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Should i add DFhack to this mod?

Yes. We need binary bugfixes.
No. We can add it on our own if we want.

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Author Topic: [0.40.08] Modest Accelerated Mash [Phoebus/Ironhand/Mayday/Spacefox/Obsidan]  (Read 48423 times)

Jimmy

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Re: [0.40.06] Modest Accelerated Mash - minor mods bundle
« Reply #45 on: August 11, 2014, 09:07:00 pm »

Looks like I was wrong about deleting plant_crops, plant_garden and plant_new_trees not breaking anything. The new tags in the entity_default for these new crop types cause world gen to fail due to lack of farm crops. I swapped elves from [OUTDOOR_ORCHARDS] back to [OUTDOOR_FARMING] and got rid of the new [OUTDOOR_GARDENS] tags too for safety, and world gen works again just fine.
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Doren

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4th upload

  • Updated  DF to 40.08.
  • Reduced stone, mineral and gem lists.
  • Added refuse burning because people asked for. No "crematorium" though, kiln is used instead.
  • Overhauled woods a bit.
  • Added automatic kitchen reaction that detects many unusable plants and makes them usable by changing their type from PLANT to PLANT_GROWTH:SOMETHING or SEEDS. Works fine for me so far.
  • Implemented Jimmy's fixes.
« Last Edit: August 14, 2014, 10:42:35 am by Doren »
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acidica

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Sorry, total noob question - is adding DFhack ourselves as simple as deleting SDL.dll and copying over the dfhack files? Would there be anything different from vanilla in your SDL.dll, that would be unaccounted for in DFhack's version?

(Sorry if this is pointless, i have no idea what that dll does)

EDIT: Oh. Also, jsyk, the newest linked downloads, the pack doesn't appear to work. after extracting it all, without modifying anything, attempting to start DF gives FATAL ERROR:"Main index file missing/corrupted. The file"index" must be in the "data" folder. Make sure DF decompressed into its folders properly."

...that file is in the data folder, idek...

this resulted from both the ironhand and phoebus versions at least; haven't tried the others
« Last Edit: August 16, 2014, 12:03:33 pm by acidica »
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Doren

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Oh.
You have to remove read only from files.
Or wait for my reupload

sv-esk

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Oh.
You have to remove read only from files.
Or wait for my reupload
Yea. Spent 20 minutes trying to figure why notepad++ can't "replace in files".
Also I have a question:
Quote
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
-this line creates "creaturename blood" material.
Since you are using CREATURE_MAT:ANIMAL blood for any creature, rather than specific "creaturename blood", why you do not remove this line?

Quote
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]
   [LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]
- same situation. The first line creates a material that is not used
PUS, SWEAT, TEARS, SPIT and almost all materials from [BODY_DETAIL_PLAN:WEAK_MATERIALS] and so(except meat, according to mod description) . Is there any sense to keep in the game materials that are not used?

edit: needs some b_detail_plan_default.txt science. Just reducing list [ADD_MATERIAL:.......] causes wierdness(butchering items) despite materials are not used.
edit2. No, deleting unused materials from b_detail_plan_default.txt is OK. Its errors in creature_accelerated.txt
edit3. Game bug/feature found.

(Unchanged r5 raws)This dwarf I killed and butchered quickly. Everything is OK(DWARF meat, ANIMAL everything else):
Spoiler: died fast (click to show/hide)

(Unchanged r5 raws)This dwarf I killed and butchered slowly(he was tired before he died). Everything except meat is wrong. (DWARF meat, DWARF everything else, WTF instead of fat):
Spoiler: died slow (click to show/hide)

If you change [BODY_DETAIL_PLAN:STANDARD_MATERIALS] to [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE](thus, no unused materials), first situation will be same. In the second situation unknown substances appears:

For some reason game tries to use CREATURE_MAT:creaturename:materialname despite creaturename does not consist of this material. (It consist of CREATURE_MAT:ANIMAL:materialname)
=========================================
So the only improvement (it is bugfix, actually) to unification I can suggest:
add sweat,tears and spit to [CREATURE:ANIMAL]:

   [USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
            [PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
            [PREFIX:NONE]
   [USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
           [PREFIX:NONE]

Creatures are trying to use this materials. But since this materials are undefined they use skin instead:
Spoiler: skin instead of sweat (click to show/hide)

No more editing this post.
« Last Edit: August 16, 2014, 10:20:36 pm by sv-esk »
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Doren

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Since you are using CREATURE_MAT:ANIMAL blood for any creature, rather than specific "creaturename blood", why you do not remove this line?

You are totally right. Declaring specific materials is pointless here.

