Dwarf Fortress

Dwarf Fortress

61 ratings
Rise of the Mushroom Kingdom (Pre-Release)
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3.062 MB
Apr 1, 2023 @ 10:39am
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Rise of the Mushroom Kingdom (Pre-Release)

Description
An enormous total conversion mod that adds elements from the Super Mario series. Includes 3 playable fort races (Toads, Koopas, and Shyguys) an enormous number of NPC races and monsters, powerup foods, secrets and more.

It is not ready yet. I posted it early at Putnam's request since there are some very strange bugs which might be revealing unexpected behaviors in the raw parsing code.
It's not done but you can play with it if you want to (i.e. set creatures to fight in the Arena). There are no graphics yet, so if you want to play you should set the game to Classic graphics mode.

Bugs:

In its current state there is an order-dependent error "undefined local creature material set to default: THWOMP_ROTMK TALLOW". Removing any creature before the THWOMP_ROTMK creature, or moving it forward, changes the creature that throws the error.

The piranha plants also throw an error "undefined creature material set to default: CRATE_ROTMK" which is caused by [APPLY_CREATURE_VARIATION:3_COIN_ROTMK]. This is a very simple creature variation that simply adds an EBO_ITEM and a few creature classes, and it works with most other creatures, although it is a somewhat unusual creature variation in that the EBO_ITEM calls for a material defined in a different creature. This SHOULDN'T be an issue, but it might be revealing an oddity in the creature generation logic.

There are also frequent worldgen crashes, which may or may not be related to the above issues, or might simply be due to something entirely different, as the mod does have a lot of unconventional tricks. I removed most of the really exotic stuff though, so I'm not sure.
37 Comments
Kossori May 4 @ 7:05pm 
So happy to have this on Steam, was always a personal favorite. I hope we get that graphics pack soon, the classic UI is so painful.
Curious Mar 22 @ 6:30am 
Thanks @2chuu4u! Looking forward to the day this works on the steam edition :)
2chuu4u Dec 24, 2024 @ 11:55am 
I should point out, that on the Bay 12 Forums for this game, there have been some user fixes posted if you're comfortable tinkering with the files. It's actually not too hard to learn, for any players interested in this mod but concerned with issues.

Here is an address, you'll be looking for posts by Zeddy: http://www.bay12forums.com/smf/index.php?topic=110704.915
Ethernet Thug Nov 2, 2024 @ 9:53pm 
my favorite mod
Teirdalin Nov 1, 2024 @ 11:22am 
Oh nice, you're finally updating the mod to work for the steam version, thanks. Looking forward to see it progress.
2chuu4u Aug 24, 2024 @ 1:59pm 
Efforts are ongoing :')
Though I've managed to get in touch with another modder and we're working together.

Some things IRL, as well as just challenges in general, have held up my own personal efforts. But I do think I might be getting somewhere soon with some of it.
Karkinos Jul 26, 2024 @ 7:23pm 
so anything new going?:coolthulhu:
Pleroma Jul 17, 2024 @ 9:03pm 
Hype for the mod
2chuu4u Jul 8, 2024 @ 9:58am 
Some news for anyone interested: Last night I got most of the old graphics from v44 working. Once I finish up I will probably upload it as a separate mod you can use in conjunction with this one if you want to play in the modern mode as opposed to Classic.

After that I'll be working on making a stable build to see if we can have a version working closer to as intended on Steam. c:

Stay tuned frens!
2chuu4u Jul 3, 2024 @ 12:48pm 
Ah, yeah I saw that! But I don't want to go annoy people in a Discord made for their own game, asking them to come continue work on another game's mod XD

I'll fix this myself if I gotta. (Or someone better will)