This tool helps you to mod the game "Diggles - The Myth of Fenris" (ger: Wiggles).
You want to create a mod? Here some documentation: https://github.com/DigglesMods/DigglesModManager/wiki/Mod-Developing
This tool helps you to mod the game "Diggles - The Myth of Fenris" a.k.a. Wiggles
Home Page: https://digglesmods.github.io/DigglesModManager/
License: GNU General Public License v3.0
This tool helps you to mod the game "Diggles - The Myth of Fenris" (ger: Wiggles).
You want to create a mod? Here some documentation: https://github.com/DigglesMods/DigglesModManager/wiki/Mod-Developing
Change the Mod format to the patch diff format (like git)
Carsten Orthbandt: "Wäre es nicht sicherer, das "normale" PatchDiff-Format zu benutzen? Die Suchen-Ersetzen-Methode ist u.U. zu unscharf, um Änderungen korrekt abzubilden. Sie benutzen ja schon Github und damit wohl auch git selbst. Das Format, dass "git diff" ausspuckt ist das reguläre patch-diff-Format."
A mod which enables a recycling mechanism for items like the riding hamster, panniers, weapons and more.
Maybe the key binding of "Alt" for the "use" operation can be used to recycle items. The ingredients to craft this item should be generated (with a probability).
This could also be used for buildings. Or:
Eine Mod, die einen neuen Button bei jedem Gebäude hinzufügt. Funktioniert wie der aufbauen/Zusammenpacken Button, nur entfernt er das Gebäude und liefert die Einzelteile als Items. Somit gäbe es ein Feature mit dem man Gebäude entfernen kann und gleichzeitig auch die Rohstoffe zurückbekommen kann.
Adding a use method (see Grillpilz) to all items which shlould be recycled should be enough. :)
Method open_box in Scripts/classes/zwerg/z_procs.tcl looks also good.
A mod which adds a new recipe to the "Sägewerk". This recipe include a small pannier and some other material to upgrade it to a large pannier. So, the old small panniers have a usage for the late game.
It would be a good feature to add hints to mods that are not working with savegames. (idea: sad_drone)
There are problems in some cases when the admin rights are missing. (Example: Game is installed at C:\Program Files)
To solve this issue: Detect, if admin rights are needed. If yes: ask user for it.
Back in days there was a nude pqtch that made the fairy naked. This feature could be added by a mod.
The "Let's Mod" operation freezes/crashes the mod manager when Diggles is running.
In English and Polish game version the texmaps.bin file is written in capital letters. https://m.imgur.com/a/VpzNdNg
Please support it.
captcarrot:
I'm also using the regedit tweak that lets you play at higher game speed ( NoGamespeedLock=1 )
The only problem I encountered was in World 2 with the grub resource. This resource behaves differently then all the other ones when you try to build/cook something with it. I had many grub moving on the floor of my caves and dwarves just keep ignoring it and going somewhere far away to get it. It finally got solved by itself when I created 2 farms of grub but it took a long time.
Fababfan:
ich nutze eine Mittelalterküche, um Raupensuppen zu kochen. Das hat auch ganz gut geklappt, hatte vor dem Umzug ein Setup mit zwei benachbarten Höhlen, eine mit Küche und eine mit Raupenfarm.
Nach dem Umzug ist die Situation wie auf dem Bild dargestellt. Die Farm direkt neben der Küche produziert munter Raupen, aber die Raupen aus der Farm werden anscheinend vom Spiel nicht erkannt. Wenn ich die Farmtätigkeit beende, fliehen die Raupen aus der Farm, werden aber immer noch nicht erkannt, Erst, wenn ein Zwerg die Raupen aufhebt und wieder fallen lässt, können sie genutzt werden. Das Problem tritt aber immer wieder auf, wenn ich in der Farm Raupen züchte.
Hi, in file \Scripts\classes\zwerg\z_dignwalk.tcl
on proc dig_execute
.
Have part code:
if {rand()<$rndval} {
if {[im_in_campaign]} {
set zone 0
set UMK 0;set UTP 0; set UUM 0
catch {set UMK [sm_get_event Uebergang_Met_Kris]}
if {$UMK} {
set zone 3
} else {
catch {set UTP [sm_get_event Titanic_Pumpe_aktiviert]}
if {$UTP} {
set zone 2
} else {
catch {set UUM [sm_get_event Uebergang_Urw_Met]}
if {$UUM} {
set zone 1
}
}
}
} else {
global civ_state
set zone [hmax 0 [hmin [expr {int($civ_state*10.0)}] 3]]
}
set mix [lindex {{0.0 1.1} {0.0 0.7 0.9 1.1} {0.0 0.5 0.66 0.94 1.1} {0.0 0.3 0.45 0.7 0.8 1.1}} $zone]
set rnd [random]
set idx -1
foreach entry $mix {
if {$rnd<$entry} {
break
} else {
incr idx
}
}
set cc [lindex {Stein Eisenerz Kohle Golderz Kristallerz} $idx]
sel /obj
set present [new $cc "" $digpoint {0 0 0}]
set_physic $present true
set_autolight $present false
set_owner $present -1
}
I think need in game depends on event jump in other world. No! Replace part code.
