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Author Topic: Mods you make every game  (Read 7027 times)

lobstercow42

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Mods you make every game
« on: June 05, 2013, 02:06:12 pm »

Everyone plays dwarf fortress differently, and I for one love the vanilla with no visual packs, however there are still some mods I always like to make, that make the game feel more complete.

Seeing as the dwarves are supposed to spend a lot of time underground and such, I see it fitting that they should have domesticated at least some subterranean creature! I usually choose the cave crocodile, tons of eggs, good guard "crocodile" and I give it enrage so it attacks things more often.

Also I always change the big herbivores (rhinos and elephants) to have a manageable food requirement, that they don't starve

what changes do you make?
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Urist Mc Dwarf

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Re: Mods you make every game
« Reply #1 on: June 05, 2013, 02:29:02 pm »

Everything tameable and trainable. Some trap avoid and trap changes. Ethics. Grazing

Button

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Re: Mods you make every game
« Reply #2 on: June 05, 2013, 02:40:45 pm »

The only change I always make is to give a few creatures the [CHILD] tag - notably dragons, GCS, and turtle species.

In my current game I made animal people tamable, able to speak, have children, etc. To make it interesting, I also gave them [ADOPTS_OWNER], though none of them have yet.

At first I gave them the [BABY] tag, but apparently egg-layers won't carry their hatched babies, so they wandered around until they died of thirst. I took [BABY] out after that.

Something I hadn't expected is that animal people born or hatched in your fortress are given Dwarven names. Also, unlike elk birds, if an egglayer animal person gets hungry or thirsty, she'll abandon her eggs to get food or drink. For this reason I've only successfully hatched two clutches of animal people - the only ones I have are insect- and bird-based.
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Sutremaine

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Re: Mods you make every game
« Reply #3 on: June 05, 2013, 02:49:51 pm »

Make skin into a glob, so that you get more than one unit of skin per animal.
Make more subterranean creaturels breedable.
I've also removed a large number of gems and stones from the game and haven't missed them, so I'll carry on doing that in future.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

coldmonkey

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Re: Mods you make every game
« Reply #4 on: June 05, 2013, 02:52:09 pm »

I make goblin civ members less prone to murdering one another.
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ObiWorm

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Re: Mods you make every game
« Reply #5 on: June 05, 2013, 03:23:08 pm »

I mod the possibility of multiple managers and brokers for two reasons: I hate when they go on break when I need them and no one else can do the job and I like to give some sort of safe work to crippled war veterans.

ORCACommander

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Re: Mods you make every game
« Reply #6 on: June 05, 2013, 03:37:52 pm »

I add in back guildies and elven diplos. I add in a custom smelt job that yields steel from all raw stones although at a less efficient rate. Ironhand graphics are must for me :)
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MasterShizzle

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Re: Mods you make every game
« Reply #7 on: June 05, 2013, 03:44:35 pm »

Make skin into a glob, so that you get more than one unit of skin per animal.

OH DEAR GOD Why did no one tell me about this earlier? Modding that in NOW.

On other things, I usually mod ethics to allow the eating of sapient creatures. That way I get to make delicious ☼Elf Tallow Roasts☼. I also change the dietary requirements for a couple of the grazers.
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VerdantSF

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Re: Mods you make every game
« Reply #8 on: June 05, 2013, 04:14:04 pm »

I add in back guildies and elven diplos.

Same here.  I might also add guards back in for diplomats.  Not sure why those were taken away.

AllThingsLive

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Re: Mods you make every game
« Reply #9 on: June 05, 2013, 04:22:17 pm »

Make skin into a glob, so that you get more than one unit of skin per animal.
Make more subterranean creatures breedable.

I've never actually modded the game before, how can I make these changes?
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wierd

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Re: Mods you make every game
« Reply #10 on: June 05, 2013, 04:28:46 pm »

Fix the giant modifier to stop making giant egg layers effectively sterile.
Misc fixes on hard coded giant creatures
Fixes on silty clay and loamy sand to enable ceramics and glass, respectively. (Seriously, you *should* be able to make glass from dry clay as well, if you want realism. A little organic filth and teeny rocks in the clay won't make it useless for ceramics, since organic garbage burns out, and tiny crushed rocks are just natual grog and frit. Makes me unhappy when dwarves insist on pure sand or pure clay, because it is nonsense.)

Add a graphics pack.

Quote
How do I make these changes?

In each saved region in the savedgame folder, there is a RAWS folder. Modifying the raws pokes the game with those changes.  Some mods must be done before worldgen, or bad things happen. For those kinds of mods, you need to modify the main, master raw files.

« Last Edit: June 05, 2013, 04:31:21 pm by wierd »
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ORCACommander

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Re: Mods you make every game
« Reply #11 on: June 05, 2013, 04:31:25 pm »

ah crap i knew i forgot to add something verdent :P

All things, check the modding forums and the df wiki
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Drazinononda

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Re: Mods you make every game
« Reply #12 on: June 05, 2013, 04:48:20 pm »

Make bolts and arrows smaller

Female dwarves grow beards

and that's all I've ever been bothered to do.
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Children you rescue shouldn't behave like rabid beasts.  I guess your regular companions shouldn't act like rabid beasts either.
I think that's a little more impossible than I'm likely to have time for.

Oaktree

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Re: Mods you make every game
« Reply #13 on: June 05, 2013, 05:31:31 pm »

My game has been slowly accumulating some mods:
1. Tweaked whips to make them less deadly
2. Exotic pets to pet; and many now trainable
3. Goblins don't use flying mounts - one time too many with squads not pathing due to leader on flying mount
4. Dwarves can forge long swords and morningstars
5. Butchering a cavy produces a bar of soap (playing with same tag that produces gizzard stones)
6. Rhino grazer value tweaked up to make them survive in a reasonable pasture space (current fort only)
(edit)
7. Oh, I turned off skill rust
(end edit)
Plus the usual reduction of pop cap and child limit to keep fortress pop around 100 max.
« Last Edit: June 06, 2013, 12:01:16 am by Oaktree »
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Sutremaine

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Re: Mods you make every game
« Reply #14 on: June 05, 2013, 05:35:04 pm »

To turn skin into a glob:

Add the following to the material template for skin, found in material_template_default.txt:

   [STOCKPILE_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [DO_NOT_CLEAN_GLOB]

And that's it.


Edit: It's been pointed out that this doesn't work, and a check of the modified files shows that there's more to it than that. To the material template for skin, you add:

   [STOCKPILE_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [DO_NOT_CLEAN_GLOB]
   [REACTION_CLASS:SKIN]

To the reaction for tanning, found in reaction_other.txt, you change the reagent line from:

        [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
to:

        [REAGENT:A:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN]

Getting exotic subterranean creatures to breed is generally as easy as adding a [CHILD:1] tag to them.
« Last Edit: June 21, 2013, 03:47:16 pm by Sutremaine »
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
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