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Hillocks appear as castles, and I am not sure if it is intended.
Walking near hillocks while being in fast travel mode prevents you from walking further, like sites like lairs and dungeons.
Walking near hillocks in the overworld makes the game crash.
You can change or remove [DEFAULT_SITE_TYPE:PLAYER_FORTRESS] from the entity_pokeentity file. If that's the cause of crashing, I'll investigate.
In fact, if you where to have enough civs in a world it could spawn one of the vanilla ones. Then you could play Fortress Mode with them and Adventure Mode as a Pokemon.
@FirePheonix11
@Lemonade Dependent: Try reducing MAX_STARTING_CIV_NUMBER in the entity_pokeentity.txt file to something very low like 3 for each one. Thats the max that will spawn in worldgen of that type.
Usually this wouldn't really be an issue, but I'm trying to have every type of megabeast (legendaries and otherwise), and high megabeast count tends to lead to only pokemon civ worlds.
Any help would be GREATLY appreciated, been banging my head against this for days.
[PREFSTRING:optimism]
[OUTSIDER_CONTROLLABLE]
[BODY:HUMANOID_LEGLESS_NECK_2PART... etc.
I'm not so confident on this because I haven't messed with creature raws as much or used adventure mode, but as far as I know it should work.
"[OUTSIDER_CONTROLLABLE]
[CREATURE:PMD_BAYLEEF]
[CREATURE:PMD_DEWOTT]
.... "
or should I do something else?
[CREATURE:PMD_IVYSAUR]
etc. That list dictates which pokemon can be chosen to populate each civ of that type, and should actually be present 4 times since there are 4 different civ types in that file, the only difference that i'm aware of between them being what icon their sites display on the map and that the monument ones only ever make one site.
If you want to narrow down the list of pokemon that can show up as civs so the one you want is more likely to be there, find the file entity_pokeentity.txt in that folder and remove some pokemon from the lists. You could only mess with one of the civ types so 75% of civs can still be diverse, but I just replace all of them with a list of pokemon that I like.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2912931083/4361247103501207350/
@d41337n8r: There is a guide which has some of that info, but I could add to it. Healing items should heal everything except lost limbs, but normal DF mechanics should generally work. It just might act a bit weird with modded stuff.
Currently got the minimum speed set to 10 kph (6 mph). Double that of Spinarak which Surge played. I certainly don't want a Pokemon to be too unplayable (everyone is someone's favourite), but some would need quite a change from the standard I create them.
I'm also in favor of a playable lower limit on speed for every pokemon. I don't mind messing with those values myself if I want to play a given pokemon but it means I have to make a new world if I want to use one I haven't changed yet, and I don't think it should be necessary for everyone whose favorite pokemon are weak or who prefer to start with pre-evolutions to mess with the raws, or else have to design a hyper efficient fort just to establish livable conditions.
Looks like I forgot to modify the material on some FIREIMMUNE Pokemon to make them not take fire damage, will fix that for sure.
Inorganic tissue layers like metal don't have a natural healing rate, but should still be healed from items and effects.
Hippopotas should certainly drop fat as they have regular tissue layers without any change and should be large enough for at least 10 globs.
I tried to make a spinarak fort and found that genuinely small "fodder" tier mons are basically unplayable, even getting past their inability to survive glancing blows from wild mons they're just too slow moving around to keep up with tasks in a fort and also care for their own needs.
Did an Axew fort, went very well, no complaints beyond the passive hostility of wild mons and that Haxorus can breath fire which proceeds to kill a half dozen Axew because they are neither resistant nor fast enough to escape.
Doing a Pawniard fort and I'm noting that steel types do not appear to be capable of healing from wounds, which may or may not be a problem in the long term, I don't know yet. Also my Bisharp died of dehydration in the kitchen so I'm gonna have to get another one and see if something weird is preventing them from satisfying their needs.
steam v has an adventure mode???
how out of the loop am i????