EDIT: 5th upload. fixed some issues with platinum, peach wood, readonly files. Added Seasonal crops.
« Last Edit: August 16, 2014, 02:52:10 pm by Doren »
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Dwarf_Fever

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Nooby question - I like having all the simplifications of this pack, and was wondering how hard it would be to make your world more shallow, so for instance there's only one cavern layer instead of 3? I really don't need 100+ z-layers or more than one cave system.
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"Whatever exists, having somehow come into being, is again and again reinterpreted to new ends, taken over, transformed, and redirected by some power superior to it; all events in the organic world are a subduing, a becoming master, and all subduing and becoming master involves a fresh interpretation, an adaptation through which any previous 'meaning' and 'purpose' are necessarily obscured or obliterated."

sv-esk

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Nooby question - I like having all the simplifications of this pack, and was wondering how hard it would be to make your world more shallow, so for instance there's only one cavern layer instead of 3? I really don't need 100+ z-layers or more than one cave system.
Wrong thread. Ask there: http://www.bay12forums.com/smf/index.php?topic=140180.0
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Dwarf_Fever

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Excellent, thank you my good sir.
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"Whatever exists, having somehow come into being, is again and again reinterpreted to new ends, taken over, transformed, and redirected by some power superior to it; all events in the organic world are a subduing, a becoming master, and all subduing and becoming master involves a fresh interpretation, an adaptation through which any previous 'meaning' and 'purpose' are necessarily obscured or obliterated."

sv-esk

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"Deon's Wanderer" and "sackhead's More leather" are incompatible. Adventurer cant tan glob-hide using wanderer's reaction (that made for vanilla leather system).
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Doren

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"Deon's Wanderer" and "sackhead's More leather" are incompatible. Adventurer cant tan glob-hide using wanderer's reaction (that made for vanilla leather system).

I'll make it compatible then.

notfood

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I really like this Mash, streamlined play.
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Authority2

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Will this work for 40.10 if I just copy the raws over?
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notfood

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I'm wondering the same.

Code: [Select]
diff -ur df_40_08/raw/objects/plant_garden.txt df_40_10/raw/objects/plant_garden.txt
--- df_40_08/raw/objects/plant_garden.txt       2014-08-11 13:03:59.000000000 -0500
+++ df_40_10/raw/objects/plant_garden.txt       2014-08-24 14:16:07.000000000 -0500
@@ -2549,6 +2549,10 @@
        [NAME:pineapple plant][NAME_PLURAL:pineapple plants][ADJ:pineapple plant]
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
        [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
+       [PICKED_TILE:58][PICKED_COLOR:2:0:1]
+       [DRY][BIOME:ANY_TROPICAL]
+       [VALUE:2]
+       [SPRING][SUMMER][AUTUMN][WINTER]
        [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
                [STATE_NAME_ADJ:ALL_SOLID:frozen pineapple wine]
                [STATE_NAME_ADJ:LIQUID:pineapple wine]
@@ -2579,20 +2583,17 @@
                [EDIBLE_VERMIN]
        [SEED:pineapple seed:pineapple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
        [PREFSTRING:fruit]
-       [DRY]
-       [BIOME:ANY_TROPICAL]
+       [FREQUENCY:50]
+       [CLUSTERSIZE:5]
        [GROWTH:LEAVES]
                [GROWTH_NAME:pineapple leaf:pineapple leaves]
                [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
                [GROWTH_DENSITY:1000]
-               [GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
-               [GROWTH_HOST_TILE:SAPLING]
                [GROWTH_PRINT:0:6:2:0:0:ALL:1]
        [GROWTH:FLOWERS]
                [GROWTH_NAME:pineapple flower:STP]
                [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
                [GROWTH_DENSITY:1000]
-               [GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
                [GROWTH_TIMING:60000:119999]
                [GROWTH_PRINT:5:5:5:0:1:60000:119999:2]
                *** many flowers join together to make a single pineapple
@@ -2600,7 +2601,6 @@
                [GROWTH_NAME:pineapple:STP]
                [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]
                [GROWTH_DENSITY:1000]
-               [GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
                [GROWTH_TIMING:120000:200000]
                [GROWTH_DROPS_OFF_NO_CLOUD]
                [GROWTH_PRINT:'%':'%':6:0:0:120000:200000:3]
diff -ur df_40_08/raw/objects/plant_standard.txt df_40_10/raw/objects/plant_standard.txt
--- df_40_08/raw/objects/plant_standard.txt     2014-08-11 13:03:59.000000000 -0500
+++ df_40_10/raw/objects/plant_standard.txt     2014-08-24 14:16:07.000000000 -0500
@@ -210,6 +210,7 @@
                [MATERIAL_VALUE:2]
                [EDIBLE_VERMIN]
                [ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
+               [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
        [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
        [PICKED_TILE:5][PICKED_COLOR:7:0:0]
        [GROWDUR:500][VALUE:2]
diff -ur df_40_08/raw/objects/reaction_other.txt df_40_10/raw/objects/reaction_other.txt
--- df_40_08/raw/objects/reaction_other.txt     2014-08-11 13:03:59.000000000 -0500
+++ df_40_10/raw/objects/reaction_other.txt     2014-08-24 14:16:07.000000000 -0500
@@ -325,6 +325,8 @@
                [EMPTY]
                [BAG]
                [PRESERVE_REAGENT]
+               [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
        [PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
                [PRODUCT_TO_CONTAINER:bag]
+       [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
        [SKILL:PROCESSPLANTS]

There doesn't seem to be much difference between the raws from 40.08 and 40.10.

I think you can just add those stuff manually and it will work.

I'm about to test it.

-edit-

It works fine, as far as I can tell.
« Last Edit: August 30, 2014, 05:51:06 pm by notfood »
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Authority2

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I did it without adding the changes before I read your post and I ended up with a world entirely without trees. My wagon was made of grey unstockpilable "(wood)". x3
« Last Edit: August 31, 2014, 04:58:30 pm by Authority2 »
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"But I tell you what the Queen wants is impossible. The story of her mandate to create floodgates in our desert fortress cannot be told in less than 314160 stanzas! Art bows not to any dwarf!"
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