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Author Topic: [0.43.05] ✫ DF Wanderer ✫ (R21): Taffer's update/merge /w Modest Mod in 1stpost.  (Read 147790 times)

Electrode

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In the early releases, you had standardized the various forms of animal-derived materials, like Accelerated DF. How exactly would I go about restoring that in the current version? Is it just a matter of sed'ing some raw tags, or are major changes needed? Could the same be done for wood?
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Kravock

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Is it compatible with the Lazy Newb Pack? Also, dunno why but I cant seem to be able to generate a world using advanced parameters.

EDIT: Im having trouble generating worlds, both with the advanced and simple generators.
« Last Edit: December 13, 2015, 12:43:23 pm by Kravock »
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Random_Dragon

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Ah nice, I still need to update my mod to the new version. owo
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Geltor

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do you need to do something in order to make a balm of power? i butchered a titan and a minotaur and got their "prepared heart" but no matter if i put it in my inventory, hold it, drop it on the ground, i cant make the balm!
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IcyTea31

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In the preinstalled DF2015 Phoebus version on current OP, default worldgen parameters cause rejection for every world, telling me it can't place a civilization with crops. A couple hundred retries and telling it to ignore all rejects led to a world without dwarves or elves.

The ASCII version gens just fine.
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There is a world yet only seen by physicists and magicians.

hawkwing

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I'm having the same problem in the Phoebus version with the world-gen failing due to a lack of crops. Definitely something going wrong there.
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Random_Dragon

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Hmm. How old is the Phoebus version anyway? Though that "no crops in worldgen" thing sounds very familiar to me. I remember one of the early DF2014 updates taught me the hard way to never update a mod by copy-pasting its raw replacements into a newly-acquired raw folder. A material template tweak in between versions led to worldgen failures.
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Deon

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Graphical and ASCII raws should be identical, I just modified some tiles.

It does not matter how old is Phoebus version because I just reuse his tileset images, while everything else is handmade.

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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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HOLY CRAP! How could I miss it? ONE SINGLE FILE, the plant_standard.txt, was missing [OBJECT:PLANT] at the top of it. It must have been my mistake when porting the mod to the new version.

That made balms disappear, and also no standard crops were available.

I will reupload it shortly.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Okay, the working version is up.
If you know how to check mod files, you can simply add [OBJECT:PLANT] as a second line to plant_standard.txt.

I am very sorry for the inconvenience and thank you for pointing it out.

Quote
do you need to do something in order to make a balm of power? i butchered a titan and a minotaur and got their "prepared heart" but no matter if i put it in my inventory, hold it, drop it on the ground, i cant make the balm!
You should be able to do it with X menu when it's in your hand. But it would not work in Graphical version before since I screwed up the plant file, now it should work.

In the early releases, you had standardized the various forms of animal-derived materials, like Accelerated DF. How exactly would I go about restoring that in the current version? Is it just a matter of sed'ing some raw tags, or are major changes needed? Could the same be done for wood?

I will show you how to do it with suede:

In material_template_creature.txt

Under SKIN_WEAK_TEMPLATE

Change
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SUEDE]

to:

[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:SUEDE]

Remove [ADD_MATERIAL:SUEDE:SUEDE_TEMPLATE] from all body_detail_plans in body_detail_plan_default.txt

You need to do the same with leather, hide, tanned chitin, tanned scale and dragonscale.
« Last Edit: December 13, 2015, 04:15:53 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Kravock

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Okay, the working version is up.
If you know how to check mod files, you can simply add [OBJECT:PLANT] as a second line to plant_standard.txt.

I am very sorry for the inconvenience and thank you for pointing it out.

Thank you for fixing it so quickly! Your mod is awesome and just what I needed. Also, congrats on your daughter!
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Roxfall

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Hey I noticed something, could be a bug.

When you craft weapons or armor while being decked out in armor, your armor user skill increases along with armorsmith/weaponsmith skill.

I doubt this is intentional, since in the 'vanilla' adventuring mode, knapping rocks together does nothing for armor user, and neither does climbing.

Armor user is supposed to only increase when you use armor in combat, am I wrong about this?
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Geltor

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Okay, the working version is up.
If you know how to check mod files, you can simply add [OBJECT:PLANT] as a second line to plant_standard.txt.

I am very sorry for the inconvenience and thank you for pointing it out.

Quote
do you need to do something in order to make a balm of power? i butchered a titan and a minotaur and got their "prepared heart" but no matter if i put it in my inventory, hold it, drop it on the ground, i cant make the balm!
You should be able to do it with X menu when it's in your hand. But it would not work in Graphical version before since I screwed up the plant file, now it should work.
it still doesnt work. the recipe appears in the x menu but it says i dont have the heart. in my hand and on the ground i am holding a "prepared minotaur heart"

let me be clear that i was on ascii so your fix didnt matter.

edit: looks like you didnt include minotaurs in the semimegabeast heart list, as the balm of power works on prepared roc hearts
« Last Edit: December 14, 2015, 10:18:49 am by Geltor »
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Roxfall

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I noticed something similar with Bind book reaction: it can't find the quire I made out of deer parts. I tried holding both the quire and leather and dropping them on the ground. Either way, Bind book is broken :(
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Deon

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Are you sure the quire was written on? You cannot bind quires into books until there's info on them.
It works as far as I tested.

Quote
edit: looks like you didnt include minotaurs in the semimegabeast heart list, as the balm of power works on prepared roc hearts
Thanks for the info, I will be back from work relatively soon and I will fix it. I also plan to include a bunch of semimegabeasts, and I will make sure not ot forget it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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