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Author Topic: Mods you make every game  (Read 7021 times)

AllThingsLive

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Re: Mods you make every game
« Reply #15 on: June 05, 2013, 05:42:51 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.

Getting exotic subterranean creatures to breed is generally as easy as adding a [CHILD:1] tag to them.

Aaah, thank you sir!
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If you haven't already, you MUST listen to the Joe Rogan Experience : http://itunes.apple.com/us/podcast/the-joe-rogan-experience/id360084272

doublestrafe

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Re: Mods you make every game
« Reply #16 on: June 05, 2013, 06:43:06 pm »

The one mod I would mod every single time if I could is to get rid of "foreign" clothes. I mean, really? They can't figure out how to make a skirt?

Somehow I never got it to work, though, and I couldn't figure out why.
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evictedSaint

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Re: Mods you make every game
« Reply #17 on: June 05, 2013, 07:03:16 pm »

I absolutely *hate* [ADOPTS_OWNER].

I remove that tag from cats.

Witty

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Re: Mods you make every game
« Reply #18 on: June 05, 2013, 08:17:07 pm »

I remove most the animal people. I also allow elves to have kings and princes, since the female only tag doesn't seem to work right.
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Urist Da Vinci

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Re: Mods you make every game
« Reply #19 on: June 05, 2013, 08:25:01 pm »

I give obsidian SHEAR values so that it works properly when used as a sword:

Code: [Select]
[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[SHEAR_YIELD:28000]
[SHEAR_FRACTURE:28000]
[SHEAR_STRAIN_AT_YIELD:0]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[IS_STONE]
[SOLID_DENSITY:2650]

wierd

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Re: Mods you make every game
« Reply #20 on: June 05, 2013, 08:53:21 pm »

The one mod I would mod every single time if I could is to get rid of "foreign" clothes. I mean, really? They can't figure out how to make a skirt?

Somehow I never got it to work, though, and I couldn't figure out why.

A little OT devil's advocate here:

A skirt on a dwarfette would be functionally indistinguishable from a daisy-duke like mini skirt. It would not be very covering...

Here, here's a quick* pencil doodle to illustrate.
Spoiler (click to show/hide)

*yes, it isn't the best pencil sketch, sue me. 

The idea here is to show how a "mid thigh" skirt would drape on both a dwarfette, and a human.

Now, with that in mind, It makes perfect sense why they would have a difficult time with making skirts. :D

They would be either too short, or end up being short dresses! (And wearing a human sized skirt would be like wearing a dress!)

« Last Edit: June 05, 2013, 09:06:50 pm by wierd »
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Telgin

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Re: Mods you make every game
« Reply #21 on: June 05, 2013, 09:07:03 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.

...why have I never thought to try this before?  I am very much going to do this next time I gen a world.
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Sutremaine

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Re: Mods you make every game
« Reply #22 on: June 05, 2013, 09:08:50 pm »

The one mod I would mod every single time if I could is to get rid of "foreign" clothes. I mean, really? They can't figure out how to make a skirt?

Somehow I never got it to work, though, and I couldn't figure out why.
What frequency did you have on the added clothing items? The game needs one of each of certain categories, and once it has some lower body clothing it won't necessarily pick a second pants item. By vanilla, most of these categories only have one item to choose from, so you get all the available options (or rather, the available option). One exception is boots. Both high boots and low boots are 'common', but the game only needs to provide one of them, and once that's done you might or might not get the other kind of boot as well.

If you really want a particular item of clothing or armour to be available to all civs, set the frequency to 'forced'.

Edit: On a completely random note, I just noticed I have just over 5000 posts here. It was 3xxx last time I looked, how did that happen? :o
« Last Edit: June 05, 2013, 09:11:15 pm by Sutremaine »
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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.

wierd

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Re: Mods you make every game
« Reply #23 on: June 05, 2013, 09:15:04 pm »

Time flies when you're having fun?
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black47

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Re: Mods you make every game
« Reply #24 on: June 05, 2013, 10:27:22 pm »

So far the only thing that I consistently mod on my games is the ethics so that they can butcher sentient creatures. Helps with biomes with only Animal people to hunt, and makes a practical way of disposing of failed sieges.

