[0.42.5] My Little Fortress 4.0 - Endless Nights · 4:44pm Feb 3rd, 2016
It's out! Download here. Readme here.
It's out! Download here. Readme here.
I've adapted the mod's raw files for the changes in the new game version. Testing appears to show that it works.
Now, to add some new things.
It turns out that, due to some bug in the new code, you can't butcher sapient creatures even if your entity's ethics allow this.
That makes me sad. I had to comment out the learning tags on multiple creatures.
-I've made more taintwood creatures. There are animal-shaped creatures for various biomes, and humanoid-shaped Dryads that appear everywhere. They're all [OPPOSED_TO_LIFE] now.
-I've made more weird trees. Flesh trees are now expanded into 3 different trees with different materials; now there are also Bone Spikes (3 kinds) sticking out of the ground. Also, there are Gem Caps that can yield gems when processing.
Turns out, adapting out all the ponies is hard work. I forgot how much time it took to ponify all the DF beast-men (both the ones using c_var, and the ones that aren't derivative) back in Dark Origins. And that's not counting the ones I've added.
I've decided to do the thing I should have done a long time ago: have a version of my Dwarf Fortress mod without ponies. This is going to be fairly quick to accomplish (I'll need to replace all the pony creatures).
Apparently, something has screwed up with the butchering. It wasn't on my end, but I've had to do a lot of shaking up in the body detail plans, to have all the meat/glob-generating tissue materials (muscles, organs, fat) added inside each creature (like they are in the vanilla DF files), instead of the more effecient model where these materials were called from a non-existant template creature.
Continue tesing.
...well, the first attempt to test was a bust, but it allowed me to catch some things. Namely, that there were a couple of duplicate bodypart tokens (don't know how that occured), and that I'd forgotten about the part where I needed to fix up the equipment for non-pony use (and, as a result, the dorfs would walk around wearing peytrals and caparisons... woops). So that's fixed. Continue testing.
I've ran a test fort for about 6 years, and it hadn't crashed. The new reactions seem to be in working order, so I'll probably release it soon.
This took so long because I had to get rid of an old shame: I've never completed X-Com: UFO Defense before. The 1994 game, that is. I've played it as a kid, and later, but have never gotten around to actually flying to Mars. But now I have, with the help of the Final OpenX-Com mod collection!
I've cleared the error log. Then I've went and made some tweaking to the mod, then cleared the error log again.
I've decided to reduce the number of tissue material tiers somewhat. The Superior and Alicorn tiers have been merged into the Godlike tier (as there's no alicorns, the tier for super special creatures isn't needed). The Tyrapony tier was removed, and the tyraponies were assigned the common Morphling tier (probably will do so in the pony version, too).
I've messed around with things some more. I think that's enough for now, so I'll start actually testing the mod.
There's a caste in the Dusk Elf (ex-Diomedian Pony) creature (I won't make goblins, because fuck them) with 22 tentacles. 6 for moving around, 6 for grasping, 6 ending in claws and 4 on the face. They've got 7 castes in all (male, female, Succubus, Incubus, Lasher, Eldritch [this one] and Demonic), three have varying amounts of tentacles. No, you have NOT seen enough hentai.
I've tried to make up a selection of castes for the rest of the entity creatures, too.
Now to tackle the error log.
Here: www.bay12forums.com/smf/index.php?topic=157841
I'll apply the improvements (mostly it's the fix for the meat-making tissues, which had to be made because something's been screwed up in the game's butchering logic) to My Little Fortress, soon-ish. Then I'll go forward with the Crusader Kings mod.
I've released an update, with fixes to creature materials (named creatures, like animals who'd killed someone, should be safe to butcher). I've also included a new semi-megabeast, and the long-awaited for release version of DFHack...
...and, on the next day, Dwarf Fortress 0.43.1 came out. Although it's mainly adv mode improvements, I think?... Well, I'll have to wait for the next DFHack and Therapist to release again.
A version of Desolation with slight improvements is being tested.
Same fixes as in FiM 4.1. I've tested several animals that became "historical" (that is, killed citizens and got a name for it): they were butchered normally, with meat and glob-materials working as intended. I've added in the Witch, too.
I will definitely work on CKII now.