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If you want Quarries with your Halfling fort you need to have the Quarries mod. Be sure to include it below the halflings mod when you are initiating the world.
Let me know if anything is broken (it shouldn't be) or if the graphics look off in certain cases. Also let me know if you have suggestions for balancing.
I also want to ask if you guys think I should keep the dfhack script to keep halflings unable to dig into rock. It seems lore-accurate but it's probably annoying in fortress mode since progression requires digging. I might just separate the script into a separate mod.
Cool. What Halflings lack in strength they make up for in charisma, so they're good at socializing.
@Cat Princess
:^)
A quarterling
What would even go into that?
> comprehensive smoking mod
Oooh, I've been wanting a smoking mod. I assume you're doing "pipe weed" (which is tobacco according to Tolkien), would there be any possibility of adding cannabis / marijuana while you're at it? You could possibly clone or rename hemp. I would love to have a stoner fort! I wonder if they could have smoke graphics like when an enemy emits gas, haha. Psilocybe cubensis / magic mushrooms would also be amazing!
I removed a lot of functionality from them in this change. They no longer have native quarries and in order to get quarries with them, you need to download and use my quarries mod. Be sure to add it after the halflings mod in your mod list.
I also removed pipe from halflings in order to make a more comprehensive smoking mod with proper dfhack scripts. I'm trying to get it up soon.
Halflings being unable to mine rock was also a broken feature due to some structural shift in DF's internal raws, so I fixed that.
Yeah, I'll fix the minor graphical issues soon. I'll try to be around at least once a year to patch things up as the game progresses (slowly, slowly, progresses).
Yeah, I've gotta fix that. Thank's @Phantom Spaceman. I've been gone since summer of last summer and I see the game Raws have been Lua-ified. I am hoping Toady exposed more of his game's functionality to Lua for modders because last time I sed DFHack to work on some of my ideas, it was frustrating how little you could really do. If things there have improved, I want to work on making separate game modes that would trigger when making a settlement.
I want my orcs to be war-oriented and they would gather resources from other Civs to summon terrible things into the world. Hobbits should have more modest goals instead of building a mountain home. I think their "win condition" should have something to do with farming and gardens and beerhalls and stuff.
It worked! I hadn't deleted the one in the 'installed_mods' folder. Thank you so much for the help.
How did you go about letting dwarves use pipes?
Thanks. I do plan on making it so that the ability to smoke it tied to the pipe item as opposed to being race specific, but DfHack still needs to approve the tools that allows for that.
Thanks. That sphere alignment doesn't make them go to war more often, but instead gives them gods and such that are more likely to align with war. I changed it so they're more in line with peaceful agrarian stuff now.
@☾⎛sιтєʀ⎞☽
I just fixed an issue with quarries that was likely due to a corrupted graphics file, so there shouldn't be any lag with them now. I'll need to see what the issue with the mining scripts are when Dfhack updates to the newest beta.
I've also given halflings human portrait graphics for now as I work on more halfling-y ones. I also made beards less common among halflings.
I noticed that halflings likes war too much - I think it is sue to: [SPHERE_ALIGNMENT:WAR:512] where more means more leaning to and default is 256. I think it should have been 128