Dwarf Fortress

Dwarf Fortress

Fantastic Fantasy Fortress
chipathingy  [developer] 10 Jan, 2023 @ 2:26pm
Feature requests
A thread for feature requests! If you have any ideas for the mod please put them here, or in the bay12 thread.
Any ideas must fit in the theme of "generic fantasy" content
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Showing 1-15 of 18 comments
Nilserrich 5 Mar, 2023 @ 2:59pm 
Since you seem to be working a lot with graphics etc., wouldn't it be interesting to include the Creature Graphics Extended setup somehow (e.g. a patch or directly as a fixed requirement)? There is still some planned and it offers variation.

How possible that is at all or how time-consuming that is, however, something I can not estimate.
chipathingy  [developer] 5 Mar, 2023 @ 10:42pm 
Hey! Thanks for the suggestion!
It's probably not something I'll do any time soon, to be honest. I had to manually change the dwarf/elf/human/goblin/kobold graphic raws to make them work with the new armour and materials, and that was painful enough that I dont want to do it twice!
If Toady adds modding tools to let us tweak the vanilla graphics files without replacing them, I'll probably rewrite it to be compatible with everything. In the meantime, I wouldn't even consider it until the author of that mod has finished it, it's just to much work
Cold 21 Mar, 2023 @ 7:40pm 
Hello! I feel this mod has some warhammer fantasy influence. I would really love for someone to either create or show me how it is possible to make runesmiths from warhammer. I want to be able to take a piece of armor or a weapon and add a rune onto it to enhance it. I want them to be hard to make so as not to be OP but powerful and useful enough to make a difference and notice a change.
chipathingy  [developer] 22 Mar, 2023 @ 2:29pm 
Hey! You're right, but mostly because they use a lot of fantasy tropes too

Unfortunately DF really does not support enchanted equipment. Items cannot give a dwarf abilities or boosts (without dfhack at least!)
In this mod I've included some dwarf-exclusive metals which kind of fill that role - in my head orihalcum and titansteel are magical metals and i consider adamantine to be basically solid magic.

I'm sure this will change with the myths and magic update, but that will be years away. In the meantime, head over to the wiki, official forums or the kitfox discord for modding advice!
Fantastic Fwoosh 25 Oct, 2024 @ 11:46am 
As a suggestion, for a troll's rocky skin you can define individual BP and swap the materials out for full tanned mats or a specialist skin hide. A seperate hue attached to the alternative tanned mat skin ought to be rendered with palettization without any additional art input.

Pig iron dark grey for mountain troll leather armor for instance, which could have its own unique material density to set it apart ( though ethics are bugged, in 50. all the skin is harvested correctly so enough should turn into a product when the hide/body is processed.)

- I've been enjoying modding each of the civs to a roughly playable state with generic nobility structure, will there be any opportunity to open them up in the future? or did you want mechanics per race?
Make dragonscale lighter (but still considerably heavier than regular leather, I think same weight as mithril would be a good balance) since clothing has a higher material size than most armor a lot of them will be heavier than their steel armor "counterpart", and also give cool colors to the lighter metals, it aint fair my dorf can't have sick fashion without passing out of exhaustion on the way to the fight
chipathingy  [developer] 2 Feb @ 11:27am 
Lol yeah I'll consider it. I think it is currently the same as steel
chipathingy  [developer] 2 Feb @ 9:15pm 
You know what? I'll improve both dragonscale and dragonbone. If you manage to kill a dragon you should get some damn good loot
I'm thinking decreasing the density of them to the vanilla values, but leave the other physical properties the same.
I might even do some bonecrafting reactions so you don't have to wait for a strange mood to get a bone weapon
Dude, if there is a way to make clothing made from it to not wear off, or do so way slower, that would be chef's kiss aswell
chipathingy  [developer] 3 Feb @ 2:52am 
Oooh I think that is hardcoded unfortunately. Dfhack has something specifically for adamantine clothing but I don't think it works for anything else
GoodWin 6 Feb @ 2:32am 
Add the ability to produce tower shields for dwarves
chipathingy  [developer] 6 Feb @ 11:16pm 
I think dwarves are probably too short for tower shields
However it's a very simple mod if you want to do it yourself! You can also use dfhack add-recipe function to add whatever equipment you want to your fort
what about some more weapons for flavor, like two handed versions of maces and flails or even possibly siege weapons like bombard cannons since there's already the dorf hand cannon
chipathingy  [developer] 12 Mar @ 5:22pm 
I'm really not keen on this idea, sorry. Writing new weapons is simple enough but the graphical side of it is a pain in the arse. I think all of the new weapons were written before the Steam release came out and had I known how much effort the graphics were I might not have had added quite so many

The orc whackas are 2h maces, but are too big for non orcs to use (on purpose). That being said I think you can wield whatever you like in adventure mode, so go nuts. I haven't got a 2h flail

Googling bombard cannons also tells me that they're a siege engine rather than a handheld weapon, and siege weapons are currently hard coded and beyond my ability to mod (even if dfhack allows it)
hmm... lmlsna made a mod rencently that gave me a cool idea that's should also be simple to make, what about adding combat skills to the animals added by the mod to make them more threatening?
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