Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: The13thRonin on June 18, 2011, 05:21:33 pm

Title: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: The13thRonin on June 18, 2011, 05:21:33 pm
(http://img717.imageshack.us/img717/9205/mineshaft.jpg)

"Sometimes we find others in the darkness, and sometimes we lose them there again."



[YOU HAVE STRUCK...]

Dig Deeper DIAMOND - 750+ items of new content including; new plants, new creatures, new metals, new woods, new gems, new stones, new crafts and much, much more.

You can find the download here: Dig Deeper DIAMOND [Version 1.2] (http://dffd.wimbli.com/file.php?id=7439)
DOWNLOAD AND PLAY... PRE-PACKAGED FOR YOUR CONVENIENCE!



Welcome to the newest iteration of Dig Deeper! This project started long ago as a desire for me to write new materials into the game as I wanted to increase the variation between fortresses and even individual dwarves. Sooner or later I began to add other things such as new creatures and new weapons. Before long the additions began to become quite numerous and I decided to release Dig Deeper to the forums. Dig Deeper was created with specific goals in mind... These are to:

- Increase the variance in the content of the game.
- Increase the challenge to cater for more experienced users.
- Maintain the 'feel' of vanilla Dwarf Fortress.




Here is a complete list of all additions [and a partial list of the changes] that this modification makes to the base game:

THE README.

Spoiler (click to show/hide)



If you want to wear my text signature you can do this by putting this in your profile forum signature box:

Spoiler (click to show/hide)
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Conan on June 18, 2011, 07:58:57 pm
I'm pretty good at pixel art, but I have no idea how DF's art palettes works.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 18, 2011, 11:38:38 pm
Don't forget to leave feedback guys. I always like to get feedback on how things are going with the mod :).
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Pan on June 19, 2011, 03:30:27 am
What are your plans for the next version?
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Stronghammer on June 19, 2011, 04:26:30 am
Hey The13thRonin I hope you dont mind but i have started a community fortress called AncientAshes using your mod. And thanks for bringing back one of the greats.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 04:50:54 am
Hey The13thRonin I hope you dont mind but i have started a community fortress called AncientAshes using your mod. And thanks for bringing back one of the greats.

Nothing makes me happier than seeing community forts which use the mod, thanks :). I'll be following closely! Be sure to drop back in to give me feedback on how you think the changes are.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: EmperorJon on June 19, 2011, 04:55:14 am
IT'S HERE
IT'S BACK
It's been downloaded!


Thank yooooou!
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Yoink on June 19, 2011, 05:28:36 am
Looks pretty darn interesting, I'll probably download soon! :)
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Deon on June 19, 2011, 05:44:06 am
Great :).

You know that bamboo is also a grass, right? Something like "long bamboo" or "aged bamboo" would be better. Of course with a better name.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Psieye on June 19, 2011, 07:55:33 am
I like the idea of "[...] figurine" in the toy additions but this could be confusing with the "figurine of [...]" from crafts. Perhaps if the word 'figurine' was changed to 'doll' or 'model'?
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 10:57:10 am
What are your plans for the next version?

Expand on the base I've set myself. New metals, new woods, more creatures, etc. If there's an area anyone would like particular focus on let me know.

You know that bamboo is also a grass, right? Something like "long bamboo" or "aged bamboo" would be better. Of course with a better name.

Its considered to be a grass by some because of the manner in which it grows in the same way that some people categorise a tomato as a fruit even though we treat it as a vegetable so I'm not too sure about the name-change but I will give it somemore thought. Thanks for the suggestion!

I like the idea of "[...] figurine" in the toy additions but this could be confusing with the "figurine of [...]" from crafts. Perhaps if the word 'figurine' was changed to 'doll' or 'model'?

I didn't even realise that you could make craft figurines... I hadn't played in awhile. Thank you for picking that up! In the next version I will rename all toy figurines to "dolls" and get rid of my generic doll entry.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Deon on June 19, 2011, 11:19:16 am
You know that bamboo is also a grass, right? Something like "long bamboo" or "aged bamboo" would be better. Of course with a better name.

