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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 113504 times)

daveralph1234

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #90 on: January 13, 2013, 05:56:15 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.
Yea, I figured this would be the case, oh well.

How is soil important?
Aquifers


On  an unrelated note, maybe this could be incorporated with the Lazy Newb Pack http://www.bay12forums.com/smf/index.php?topic=59026.0

Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #91 on: January 13, 2013, 05:59:58 am »

Ah, I understand. Aquifers have been removed however, so in this case it does not matter. Makes the game easier.

Lucas_NP wont add modifications to the LNP. Its unmodded vanilla DF in there. Igfig's modest mod would be a good addition to the LNP, and people ask sometimes about my standardized stuff in the LNP thread, but I dont think it will ever happen.
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #92 on: January 15, 2013, 03:08:59 pm »

I'm interested in this mod, however I don't want some features.

Vanilla wood (nether-cap = magma-proof axles)
Vanilla stone temperature (no evaporation)

I'm assuming I can just replace each inorganic_stone_layer entry manually for the latter, and overwrite with a vanilla plant_standard for the former. On second thought, I'll probably just mod the stone raws straight from vanilla and remove everything but flux stone, obsidian and my favorite stone type for each type of stone layer.

Out of curiosity, why remove billon, electrum and all pewters but not rose gold, black bronze and sterling silver? Nickel silver too, because though I can sort of understand since it's the only alloy for nickel, lay pewter is the only lead alloy and you removed that too. The same reaction that makes nickel silver can be used to make brass instead at a far higher value.

You might also want to post a link to the Modest Mod on your first post, I had to go to page 3 before I found a link.

Overall a great mod, thanks very much!
« Last Edit: January 15, 2013, 03:13:29 pm by Jimmy »
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #93 on: January 16, 2013, 05:58:28 am »

Okay, I've been playing around with this mod and I noticed a few things I thought I'd share.

creature_accelerated has a few errors that cause some unsightly display issues. Mainly my gripe is that when you left the generic [CREATURE:ANIMAL] unnamed as [NAME:::] this causes meat products to show up with gaps in their names.



Changing this to [NAME:animal:animals:animal] gives this:



Looks much better in my opinion. Now, to avoid everything showing up as "animal leather item" you can add the [PREFIX:NONE] tag after each material template definition in the creature raw. This will keep the plain "leather item" style for all the derived products, from milk to silk to hoof etc. Adding the [YARN] tag to the [MATERIAL_TEMPLATE:HAIR_TEMPLATE] entry in material_template_default and leaving it unmodified, but changing the creature_accelerated [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE] to use wool makes the appearance far more clean.

Here's my full modified creature_accelerated raw for reference:

Code: [Select]
creature_accelerated

[OBJECT:CREATURE]

//standardized animal materials
[CREATURE:ANIMAL]
   [NAME:animal:animals:animal]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:2HEAD_HORN:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
                                      [INSULATION:200]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
   [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE]
   [SELECT_MATERIAL:LEATHER]
[MULTIPLY_VALUE:2]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:PEARL:PEARL_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_NAME:LIQUID:blood]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:SPONGE:SPONGE_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:TALLOW:TALLOW_TEMPLATE]
[PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]
             [STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[STATE_NAME:LIQUID:wool]
[STATE_ADJ:LIQUID:wool]
[STATE_NAME:GAS:wool]
[STATE_ADJ:GAS:wool]
[YARN]
[PREFIX:NONE]   
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen milk]
[STATE_ADJ:ALL_SOLID:frozen milk]
[STATE_NAME:LIQUID:milk]
[STATE_ADJ:LIQUID:milk]
[STATE_NAME:GAS:boiling milk]
[STATE_ADJ:GAS:boiling milk]
[PREFIX:NONE]
[MILKABLE:CREATURE_MAT:ANIMAL:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:cheese]
[STATE_ADJ:SOLID:cheese]
[STATE_NAME:SOLID_POWDER:cheese powder]
[STATE_ADJ:SOLID_POWDER:cheese powder]
[STATE_NAME:LIQUID:melted cheese]
[STATE_ADJ:LIQUID:melted cheese]
[STATE_NAME:GAS:boiling cheese]
[STATE_ADJ:GAS:boiling cheese]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SOAP:SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:soap]
[STATE_NAME_ADJ:LIQUID:melted soap]
[STATE_NAME_ADJ:GAS:boiling soap]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[USE_MATERIAL_TEMPLATE:OIL:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen oil]
[STATE_NAME_ADJ:ALL_SOLID:frozen oil]
[STATE_NAME:LIQUID:oil]
[STATE_NAME_ADJ:LIQUID:oil]
[STATE_NAME:GAS:oil]
[STATE_NAME_ADJ:GAS:oil]
[STATE_COLOR:ALL:BLACK]
[MELTING_POINT:9870]
[BOILING_POINT:19930]
[PREFIX:NONE]
[ARENA_RESTRICTED]
[DOES_NOT_EXIST]

Footnote: The wiki states that [PREFIX:NONE] is not permitted in material template definitions[source], yet I've used it successfully here, so I guess the wiki's wrong on this one. Perhaps it means you just can't use it in material_template_default. It's a shame, because if you could it would let you create generic animal bones, skulls etc.
« Last Edit: January 16, 2013, 08:23:55 am by Jimmy »
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Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #94 on: January 16, 2013, 02:25:46 pm »

Link to the modest mod-download IS on the first page, at the very top. Its not as obvious as the other downloads, because its an untested version, but since I have gotten no feedback reporting bugs (except the one with the missing yarn token) I'd say I could do a full release with all tilesets for the modest mod merge.

