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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 113503 times)

Meph

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I am totally lost now.

This is not the LazyNewbPack. I am not the author of the LazyNewPack, and this mod has no connection to it whatsoever. I also never said that this mod is for new players.  ???

I am also not the author of the Modest Mod. I simply merged it with my mod, because it was requested both from me and igfig in his thread.

Embark Everywhere, which started the discussion (I guess) has to be run by the user, its not on by default or anything. You need to gen a world, go to the embark selection, then alt+tab out of the game, run the embarkeverywhere.exe and then embark. Its not something that might happen by chance and you suddenly end up on a necromancers tower without knowing what happened.

Again, there are literally no changes in game mechanics, with the exception of the removed aquifer. I had to do this, because its only 1 type of soil, resulting in a 100% aquifer coverage on every map, if it would be left in.

tl dr;
This is not a newbie pack, and no one ever claimed it to be one.
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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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Dohon

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Thistleknot: It means that some rocks evaporate, if you play with temp on. Sandstone/Mudstone mostly. I guess it doesnt matter much, because most people play with temp off with this. I might even remove this feature, because I can see the confusion it can cause when people turn temp on/off in between saves.

...snip...

I would love to see this feature removed. Stones are already in much shorter supply (in my opinion), to the point that it is possible to actually run out of stone. One can always designate a few more Z-levels of rock, sure, but I find that the impact of stone on FPS has lessened. Just my two pebbles.
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Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

aocarson

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This is fantastic, thank you! i have noticed that it doesn't save settings between launches.  I set population, keys, other options, and the load/save menu options don't seem to work.  I edited the defaults file and it goes back to 200 population.  I have always played your mod for the simplified materials; love it, thank you!

PS-Quick question.  Since all the meats are just called meat, if a dwarf likes "spider meat" and would get happy thoughts from eating it, do they never get the benefit from eating, since it's all just "meat?"

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Necrisha

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0.0 so where's the completely stripped down version without the extra utilities? I can install what I want easily enough and I'd rather not deal with the GUI at all.
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EDIT: Keas restricted to tropical forests where they belong.  Those evil, EVIL, foul little things.
 
Edit: The baby murderer became a friend of the fortress, which started a loyalty cascade, and now most of the squad is dead.

daveralph1234

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0.0 so where's the completely stripped down version without the extra utilities? I can install what I want easily enough and I'd rather not deal with the GUI at all.
You want the RAW only download, just copy the RAW files into a clean DF install.

Necrisha

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I'm saying I don't want to waste bandwith downloading the extra crap too.
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EDIT: Keas restricted to tropical forests where they belong.  Those evil, EVIL, foul little things.
 
Edit: The baby murderer became a friend of the fortress, which started a loyalty cascade, and now most of the squad is dead.

thistleknot

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Okay, I think I found the cap/helm issue.

cap is 50% coverage
helm is 100% coverage (latest mod only has this)

btw,
gauntlets are size 20, permit 15 vs
gloves which are size 10, permit 10

they also have different cover layers...

I would say it's good enough and has erred on the side of what makes most sense

However, I'm debating if I should bother modding it back in, along with stone being left behind for some stonetypes where it's been removed
« Last Edit: April 10, 2013, 08:16:27 pm by thistleknot »
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smakemupagus

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I'm saying I don't want to waste bandwith downloading the extra crap too.

And he's saying, so just download the raws only version already  ::)

Nalbir

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So is this basically Masterwork without all the extra content?
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kleril

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So Meph, are you taking over continued development of the modest mod from this point forward, or simply integrating it in its current form?
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"Obsession and despair take hold as you fail to recapture a fantastic sensation that you had for a moment but is now gone."

Meph

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@kleril: I havent heard from igfig in a long time, but no, I dont want to take over anything. If he wants to, I could do it, although the Modest Mod is pretty much finished, isnt it?

@Nalbir: Depends what you mean by "Masterwork without extra content", because that contradicts itself a bit :P But yeah, I guess the answer is Yes. It uses the same tricks to save FPS, but adds no new features.

@thistleknot: I dont think that cap/helm and gauntlet/glove is a big problem. People dont make caps anyway... same goes for low boots. ^^

@aocarson: Again, the GUI is a simple LNP clone. It should read the settings from the init upon start. And thanks to jimmy's handy little trick in the material template dwarves shouldnt request these types of meat. Or mandates/demands of unobtainable materials.

@Dohon: Understood and noted. As long as you play with temperature off the stones dont evaporate btw. ;)
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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 :::

Prismaa

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I been wondering why end pieces on walls uses just "o" instead of wall graphic from phoebus while using phoebus set? I had this issue only with Accelerated DF, but not with Masterwork DF. https://dl.dropboxusercontent.com/u/8288033/DF/Wall.jpg
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Meph

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Pillar tile in the dinit. Its 'O' by default, I forgot that pillar/track tiles are declared in the data/dinit.txt, and not the raws. Thanks, that can be easily remedied.
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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 :::

Nalbir

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ignore
« Last Edit: April 11, 2013, 05:27:18 pm by Nalbir »
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thistleknot

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meph:
why stone evaporation only when temp is on vs off? is that how the game normally works?
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