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Author Topic: Mods you make every game  (Read 7018 times)

ORCACommander

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Re: Mods you make every game
« Reply #60 on: June 09, 2013, 04:56:22 pm »

metal mechanisms exist in vanilla you just can't order them through the manager
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Vattic

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Re: Mods you make every game
« Reply #61 on: June 09, 2013, 08:05:41 pm »

If you don't mind me asking how did you manage these in the raws? I'd like to do something similar.

My sausages are based on the ones found here. I don't have a separate meat grinder workshop and instead use the kitchen.

How to implement bread is detailed in this thread.

The leather is a fair bit more complicated. I based on it someone else's mod, but can't for the life of me remember their, or the mods, name. The bulk of the work is done by new creature variations which replace a load of the default materials and body plan stuff with new ones.

First we have some new material templates.
Spoiler (click to show/hide)

Some default material templates need modifying (new tokens have ***** by them)
Spoiler (click to show/hide)

Then there are the creature variations which remove certain materials and add the new ones defined above.
Spoiler (click to show/hide)

To apply the variations I'll give a couple of examples.

Furry: For grizzly bears I replaced:
Spoiler (click to show/hide)
With (notice how I had to keep the added insulation stuff as the creature variations don't include this):
Spoiler (click to show/hide)

Scaled: For carp I replaced:
Spoiler (click to show/hide)
With:
Spoiler (click to show/hide)

Chitinous: For giant cave spiders I replaced:
Spoiler (click to show/hide)
With:
Spoiler (click to show/hide)

For creatures with skin but no fur I just left them the same. This would require you to go through your raws adding the desired variations to each creature. Keep in mind that not all fish are scaly and I haven't found out what can be done with the skin from octopuses and similar. I also added [REMOVE_MATERIAL:LEATHER] from all vermin for now as you can't turn them into leather in game and they clutter the stocks screens.

The last thing you'll need is a few new reactions to process all this.
Spoiler (click to show/hide)

It's worth noting that creatures who's skin can only be turned into leather are automatic, but creatures with hides that can be turned into leather or fur are not. This is so that you can choose, but it's worth keeping an eye on these industries to stop skin from rotting.

Edit: And after writing all that out I remembered which mod it was. It's Lofn's Wanderer's Friend.
« Last Edit: June 09, 2013, 08:08:02 pm by Vattic »
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Black_Legion

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Re: Mods you make every game
« Reply #62 on: June 09, 2013, 09:38:51 pm »

Thanks for the explanation, especially above the use of creature variation tags. I've never realized before they could be used for something like that... though in hindsight it makes perfect sense. This gives me an idea on how to merge the soft hide, hide, tough hide, monstrous hide, ect leather simplifications while still letting one have -wolf fur cape- and dragon scale hoods when the occasion calls for it. Thanks again!
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Urist McKoga

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Re: Mods you make every game
« Reply #63 on: June 12, 2013, 06:40:46 am »

I also made some changes in weapons:

-Because short swords and scimitars have the same stats, i change scimitar to this
Spoiler (click to show/hide)
so scimitar have more size, cut a bigger area but penetrate less than a short sword. I also give 1 kind of weapon for each dwarf military class. Long Sword, Great Axe(i change the two handed size for 57500), Maul(same as axe),Halberd(i change halberd to use spear skill and change size) and morning star. I also add some customs weapons for the other races. This changes just give a little more options for my army (so i can create a berserker squads with two-handed weapons). I have 2 legendary with great axes and almost no armor, they are so fast =P.
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MasterShizzle

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Re: Mods you make every game
« Reply #64 on: June 12, 2013, 01:02:00 pm »

I just started using [USE_ANY_PET_RACE] and I'm never going back.  I love having more choices for embark and different pets brought by migrants.

Oh, and cast names, e.g. all female dogs are bitches, so I know who goes in the cage.
Throwing bitches into cages? That gives me an idea, only somewhat related to your version... I hope that wasn't too misogynistic, heh. But the penal colony I've been planning really ought become more manageable if I split them into sections after gender.
I can just picture the artifacts now...

"This is a granite statue. All craftsdwarfship is of the highest quality. On it is an image of a bitch in leather. The bitch is howling."
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Urist Mc Dwarf

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Re: Mods you make every game
« Reply #65 on: June 12, 2013, 04:33:19 pm »

I add a bunch of creatures and civs including : Firebreathing web spinning egglaying donkeys.
Steel golems with spears
Flying dogs with poisonous spit
Squid creatures who are split intol millitaristic and xenophobic(Ethic acceptable for mistreatment of other, unthinkable for all else)
And friendly(Human ethics)
Vicious three armed horny cyclops who can only use spears
And more

hiroshi42

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Re: Mods you make every game
« Reply #66 on: June 15, 2013, 01:17:40 am »

In general my mods are...cumulative.  I rarely throw out things once I add them in. To date:

-Display cases/armor stands/weapon stands - stolen from masterwork
-Generic surface wood except feather, rubber and glumprong - idea from masterwork
-Generic animal innards (blood, pus, hair, bone, meat etc.) for most animals - again idea from masterwork
-some other masterwork pieces here and there
-Mineable slade + slade metal - had some .... issues with this so now metal slade is available at embark
-Copy of humans capable of trading anything (good,evil,subterranean) - added due to 5 years of non stop sieges when playing with Fortress Defense Mod
-War elephants from FD - used to play with others but this comp is too damned slow and I got annoyed with the 5 years of not seeing a caravan thing.
-Pieces of the Drow mods, although most things have been disabled
-Modded dwarf civs to have a smaller selection of available clothes.
-tried(and failed) to recreate the old glorious goblin x-mas by tinkering with their entities.- but hey free steel armor and weapons
-custom vampire and necromancer interactions to make them possibly more fun and useful
-removed grazer tags from everything
-gave child tags to many subterranean and other interesting creatures
-cave dragons and GCS are can appear on any cavern level, are far more numerous and can now spawn in groups of no less than three.
-'practice' reactions for the more popular or hard to train skills
-vermin remains to coke reaction
-a half dozen spare reactions and syndrome rocks in case a mood takes me.
-tinkered with gremlins so they don't immigrate to your fort (caused by oddities from other mods)
-got rid of most animal people
-dwarves will now butcher sentients.
-elves are now considered pets


hmm, it's actually kinda odd to see (most of) my modifications written down in one place
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