if {[im_in_campaign]} {
set zone 0
set UMK 0;set UTP 0; set UUM 0
catch {set UMK [sm_get_event Uebergang_Met_Kris]}
if {$UMK} {
set zone 3
} else {
catch {set UTP [sm_get_event Titanic_Pumpe_aktiviert]}
if {$UTP} {
set zone 2
} else {
catch {set UUM [sm_get_event Uebergang_Urw_Met]}
if {$UUM} {
set zone 1
}
}
}
} else {
global civ_state
set zone [hmax 0 [hmin [expr {int($civ_state*10.0)}] 3]]
}
on new code
global civ_state
set zone [hmax 0 [hmin [expr {int($civ_state*10.0)}] 3]]
Will any campain and solo nice dependes on level civilization.
Build-On-Commit is on travis right now. There is some migration going on there which might break the configuration. State of the art is GitHub Actions right now.
Add a possibility to let mods depend on each other. A mod should be able to define other mods, that must be installed before (required or optional).
In the moment of adding a mod to the active mods:
Could be combined with the hint/warning system: #34
Add the possibility for mods to change binary code of the compiled binary Wiggle.exe/Diggels.exe.
This feature is needed by the HD mod: DigglesMods/DigglesHDmod#5
I'm using the gog version of the game. Currently the -console
Parameter doesn't work. Is it Possible to trigger the event to open the console using a mod?
Support Czech (cz) version of this game.
https://steamcommunity.com/app/1478650/discussions/0/3003303017088938084/
Add a possibility to add or change models of 3db files.
https://wiggles.ruka.at/forum/viewtopic.php?f=2&t=7
https://wiggles.ruka.at/forum/viewtopic.php?f=10&t=105&start=20
https://github.com/djunkles/Diggles3db
Add detailed error messages. In which file is what kind of error?
Maybe it is simpler to log these errors?
On Windows 10 using the "Change the size of text, apps and other items" other than the recommended, the ModManager gets blurry. We might want to try to fix that.
I found http://crsouza.com/2015/04/13/how-to-fix-blurry-windows-forms-windows-in-high-dpi-settings/ and some other tips regarding this problem.
I am not sure, whether this is fixable on the current .NET-Version while also being able to support Windows XP.
I attached a screenshot of my application while being blurred (zoom 125%) and not blurred (zoom 100%) on a 2560x1440 monitor.
zed2000 schrieb:
Wir bräuchten für den Mod Manager irgendeinen Mechanismus damit man prüfen kann auf welchem Stand Wiggles\Data\Scripts Ordner ist.
Dadurch könnten wir bei Anfragen sagen: Ah, die und die Dateien sind anders.
Eine Checksumme wie MD5 oder SHA pro *.tcl Datei wird mit den Checksummen einer Vanilla 1.0.844 Build 59495 (oder auch 1.0.979 Build 59630) Installation verglichen.
Dazu muss jemand natürlich eine Vanilla Version aller *.tcl Dateien haben.
In Steam & Gog version the old WigTweak.exe is missing to configure some of the registry settings.
Maybe the DigglesModManager could add this functionality?!
Idee für eine weitere mod:
Wir alle wollten doch schon immer einmal die Kampange mit einem anderen Volk durchspielen.
Ich habe nach einigen recherchen herausgefunden, dass man hierfür lediglich
Wiggles/Data /Scripts/gameplay/CampaignInit.tcl
bearbeiten muss.
Darin gibt es den folgenden Block:
set_ownerrace 0 0
set_ownerrace 1 1
set_ownerrace 2 2
set_ownerrace 3 3
set_ownerrace 4 4
Ändert man die ersten beiden zu
set_ownerrace 0 1
set_ownerrace 1 0
Startet man als Vodoo und die Vodoos werden zu Wiggles
Quelle
Idea for a new mod:
We all ever wantet to play the campaign with a diffrent clan. Through researches I found out, that the file Wiggles/Data /Scripts/gameplay/CampaignInit.tcl
have to be modificated to achive this.
In this file is a textblock:
set_ownerrace 0 0
set_ownerrace 1 1
set_ownerrace 2 2
set_ownerrace 3 3
set_ownerrace 4 4
if the first two lines are moificatet to this
set_ownerrace 0 1
set_ownerrace 1 0
The diggles becomes vodoo and the vodoo becomes diggles
source
Tach,
ich wähle mal diesen Weg.
Ich versuche mich sei einiger Zeit im Wiggle-Forum (wiggles.ruka.at/forum/) anzumelden.
Man bekommt aber keine Bestätigungsmail und der Admin meldet sich auch nicht.
Ist das Forum Tod?
Add a mod which enables to dig all caves from beginning of the game.
data scripts misc techtreetunes (almost at end) set tttexp_digbrush2 ,3 ,4
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