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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 113531 times)

thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #150 on: January 30, 2013, 02:52:56 pm »

see prior post
http://www.bay12forums.com/smf/index.php?topic=117954.msg3974346#msg3974346

Spoiler (click to show/hide)

I don't know why putnam keeps saying stuff about adding reactions to workshops, he said the same thing to me about me wanting leather gloves.  It's not trying to add a custom reaction.  We're just trying to restore original game behaviour, so it's not about adding anything new to a workshop.
« Last Edit: January 30, 2013, 03:34:43 pm by thistleknot »
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Putnam

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #151 on: January 30, 2013, 02:55:01 pm »

(The post I quoted said that they would have to mod the vanilla workshops, which mostly can't be done)

thburns

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #152 on: January 30, 2013, 03:07:14 pm »

Ahh. I see now why it didn't work even after adding yarn tag. I only changed t in one file. Cool Thanks!
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If only life and parenting were as easy as "Dwarf Fortress"

thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #153 on: January 30, 2013, 03:34:58 pm »

(The post I quoted said that they would have to mod the vanilla workshops, which mostly can't be done)

my apologies, I read the posts out of order.

Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #154 on: January 30, 2013, 07:46:07 pm »

I'm having weird keyboard issues...  sometimes it enters more than one directional key.  In fact, when I fired up a new world, it was cycling through a menu, extra arrow keys are inputed, even when searching for a prepared embark, extra keys are entered as if I held the key down longer.  Could be my intel speedstep processor, but it wasn't doing this with the mwmod

I've noticed this as well, it's just a setting in the keybindings. For some reason the key-repeat delay is set lower than normal in this pack. Probably something worth changing next time this is updated.

Where can I find this so I can return it to its default value?
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thburns

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #155 on: January 30, 2013, 08:10:49 pm »

Yes I must know too. Thought it was time for a new keyboard. Good thing I'm slightly literate or I would never have known!
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #156 on: January 31, 2013, 10:25:38 pm »

key-repeat

using agent ransack to find it

look in init.txt
key_repeat (mine is set to 150)

Zorngard

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #157 on: February 01, 2013, 02:16:02 pm »

Ok i like your mod and played it a few times.
But did you deactivate Kaolinite, so there is no way to make porcelain, but this is not such an problem, or i never found some in your mod ^^.
But two things happend to me that i never had in the vanilla version
First the traders (dwarfs) destroyed my tradedepot, and yes i could keep their things in one of my games in the 1st year and than again in the 3rd year ....
and the second bug happend in two worlds, if i bring tradeitems (no matter what : weapons, armor, toys, crafts, food .....) before the traders arive my tradedepot
they simply take it. When I open the tradewindows all my things were gone and belong to the traders and i don't get nothing.
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Typhuss

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #158 on: February 02, 2013, 10:54:10 pm »

Noticed that my butcher shops are clogged with "unknown frozen substance." assuming this is a bug, and some byproduct of butchering is missing a definition in the raws. Not a big deal except that in order to clean it out you must deconstruct the butcher shop, dump the substance, and reconstruct.
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #159 on: February 03, 2013, 03:52:04 pm »

Splinterz said I should paste this errorlog

http://www.mediafire.com/view/?ztoi7yt6g4mqz3d

could not find cursed were creatures using dfhack or dwarf therapist, I did no modding on them.

im using jimmys changes

 i have a few other changes (mainly custom reactions) that r detailed in my signature link
« Last Edit: February 03, 2013, 05:07:36 pm by thistleknot »
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a_bee

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #160 on: February 06, 2013, 07:16:07 am »

i really like this mod. but i think the grazze animal turn to be a grass cutting machine..
Spoiler (click to show/hide)
or its just normal.??

hmm.. i just butcher 2 horse ewe and ram. to prevent it die from hunger.
i think the grass need tuning.
« Last Edit: February 06, 2013, 07:46:39 am by a_bee »
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Thundercraft

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #161 on: February 06, 2013, 09:47:33 am »

I realize now that you're currently still testing an experimental merge with Accelerated DF and Modest Mod, but:

When you do merge them, will you incorporate the Eternal Fashion module (treating many types of clothing as armor) as a bug workaround for clothing?
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smakemupagus

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #162 on: February 06, 2013, 12:27:05 pm »

I thought any remaining "clothing bug" has been obsolete since Toady release 0.34.11

http://www.bay12forums.com/smf/index.php?topic=110932.msg3344965#msg3344965
   (*) Made armor objects count for missing clothing thoughts

Or is that not what you're referring to?  Anyway, I haven't had problems with clothing for several versions.

thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #163 on: February 06, 2013, 04:41:23 pm »

i really like this mod. but i think the grazze animal turn to be a grass cutting machine..
Spoiler (click to show/hide)
or its just normal.??

hmm.. i just butcher 2 horse ewe and ram. to prevent it die from hunger.
i think the grass need tuning.

yes. animals eat a ton
 20x20 is good for a horse

Thundercraft

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #164 on: February 06, 2013, 08:50:21 pm »

I thought any remaining "clothing bug" has been obsolete since Toady release 0.34.11

http://www.bay12forums.com/smf/index.php?topic=110932.msg3344965#msg3344965
   (*) Made armor objects count for missing clothing thoughts

Or is that not what you're referring to?  Anyway, I haven't had problems with clothing for several versions.

My mistake. I did not realize that all clothing bugs have been resolved now. However, I think clothing gradually deteriorating (like it is supposed to) can still have some impact on FPS. I like the option of having clothes that do not deteriorate.
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