The name ::: instead of animal:animal:animal is intentional. I cant fix the bad kerning with the 2 spaces behind each other, buts I rather have a shorter name. exceptional prepared animal eye roast is a bit long. I plan to further shorten it by reducing the meat-type to only "meat", like I did in the Masterwork mod. This way it will be exceptional meat roast, and both stockpiling and butchery will be nicer. Besides that, "animal meat" would be made from elves, humans and goblins as well ;)

Quote
Out of curiosity, why remove billon, electrum and all pewters but not rose gold, black bronze and sterling silver? Nickel silver too, because though I can sort of understand since it's the only alloy for nickel, lay pewter is the only lead alloy and you removed that too. The same reaction that makes nickel silver can be used to make brass instead at a far higher value.
Personal preference. No real reason.

And I think caverns woods still have their wood types, so netherwood and fungiwood should still be in the mod.
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::: ☼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 #95 on: January 16, 2013, 07:16:52 pm »

I like the modifications, Jimmy. Way cleaner that way.
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cAPSLOCK

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #96 on: January 16, 2013, 11:19:11 pm »

Might want to change the keyhold_ms value to something a bit higher as it interferes with typing in the manager screen.
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #97 on: January 17, 2013, 05:07:10 am »

One other mod I've made is to remove multiple gem cut types from my game. I miss when a cut gem was always the same. These new cabochon thingies give me the grumpys. I just went into the entity_default and removed everything except [STONE_SHAPE:OVAL_CABOCHON] and [GEM_SHAPE:OVAL_CABOCHON] for each race.

Anyone know the consequences of removing all gem tags completely?

All this new crap makes me miss the old days of 23a.

Spoiler (click to show/hide)
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Alexandru H.

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #98 on: January 17, 2013, 08:28:26 am »

I'd also place the still and mill reactions. My obsessive disorder clearly requires each type of drink in the fortress, in equal amounts (oh, and it's also a great way to simplify the game). Ditto for the mill.
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #99 on: January 17, 2013, 09:38:30 am »

BTW, deleting the gem types completely has no ill effect, it reverts gems to the way they used to act. Only downside is that cut stones still have the same name as their stone type, which can be confusing if you look at one on the ground.

But what's really bugging me is figuring out how to get all creatures to use the CREATURE_MAT:ANIMAL materials for all their butchered items: skulls, bones, skin etc. You can't use this token in material_template_default or b_detail_plan_default raws, so I guess it would need to be put into each creatures raws individually. Still tinkering, no success so far.

Also noticed that even though this mod removes individual leather and silk types from the game, it's still showing up under dwarf's preferences. So noble mandates could theoretically become impossible.
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thburns

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #100 on: January 17, 2013, 09:52:25 am »

So I installed this mod, I merged it with LNP for the startup options. I have embarked in 2 different areas of the same world (both 3x3). And neither one has candy... This is a bit odd.
Does this mod make it less frequent? Or is it because I merged it with LNP?
As a side note, everything else works perfectly.

One more question. Does this make the clothes into armor just like masterwork? I find the hassle of clothes to not be worth the effort, until at least the spruce it up... A LOT.
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thburns

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #101 on: January 18, 2013, 07:56:55 am »

What... No love here? (My first bump ever in 30+ years. No one can accuse me of impatience ;D )
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RoaryStar

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #102 on: January 18, 2013, 08:49:07 am »

So I installed this mod, I merged it with LNP for the startup options. I have embarked in 2 different areas of the same world (both 3x3). And neither one has candy... This is a bit odd.
Does this mod make it less frequent? Or is it because I merged it with LNP?
As a side note, everything else works perfectly.

In the inorganic_stone_mineral.txt file, there should be an entry that looks like this:


If that's there, there should be candy. Did you have DFHack? If so, try using reveal if you haven't. Including the one where you reveal the circus.
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Jimmy

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #103 on: January 18, 2013, 08:58:23 am »

1. No. This mod removes a lot of stone and metals. It's probably the cause if you tried to merge with another mod.

2. No. Only clothing types are reduced, their functionality is unchanged.

As for me, I'm giving up on attempting to mod creature material tokens to use CREATURE_MAT:ANIMAL materials. It looks like it's currently impossible.

Things I've tried:

b_detail_plan_default: ADD_MATERIAL can only use templates, not creatures.
material_template_default: BUTCHER_SPECIAL can only do MEAT and GLOB.
all creature object files: USE_MATERIAL can only use local creature materials.

As a workaround, I'll probably remove the various material usage tokens from material_template_default (like [BONE], [LEATHER] etc) to avoid dwarves having preferences for items made from these types of objects. Then I'll create a duplicate file called material_template_accelerated for these and only link it to the OBJECT:ANIMAL. Won't make any templates for meat or fat in this though.
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thburns

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #104 on: January 18, 2013, 09:03:30 am »

I used reveal after a LOT of digging in both. No candy whatsoever! I will look for this file. If it's not there can I just copy and paste your post in, save it, regen a world, and everything will be good again?
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