• Member Since 21st Sep, 2011
  • offline last seen Dec 14th, 2023

Valikdu


Maker of mods for Dwarf Fortress and Paradox games. Currently making a Crusader Kings mod. Support my modding activities.

Apr
21st
2016

[0.42.06] Desolation 1.0: Endless Night - TESTING · 4:26pm Apr 21st, 2016

I've messed around with things some more. I think that's enough for now, so I'll start actually testing the mod.

Apr
20th
2016

[0.42.6] Desolation Mod: progress 3 · 11:29pm Apr 20th, 2016

I've cleared the error log. Then I've went and made some tweaking to the mod, then cleared the error log again.

I've decided to reduce the number of tissue material tiers somewhat. The Superior and Alicorn tiers have been merged into the Godlike tier (as there's no alicorns, the tier for super special creatures isn't needed). The Tyrapony tier was removed, and the tyraponies were assigned the common Morphling tier (probably will do so in the pony version, too).

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Apr
19th
2016

[0.42.6] Devastation Mod: progress 2 · 2:53pm Apr 19th, 2016

There's a caste in the Dusk Elf (ex-Diomedian Pony) creature (I won't make goblins, because fuck them) with 22 tentacles. 6 for moving around, 6 for grasping, 6 ending in claws and 4 on the face. They've got 7 castes in all (male, female, Succubus, Incubus, Lasher, Eldritch [this one] and Demonic), three have varying amounts of tentacles. No, you have NOT seen enough hentai.

I've tried to make up a selection of castes for the rest of the entity creatures, too.

Now to tackle the error log.

Apr
4th
2016

[0.42.6] Devastation Mod: progress · 9:31pm Apr 4th, 2016

Turns out, adapting out all the ponies is hard work. I forgot how much time it took to ponify all the DF beast-men (both the ones using c_var, and the ones that aren't derivative) back in Dark Origins. And that's not counting the ones I've added.

Mar
25th
2016

Slight change of plans · 10:09am Mar 25th, 2016

I've decided to do the thing I should have done a long time ago: have a version of my Dwarf Fortress mod without ponies. This is going to be fairly quick to accomplish (I'll need to replace all the pony creatures).

Mar
23rd
2016

I'd thought long and hard. · 9:52pm Mar 23rd, 2016

Then I'd made a Patreon.

BTW, I've updated My Little Fortress for the latest game version. Work on the CKII mod will resume shortly.

Mar
2nd
2016

Toady broke the cannibalism :( · 4:23pm Mar 2nd, 2016

It turns out that, due to some bug in the new code, you can't butcher sapient creatures even if your entity's ethics allow this.

That makes me sad. I had to comment out the learning tags on multiple creatures.

Feb
3rd
2016

[0.42.5] My Little Fortress 4.0 - Endless Nights · 4:44pm Feb 3rd, 2016

Feb
3rd
2016

[0.42.x] My Little Fortress 4.0: Endless Nights - 3; stream of thoughts on X-Com Final · 12:26am Feb 3rd, 2016

I've ran a test fort for about 6 years, and it hadn't crashed. The new reactions seem to be in working order, so I'll probably release it soon.

This took so long because I had to get rid of an old shame: I've never completed X-Com: UFO Defense before. The 1994 game, that is. I've played it as a kid, and later, but have never gotten around to actually flying to Mars. But now I have, with the help of the Final OpenX-Com mod collection!

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Jan
13th
2016

[0.42.x] My Little Fortress 4.0: Endless Nights - 2 · 11:17pm Jan 13th, 2016

-I've made more taintwood creatures. There are animal-shaped creatures for various biomes, and humanoid-shaped Dryads that appear everywhere. They're all [OPPOSED_TO_LIFE] now.
-I've made more weird trees. Flesh trees are now expanded into 3 different trees with different materials; now there are also Bone Spikes (3 kinds) sticking out of the ground. Also, there are Gem Caps that can yield gems when processing.