Dwarf Fortress

Dwarf Fortress

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Mana Forge - Core
   
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10 月 22 日 下午 11:59
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Mana Forge - Core

描述
Adds a basic foundation for creating and using mana.

DF Hack is NOT required.

How it works:

1. Create a Mana Furnace, and sacrifice either Figurines (which are a common craft) or Totems (which can only be made from skulls). These are both vanilla crafts. You also need fuel to burn, such as charcoal.
2. There is a percent chance that the ritual will succeed, and a mana stone will be created. For totems, this chance is 100%, a totem will always create mana because a totem represents an animal skull/soul. For figurines, the chance is 10%, because you are trying to fool the gods into thinking the sacrifice is not just a figurine.

Sacrificing Totems
• 100% Chance to succeed
• 1 to 4 mana gained, with the likeliest chance for 2 mana
• Tip: Mass craft totems when culling animals.

Sacrificing Figurines
• 10% Chance to succeed
• Renewable with wood
• Tip: Set a stockpile to only accept lower-quality figurines, only sacrificing the worst crafts.

Introducing: Mana

The base reagent for Rituals is mana, which exists in stone boulder form (with all the benefits that being stone entails). This means that you can use Mana to build furniture such as tables and doors. After turning it into mana block at a stoneworker, you can even build walls or flooring with it.

It's too primordial of a material to make weapons or armor out of directly, however. Only very basic things can be constructed out of pure mana.

For more advanced things, like weapons or clothing, you must use a Mana workshop to create Mythril bars or Mythweave cloth.

Mana is created through sacrificing at a Mana Furnace. The gods accept figurines as suitable sacrifices, but prefer totems most of all.

You can store Mana in stone stockpiles where it's an Economic stone.

Mana can be bought and sold from traders, and has a value of 10, which is equal to iron.

Why "Core"?
I hope that others may benefit from a central mana system, and so I'm releasing this as a "Core" mod with the intent that I and other modders can use this as a foundation for other mana-related mods.

Since this is also very experimental, I want to make sure that any extended projects of mine using this system can be pick-and-choose. This mod is designed to have a narrow scope.

For custom species, a small file is required to add compatibility so that the modded species can gain the mana recipes.

I have some drafted plans to extend Mana Forge compatibility to my modded species such as the Jotnar, Myce, etc., giving them specialties in both the production of mana and the consumption of it.


How is it balanced?

The new materials are designed to be potent, and shift the gameplay significantly, but also have significant downsides.

Mythril is equal to steel.

Mythweave cloth is among the softest metal.

Beware mana irradiation, a negative syndrome which will affect those who create mana. See the section below for more details.

Totems are significant to mana generation, as previously you will have just let your butchered skulls rot in a refuse pile, or sold them as crafts. It is now most efficient to turn all skulls into mana, to the extent that you may consider butchering more animals to boost mana production— although far lower than would make you consider decapitating your own dwarves. There's no advantage to a humanoid skull versus an animal.

Compared to vanilla play, you are more powerful with mana because it gives you significant industrial leaps— you can likely turn 1 animal skull into 1 mythril bar. Three or four cat sacrifices, and enough mythril for a full set of armor can be had.

If you, for example, "cat-maxxed" this by using your starting budget to acquire 80 cats (worth 880), you could produce 80*2*0.4=64 mythril bars at start.

Those bars would be worth 11200. Sell these to the first trader, and you will have made a quick profit through dark cat-blood magic. More, if you brought a weaponsmith and sold them as mythril swords.

Subtract the cost for charcoal, as sacrificing takes fuel. 80*10 = 800 for charcoal costs. Consider also that you may have more failures than expected— an especially unlucky run of summoning could leave you in the negative.

Regardless, this makes skulls valuable, if mana industry is created. If that is not the playstyle you prefer, then Mana Forge may not be for you. I believe there are plenty of more effective ways to optimize the game, so it's balanced to be powerful.

Sacrificing

To generate mana, you must burn either totems (from animal skulls) or figurines (from wood, stone, clay). This is done by the wood burning labor.

I recommend setting up a stockpile that only accepts low-quality figurines and totems, and use this as the input for your ritual workshop.

All sacrifices cost fuel.

Sacrificing is done by the Wood Burning labor and skill. No matter your skill, the % chance to succeed remains the same, but the speed improves.

Summoning

With mana, you can summon new materials.

++MYTHWEAVE++

Mythweave is a pleasant material created from pure mana. It can be summoned in the form of thread. It is easy to summon with an 80% chance to succeed.

Mythweave is equivalent to any other cloth, but is worth significantly more. Mythweave has a value of 10, whereas most threads have a value of 1.

++MYTHRIL++

Mythril is a legendary metal created from pure mana. It can be summoned in the form of the metal bar. It is challenging to summon with a 30% chance to succeed.

Mythril is equivalent to steel, but is worth slightly more.

Mana Radiation

A gas is produced whenever mana is created, that upon inhalation causes a syndrome in all creatures.

It is produced when mana is created, but not when mana is refined. It's a gas which bursts out from the Mana Furnace.

It is resistible, and so over time a being can become less vulnerable to its effects.

It builds up over the course of a fortress day, and dilutes over a month. Keep this timing in mind when setting your work orders to prevent over-exposure.

Mana disease can debilitate your burners, and if mana is excessively produced, will cause them to become dizzy and numb. At extreme levels, nerve damage is possible.

There is a 5% chance for the mana furnace to create a burst of mana pollution.

Mana irradiation is a syndrome caused by contact with mana radiation.

This is most problematic when sacrificing figurines, as the


Mythweave Cloth

Mythweave yarn, summoned at the Mana workshop, can be turned into cloth at any loom through the vanilla recipe "weave yarn into cloth".

For clothesmaking, it is considered a yarn, and can be made into anything yarn can be made into.

Materially, it is similar to tin— a soft metal not usually able to be made into armor on its own.

Mythweave cannot ignite, melt, boil, or take damage from high or low temperatures.

Mythril Metal

Mythril cannot ignite, melt, boil, or take damage from high or low temperatures.

Materially, it is similar to steel— a powerful common metal.
3 条留言
AboutScissors 3 小时以前 
im new to modding DF and wanted to try this one out how do we know if it is added in correctly where does the mana forge show up at is it in regular work shops?
TwinCrows  [作者] 11 月 1 日 下午 6:35 
Some notes on my thinking:

I thought it was a fun quirk to make the base unit of mana, for dwarfs, be a stone. This means you can make it into bricks and create walls or bridges out of mana, or fashion it into furniture as well. It's essentially an economic stone you can summon, which has some special ability to be turned into mythril (metal) or manaweave (cloth) too.

In a practical sense, it gives you something more valuable to do with totems, as well as a way to dispose of low-quality figurines. The basic idea is that by sacrificing life (totems) or representations of life (figurines), mana can be created.

There is also a mana pollution mechanic, which causes a degree of debilitation for those poor dwarfs who are involved the mana industry (wood burning labor). I'll be tweaking this a bit, since Syndrome gives me a huge amount of customization about the sort of "mana irradiation" effect I want to achieve. So far it's a bit easier than what I want to ultimately get.
TwinCrows  [作者] 11 月 1 日 下午 6:28 
Welcome to my Mana mod! I'll be making updates to balance the mana pollution system, but otherwise I think most of what I want in the Core is here. This is one I've been working on for a while, and finally decided it was solid enough to make available.

Other Civ Compatibility

You can extend this to other civilizations fairly easily. Check the file called "entity_add_rituals" included within, and copy the SELECT_ENTITY portion for any civs you want to add these recipes to.