Cool, thanks for setting this up. A project that Meph and I have talked about taking on one day could be to merge Orc Fortress in with the GUI. I've done some preliminary work, organizing the Orc Fort files so that the add-on files vs. the overwriting files are clearly separated and I try to make sure it's all commented clearly. Now it's up to the point where I would need to coordinate with you guys. A simple start would be to make a button that toggles the existence of Tiaga Orcs' creature and entity.
The next level will be go through the list of changes I have made to MW files and discuss whether they should be (a) rolled into the main, (b) made toggleable in the GUI, (c) discarded. And then for the ones that are "(b - toggleable)" I'll have to ask you guys to teach me what syntax to use in the code to make that work. Perhaps it's as simple as adding the YESORCFORT token or whatever we decide to call it?
Here's some examples of what I mean.
0.2.0 RC1
* Merge into MWDF195
* Separate core "Plug in" files from "Overwriting" files
>> Overwriting files inlude
* Orc themed "embark" text screen
* Polehammer fix
* Elf entity and reaction:elf change (not all mithril, progress_triggers)
* Dwarf entity changes (new buildings and reactions, progress triggers)
* Very minor entity change to Elven Outlaws (trade goods)
* Minor entity changes to Deep Drow, Bandits (trade goods, ethics)
* Major entity changes Chaos Dwarves (progress triggers, trade goods, ethics, prune old reactions)
* Put Lead back in galena ore, as it is in vanilla, since it is the only source
* Differentiate 'evil' vs. 'good' graphic sprites for elves, dwarves, humies, etc.
0.2.0
* Tanning oil quickfix
* bugfix: Taiga Orcs no longer TRAPAVOID
0.2.1a
* UdV's Obsidian cutting stuff work around
For example, Meph can clarify whether it is on purpose that he took the lead ore out of Galena in the main mod. If not then he can fix it. If yes then I'll propose an edit to the entry like so
[INORGANIC:GALENA]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:galena][DISPLAY_COLOR:7:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT:IGNEOUS_INTRUSIVE:VEIN:10]
[ENVIRONMENT:METAMORPHIC:VEIN:100]
[ENVIRONMENT_SPEC:GRANITE:VEIN:100]
[ENVIRONMENT_SPEC:LIMESTONE:VEIN:100]
[ITEM_SYMBOL:'*']
YESORCFORT[METAL_ORE:LEAD:100]
[METAL_ORE:SILVER:50]
[METAL_ORE:IRIDIUM:1]
YESSMELTING[METAL_ORE:VIOLENT_REACTION:1]
and maybe you guys can work the GUI magic to make a button that toggles the YESORCFORT items.
....
Re: "New mod" vs. "Plug in"
I consider Orc Fortress a plug in in the sense that I try use Masterwork assets whenever possible. Mostly files only get added, I only overwrite/change Masterwork files when I can't help it (or on express orders from the wife, such as in the case galena
). With the ultimate goal being that nothing gets overwritten except maybe a few lines here and there, maybe toggled by the GUI.
An example is that when I wanted a strong industry for the Orcs based on organic materials. Rather than creating new materials, I used bloodsteel, ironbone, and lamellar leather because those materials were already in Masterwork. The Orcs have different workshops and new ways of making these materials and so on, but I don't mess with the materials' strength, color or appearance, name, etc. Obviously this puts some constraints, but it definitely makes things easier both for me, and I think gameplay wise it's worth it too in that they feel like they're part of the same world.
Other times it is a pitfall like when I grabbed the goblin "tattered armor" and didn't initially realize that it's actually incredibly powerful (covers the entire body) because it was meant only for NPCs. A more current example I am thinking about now is that I think of giving the Orcs some new plants for above ground, but I don't know exactly how to handle since so many plants are already in Flora & Fauna. I don't want to make new plants with the same name, possible for duped raws or just player confusion. But on the other hand I don't want to have the whole F&F as a dependency for any core Orc features.