Dwarf Fortress 31.12 (win-graphics)
by
Toady One
http://www.bay12games.com/dwarves/------
Graphics Sets
Phoebus Graphic Set 0.31.12v03 [http://www.bay12forums.com/smf/index.php?topic=57557.0]
- Meld tileset enabled (more subtle rock symbols), see phoebus readme for information on the alternatives included.
Civilization Forge Graphics Pack by Undeadstag [http://dffd.wimbli.com/file.php?id=1119]
- Drayaths fixes so that the graphics have a proper transparent background. (I.e. the purple square background in game)
- Drayaths fixes so that nothing reported to the errorlog.txt file.
- PLEASE REPORT any creatures you see not using graphics. I'm not going to attempt to draw anything, but can at least use an appropiate existing image for it.
- Known Issue: None of the new primitive civs or beastmen have any graphics.
Drayaths mods to civforge to use Phoebus graphics for all non-creature civ forge additions.
- No new graphics have been added for this, but all new minerals/gems use appropiate(ish) graphics and in use groups of minerals seems to stand out from there surroundings.
- Known issue: punctuation in words (language_*.txt files) for the new races gets converted into various odd symbols. Next version of dwarf fortress should be splitting out the text and graphics to resolve this.
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Mods
Civilization Forge 2.30 TEST by Mephansteras [http://www.bay12forums.com/smf/index.php?topic=31157.0]
- All primitive civilizations and beastman have been activated.
- Reduced mineral availability not enabled.
- Large map template included, generate a map with most civs still alive. (addition start civs, generation ends at year 250, some other tweaks)
- Drayaths tweaks so Ravens occur less frequently (too much job cancelation spam when doing outside constuction) but it tamed can now be trained as Hunting Ravens!
Dwarven Higher Learning Mod by Shukaro (v2.1) [http://www.bay12forums.com/smf/index.php?topic=60853.msg1377358]
- Drayaths fixes for some typos in the reactions.
Crematorium Workshop by Lazureus [http://www.bay12forums.com/smf/index.php?topic=54058.msg1159978]
- Drayaths tweaks to add Magma Crematorium, normal crematorium now needs fuel, new reactions to burn fat/tallow, outputs tweaked
- Drayaths fixes to added keyboard shortcuts to reactions
Profits Stone Annihilator (2.00.000)
- Drayaths tweaks to support civforge stone types.
NoExotics by madk [http://www.bay12forums.com/smf/index.php?topic=59411.msg1332644#msg1332644]
- THIS HAS NOT BEEN RUN. Run to train exotic animal without dungeon master.
Drayaths Stone Crusher Workshop
- Crush selected types of boulders into bags of sand. Allows glassworking on a sandless map.
- 1 boulder (of any type) + empty bag => bag of sand.
Drayaths Gem Splitting Workshop v2 [http://www.bay12forums.com/smf/index.php?topic=62608.0]
- New mod, allow the cutting of large gems and gem crafts into a number of small gems.
- If you have a legendary gemcutter this can result in significantly more gems as they produce more gem crafts.
- Uses Gem Cutting skills (only affects speed)
- Crown => 5 small gems
- Scepter => 4 small gems
- Figurine, Large Gem => 3 small gems
- Earring, Amulet, Ring, Braclet => 2 small gems
Drayaths Seed Brewery v2 [http://www.bay12forums.com/smf/index.php?topic=62433.msg1431166#msg1431166]
- New mod, allows brewing of seeds directly to alcohol.
- Each brew operation uses up 5 seeds of the appropriate type.
- Once 25 seeds have been used you will get a barrel containing 25 of the appropriate alcohol.
- If a plant does not normally produce alcohol you will get sewer brew.
- Use to safely reduce your seed stockpiles and recover bags and space (e.g. use job manager to brew 20 pig tail seed jobs will consume 100 pig tail seeds and produce 4x25 dwarven beer)
- Support for the civforge plants.
