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Author Topic: Mods you make every game  (Read 7010 times)

Black_Legion

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Re: Mods you make every game
« Reply #45 on: June 07, 2013, 10:08:45 pm »

Four things really:

-- Remove [SHAPED] from ITEM_PANTS_LEGGINGS and ITEM_HELM_CAP so that caps and chain leggings properly layer under helms and greaves correctly.

-- Add in my custom cloth armor and brigandine upgrade reactions/item definitions so that my dwarf can have better starting armor on metal-scarce embarks and I can give the cloth industry some value (to me).

-- Add in the material definition file and reactions for boiled leather using oil and wax, to provide some utility for the wax and tallow I seem to find myself stuck with on occasion. More stuff to use as armor, bonus as its historical!

-- Add all those damn minerals and metals I made that I'm still testing to see if they work like their supposed to before moving to the other modules... still haven't found an acceptable way to add metal/ ores to SOIL layers without it being obscene... meteoric iron meteorites should not be found every 25 paces in every location, that defeats the point.
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Fien

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Re: Mods you make every game
« Reply #46 on: June 07, 2013, 10:56:20 pm »

Mods are for people who want to have productive fun!

Damn monsters!
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Thormgrim

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Re: Mods you make every game
« Reply #47 on: June 08, 2013, 01:16:27 pm »

the leather mod is wonderful!
is there a similar mod for meat?  I would love to know if there's one where I don't have to see every single organ listed for every imaginable animal...
instead of "prepared yak spleen" and "prepared yak kidney" and so on if there was just "prepared yak offal" or something.

i imagine this has to be out there some place.
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Urist McKoga

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Re: Mods you make every game
« Reply #48 on: June 08, 2013, 01:41:27 pm »

the leather mod is wonderful!
is there a similar mod for meat?  I would love to know if there's one where I don't have to see every single organ listed for every imaginable animal...
instead of "prepared yak spleen" and "prepared yak kidney" and so on if there was just "prepared yak offal" or something.

i imagine this has to be out there some place.

You can use modest mod or the accelerated DF , the modest mod give some fix and the accelerated includes modest plus anothers sfuffs. Butchering any animal give the same stuff ( like a cow give cow meat, lungers, heart etc) but they are all the same (cow meat is just meat). He also fix leather ( but not this glob like leather ). I Using accerated DF and i like. The bad thing is a did not see any other leather or meat(the more valuable leather, like a elephant(5x), is just leather (2x)) but this is acceptable for me.
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coldmonkey

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Re: Mods you make every game
« Reply #49 on: June 08, 2013, 02:50:19 pm »

Mods are for people who want to have productive fun!

Damn monsters!
Some of them are for making the game more difficult. It's just that "mods you ALWAYS use" tends to center around fixing bugs, while those that raise difficulty tend to wary depending on what kind of fort you want.
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kingubu

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Re: Mods you make every game
« Reply #50 on: June 08, 2013, 03:32:09 pm »

I just started using [USE_ANY_PET_RACE] and I'm never going back.  I love having more choices for embark and different pets brought by migrants.

Oh, and cast names, e.g. all female dogs are bitches, so I know who goes in the cage.
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coldmonkey

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Re: Mods you make every game
« Reply #51 on: June 08, 2013, 04:38:31 pm »

(removed)
« Last Edit: June 17, 2013, 05:13:36 am by Toady One »
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I found a human city named Sleevevirgins. It was easily the biggest city in the world, so clearly I wasn't the first person to come inside the city's walls.

JoshBrickstien

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Re: Mods you make every game
« Reply #52 on: June 08, 2013, 05:00:35 pm »

Adding Dwarven Vodka and Dwarven Whiskey to Dimple cups and quarry bushes respectively. Also adding Dwarven corn/dwarven moonshine.
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Edit: OH GOD, THE LEATHERS ARE MULTIPLYING WHENEVER I SLEEP.

Deepblade

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Re: Mods you make every game
« Reply #53 on: June 08, 2013, 05:29:58 pm »

I think Veok's Leather Mod is compatible with most every mod. I'm using it with Modest Mod right now and the leather is appearing correctly. The scale objects didn't change though. I'm happy with it.
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Deepblade's Standardized Creature Parts, for when you're pissed about all the different types of animal products there are.

Mr Space Cat

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Re: Mods you make every game
« Reply #54 on: June 08, 2013, 05:42:13 pm »

First, I'm using accelerated DF for stuff like one kind of wood, one kind of leather, one kind of meat, etc for ease of use.

I also lowered the size requirement of mauls and halberds so that dwarves can wield them, and made them native to dwarven civs. Other weapon/armor modifications include adding chainmail hoods for extra defense, and making "war cleavers" and "war carving knives" which are basically copies of the tools that are supposed to be so OP in adventure mode. This way they are classed as weapons and can be forged and assigned to military in fort mode.

I added custom goblinite and hemagoblinite ore to be mined in game that has a chance of producing copper, silver, bronze, or iron, or a chance of iron or steel, respectively.

Other stuff include some underground variety such as giant cave crocs and blind cave badgers, as well as a giant variety of the blind cave badger. Also thinking of making an extra size tier of underground beasties that are twice the size of giants and calling them titanic -insert critter here-.