Its considered to be a grass by some because of the manner in which it grows in the same way that some people categorise a tomato as a fruit even though we treat it as a vegetable so I'm not too sure about the name-change but I will give it somemore thought. Thanks for the suggestion!
I don't mind if it's considered a tree. But two plants with the same name is confusing, that's why I suggested it. I meant that bamboo is also a grass in DF, pandas eat it there.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 11:29:13 am
You know that bamboo is also a grass, right? Something like "long bamboo" or "aged bamboo" would be better. Of course with a better name.

Its considered to be a grass by some because of the manner in which it grows in the same way that some people categorise a tomato as a fruit even though we treat it as a vegetable so I'm not too sure about the name-change but I will give it somemore thought. Thanks for the suggestion!
I don't mind if it's considered a tree. But two plants with the same name is confusing, that's why I suggested it. I meant that bamboo is also a grass in DF, pandas eat it there.

Ah I see. Do pandas eat all grasses or just the bamboo grass? I may just remove the vanilla grass entity and stick with the wood one?
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Talanic on June 19, 2011, 11:40:51 am
Pandas only eat bamboo grass, as far as I know.  Very hard to keep them alive if you don't have it, obviously.

Would you mind if I roll my Dwarven Hive mod into this when the next version of DF comes out?  I'm looking to roll it into a larger mod other than Genesis (not because Genesis is anything less than excellent, mind you - it's just what I've been playing with for a while so I'm looking for variety) and then doing a community fort. 
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Conan on June 19, 2011, 11:41:59 am
Is the readme included with the download? I'm going to start on the art this week.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 11:42:54 am
Pandas only eat bamboo grass, as far as I know.  Very hard to keep them alive if you don't have it, obviously.

Would you mind if I roll my Dwarven Hive mod into this when the next version of DF comes out?  I'm looking to roll it into a larger mod other than Genesis (not because Genesis is anything less than excellent, mind you - it's just what I've been playing with for a while so I'm looking for variety) and then doing a community fort.

What do you mean 'roll it into'? Do you mean release the combined version as a download or combine it with your mod to be used in a community fort?

Is the readme included with the download? I'm going to start on the art this week.

Yes but it's also in the first post. Just click the spoilers under README.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Conan on June 19, 2011, 11:44:17 am
I noticed that but I didn't want to keep having to go back online to access it.

Expect an update from me sometime in the next few weeks.  :D
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 11:48:24 am
You know that bamboo is also a grass, right? Something like "long bamboo" or "aged bamboo" would be better. Of course with a better name.

Its considered to be a grass by some because of the manner in which it grows in the same way that some people categorise a tomato as a fruit even though we treat it as a vegetable so I'm not too sure about the name-change but I will give it somemore thought. Thanks for the suggestion!
I don't mind if it's considered a tree. But two plants with the same name is confusing, that's why I suggested it. I meant that bamboo is also a grass in DF, pandas eat it there.

I'll rename the wood 'long bamboo' for now. Thanks for that.

EDIT: Actually, I'll rename the grasses to be 'bamboo shoots'. That should do the trick.

I also found that in vanilla Dwarf Fortress Toady forgot to remove teeth from sea-nettle jellyfish. I've done that.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: BigD145 on June 19, 2011, 12:55:23 pm
You know that bamboo is also a grass, right? Something like "long bamboo" or "aged bamboo" would be better. Of course with a better name.

Its considered to be a grass by some because of the manner in which it grows in the same way that some people categorize a tomato as a fruit even though we treat it as a vegetable so I'm not too sure about the name-change but I will give it some more thought. Thanks for the suggestion!

A tomato is an angiosperm and thus has 'fruit'. Same with grass and bamboo, which are in the true-grass family and also angiosperms. Bamboo is just tree-like.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Talanic on June 19, 2011, 03:36:07 pm

What do you mean 'roll it into'? Do you mean release the combined version as a download or combine it with your mod to be used in a community fort?


Originally, just the second option, but if you were open to it, it might be fun to do the former as well.  Dig Deeper was the first mod I ever played, and I'll probably never make something so large - but adding my hive dwarf races (bug dwarves (playable and hostile) and spider-elves) to Dig Deeper might be an interesting option. 
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 03:54:06 pm

What do you mean 'roll it into'? Do you mean release the combined version as a download or combine it with your mod to be used in a community fort?