Drayaths Burnstuff addon v1
- New mod, most wooden items (e.g. barrels, boxes, catapult parts) can be burnt in the civforge/genesis/ironworks 'Charcoal Furnace' to produce charcoal. Clear out low quality wooden item, or burn some of the tat from elven caravans.
- Existing reaction is 1 wood = 2 charcoal
- New reactions : 1 wood + 2 small wooden items = 3 charcoal (weapons, armour, buckets, splints, crutches)
- New reactions: 1 wood + 1 large wooden item = 3 charcoal (barrel, bed, bins, blocks, boxes, cabinet, cages, chairs, doors, pipe sections, statues, tables, seige engine parts/ammo, trap components, weapon/armourstand,
- Burning arrows is not supported
Drayaths Plant Grow times increased significantly
- Weeds=500 (rat weed, slime mould) [did not exist]
- Fast=800 (plump helmet, pig tail, rope reed, oil nut) [was 300]
- Normal=1200 (most plants) [was 500]
- Slow=2000 (quarry bush, cinamon, black pepper) [quarry bush was 800]
- Genarally vanilla plants have more than doubled, civforge plants have been tweaked.
- 1 farmer will still produce the same ammount of plants, but will need more fields and more fertilizer.
Drayaths Weapon Tweaks
- Lowered ranged weapon damage. Still high (and iron bolt to the head/throat will usally kill through any armor)
- Other than lucky shots any metal armor help greatly (most shots go from chips bone to bruises fat/skin)
- Armor of better metals only seems to help a little, civforge heavy armors only seem to help a little.
Unknowns Display Case Mod
- Weapon, Armor and General display cases. Finally something useful to do with your useless artifacts.
Use of enemy bones (e.g. goblins) and skull totems now allowed.
- If you dont want this, in entity_default.txt replace the first MAKE_TROPHY_SAPIENT:ACCEPTABLE with MAKE_TROPHY_SAPIENT:APPALLING
Domestic and some other start animals have specific names for members of the female sex. (base and civforge animals)
Drayaths Civforge alchemy diagram.
Unknowns core dwarf fortress production diagram.
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Hope you enjoy
Drayath
http://www.brightsoft.net/Drayaths_Dwarf_Fortress_Pack.html------
31.12 V3 (20/08/10)
- Added: ExpandRawTags tool, helper tool to merge mods together. Ensure every tag in raws is in on a separate line (indentation retained as per unexpanded line)
- Added: Drayaths Burnstuff addon
- Added: Drayaths Stone Crushing workshop
- Added: Drayaths Civforge alchemy diagram
- Added: Unknowns core dwarf fortress production diagram
- Added: Allow trophies of enemies
- Added: Plant grow times significantly increased (especially vanilla plants)
- Added: Ranged ammo and whips are affected by armour slightly more
- Updated civforge: 2.22 => 2.3 TEST
- Updated Higher Learning Mod 2.0.1 => 2.1
- Updated Gem Splitting Workshop v1 => v2 (added keyboard short cuts, made reactions automatic, tweaks to output ammounts)
- Updated Seed Brewery Workshop v1 => v2 (added keyboard short cuts)
- Updated Phoebus Graphic Set: 0.31.12v01 => 0.31.12v03
- Fixed: Keyboard shortcuts to crematorium reactions
- Fixed: Tidy up of entity_default file and comments. Each mod listed above is in a separate block to allow easy removal/changes.
- Fixed: Civforge Graphics Pack was not using transparent background for graphics (show as purple squares in game).
- Fixed: Civforge Graphics Pack some animals specified incorrectly: Cave Crab, Chicken
- Doc: Added display cases to readme.
31.12 V2 (26/07/10)
- Added: Drayaths Seed Brewery
- Added: Female caste names for common animals
- Updated civforge: 2.21 => 2.22
- Updated Phoebus Graphic Set: 0.31.12v00 => 0.31.12v01
- Fixed: Errors from Civilization Forge Graphics Pack logged to errorlog.txt
- Fixed: Missed the higher learning mod entries from the entity_default.txt file!