I'm thinking of also making all stone --except flux and stuff like microline, sunstone, obsidian, or cinnabar--a uniform gray color. I might do the same with minerals, actually, so that it becomes less of an annoyance when my dwarves discover a vein of hematite running through the middle of the carefully planned dining hall.
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ObiWorm

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Re: Mods you make every game
« Reply #55 on: June 08, 2013, 05:58:16 pm »

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

That's how I do it, thanks for answering for me.

Vattic

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Re: Mods you make every game
« Reply #56 on: June 08, 2013, 07:58:27 pm »

I've made a lot of changes and have more planned for next version. Going to add some of what's been posted here.

- Sawmill workshop that makes wooden blocks called planks to make building with wood less expensive.
- Anthracite can be smelted into coke.
- Civs get access to base metals automatically.
- Clay anvil molds for crafting anvils from scratch.
- Butter Churn workshop (single tile) for making butter.
- Sausages and bread.
- Plant specific milling reactions.
- Carpets (a workshop that takes it's colour from the cloth you make it from).
- Removed whips and flails.
- Seperated Leather, Scales, Chitin, and Fur so bear fur hats and dragon scale cloaks are possible.
- Removed sleep pretension so I could give dwarves nice rooms without nobles moaning.
- Any animal for pet.
- 100% access to high boots.
- Elves have diplomat and merchant bodyguards.
- Humans have guild representatives.
- Bearded female dwarves.
- Kobolds don't need to eat or drink to help them survive worldgen.
- No more choosing owners for cats.
- Removed mount from amphibians and fliers to stop invader pathing bugs.
- Wooly Rhinos and Mammoths.
- More Elemental Men.
- Hematite can be found in slate.
- Magnetite can be found in gabbro, diorite, granite.
- Fulgurites in sand as gems.
- Ceramics are magma-proof.
- Removed limb from wings to stop grasping and wrestling with them.
- Chain coif (hood), gloves, and coat.
- Grazer values tweaked.
- Egg yield vastly lowered.
- Made animal men much rarer.
- Vampire thirst bug fix.
- Added child tokens to a load of creatures.
- Fixed it so Giant Tortoise and Desert Tortoise spawn.
- Some batch smelting and firing workshops and reactions.
- Metal Mechanisms.
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Jervill

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Re: Mods you make every game
« Reply #57 on: June 08, 2013, 08:18:48 pm »

None.

I am a true dwarf who will use the vanilla interface and dwarves till the end.  Of course, the bugs/features are merely obstacles toward accomplishing my goals. :P
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Zanzetkuken The Great

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Re: Mods you make every game
« Reply #58 on: June 08, 2013, 08:25:18 pm »

I either use my dragonic civilization mod, or if I am going for near vanilla, I replace the sheriff/captain of the guard and militia commanders and captains with my custom, procedural professions:

Code: [Select]
[POSITION:MILITIA_COMMANDER]
[NAME:captain of the guard:captains of the guard]
[SITE]
[NUMBER:1]
[SQUAD:10:militia soldier:militia soldiers]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[REPLACED_BY:COMMANDER_OF_THE_GUARD]
[PRECEDENCE:150]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia soldier:militia soldiers]
[APPOINTED_BY:MILITIA_COMMANDER]
[REPLACED_BY:GUARD_CAPTAIN]
[PRECEDENCE:250]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:COMMANDER_OF_THE_GUARD]
[NAME:commander of the guard:commanders of the guard]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:MILITARY_STRATEGY]
[SQUAD:10:settlement guard:settlement guards]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[COMMANDER:GUARD_CAPTAIN:ALL]
[REPLACED_BY:COMMANDER_OF_THE_GUARD_2]
[REQUIRES_POPULATION:60]
[PRECEDENCE:125]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:GUARD_CAPTAIN]
[NAME:guard captain:guard captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:settlement guard:settlement guards]
[APPOINTED_BY:COMMANDER_OF_THE_GUARD]
[REQUIRES_POPULATION:60]
[REPLACED_BY:CAPTAIN]
[PRECEDENCE:225]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:COMMANDER_OF_THE_GUARD_2]
[NAME:commander of the guard:commanders of the guard]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:MILITARY_STRATEGY]
[SQUAD:10:city guard:city guards]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[COMMANDER:GUARD_CAPTAIN_2:ALL]
[REQUIRES_POPULATION:140]
[PRECEDENCE:100]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:GUARD_CAPTAIN_2]
[NAME:guard captain:guard captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:city guard:city guards]
[APPOINTED_BY:COMMANDER_OF_THE_GUARD_2]
[REQUIRES_POPULATION:140]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
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Black_Legion

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Re: Mods you make every game
« Reply #59 on: June 09, 2013, 04:20:17 pm »

I've made a lot of changes and have more planned for next version. Going to add some of what's been posted here.
.
.
.

- Sausages and bread.
- Seperated Leather, Scales, Chitin, and Fur so bear fur hats and dragon scale cloaks are possible.

.
.
.

If you don't mind me asking how did you manage these in the raws? I'd like to do something similar.
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