Originally, just the second option, but if you were open to it, it might be fun to do the former as well.  Dig Deeper was the first mod I ever played, and I'll probably never make something so large - but adding my hive dwarf races (bug dwarves (playable and hostile) and spider-elves) to Dig Deeper might be an interesting option.

I'll have a look at your mod and see if there's anything there I can use. Feel free to make a community fort. I actively encourage people to do this, in fact I like nothing better (and if you want to mesh the files for it, go right ahead, just be careful, I've changed most of the vanilla folders so if you overwrite anything you could break something)!

I reworked the "Toys" we were talking about before and I remade the figurines as dolls... Eventually I'd like to have one for every single creature and profession (as well) for sentinent races. So far this is what I came up with.

[85]

- Alligator doll
- Ball
- Black bear doll
- Bonobo doll
- Bronze colossus doll
- Buzzard doll
- Capybara doll
- Carp doll
- Cat doll
- Dark gnome doll
- Deer doll
- Dog doll
- Cave troll doll
- Centaur doll
- Cheetah doll
- Chimera doll
- Chimpanzee doll
- Cougar doll
- Cyclops doll
- Dark elf doll
- Dragon doll
- Dwarf doll
- Elephant doll
- Elf doll
- Ettin doll
- Fairy doll
- Fox doll
- Frill shark doll
- Gazelle doll
- Giant cave spider doll
- Giant doll
- Gigantic panda doll
- Giant eagle doll
- Giraffe doll
- Gorilla doll
- Great white shark doll
- Gremlin doll
- Griffon doll
- Grizzly bear doll
- Groundhog doll
- Hoary marmot doll
- Human doll
- Jaguar doll:
- Kobold doll
- Leopard doll
- Lion doll
- Lizard doll
- Mandrill doll
- Marble set
- Minotaur doll
- Mountain gnome doll
- Mountain goat doll
- Music box
- Ogre doll
- Orangutan doll
- Orc doll
- Panda doll
- Panda man doll
- Pixie doll
- Polar bear doll
- Raccoon doll
- Rhesus macaque doll
- Rhinoceros doll
- Sasquatch doll
- Satyr doll
- Sea lamprey doll
- Spinning top
- Spiny dogfish doll
- Tentacle demon doll
- Tiger doll
- Toad doll
- Toy crossbow
- Toy crown
- Toy mining pick
- Toy spear
- Toy sword
- Turtle doll
- Unicorn doll
- Walrus doll
- Warthog doll
- Werewolf doll
- Whale doll
- Wizard doll
- Wolf doll
- Yeti doll
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Stronghammer on June 19, 2011, 04:14:19 pm
Omg just got attacked by a giant panda and holy crow are they tough, took my fighter and tore him apart, note to self avoid giant creatures. :o
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Stronghammer on June 19, 2011, 04:15:22 pm
loving all the above ground plants though not seeing much in a terrifying region, thats ok with me though, means more want to trade
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: The13thRonin on June 19, 2011, 07:20:48 pm
I'm happy to take suggestions for what to focus on modding in next. I've just finished adding in some new woods and I think I'll have a run at more metals and creatures shortly. V0.2 will have over 500 additions but it's not going to be released until it's good and ready. I want to have some time to finetune and beta-test it.
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Talanic on June 19, 2011, 08:35:33 pm


I'll have a look at your mod and see if there's anything there I can use. Feel free to make a community fort. I actively encourage people to do this, in fact I like nothing better (and if you want to mesh the files for it, go right ahead, just be careful, I've changed most of the vanilla folders so if you overwrite anything you could break something)!

