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Author Topic: Mods you make every game  (Read 7022 times)

Deepblade

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Re: Mods you make every game
« Reply #30 on: June 06, 2013, 10:38:17 am »

I pretty much always use Veok's Standardized Leather. Makes Leather stuff so much less annoying for me.
I make Boars trainable, as well as changing their names from Wild Boar to Boar. War Boar sounds better than War Wild Boar.
I go into Plant_Standard.txt and change the undergrounds crops to plant in all seasons. Someone pointed out once that underground crops really wouldn't have any idea what season it is outside if it's in a nice insulated cave, so it just makes sense to me.
I've also recently started using a Display Case building to make use of annoying craft artifacts.
Spoiler: Display Case (click to show/hide)
And a lovely chain coif so I don't have the urge to give my Guards hoods that will fall apart.
Spoiler: Chain Coif (click to show/hide)
A few other minor changes here and there, mostly experiments. If I can figure out a good use for metal cloth and metal strands I'd probably start adding that to my games, with a custom building for it too. Maybe so my doctors could stitch up my dwarves with steel sutures. That sure does sound Dwarfy.
« Last Edit: June 07, 2013, 11:42:21 am by Deepblade »
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Deepblade's Standardized Creature Parts, for when you're pissed about all the different types of animal products there are.

VerdantSF

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Re: Mods you make every game
« Reply #31 on: June 06, 2013, 12:03:20 pm »

I pretty much always use Veok's Standardized Leather. Makes Leather stuff so much less annoying for me.

Awesome!  Thanks for the link!

*Edit* Yikes, I tried the mod with 34.11, but instead of consolidating the various types of leather, it made everything into "<creature> sinew/tooth/nail <item>." 

Spoiler (click to show/hide)

Luckily, I created a backup.  What version of DF are you using atm? 
« Last Edit: June 06, 2013, 12:25:44 pm by VerdantSF »
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TripJack

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Re: Mods you make every game
« Reply #32 on: June 06, 2013, 12:52:23 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.
Is this done by just copying the manager/organizer position a few times?
Also interested in this.
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smakemupagus

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Re: Mods you make every game
« Reply #33 on: June 06, 2013, 12:57:27 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.
Is this done by just copying the manager/organizer position a few times?
Also interested in this.

No (er, well, I guess that would work, at least if you give the positions different names) but you could just make the Number [NUMBER:AS_NEEDED] instead of 1
« Last Edit: June 06, 2013, 01:02:04 pm by smakemupagus »
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Matoro

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Re: Mods you make every game
« Reply #34 on: June 06, 2013, 01:02:09 pm »

In the current release, I have modded other psecies to build cities, just for the adventure mode. Also I use masterwork body parts, because "left shin" is just much better term than "left lower leg".
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Ubiq

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Re: Mods you make every game
« Reply #35 on: June 06, 2013, 01:33:23 pm »

First things first, dwarves get [USE_ANY_PET_RACE]. Along with the animals from the surrounding biomes, that allows you to order any first level cavern creature from the caravan.

Reduce the number of aquifer-bearing soil types and increase the types that can be used for sand/clay collection.

I add at least a zero to every grazer entry besides the largest ones, which are still low enough to be a pain in the rear even boosted. Those get set to one hundred above their original.

Giant Cave Spiders produce young and get a longer lifespan. While I'm monkeying around in the subterranean file, purring maggots gets switch from chasm to water so that dwarven cheese/milk is available on the embark screen again.

I get rid of skill rust.

I usually add a bunch of animals and plants in for flavor but the above are the main changes.
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Mr S

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Re: Mods you make every game
« Reply #36 on: June 06, 2013, 01:47:30 pm »

In REACTION_SMELTER I bump up the product amounts of Bituminus Coal and Lignite to 12 and 8 respectively.  It seems that when the drop rate changed in the last updates, the block production was updated with it, but not coke returns.

Also [EDIBLE_COOKED] to blood.  Because Black Pudding.
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Deepblade

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Re: Mods you make every game
« Reply #37 on: June 06, 2013, 02:09:36 pm »

I pretty much always use Veok's Standardized Leather. Makes Leather stuff so much less annoying for me.

Awesome!  Thanks for the link!

*Edit* Yikes, I tried the mod with 34.11, but instead of consolidating the various types of leather, it made everything into "<creature> sinew/tooth/nail <item>." 

Spoiler (click to show/hide)
Luckily, I created a backup.  What version of DF are you using atm?

