Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

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.

Pages: 1 ... 17 18 [19] 20 21 ... 24

Author Topic: <<<Accelerated DF and Modest Mod>>> - V1.1 now with GUI, 2 versions, 3 tilesets.  (Read 113486 times)

daveralph1234

  • Bay Watcher
  • Likes Dwarf Fortress for it's complexity.
    • View Profile

Hi, not sure if this is already known, but I tried to launch Quickfort with Accelerated Dwarf Fortress 1.1. and got a NullPointerException. Here's my stack trace:

Spoiler (click to show/hide)

Although it doesn't seem to be very enlightening.

The exception is thrown whenever I try to launch any of the utility programs from the "Utility" tab, both with the "Run program" button and with a double click.

Click the refresh list button. Its a bug in the version of the LNP-GUI this pack uses, its been fixed in the latest version of the GUI but this pack hasen't updated yet.

Skasi

  • Bay Watcher
    • View Profile

I've been full of excitement when I noticed this mod. Then I found out it doesn't include seasonal crops. :(

Anyway, I've messed with the raws and added it myself. Now I can play this great mod the way I like. My vote goes to including seasonal crops by the way. Default farming is not !!FUN!! enough.
Logged

Hommit

  • Bay Watcher
    • View Profile

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.
i like electrum. can we have it back? :P
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.
seconded. on some embarks its may be only sandstone around...
and i play with temp only, how else i'm going to pour magma on it?  :)

and btw:
Quote
- All adv worldgens produce wide, open caverns to help pathfinding (no more mazelike caverns)
how this is measured against this !sciense! tread? http://www.bay12forums.com/smf/index.php?topic=104643.240
« Last Edit: June 28, 2013, 05:15:24 am by Hommit »
Logged

lkjggfs

  • Bay Watcher
    • View Profile

How come whenever a human caravan comes to my depot, it automatically deconstructs?
Logged

nuker1110

  • Bay Watcher
    • View Profile

How do I make it so dfhack DOES NOT F**KING START when I start the game? I don't want it, don't use it, and don't want the 20 fucking FPS hit from running it in the background.
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution

download a clean install of the newest DF then just replace the RAW foulder with the MODs RAW foulder. You will be df hackless and still have the mod.

note any tilesets and such will have to be moved over as well, mainly the DATA foulder
Logged

nuker1110

  • Bay Watcher
    • View Profile

Thanks! I was actually kind of hoping for a way to keep the launcher, but not DFHack... Oh well. Unless you know a way?
Logged

lkjggfs

  • Bay Watcher
    • View Profile

Does anyone else have the problem of the depot deconstructing when humans come?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution

I would download it and see if the launcher could still be kept and in most cases i'd like to say yes, and the launcher is not DFHack it's just a modified lazy noob pack installer. You could get a fresh DF then just overwrite the SDL.dll file (fresh to modded one) as well as remove anything thing that says "hack" in it.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist

just delete sdl.dll and rename sdl_real.dll to sdl.dll. thats it, no download required... and dfhack shouldnt affect the fps at all if you dont run any scripts with it.
Logged
::: ☼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 :::

nuker1110

  • Bay Watcher
    • View Profile

Meph, you are a true Dwarven god.

Now that that's out of the way, thanks! my processor throws a hissy fit if more than 2 or 3 non-system programs are running at once, and it counts dfh as its own.
Logged

Prosnorkulus

  • Escaped Lunatic
    • View Profile

For people who like to use Ironhand:

Ironhand looks a little better if you go into the "d_init.txt" in:
"Accelerated Modest DF V1.1\AccDF\Graphics\Ironhand\data\init"
and change [PILLAR_TILE:'0'] to [PILLAR_TILE:199]

Not sure why it was set to that value, but it works just fine using the tile instead of the number 0, and looks an awful lot nicer.

Also, if you go into "Accelerated Modest DF V1.1\AccDF\Graphics\Ironhand\raw\objects"
open "item_tool.txt"
scroll down to [ITEM_TOOL:ITEM_TOOL_WHEELBARROW] (right at the bottom)
and change the tile from [TILE:153] to [TILE:226],
the wheelbarrows look more like wheelbarrows, and less like piles of vomit, which is nice :P

Start up the "Accelerated Modest Mod" setup GUI, select Ironhand, and click the "Install Graphics" button on the "Graphics" tab, and update the save files, to view the changes.

Hope this is helpful, and thanks for the awesome mod Meph! :D
« Last Edit: July 13, 2013, 10:17:42 pm by Prosnorkulus »
Logged

Skasi

  • Bay Watcher
    • View Profile

For some reason I've got this item. I don't know if that's a vanilla bug, or if it has to do with this mod. The only other thing I'm using other than this is seasonal crops, but that only touches plants.



Any ideas?
Logged

grody311

  • Bay Watcher
    • View Profile


Any ideas?

I had this when I was beekeeping.  The whole beekeeping industry is rather buggy, so I wouldn't be surprised if even the smallest mod would bug it up even more.
Logged

grody311

  • Bay Watcher
    • View Profile

Trying out the Accelerated mod (the basic one, not the Modest), but I'm kinda hampered by an odd bug. My horse and buffalo are starving to death, while devouring half the map's grass.

I am running into this issue as well.  My last fortress was in a temperate-cold biome, and grass wasn't that big of an issue.  Now I'm in a desert-savanna biome and the grass can't support anything.  Not even cavies.  There's another thread about this on the main forum that I posted on as well:

http://www.bay12forums.com/smf/index.php?topic=124960.0

Update:  We figured out what was going on.  Check the thread link if you are curious.  Turns out that my biome just didn't have real surface grass (it was fake, mountain biome grass).  Not sure why I had that in a savanna biome, though.
« Last Edit: August 09, 2013, 05:46:14 am by grody311 »
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 24