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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 113522 times)

smakemupagus

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #135 on: January 27, 2013, 09:22:26 pm »

.. as opposed to a "left glove" and "right glove".

add some glove that can be made of leather to your entity file
   [GLOVES:ITEM_GLOVES_MITTENS:FORCED]
or
[GLOVES:ITEM_GLOVES_GLOVES:FORCED]

Fairin

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #136 on: January 28, 2013, 02:00:46 am »

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.

could you modify the races to having 2 of the same hands? - just a thought from a non modder.
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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #137 on: January 28, 2013, 02:05:53 am »

Yes, but then vanilla gloves wont work, but custom gloves would. You can have one or the other, not both.
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Fairin

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #138 on: January 28, 2013, 02:07:43 am »

then replacing vanilla gloves with moded gloves in all aspects would inherently fix the problem yes? then that would involve rewriteing the vanilla workshops too... yes ... its all comming together now.. masterwork workshops for all meph !
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #139 on: January 28, 2013, 02:51:31 am »

smakempugas:
will this fix it then?
cant i just make a copy of current gauntlets and modify them to be gloves?

smakemupagus

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #140 on: January 28, 2013, 03:25:39 am »

You just need some type of hand covering in your civilization that is eligible to be made out of leather. 

You could do this by (1) adding back in Gloves or Mittens (I don' t know whether these items are actually absent from Accelerated DF's item raws, or if the corresponding entry is simply removed from your civilization's entity files).  (2) add the [LEATHER] tag to the item raws of whatever hand covering that you do have in your entity file, which I assume is gauntlets

I don't know what exactly you mean by "make a copy of current gauntlets and modify them to be gloves", in vanilla DF gloves and gauntlets are different from one another in almost every way that hand coverings can be different.   But in your own version you can copy whatever you want and name it whatever you want, and pretty much as long as you give it the object type ITEM_GLOVES and the [LEATHER] tag you'll be able to make it out of leather and put it on your hands :)

-- edit, never mind, it looks like you've already solved this OK by adding back in gloves, right?  I might have just gotten confused reading this thread in a strange order or something :)
« Last Edit: January 28, 2013, 03:27:44 am by smakemupagus »
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #141 on: January 28, 2013, 06:56:19 am »

yes i did add them back in. but people r telling me its vanilla gloves (which is what i implemented) that use l and r designations which r useless in this mod. im not sure how to address that unless i look at gauntlets which r already set up for no handedness.

someone else is also saying something about rewriting workshops which i dont get (in order to use these custom gloves?). why is it high and low boots are working then?

if meph could chime in id sure appreciate it. i think being able to build a full suit of leather armor to include gloves is pretty important
« Last Edit: January 28, 2013, 03:58:33 pm by thistleknot »
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #142 on: January 28, 2013, 04:53:10 pm »

Note you can still make gauntlets from bone and shell, same as always. This provides protection equivalent to leather tier materials, so if you wanted to stay vanilla this is the way to do it. Otherwise:

Step 1: Open your save file raws folder.
Step 2: Open the item_gloves file.
Step 3: Add a [LEATHER] token anywhere in this file under [ITEM_GLOVES:ITEM_GLOVES_GAUNTLETS] and save the file.
Step 4: Open your game, use a Leather Works to manufacture leather gauntlets.

This isn't a vanilla method. The original game doesn't contain the option to manufacture leather gauntlets, just shell and bone. However the whole point of this mod is to reduce redundant item types, which this does by completely removing non-armored hand coverings. So if you really want your archers wearing full leather, this can let you do that.

Your boots are working because they don't use left and right designations. This mod still uses left and right types for hand coverings, same as always. It's a hardcoded feature that can't be altered with changes to raws.
« Last Edit: January 28, 2013, 04:55:39 pm by Jimmy »
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #143 on: January 28, 2013, 06:43:14 pm »

there not redundant.  As leather gloves completes the leather armor setup.
it would be redundant to have leather mittens AND gloves.

I find bone gloves kind of silly to be worn with leather.

original game doesn't have leather gauntlets, but gloves, that over only 10 coverage (I believe gauntlets is 20). layer size is different between gauntlets and gloves

so I want leather gloves, which matches vanilla.

I should be able to create them and get them to work.

I already think I fixed it

[ITEM_GLOVES:ITEM_GLOVES_GLOVES]
[NAME:glove:gloves]
[MATERIAL_SIZE:1]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:10]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

but someone was saying something about handedness

what's the FORCED tag do?
« Last Edit: January 28, 2013, 06:57:13 pm by thistleknot »
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Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #144 on: January 28, 2013, 06:46:01 pm »

Couple more questions here, if anyone has time to answer them.

Since I installed the mod, doors have defaulted to being tightly-closed. Is there a way to make them default to pet-passable?

I now consider this mod to be essential to DF for me, but I am going absolutely nuts with everything registering double keystrokes. using the manager has become a bit of a nightmare and my search plugins are quite a hassle to use since nearly every keystroke seems to be entered twice. I know that this bug has been acknowledged and is set to be fixed in the next release, but is there something I can do about it now? A raw I can edit maybe?
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #145 on: January 28, 2013, 06:55:34 pm »

Couple more questions here, if anyone has time to answer them.

Since I installed the mod, doors have defaulted to being tightly-closed. Is there a way to make them default to pet-passable?

I now consider this mod to be essential to DF for me, but I am going absolutely nuts with everything registering double keystrokes. using the manager has become a bit of a nightmare and my search plugins are quite a hassle to use since nearly every keystroke seems to be entered twice. I know that this bug has been acknowledged and is set to be fixed in the next release, but is there something I can do about it now? A raw I can edit maybe?

yes, I brought this concern up a couple posts ago (search the thread for my name)

smakemupagus

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #146 on: January 28, 2013, 06:58:08 pm »

but someone was saying something about handedness

What Putnam was explaining about handness has to do with custom reactions; not with the specific item.  It sounds like you are not using a custom reaction, so you don't have to worry about it.

When FORCED appears in a tag like
[GLOVES:ITEM_GLOVES_GAUNTLETS_D:FORCED]
then all civilizations from the Entity in question will always have that item as a domestic product, and it will become craftable through regular reactions.
« Last Edit: January 28, 2013, 07:00:39 pm by smakemupagus »
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #147 on: January 28, 2013, 07:09:17 pm »

wow...
finally a solution.

I wish someone wouldn't have confused me about handedness.

Verified working inside arena

all that was needed was copying the item_gloves from vanilla into this game
and adding the reaction to entity_default.

here's my mod
http://www.bay12forums.com/smf/index.php?topic=122259.msg3987615#msg3987615
« Last Edit: January 28, 2013, 07:57:30 pm by thistleknot »
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thburns

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #148 on: January 30, 2013, 09:19:32 am »

As I am completely illiterate/dumb, about modding. Could someone please share with me a step-by-step process of how to add wool/yarn into this mod?
I have lost a few legendary dwarves to this, and I'm close to one more. I must not let it happen!
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If only life and parenting were as easy as "Dwarf Fortress"

Putnam

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #149 on: January 30, 2013, 10:00:46 am »

then replacing vanilla gloves with moded gloves in all aspects would inherently fix the problem yes? then that would involve rewriteing the vanilla workshops too... yes ... its all comming together now.. masterwork workshops for all meph !

Can't rewrite vanilla workshops, for the most part.
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