I'm using 34.11 with Phoebus. Did you apply it to an already baked world or was it baked after? You placed all the .txt files, except instructions, in the raw folder and ran the leather replacer.exe? Once done did you leave the Veok.txt files in the raws?

Despite the download site saying meant for 31.25, it should work perfectly with 34.11. I'm mostly certain animals didn't change. between the 2.
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Deepblade's Standardized Creature Parts, for when you're pissed about all the different types of animal products there are.

VerdantSF

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Re: Mods you make every game
« Reply #38 on: June 06, 2013, 02:25:37 pm »

I followed all the instructions, but it was an already baked world, so that's probably why.  Ah well, I'll save it for when I gen another world :).

CognitiveDissonance

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Re: Mods you make every game
« Reply #39 on: June 06, 2013, 02:48:34 pm »

I followed all the instructions, but it was an already baked world, so that's probably why.  Ah well, I'll save it for when I gen another world :).

Black Bear Nail Armor sounds fantastic, though.
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Come and be amazed by this wonderful menagerie! Draw your own! Bring your favorite! The [Forgotten Beast Art Contest] is open for business!
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Parsley

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Re: Mods you make every game
« Reply #40 on: June 07, 2013, 09:35:30 am »

It really depends. My base raws are modified to fix large grazers, and I've added a few custom gems for flavor, a few custom reactions which allow my little boozers to make sand and clay (rather inefficiently) from other materials which make some sense like sandstone or mudstone. They require a special workshop, which isn't done yet though. Sometimes I have created new plants, and products to add variety, but haven't done that this release... I also have created a race of sentient golems that I can play if I am feeling particularly cheaty (adamantine skin and bones, steel for nearly everything else; molten lead for blood, faster than average learning rate, and lack of skill rust, alcohol dependent), but that isn't often, so I don't put them in the raws usually... I've also been working on creating a few custom reactions to turn vermin into meals, but they aren't ready yet.
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Mr S

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Re: Mods you make every game
« Reply #41 on: June 07, 2013, 10:12:21 am »

... I also have created a race of sentient golems that I can play if I am feeling particularly cheaty (adamantine skin and bones, steel for nearly everything else; molten lead for blood, faster than average learning rate, and lack of skill rust, alcohol dependent), ...

So, it's part of the Futurama Mod, Bender Pack.
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Parsley

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Re: Mods you make every game
« Reply #42 on: June 07, 2013, 01:24:09 pm »

... I also have created a race of sentient golems that I can play if I am feeling particularly cheaty (adamantine skin and bones, steel for nearly everything else; molten lead for blood, faster than average learning rate, and lack of skill rust, alcohol dependent), ...

So, it's part of the Futurama Mod, Bender Pack.

I'd never made that connection, but that's hilarious. Bite my shiny metal ass!
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CognitiveDissonance

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Re: Mods you make every game
« Reply #43 on: June 07, 2013, 01:26:33 pm »

... I also have created a race of sentient golems that I can play if I am feeling particularly cheaty (adamantine skin and bones, steel for nearly everything else; molten lead for blood, faster than average learning rate, and lack of skill rust, alcohol dependent), ...

So, it's part of the Futurama Mod, Bender Pack.

I'd never made that connection, but that's hilarious. Bite my shiny metal ass!

IMMEDIATELY APPLY YOUR MANDIBLES TO MY LIGHT REFLECTING METALLIC LOWER POSTERIOR. HA. HA.
So I'm underslept and my brain is on shuffle. So what.
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Come and be amazed by this wonderful menagerie! Draw your own! Bring your favorite! The [Forgotten Beast Art Contest] is open for business!
Now also available - [The Legendary Artifact Art Contest]! It menaces! It has rings! It has craftsdwarfship!
I have a [YouTube] channel! It has Let's Plays and other stuff.

Oaktree

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Re: Mods you make every game
« Reply #44 on: June 07, 2013, 04:58:09 pm »

Someone asked earlier about how some of the mods are done.  My "soap cavy" mod is simply adding this the RAW entry for the cavy:

Code: [Select]
[USE_MATERIAL_TEMPLATE:SOAP:SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cavy soap]
[STATE_NAME_ADJ:LIQUID:melted cavy soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:LIVER]
[EBO_ITEM:BAR:NONE:LOCAL_CREATURE_MAT:SOAP]

The "Extra Butcher Object" tag is the same one used in the standard RAW files for certain creatures leaving gizzard stones when butchered.
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Armorer McUrist cancels forge steel mailshirt, interrupted by minecart
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