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Author Topic: Teldin's Mod 2 (released! Link in first post)  (Read 7651 times)

Teldin

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Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 11:54:00 am »

Teldinmod 2: Judgement Day

http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip

To install:

1. copy-paste all the .txts into your DF\raw\objects\ folder.
2. delete your savegames and saved worlds.
3. Gen a new world from scratch.

To uninstall:

1. delete all the files you added.
2. open up the backup .zip and paste all those into the \raw\objects folder.
3. Delete your saves and gen a new world.

Here's a full list of things it adds:

Creatures:
* (old) Dwarven goats, pigs, chickens, field mice, rabbits, weasels, aurochs, leprechauns, dire wolves, various giant spiders, giant toads, magma spiders
* (added) Tunnel worms (trainable, vermin-hunting cave worms), feral goblins (large wild groups of goblins that rush your fort periodically), coyotes, zebras, wild boars, rhinos, mind flayers (playable in adv), goatmen, platypi, blue fungus vermin, green fungus vermin, blind cave salamanders, white lizard vermin, giant snails, rock lobster, ocean lobster, cave shrimp, 5 types of bat, and azer dwarves (playable in adv, produce flame so play with temperature on for a lot of FPS-killing fun)

Plants:
* (old) Plump Helmets no longer plantable in winter and not edible raw
* (old) Tomato, onion, lettuce, cabbage, squash, whitecap shroom, blackcap shroom, purple fungus, dwarven cabbage, coffee, blueberry, raspberry, cherry, banana
* (changed) tinkered with a lot of the plants, all of them grow at least 2 seasons
* (added) canteloupe, corn, cave corn

Items:
* (old) Ring mail, banded mail, full helms, tubas, lutes, tower shields, toy mine carts, toy soldiers, toy dwarf skulls, barbed spikes, cat'o'nine tails, claymore swords, hunting knives, longspears, cutlasses, bladed crossbows,
* (added) studded leather armor, needle dart traps

Other stuff:
* Added mithril ore + metal (found in gold, silver, or platinum), pattern-welded steel metal (aka. damascus steel, requires 2 blocks of iron, 1 flux, 1 block of green glass, produces 1 block of pattern-welded steel, can only be used for weapons)
* Added Metalax's deblocker + uncutter
* Added thatguyyaknow's stone weapons/armor reaction
* Added FFT's food and alcohol mod (pre-32a, modified for post-32a)
* Put most things in seperate .txt files instead of overwriting the defaults


I'll have it up for download tonight after I get back from work. If anyone has any requests to add to it, feel free to ask and I'll see what I can do.

[ December 01, 2007: Message edited by: Teldin ]

[ December 01, 2007: Message edited by: Teldin ]

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Metal Chao

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #1 on: December 01, 2007, 01:30:00 pm »

Looking forward to it.
Though I'll probably set helmets back to edible raw again >_>
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penguinofhonor

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #2 on: December 01, 2007, 01:39:00 pm »

sounds neat, but I would only want the most interesting parts of it. The fact that helmets can't be grown in winter is a nice challenge in the beginning but not once you have huge food stores (I once made all my immigrants farmers for about 7 immigrants... needless to say I now go on and off seasons with planting things and almost always have over 100 plump helmets in barrels... I could last 3 seasons without farming, believe me.
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THLawrence

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #3 on: December 01, 2007, 02:22:00 pm »

I'm crying right now, I just started a new fortress in a great location but if I use this mod I would have to make a new world.
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Karlito

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #4 on: December 01, 2007, 03:33:00 pm »

Yay for Teldin!  This looks way awesome.
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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #5 on: December 01, 2007, 04:13:00 pm »

AWZUM!!!

Hmm...could you maybe add (non-vermin) mutant slugs/snails? That would be cool.

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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #6 on: December 01, 2007, 04:41:00 pm »

Added giant snails and giant slugs, as well as standard garden-variety snails, all of which drop shells and meat (no bones or leather) when butchered. They can also all be captured and tamed (don't ask how that makes sense).

I'm testing the entire mod out at the moment, so after I'm satisfied I'll upload it. Keep the suggestions coming!

Also, penguinofhonor feel free to add or remove whatever you like when you get it, it's by no means perfect for everyone. By the way, though plump helmets aren't plantable in winter or edible raw, the blackcap and whitecap mushrooms both are.

I'm also looking for more races to make for adventure mode, assuming anyone even uses adventure mode with this version.. I find it extremely hard to find anything of interest at all (I kind of miss the random encounters).

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Metal Chao

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #7 on: December 01, 2007, 04:54:00 pm »

I miss random encounters too ):
I mainly just use it for viewing engravings and stuff.

It'd be fun to play as something really obscure like a giant snail or something.
No worms though.
I'm making that >_>

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penguinofhonor

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #8 on: December 01, 2007, 05:11:00 pm »

;) Ah, thanks for recognizing that. I don't like adding crops to my game so much, but I do like adding monsters. And did you make the slugs drop shells, or was that a typo?

And I wasn't around before we got the Z-Axis so I wouldn't know much about the old stuff. My philosophy about adventure mode is that I will play an adventurer when I have several abandoned fortresses to explore.

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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #9 on: December 01, 2007, 05:28:00 pm »

DOUBLE AWZUM!!
Thanks a ton for heeding my suggestion!

Not to be demanding but here's so more suggestions:
Nightmares (flaming black horses)
Other Giant Insects (Yes, I like bugs!)
Ele-phish (Huge tusked, horned beasts, rare and deadly to any fisher.)

Plants (I'm pretty new so if any of these already exist, please excuse them.)
Poison Pod (Valuable Extract)
Olive Vine (olives, olive oil?)

Thanks so much for using your awesome modding powers to enhance DF fun (and death rate   :D )

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Plac1d

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #10 on: December 01, 2007, 05:39:00 pm »

quote:
 * Put most things in seperate .txt files instead of overwriting the defaults

Hooray!

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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #11 on: December 01, 2007, 08:08:00 pm »

Looks like I've fixed most of the problems..

I also believe I have found how to make civilians not afraid of creatures anymore (ie. interrupted by things all the time). Going to upload in an hour or so.

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Karlito

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #12 on: December 01, 2007, 08:09:00 pm »

quote:
Originally posted by Helmaroc:
<STRONG>...deadly to any fisher...</STRONG>

This describes any swimming creature   :D

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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #13 on: December 01, 2007, 08:54:00 pm »

Now released! See OP for download details.

If you find any problems with it, please let me know ASAP. I haven't tested everything in here, so buyer beware.

I also added a few new fun things since the OP; you can find them in the readme.

Spoiler:

Purring maggots, as it turns out, are just the larval stage for something else. Turns out they also really don't appreciate dwarves squeezing their kids to death for their delicious juices.

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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #14 on: December 01, 2007, 09:02:00 pm »

LOL you named the mod.  :D

[ December 01, 2007: Message edited by: Helmaroc ]

[ December 01, 2007: Message edited by: Helmaroc ]

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