Okay.  Just give me a day or so to get the latest RAW files to you.
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: The13thRonin on June 19, 2011, 08:55:49 pm
I decided I was unhappy with the graphics included in V0.1 so V0.2 has totally updated graphics, a new colour scheme and all those goodies. I didn't make any of the graphics myself I simply meshed them together from various other more talented peoples tilesets and palattes and ensured that they would work with Dig Deeper (if I used your work in some way and you are unhappy contact me and I will take it down). I will get around to writing up acknowledgements as soon as I can for these sorts of things. In lieu of my unhappiness with the graphics I am releasing V0.2 way ahead of schedule choc full of little tweaks as well as the major graphical overhaul. I will get pictures up in the OP soon enough but trust me, it's looking good. Check it out for yourself!
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: BodyGripper on June 19, 2011, 09:08:59 pm
I've always heard good things about Dig Deeper.  I'm busy with a fort now, but I'm posting here so I'll remember to check it out when I'm done.
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: Urist_McArathos on June 20, 2011, 02:35:13 am
If there's one thing  I love, it's more depth and realism in games.  I'm not sure if I'll be able to handle this much, but here goes everything.  Downloading, and starting a community fort with it.  This is, I should mention, the first mod I'm playing with DF aside from graphics packs.  I'm excited to see what happens, and hope you'll follow my humble story as well.

Here is the link: http://www.bay12forums.com/smf/index.php?topic=87200.0
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: The13thRonin on June 20, 2011, 09:15:31 am
If there's one thing  I love, it's more depth and realism in games.  I'm not sure if I'll be able to handle this much, but here goes everything.  Downloading, and starting a community fort with it.  This is, I should mention, the first mod I'm playing with DF aside from graphics packs.  I'm excited to see what happens, and hope you'll follow my humble story as well.

Here is the link: http://www.bay12forums.com/smf/index.php?topic=87200.0

I shall subscribe, I hope you enjoy your first experience with the world of mods :).
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: Dohon on June 20, 2011, 09:23:28 am
I downloaded DDG and while I don't have the time for a community fortress (yet), I am looking forward to digging deeper once more.

Just a small question: I see you haven't added new weapons or armour. Is that still on the to-do list or are you happy with the weapons that vanilla DF has?
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: The13thRonin on June 20, 2011, 09:31:53 am
I downloaded DDG and while I don't have the time for a community fortress (yet), I am looking forward to digging deeper once more.

Just a small question: I see you haven't added new weapons or armour. Is that still on the to-do list or are you happy with the weapons that vanilla DF has?

It is most definitely on the to-do list for the very next release! I want to do it right and not just include it before its ready as a hatchet job. But you will have them soon enough :)! Please don't forget to come back and leave some feed-back when you get the chance!
Title: Re: Dig Deeper GOLD [Version: 0.1]
Post by: Kon on June 20, 2011, 09:43:07 am
I'm happy to take suggestions for what to focus on modding in next. ...

I've grown (although painfully) to like the Alchemy mods in Civ Forge. There is still a bug with producing powders, but you can import some of them. I like being able to make Mithril, Incendium, Glacium, etc.
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: Dohon on June 20, 2011, 09:46:20 am
It is most definitely on the to-do list for the very next release! I want to do it right and not just include it before its ready as a hatchet job. But you will have them soon enough :)! Please don't forget to come back and leave some feed-back when you get the chance!

Take your time. :) I too prefer a masterwork later than a rushjob now. And once I took the mod for a spin, I'll report back. But I played the earlier versions way back and since those were excellent, I'm pretty sure this one will be too. ;)
Title: Re: Dig Deeper GOLD [Version: 0.2]
Post by: The13thRonin on June 20, 2011, 10:04:18 am
Discovered a minor bug that was really slowing down world gen when genning a LARGE REGION like map. Uploaded V0.3 to fix the problem. That's the only fix included right now. Link in the OP. World's should gen a lot faster now. A LOT faster.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Deon on June 20, 2011, 02:05:07 pm
Discovered a minor bug that was really slowing down world gen when genning a LARGE REGION like map. Uploaded V0.3 to fix the problem. That's the only fix included right now. Link in the OP. World's should gen a lot faster now. A LOT faster.
Mind sharing such useful info so we modders avoid the same problem?
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: The13thRonin on June 20, 2011, 03:41:52 pm
what do razorwires do?

Simply like a weapon trap. I haven't done extensive testing on them yet but they should 'activate' when something runs over them like a weapon trap. They're simply long rolls of 'barbed' or 'razor-sharp' wire that is designed to cut up anything that tries to move through it. Eventually I will attempt to nerf all traps and give them distinct roles.

