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Author Topic: MixMod for 31.25 v0.9  (Read 47580 times)

Sdonourg

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MixMod for 31.25 v0.9
« on: May 11, 2010, 03:00:48 am »

Some time ago there was a MegaMix Mod for 40d. Now I merged (successfully! everything [or almost] is working fine) all the mods for 31.17. Some creatures and entities were renamed to avoid conflicts. If you have found a bug or you want me to add a mod in this mix, post your requests and suggestions here. Forget it, now Ieb merged it again, and I'll continue his work.
Mods included:
 Honestly, I dont even know, what mods are within this package, but I think almost all.
New additions:
- Lore/AdventureQuest (v. Firefly)
- Legends of Forlorn Realms(v. 0.13b)
- My Little Fortress(v. 1.4)
- Corrosion(v. 1.0.8)
- Monster Hunter Universe(v. 0.4.7)
- Cthulhu Mythos Mod(v. 0.04)
- Zero's Metalworking(v. 1.0)
- Slimelands(v. 1.4)
- Aspectus Lolin(v. .82.1)
- TES Mod(v. 1.1)
- Black Powder Firearms(v. 0.3)
- Suika Fortress (v. 6.93)
- Dwarven Lamination(v. 1.3)
- S.L.A.D.E (v. 1.5)
- Mechanicxm's Vanilla DF Plus mod
- Meterworm creature.
- Mosquito of POWERRRRRR.
- Naryar's various modded creations.
- The Pub.
- DFA Lite (v. 0.3.6)
- Dwarven Realms
- Gem Warfare(v. 0.3)
- Dwarven Hive (v. .4.0.0)
- JaxMod
- Krynn Mod
- Legendary Lands (v. 1.01)
- Slimes, Blobs and Jellies mod(v. 0.2.5.1)
- Northdwarf (v. 0.1)
- Make SCIENCE! (v. 0.51)

http://dffd.wimbli.com/file.php?id=2329

Changelog:
Spoiler (click to show/hide)
« Last Edit: July 10, 2011, 11:50:12 pm by Sdonourg »
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Deon

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Re: MixMod for 31.03 v0.1
« Reply #1 on: May 11, 2010, 05:01:33 am »

Okay, that's the salad I wouldn't eat in real life :). I can see fantasy mods merged together, but WASTELAND :P. Oh god.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Sdonourg

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Re: MixMod for 31.03 v0.1
« Reply #2 on: May 11, 2010, 05:09:57 am »

Yeah, that's a bit weird :D, but quite playable. If somebody wants to exclude Wasteland mod, he can simply delete it's raws.

Edit: Just uploaded a quick fix, adding missing colossi and removing a broken creature.
« Last Edit: May 11, 2010, 05:42:53 am by Sdonourg »
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Knight Otu

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Re: MixMod for 31.03 v0.1
« Reply #3 on: May 11, 2010, 06:06:31 am »

Error log:

Spoiler (click to show/hide)

Error explanations (the first two may be specific to the mods in question:
The pokemons 100 and 101 have eyes, but no EYE tissue. Don't know which they should have.
Icelani don't have any hair defined, but get hair colors. They need [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS] somewhere.
Idols of Kali are in 40d format (and have a nonexistent sphere to boot).
The eaglekin error comes from the way the creature variations work. I think it can be changed by renaming the 2WINGS_JOINTS body part or creating an identical body part with the above name.
The various data/speech errors are because these files aren't in the raws folder, but the data folder.

Also I've noticed that the Direforged files are the v0.05 files, not the v0.1 files.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Sdonourg

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Re: MixMod for 31.03 v0.11
« Reply #4 on: May 11, 2010, 06:28:23 am »

Thanks for advice ;). I know about color errors, but I can't do anything, because I'm too new in modding. Idol of Kali is my horrible random mistake and it's already fixed. Didn't know, that I had old Direforged mod, will update shortly.

P.S. Sorry for my horrible english
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Ironhand

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Re: MixMod for 31.03 v0.11
« Reply #5 on: May 11, 2010, 08:31:17 am »

Your english is better than that of a lot of the people on this forum.

I wouldn't have even noticed if you hadn't said anything;
Your errors are few and far enough between that I took them for typos.

