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Author Topic: Dwarf Mustard [0.31.16][v0.07][Upd.29/10]  (Read 12027 times)

Ockad

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Dwarf Mustard [0.31.16][v0.07][Upd.29/10]
« on: October 22, 2010, 07:07:40 pm »


What is Dwarf Mustard then? --
Dwarf Mustard is a modification that expands the vanilla Dwarf Fortress with more content.
To my opinion, Dwarf Fortress should be richer in content, so that the fun may never, ever run out.
I want to keep it clean, and varied though. You'll still be playing as Dwarves, and you'll still be encountered by anything else you've been encountered by in the past.
More toys, more instruments, more weapons, more metals, more trees, more bugs, birds and other moving creatures!
Basically, it is an ongoing process. With frequent updates!

How to install is supplied with the download, as well as how to uninstall!

Next update(v0.08): Aquatic creatures: Seamonkeys, Crayfish, Hammerhead sharks, Trilobites.

Features --
  • Items:
    - 5 new weapons:
    Spoiler (click to show/hide)
    - 2 new armors:
    Spoiler (click to show/hide)
    - 2 new shoe types:
    Spoiler (click to show/hide)
    - 1 new glove type:
    Spoiler (click to show/hide)
    - 4 new head-wear:
    Spoiler (click to show/hide)
    - 4 new shields:
    Spoiler (click to show/hide)
    - 1 new ammo type:
    Spoiler (click to show/hide)
    - 6 new toys:
    Spoiler (click to show/hide)
    - 4 new instruments:
    Spoiler (click to show/hide)
    - 3 new food types:
    Spoiler (click to show/hide)
    - 1 new beverage:
    Spoiler (click to show/hide)
  • Geo:
    - 1 new metal:
    Spoiler (click to show/hide)
    - 1 new flux layer:
    Spoiler (click to show/hide)
    - 1 new mineral:
    Spoiler (click to show/hide)
    - 1 new gem:
    Spoiler (click to show/hide)
  • Fauna:
    - 3 new animals:
    Spoiler (click to show/hide)
    Updated!- 6 new mythological beings:
    Spoiler (click to show/hide)
  • Flora:
    - 5 new trees:
    Spoiler (click to show/hide)
    Updated!- 4 new plants:
    Spoiler (click to show/hide)
    - 2 new vegetables:
    Spoiler (click to show/hide)
    Updated!- 3 new dyes:
    Spoiler (click to show/hide)

Changelog --
Spoiler (click to show/hide)
Credits--
Thanks to Kiktamo for a few of his contributions, and thank you Quietust for 'saving' Dwarf Mustard!
« Last Edit: January 27, 2011, 05:51:22 pm by Ockad »
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #1 on: October 22, 2010, 07:08:47 pm »

Reserved - Gracias.

Yaddy1

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #2 on: October 22, 2010, 07:34:59 pm »

Awesome name. Also seems intriguing. I'll use it next time I play DF. (which admittedly might not be for a while)
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #3 on: October 22, 2010, 07:38:07 pm »

Ah, thank you. The motivation!
Unfortunately, any time without DF should be mourned by.

dennislp3

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #4 on: October 22, 2010, 09:22:34 pm »

This is certainly something I will watch...always good to have extra content
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #5 on: October 23, 2010, 07:18:32 am »

Oh yes, it enhances game-play.
I am also accepting contributions if you wish to collaborate!

Yaddy1

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #6 on: October 23, 2010, 08:11:45 am »

What are pellets for?
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #7 on: October 23, 2010, 08:27:46 am »

I am thinking of using it together with a very primitive hand-cannon.

EDIT: The little noob I am, it seems like everything I made, won't show up at the embark item menu.
I made it as item_helms_dm ( dm being DWARF MUSTARD ). Should I add certain things or what? Or just don't work with separate files, and just merge it with other existing ones?
« Last Edit: October 23, 2010, 12:06:04 pm by Ockad »
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Zaerosz

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #8 on: October 23, 2010, 05:13:19 pm »

Did you have the file name and [OBJECT:ITEM] or [OBJECT:x] at the top of each file?
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #9 on: October 24, 2010, 06:51:59 am »

Yes, I sure did.

EDIT: File name at the top? That means like creature_standard right? Or do I need to put it like this: creature_standard_mod.txt ?

Roses

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #10 on: October 24, 2010, 01:03:42 pm »

Did you make sure to add them to the entity file as well?
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #11 on: October 24, 2010, 06:07:53 pm »

Ah, sorry, didn't know that Roses!
Thank you so much.
Just a matter of putting a bunch of []'s and the item. Wonderful.
I'm making progress now.

EDIT:
Can you also just make a separate entity file? like entity_default_mod.txt ? So that people do not have to screw around with their default entity file, which will result in much easier un-installation.
« Last Edit: October 24, 2010, 06:11:02 pm by Ockad »
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Kiktamo

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #12 on: October 24, 2010, 06:31:02 pm »

I don't believe so but you could probably make an extra file documenting exactly what you added to the entity file to make it easier to find and remove.
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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #13 on: October 24, 2010, 06:31:40 pm »

You can create whatever new files you wish (excluding ones detailing forgotten beast components and such; adding such things might lead to unexpected consequences).
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Ockad

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Re: Dwarf Mustard [0.31.16][v0.01]
« Reply #14 on: October 24, 2010, 06:34:59 pm »

I don't believe so but you could probably make an extra file documenting exactly what you added to the entity file to make it easier to find and remove.
Good point.

You can create whatever new files you wish (excluding ones detailing forgotten beast components and such; adding such things might lead to unexpected consequences).
I think i'll just go for Kiktamo's advice here and just add a uninstall readme file so people can see for themselves. I might work on it later.

Thanks guys, now we are getting somewhere!
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