Discovered a minor bug that was really slowing down world gen when genning a LARGE REGION like map. Uploaded V0.3 to fix the problem. That's the only fix included right now. Link in the OP. World's should gen a lot faster now. A LOT faster.
Mind sharing such useful info so we modders avoid the same problem?

I was playing around in the world parameters to attempt to increase the presence of orcs and dark elves and I made the stupid mistake of removing the SITE and CIV pop cap limits in V0.2. This resulted in thousands of sites popping up which while increasing the presence of everything resulted in world-gen lasting for roughly 3 hours. Just a silly mistake on my part.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Alem on June 20, 2011, 05:07:13 pm
Your mod looks incredible. Lots of new toys and a ton of new variety :). I did notice something when looking through the raws that might be a typo, it looks like under your reaction for making red brass its set up to pump out 1,500 bars, instead of the 10 bars it looks like you want it to. I haven't tried it yet though, so I very well could be wrong. Very cool though, I can't wait to try it :).
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Deon on June 20, 2011, 05:39:05 pm
It not just "looks incredible", Alem, it plays incredible :).

I can recommend this mod as a good example of a great mod design. While I am not able to mod right now due to RL reasons and my mods stall, I am happy that The13thRonin is back, now I can be sure that our community gets new and awesome things while I slack at delivering :).
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Talanic on June 20, 2011, 06:10:00 pm
Sorry, I got called into work today, so my getting material to you will be delayed a bit.  I'll get it to you asap.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Thrin on June 20, 2011, 06:44:18 pm
I have fond memories of the first Dig Deeper, glad to see it's back. I remember purposefully embarking on top of a kobold cave, and trying to make a 'dwarven research outpost' to watch over them. I think by the second year they had all been killed by orcs. Good times, good times...

If I may make a request, could you also put up a uninstalled version? Some of us are stuck with dial-up, and 7MBs take a fair amount of time to get, especially if we have to download it every time you update. Would be a lot quicker with an uninstalled version.

Still, glad it's back.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Pan on June 20, 2011, 08:35:37 pm
I have fond memories of the first Dig Deeper

As do many of us. My first 'successful' fortress (as in how I did not abandon after 3 or 4 years cuz of boredom (not FPS wise)) was when playing this mod. The orcs really took me out of my usual comfort zone that time, and gave me motivation to keep adding on and improving existing defenses. While goblins fall after a decent military, the orcs did not, so I had to really work hard to achieve victory.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: The13thRonin on June 21, 2011, 01:36:27 am
Your mod looks incredible. Lots of new toys and a ton of new variety :). I did notice something when looking through the raws that might be a typo, it looks like under your reaction for making red brass its set up to pump out 1,500 bars, instead of the 10 bars it looks like you want it to. I haven't tried it yet though, so I very well could be wrong. Very cool though, I can't wait to try it :).

Oh wow that's an embarrassing mistake!! Thanks for picking that up I will fix it and release it under 0.4 as soon as possible.

It not just "looks incredible", Alem, it plays incredible :).

I can recommend this mod as a good example of a great mod design. While I am not able to mod right now due to RL reasons and my mods stall, I am happy that The13thRonin is back, now I can be sure that our community gets new and awesome things while I slack at delivering :).

Wow thanks Deon, from such a talanted modder that's a real complement... You're too kind :)! Even though Dig Deeper is all about including more content I'm always wary of making sure that quality isn't sacrificed for quantity. It's hard but I like to think I succeed more often than not!

I have fond memories of the first Dig Deeper, glad to see it's back. I remember purposefully embarking on top of a kobold cave, and trying to make a 'dwarven research outpost' to watch over them. I think by the second year they had all been killed by orcs. Good times, good times...

If I may make a request, could you also put up a uninstalled version? Some of us are stuck with dial-up, and 7MBs take a fair amount of time to get, especially if we have to download it every time you update. Would be a lot quicker with an uninstalled version.

Still, glad it's back.

Done deal. Every version from 0.4 onward will include an uninstalled version as well. I will tag them seperately in the first post. For now I'll still include the graphics with them though which still might put the file at 1-2MBs... We'll have to see.