I'm gonna have to agree with Deon on the mod package, though. It frightens me a little bit.

Although, I generally don't use mods anyway. I like core + llamas. And really minor fiddling stuff.
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Sdonourg

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Re: MixMod for 31.03 v0.15
« Reply #6 on: May 11, 2010, 08:34:16 am »

Thanks, Ironhand :D
Just updated the mod, fixed icelan hair error, updated the Direforged Mod to 0.1, but left the eaglekin, and pokemon errors in (tried to duplicate body part, but it doesn't work)
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Randominality

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Re: MixMod for 31.03 v0.15
« Reply #7 on: May 11, 2010, 09:23:49 am »

Woot.  :D
Looking forward to this becoming as huge as the Megamix. That made for some of the most epic and ludicrous forts conceivable. I had some crazy WTF race with the fort hollowed out into some marshmallow cliffs and loads of robots running around as pets. Also ridiculous numbers of caravans bearing the most bizarre foods and materials.
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Oh Gordon Freeman, what medical procedure can't you educate alien war machines about?

Knight Otu

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Re: MixMod for 31.03 v0.15
« Reply #8 on: May 11, 2010, 10:24:22 am »

but left the eaglekin, and pokemon errors in (tried to duplicate body part, but it doesn't work)

Eaglekin may have been because between 0.05 and 0.1 I renamed most of my stuff to minimize duplicate errors should anyone wish to merge Direforged with other mods (and managed to miss the immune-creature in syndromes; that'll be fixed in the next update). Anyway, to fix the pokemon errors, change the line [SET_TL_GROUP:BY_CATEGORY:EYE:EYE] in the pokemons 100 and 101 to [SET_TL_GROUP:BY_CATEGORY:EYE:TIN] . To fix the eaglekin error, add the following to body_direforged:

Code: [Select]
[BODY:KO_DF_WING_HANDS_JOINTS]
[BP:RWINGJ:right wing joint:STP][CON:RWING][JOINT][SMALL][INTERNAL][RIGHT][CATEGORY:WING]
[DEFAULT_RELSIZE:50]
[BP:LWINGJ:left wing joint:STP][CON:LWING][JOINT][SMALL][INTERNAL][LEFT][CATEGORY:WING]
[DEFAULT_RELSIZE:50]
I'll also add it into my mod to make further versions of MixMod easier.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Deon

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Re: MixMod for 31.03 v0.15
« Reply #9 on: May 11, 2010, 10:59:17 am »

I forgot to say that I'm frightened how did you manage to stick Genesis mod inside of this. My Wasteland mod was my second experience with 0.31.* so I was careful and put most changes into separate files like creature_wasteland.txt etc, but Genesis mod is totally messed up in terms of added stuff, I've changed too many vanilla stuff and didn't try to organize its contents :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sdonourg

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Re: MixMod for 31.03 v0.17
« Reply #10 on: May 11, 2010, 07:38:27 pm »

Well, I'll solve left errors soon.
2Deon, if I recall correctly, for this bundle I used Genesis mode as a base, not vanilla, so it works fine :)

EDIT: a new errorless version 0.17 is released.
« Last Edit: May 12, 2010, 04:41:09 am by Sdonourg »
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Sdonourg

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Re: MixMod for 31.03 v0.2
« Reply #11 on: May 14, 2010, 06:58:42 am »

Updated Genesis Mod to 1.71. Thanks, Deon, your new file organization is way better. ;)

EDIT: And to 1.72 now
« Last Edit: May 14, 2010, 09:24:45 pm by Sdonourg »
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FACM

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Re: MixMod for 31.03 v0.21
« Reply #12 on: May 15, 2010, 11:34:49 am »

I was just wondering how DF would handle having a ton of mods mixed together at once. I may have to try this out, just to see how many civs can exist at once
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Sdonourg

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Re: MixMod for 31.04 v0.24
« Reply #13 on: May 17, 2010, 07:12:34 pm »

Update
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Sdonourg

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Re: MixMod for 31.06 v0.3
« Reply #14 on: June 10, 2010, 01:13:31 am »

Thread necromancy
Another update
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