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Dwarf fortress adventure mods
Dwarf fortress adventure mods





dwarf fortress adventure mods

This Patreon exists so I can focus on doing the thing I love and even help me pay a bill or two to boot! Any support is appreciated, and I'll do my best to keep working to produce all sorts of things to intrigue and entertain both my patrons and anyone else with a love of adventure.Įssentially, what I do is take the bare skeleton of Dwarf Fortress's game mechanics and rework it into an entirely new setting, using new creatures, people, plants, and all sorts of other additional features. I've always enjoyed Dwarf Fortress as-is, but being able to make my own stories using it is pretty amazing. Also this method has the downside that the textures are kinda distorted.Hey, so I'm a nerd who makes dwarf fortress mods and I'd really like to keep doing it far into the future. I'm not sure how that is possible, given that those nodes are already registered, I'd need to look into it. You'd need to register a callback for the place and dig functions if you want that the ramps are automatically created every time you place or dig a node.

dwarf fortress adventure mods

Minetest.register_on_generated(function(minp, maxp, seed) Ramped_nodes = register_ramps(ramped_nodes, "stone") Ramped_nodes = register_ramps(ramped_nodes, "snow") Ramped_nodes = register_ramps(ramped_nodes, "sand") Ramped_nodes = register_ramps(ramped_nodes, "ice") Ramped_nodes = register_ramps(ramped_nodes, "dirt_with_snow") Ramped_nodes = register_ramps(ramped_nodes, "dirt_with_grass") Ramped_nodes = register_ramps(ramped_nodes, "dirt") Ramped_nodes = register_ramps(ramped_nodes, "desert_sand") Maybe the slope ought to convert itself into a full node if something is placed on top.Ĭode: Select all local function register_ramps(lookup_table, node_name) But placing a plant on a slope most likely won't look good. Digging them may yield a full dirt block and thous cause no trouble at all.

dwarf fortress adventure mods

The problem with other nodes on top of the slopes remains. Some steep walls here and there amongst the smooth slopes make the world far more intresting. Maps may look best if only a part of the nodes get converted to slopes. They're now supported by the engine, and their predecessors have been used extensively on Landrush for landshaping - which turned out to look very good. placing a plant on them didn't work out convincingly in the end. The diffrent lighting of the half-steps and the difficulty when i.e. Paramats half-step mapgen was a very intresting experiment as well, though it did not work as good as I had hoped it would. I think this depends on the uniform texture, where the eye desperately seeks some contrast, and will look quite diffrent with the normal dirt texture without borders. In the screenshots, the nodebox-variant looks even better.







Dwarf fortress adventure mods