful.

[NATURAL_SKILL] token has two arguments: the skill itself. Anything from masonry to fish cleaning and everything in between, and the level. And yes, that goes from dabbling all the way up to legendary. It applies to creatures right from birth, and since any points to a skill automatically turn it on . . .

Your two-year-olds will be practicing their skills. Just don't forget to turn off that skill in your adults, and you'll be fine.

Give your people a natural skill of five in farming, and you'll have kids doing the job as well as any starting seven dwarf can. And points in Natural Skill stack with embark points into skills, so a level ten Natural Skill will add on top of a five level embark allotment, giving you a Legendary right off the bat.

Here's the Skill Tokens you can use: http://dwarffortresswiki.org/index.php/Skill_token

edited 7th Nov '13 7:46:36 PM by Journeyman

When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
 3 Tuefel Hunden IV, Thu, 7th Nov '13 8:34:17 PM from Wandering. Relationship Status: [TOP SECRET]
Watchmen of the Apocalypse
Nice start.

I want to dig up the modding tips and guides for weapons and equipment.

Then find one for creating monsters like Golem.

edited 7th Nov '13 8:36:53 PM by TuefelHundenIV

"Who watches the watchmen?"
 4 Durza, Fri, 8th Nov '13 4:19:48 AM from Beigeknife
Possibly Demonic
You can also set dwarves to have [CHILD:1] instead of 7 and remove the baby tags if you really don't like having kids.
Your malevolence knows no bounds. I absolutely love it – viha Kirbonium.
 5 Journeyman, Fri, 8th Nov '13 5:48:51 AM from Here and there.
It's the Over Lord!
Would that make them automatic adults when they pop out, or completely erase Dwarven reproduction from the game? Because in the next version, all of the population growth is going to get pinned down and tracked, and modding like that will seriously affect the viability of any race you remake.

ETA: I'll be looking up how to create custom workshops. I've been wanting to create a slavery system in the game for a while now. My first efforts involved making a pet race that can learn and pick things up, that had a natural skill in mining and masonry. So they could be quarry workers. Nothing happened, pet races can't be assigned labors. That's a hard code that short circuits the Natural Skill tag.

So now I'll be working to create a race with a null-reproduction caste and then tie a workshop into it so you can use prisoners of war as reagents in a transformation. Or I could replace that limb rotting syndrome with a transformative one, but . . . that feels a little too magicky.

The only trouble I actually see with any of this is rigging it so no one gives birth to the slave caste. I'm hoping simply setting a population of zero for it will solve that.

edited 8th Nov '13 5:55:38 AM by Journeyman

When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
 6 Tuefel Hunden IV, Fri, 8th Nov '13 4:36:45 PM from Wandering. Relationship Status: [TOP SECRET]
Watchmen of the Apocalypse
Ok Serrated Disks the Melee weapon are made. They come in two flavours. 'Wristlet Fighting Disks' they use knife fighting skill and 'War Wheel' they are sword type disks. These are strictly vanilla weapons so they are limited to vanilla attacks.

I am considering making a set for one or two mods with more robust combat options like DF MW.

Next up Atlatl and the Darts. Will use archery skill. Then disk launchers and disk projectiles are next.

After they are completed they will be arena tested for balancing. Then they will be implemented so you can find them in adventure mode and fort mode.

edited 8th Nov '13 9:50:09 PM by TuefelHundenIV

"Who watches the watchmen?"
 7 Tarsen, Mon, 11th Nov '13 3:12:24 AM from somewhere or another. Relationship Status: Pining for the fjords
Hmmm~
what is the deal with masterwork missing cats?

id rather not embark with no vermin control...
Pro Tip: Spiders are not technically insects, but actually skeletons made of congealed hate.
 8 Journeyman, Mon, 11th Nov '13 5:38:44 AM from Here and there.
It's the Over Lord!
That might be the Pets option. I'm not sure.

I know Kobolds get Shalzwars as their cat type. They're reptiles and I don't think they have the issues cats do.
When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
 9 Tuefel Hunden IV, Mon, 11th Nov '13 11:24:13 AM from Wandering. Relationship Status: [TOP SECRET]
Watchmen of the Apocalypse
Tarsen: There are other pets which kill vermin other then just cats.
"Who watches the watchmen?"
 10 Journeyman, Mon, 11th Nov '13 1:30:05 PM from Here and there.
It's the Over Lord!
I just started playing the Fallout version of the game. This is . . . confusing. tongue It doesn't help that my first Vault has an Aquifer to handle.

edited 11th Nov '13 1:34:09 PM by Journeyman

When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
 11 Tuefel Hunden IV, Mon, 11th Nov '13 3:37:07 PM from Wandering. Relationship Status: [TOP SECRET]
Watchmen of the Apocalypse
Yeah the Fall Out version is a bit tricky.

