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Futur developement

More tilesets. (Cla, JollyBastion, Vherid)
More optional modifications. (a slippery slope)
More utilities. (I wouldnt even know which ones)
More standardization (even less rocks/gems/stuff)
More bugfixes (whatever is left)
More balancing (for example include Modest Bodies with better joints)
Something else, I let you know in the comments.

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Author Topic: <<<Accelerated DF and Modest Mod>>> - V1.1 now with GUI, 2 versions, 3 tilesets.  (Read 113421 times)

Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #120 on: January 20, 2013, 03:32:13 am »

Probably because you've got the stock standard INIT files that come with this mod which reveal engravings. I'm guessing Ironhand has them obscured.

This is a simple fix. From the Dwarf Fortress folder, go into the data folder, then the init folder. Open the text file called d_init.

Find this line in the text file:

[ENGRAVINGS_START_OBSCURED:NO]

Change it to this:

[ENGRAVINGS_START_OBSCURED:YES]

Presto! All future engravings will be the standard wall type. To revert existing engravings back to standard, 'd'esignate from the game menu like you would if you wanted to engrave the wall, but press 'v' to toggle engravings. Now designate the area you engraved to hide all those characters.

Pillars are also modified in this file. See the line that says this:

[PILLAR_TILE:'O']

Check what the Ironhand mod uses in their d_init file for this character, if it's different change it to whatever they have instead.

To Meph, noticed a bug today. Shoes currently can't be made from leather, they're missing the [LEATHER] token in the item_shoes raw. Chuck that in the update if you get time.
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Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #121 on: January 20, 2013, 04:59:10 am »

Thank you so much, really appreciate all the help.
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lwCoyote

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #122 on: January 21, 2013, 11:57:28 pm »

AHH! You took away all the differant types of meat >.>
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Quote
This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.

Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #123 on: January 23, 2013, 01:24:50 am »

Any workaround for not being able to weave hair thread into cloth/yarn?

My last 4 moods have gone insane because it wants the one material I am physically incapable of supplying.
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #124 on: January 23, 2013, 04:22:35 am »

Yes. Quick fix: add the [YARN] tag anywhere in material_template_default raw file in the [MATERIAL_TEMPLATE:HAIR_TEMPLATE] section. Obscure fix: use my raws on the last page to completely overhaul the system purely to remove references to creature materials in dwarf preferences.
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Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #125 on: January 23, 2013, 05:53:22 am »

Alright so my [MATERIAL_TEMPLATE:HAIR TEMPLATE] section has been edited to look like the following:

Code: [Select]
[MATERIAL_TEMPLATE:HAIR_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:hair]
[STATE_ADJ:ALL_SOLID:hair]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:60000] from net someplace
[SHEAR_FRACTURE:120000]
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ITEMS_HARD]
[YARN]

But it still does not seem to be working. Am I doing it incorrectly?
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #126 on: January 23, 2013, 08:03:04 am »

Yes, you did it correctly. Did you modify the raws in your save game folder or in the main DF folder? For reference, try genning a new world and testing by butchering the pack animals you embark with, which should drop some hair. That hair should be spinnable into wool yarn.
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Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #127 on: January 23, 2013, 04:09:38 pm »

I had only done the main game folder. I added the tage to the save game folder's raw as well and it worked like a charm. Thanks!
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Intrinsic

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #128 on: January 24, 2013, 08:02:31 am »

PTW, when i get the chance(time!) to start back with DF will give this a shot. I assume all those awesome new plugins that falconne has done will work? or not? i guess it depends on where it pulls the material lists from.
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #129 on: January 24, 2013, 08:11:32 am »

Most mods should work with this one. the material_template_standard is all pretty much vanilla, there's just a few additions. Same for tissue_template_standard. The biggest worry you might have are deleted creatures, the removal of some stone types and the extra metals that were taken out.
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moki

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #130 on: January 25, 2013, 01:06:28 pm »

Thanks for that mod. I don't have a direct comparison right now, but running a fort of 120 dwarves with several waterfalls, flowing magma and activated temperature at a steady 95 fps is pretty awesome. I don't think that would have been possible with the unmodded game. Building large constructions out of different stones which all look the same is great too and organizing food production just got a lot easier without a dozen or more entries for each animal.

Also thanks for that fix for the yarn problem. I already lost 3 moody dwarves because of that and couldn't find a solution myself.
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But my good sir, the second death was for Dwarven Science!

thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #131 on: January 27, 2013, 07:02:03 am »

where's make leather gloves at ?

Was this a stripped down version of mwmod?  Or a modified version of modest mod (I'm thinking the latter).

I like to have my archers all decked out in leather armor, but there's no mitten or gloves for me to make for them.  So now I have my archer's decked out in metal gauntlet's (which doesn't really make sense to me).

nm,
I found how to move them,
item_gloves.txt from vanilla has the two categories I need...

learning process

well, I fixed the minor issue and implemented a lot of other mods into this

my mod has a bronze anvil, stone crafts in place of some wood items, ability to recycle wood items into wood, cold hammer capability, leather caps, gloves, mittens, skill speed improvements from modest_mod options

here's some of the ideas (mostly from masterwork, but I borrowed a concept from arclance to recycle wood)


Spoiler (click to show/hide)

that's enough for my 1st attempt at modding (I verified the reactions were working :) )
« Last Edit: January 27, 2013, 06:55:08 pm by thistleknot »
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Putnam

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #132 on: January 27, 2013, 08:30:55 pm »

Gloves can't be made due with reactions due to the fact that handedness can't be accounted for.

thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #133 on: January 27, 2013, 08:53:59 pm »

I have no idea what that means.

I'm guessing that handedness has been reduced to a single hand or something.

please explain in more detail.  I understand a lot of people have issues with the way I explain things, I hope you can elaborate more (man, does what goes around come around)

Putnam

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #134 on: January 27, 2013, 08:55:41 pm »

If you make two gloves in a reaction, you'll get two "gloves", neither of which can be worn. There's no way around this.
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