Elf leather pants, elf leather waterskin, goblin biscuits. That sort of stuff.

BTW, I'm bookmarking this thread. Thanks for making it, it is full of good tweaks and ideas :)
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Thormgrim

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Re: Mods you make every game
« Reply #25 on: June 05, 2013, 11:36:20 pm »

this thread would be 100x more awesome if everybody put in the actual mechanics of adding their particular tweaks instead of just a description of it.

I used to always buff my dwarfs with extra high stats and some useful standard skills like swimming...  I did this:
creature_standard.txt
creature:dwarf

add [NATURAL_SKILL:SWIMMING:10]

I don't do this any more since I don't have problems with drowning dwarves any more.

I really like the idea of more trainable creatures, more nobles and a few extra castes, but don't know what i'm doing well enough to make it happen.
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Hommit

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Re: Mods you make every game
« Reply #26 on: June 06, 2013, 01:33:38 am »

right now i only sorted my inorganic_stone_gem.txt alphabetically by value (1-10 a-z, 11-30 a-z,...)to easer gem management
this thread would be 100x more awesome if everybody put in the actual mechanics of adding their particular tweaks instead of just a description of it.
->this

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Loctavus

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Re: Mods you make every game
« Reply #27 on: June 06, 2013, 04:24:20 am »

I actually make a few edits. Some are just minor quirks like modding down available outfits to just one kind for each race, kind of a racial uniform. So for example, all elves have is robes, slippers and caps. Suitably elfy.

Goblins have masks as headgear, so I made this the only available thing and made them common for them besides helmets, I just like the idea of them attacking and all wearing leering masks.

Other small additions are things like training tags for a couple of things, a few morality/naming tweaks and such. Mostly trying to start more wars, though I'm not certain what effect this has had, if any. [babysnatcher] seems to be the only guarantee for pepetual invasions.

More significant changes I'm trying to veer away from. I don't add 'sand' to every single sandy soil layer anymore, but I do still take out Aquifers. Considering how I like to build my fortress, I just found that voiding large chunks of of the upper level soil and stone as inpenetrable too frustrating to deal with. That combined with frequent flooding accidents, was just too much fun.

The other major change I make is to take out ranged weapons from all races. Maybe I was just getting it wrong, but I had too many instances of perfect military archery from invaders, and then my own forces brainlessly trying to beat things to death with their crossbows and the fiasco that results from this. Especially with wooden ones. So nobody gets ranged weapons, not even the elves. But then I'm not in the habit of provoking the elves anyway. I get most of my wood from trade and I feel little need to antagonise them for thousands of boxes of cloth and reams of crappy wooden swords. I can easily afford any caged animals they bring.
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Tea and -Elf Tallow Biscuits- anyone?

Button

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Re: Mods you make every game
« Reply #28 on: June 06, 2013, 07:21:32 am »

Oh, I forgot the most important raw edit of all!

[PREFSTRING:low rates] to eagle men.
« Last Edit: June 08, 2013, 11:51:11 pm by Button »
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sweitx

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Re: Mods you make every game
« Reply #29 on: June 06, 2013, 09:37:46 am »

A few mods I make.
1. Add Guild Rep for human and Diplomat for human and elves. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3295)
2. Remove a lot of animal people (search for any tag that ends in _MAN] and remove that whole entry if you don't want them).
3. Add [CHILD] tag for almost all creatures (dragons, GCS, turtles, scorpions). Basically, everyone can breed that's not genderless.
4. Remove [ADOPT_OWNER] from cats.
5. Tweak GRAZER values to something a bit more reasonable (I basically take any GRAZER with <100 to something reasonable).
6. Rename [AQUIFER] to (AQUIFER) to remove aquifers (although I'll occasionally keep one or two layer types as aquifer)

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.
Is this done by just copying the manager/organizer position a few times?
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.
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