I just picked up and started a fort for Deons Gnesis Reborn.

I am almost ready to throw out the three settings options for the Master Work DF succession game. I need to finish my current round of testing tonight.
"Who watches the watchmen?"
 12 Journeyman, Sat, 28th Dec '13 2:27:16 PM from Here and there.
It's the Over Lord!
I was looking at the Forest Entity trying to see how one could play as Elves. As they are, they're insanely unplayable. They have very few permissible jobs, and none of them deal in actually cutting down trees. The only wood job they have is woodcarving. And animals? They have an ethic that only permits killing them in self defense. No butchery jobs or anything.

Yuck. I'd be better off building a race from scratch then, otherwise I'd just be molding the elves into something far away from who they already are. [lol]

I shall keep you all informed as I go.

edited 28th Dec '13 2:28:44 PM by Journeyman

When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
 13 Tuefel Hunden IV, Sat, 28th Dec '13 4:36:14 PM from Wandering. Relationship Status: [TOP SECRET]
Watchmen of the Apocalypse
Just make a Un Elfy elf race that kill their tree hugger cousins for existing.
"Who watches the watchmen?"
 14 Journeyman, Sat, 28th Dec '13 5:06:08 PM from Here and there.
It's the Over Lord!
I was thinking a Native American race utilizing wood, stone, and leather as building materials rather than metals. We have Dwarves and Humans for what you're talking about. No need to reinvent the wheel there. tongue
When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
 15 Midna, Sat, 28th Dec '13 7:14:07 PM from somewhere, a transmission... Relationship Status: Hoping Senpai notices me
I've only recently gotten into the world of DF modding, but I'm currently working on a Pokémon total conversion (in a Pokemon Mystery Dungeon-esque world where humans don't exist or are very rare). Right now, plans are to add in mons from Generations I to V, with one release for every generation completed. Once I get far enough into X I'll do a Gen VI release as well.

What's been implemented:
  • Bulbasaur and its evolutions.
  • A small handful of Com Mons.
  • Lickitung and Lickilicky.
  • Magikarp and Gyarados.
  • Dragonite's about done.
  • A few legendaries, mostly from Gen III.
  • Shiny forms, using their 1/4096 rarities from Gen VI. Eye color and body color are determined separately so they may not be 100% true to their in-game appearances, but it's not really a big deal and if it bothers anyone too much there are pretty easy work-arounds

What's started:
  • Civilizations, which are going to be separated by type. Dark, Ghost, and Poison types are Always Chaotic Evil by virtue of being most used by enemy teams; most of the other types are neutral-ish, except for Fairy types which are the "good" civ. I don't know what will happen if I just made every mon of type X a member of civilization X, but I'm going to guess there'd be a pretty noticeable dearth of wild creatures, so I'm going to have to plan around that.

I'm not sure how I'll handle evolution yet. For evolved forms with similar body types - e.g. Bulbasaur and its evolutions, Rattata and Raticate, Spearow and Fearow, Lillipup and its evolutions - I could just apply custom names to the fully evolved forms' babies and/or children (although this would make for miscolored pre-evos), but I'm wondering how to handle mons that gain a new body part or five upon evolution. Right now I'm just making each evolutionary level a separate species, which is kind of a messy work-around - if I leave it like that, I'll end up with "baby" and "child" Blastoises walking around.

This post ended up being a lot longer than I intended it to be. Whoops!
Operation Save Lip - it's happening (soon-ish)

Don't send me PMs, I can't answer them right now
 16 Journeyman, Sun, 29th Dec '13 12:27:24 PM from Here and there.
It's the Over Lord!
Originally I'd been thinking of tents as Two-Level constructions where you put wooden support walls on the ground level, then do a paved road style construction on the second level for a tanned hide roof. Considering I don't know where in the files to go for that, I'll have to play around in the object files and just create workshop-style buildings instead.
When the hammer falls and your world shatters, I'll be there to cut the handle and pick up your pieces.
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Total posts: 16
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