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Dwarf fortress adventure mods
Dwarf fortress adventure mods












dwarf fortress adventure mods

My latest dwarf fortress seemed to start so well. The official motto of this game is “Losing is Fun” so I guess I am doing something right. Oh – and a fifth one is just getting started. After a weekend spent doing little else besides setting up my seven dwarfs in a nice set of rooms only to watch as they were slowly destroyed by thirst, hunger, goblins, enraged badgers, or even one of their own dwarfs gone berserk, four drafty bone cluttered halls are all that remain. Dwarf Fortress is quickly becoming one of those games. There are a handful of times in my life when I have found a video game so compelling that I became obsessed, and the hours slip away. Also this method has the downside that the textures are kinda distorted.The Doomed Fortress of MinesportAnd I think I’m in love… 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. 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. 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.

dwarf fortress adventure mods

In the screenshots, the nodebox-variant looks even better.














Dwarf fortress adventure mods