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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 113490 times)

Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #75 on: December 30, 2012, 03:33:06 pm »

The problem is that the generic wool/hair is either inorganic, missing a tag somewhere, in either the body or the material template, and the vanilla loom/clothier wont accept it... difficult to find... Once I am statisfied with the next version of MasterworkDF I will get to this.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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alter05

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #76 on: December 30, 2012, 06:41:13 pm »

In the "creature_accelerated" I've added the [YARN] tag after the [USE_MATERIAL_TEMPLATE:WOOL:SILK_TEMPLATE], generated a new world and still no yarn on embark

Could it be related to the fact that it uses SILK_TEMPLATE ?

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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #77 on: December 30, 2012, 06:52:48 pm »

why the silk ? yarn is made from hair...    [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE] is the one. But no, thats not the problem.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

alter05

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #78 on: December 30, 2012, 07:32:32 pm »

With the aid of several wine bottles, i've fiddled a lot with the creature_accelerated file to no avail. Is there any other place where the yarn template might originate from ?
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tahujdt

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #79 on: January 07, 2013, 10:07:06 pm »

Beautiful. Awesome for overseers like me, with great designs but crappy computers. I don't know why this isn't getting much publicity.
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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #80 on: January 07, 2013, 10:10:40 pm »

Maybe I should add the download links to the first post in the masterwork thread. People sometimes ask me about a version with only the fps stuff, not knowing that his here exist.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Alexandru H.

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #81 on: January 12, 2013, 02:11:44 pm »

So the problem is that the shearer doesn't create wool, it creates hair threads. From then on, the spinner doesn't see wool, so he can't make yarn and so on. It's a name issue...

I've tried a lot of alternative solutions but I'm still a beginner at modding DF. I guess the best solution would be to create a fake creature with two types of hair, one that can be sheared (and has the [yarn] tag) and the other one that can't.
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Alexandru H.

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #82 on: January 12, 2013, 02:15:36 pm »

I've done it!!!!! I simply added the [YARN] tag in the material_template_default file, at the hair_material section.

From the purchase screen, I can buy hair threads, hair clothes, hair bags... I'll test it in real life to see if the whole process works...

Edit: yes, it works. I have a brand new hair shirt, made from hair cloth. I'm satisfied with this, the last puzzle in my extremly accelerated fortress has been solved.
« Last Edit: January 12, 2013, 02:30:22 pm by Alexandru H. »
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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #83 on: January 12, 2013, 02:31:40 pm »

Thank you. Adding his one tag and renaming hair to wool will fix it then. :) Wool clothing for everyone.

@ALL: Any suggestions or requests for the update? Aynthing I should include? yes, no, maybe?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Alexandru H.

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #84 on: January 12, 2013, 02:47:19 pm »

Where do you rename "hair" into "wool?

PS. I would suggest just one thing: the display case/totem from your masterwork mod. I really like placing those useless artefacts in some sort of a museum, instead of letting them rot...
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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #85 on: January 12, 2013, 02:53:16 pm »

same place that you added the yarn tag:
Quote
[YARN] tag in the material_template_default file, at the hair_material
Just rename the hair to wool... animals will give "wool" instead of hair, and all items will be made of wool then. Super simple.

Display case and totem is an addition, this mod especially makes DF smaller and more streamlined. If I start putting things IN, it will be MasterworkDF3, before I know what happened. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Alexandru H.

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #86 on: January 12, 2013, 03:10:10 pm »

Of course. I see it more of a lost feature: artefacts are awesome and shouldn't be buried in stockpiles, along our other trash. As for the totem, it's basically a statue that cannot be erected. Since it doesn't do more than having an artefact stockpile in the middle of our main hall, I'd say you use it.

It's your call of course; I'm currently using them and it's quite an improvement.

PS. I'm guessing standard eggs are out of the question with the current mechanics.
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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #87 on: January 12, 2013, 03:15:35 pm »

Eggs need to be creature specific, because I cant make a chicken give birth to a "egg".. its not just food, the egg needs to know that it is a chicken egg, otherwise it cant breed more chickens.

I think about it.. and yeah, the display stand is useful. But so is the bonfire. Or the brick oven, making each color the game has, great for megaprojects... and so on and on ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

daveralph1234

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #88 on: January 12, 2013, 08:29:07 pm »

I imagine it's a lot of work, but what about some sort of configuration interface like masterwork, but without so many huge modifications, just what you do and don't want to be simplified. The main one being soil types/aquifers, because they're very important for certain projects. You could add in a few heavily requested minor things like display cases as well, being entirely optional of course.

Another optional idea, just a personal request really but could be popular; Items, namely furniture made from different materials has different names, this is somewhat annoying when using the manager screen, for example coffers, chests and boxes, doors and portals,  etc.

The only other thing would be possibly having the optional modules from the modest mod as options on the interface as well.

Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #89 on: January 13, 2013, 12:02:08 am »

The problem is that this mod has ~750 downloads, in 2,5 months... I get the same in 3-4 day on the big mod. Obviously accelerated df has a way lower priority, and adding optional settings, for both modest mod and tilesets are way too much work. If you have a look at the first post, you already see that I made 10 (!!!) versions of this mod... just updating once takes a long time.

How is soil important?

I cant affect the furniture names, they are hardcoded.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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