I have fond memories of the first Dig Deeper

As do many of us. My first 'successful' fortress (as in how I did not abandon after 3 or 4 years cuz of boredom (not FPS wise)) was when playing this mod. The orcs really took me out of my usual comfort zone that time, and gave me motivation to keep adding on and improving existing defenses. While goblins fall after a decent military, the orcs did not, so I had to really work hard to achieve victory.

I hope to make the orcs just as brutal in this version. Make sure you guys give me feedback on how I can improve them. Right now I think they are slightly weaker than they were in V1.4B but that can be fixed with patience and time.

Solid work will continue this weekend on the mod guys. Until then I'm working all week. Will try to introduce some minor stuff before then though. Still looking for people to create lets plays/community forts and people to contribute art (in-game screenies, pixel graphics and hand-drawn or computer-drawn sketches).
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Pan on June 21, 2011, 08:55:10 am
I wish to incorporate the orcs from this mod into this other one I'm using. Is copy and pasting the 'entity_orcs.txt' file from the Dig Deeper raws over to the other mod's raws enough?

Edit: OK, it did not work at all. I also C+P the language file over, and still nothing. What else should I do?
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Psieye on June 21, 2011, 11:19:42 am
Did you add the creature definition of orcs themselves? So far you've described how you added the civ definition of orcs.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Pan on June 21, 2011, 11:35:41 am
Ah, yeah that did it. Thinking on it, it's quite silly, me C+P-ing their ethics, morals and language, but completely forgot the creature themselves. Thanks.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on June 21, 2011, 12:09:07 pm
I've noticed this mod is quite jumpy.
the game will work for 2-3 secs normally, freeze for 1/2 a sec, then repeat. :(

If you're using the pre-installed version I have set the graphical update to 25 and left the thing at 2D. You might want to change to Standard or whatever other configuration you had upon vanilla release? I have not encountered this problem nor do I know of anyone else encountering it?

Oh and I set the priority to HIGH. You might want to reduce the priority to NORMAL as if you have a multi-core machine it could be 'jumping' CPUs causing the lag.

This is all in the DATA/INIT file.

I wish to incorporate the orcs from this mod into this other one I'm using. Is copy and pasting the 'entity_orcs.txt' file from the Dig Deeper raws over to the other mod's raws enough?

Edit: OK, it did not work at all. I also C+P the language file over, and still nothing. What else should I do?

Is there some reason you're no longer using Dig Deeper GOLD in favour of another mod? Is there something I can change to keep your patronage? :(
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Kon on June 21, 2011, 07:06:46 pm
Your mod looks incredible. Lots of new toys and a ton of new variety :). I did notice something when looking through the raws that might be a typo, it looks like under your reaction for making red brass its set up to pump out 1,500 bars, instead of the 10 bars it looks like you want it to. I haven't tried it yet though, so I very well could be wrong. Very cool though, I can't wait to try it :).
Oh wow that's an embarrassing mistake!! Thanks for picking that up I will fix it and release it under 0.4 as soon as possible.

Shouldn't red brass making and the other reactions in reaction_smelter_DD.txt be listed in entity_default.txt under permitted reactions? i.e.
   [PERMITTED_REACTION:REDBRASS_MAKING]
   [PERMITTED_REACTION:NORDIC_GOLD_MAKING]
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Kon on June 21, 2011, 07:31:12 pm
I see chrome in inorganic_metal_DD.txt, but I don't see a reaction for making it in reaction_smelter_DD.txt. It has a very high SOLID_DENSITY, so it should make a good bashing weapon.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: _DivideByZero_ on June 21, 2011, 08:09:14 pm
How did you even conceive of making chromium denser than tungsten?! (That wasn't meant as an insult)

Anyway, I noticed that a lot of the metals have completely false material properties. Cobalt is completely equal to iron, and the aforementioned chromium is denser than tungsten. Titanium is actually a fair bit weaker than steel (see: http://swordforum.com/metallurgy/titanium.html) and much harder to make. I realize that you're not actually going for an overtly complicated and realistic mod, but the fact remains that cobalt and titanium have pretty much the same role as iron and steel, respectively, without adding in anything to differentiate them other than a few minute properties.

For example, smelting cobalt in real life can generate noxious arsenic fumes, hence the name cobalt... "kobold" based off the german word for goblin.

All in all, the additions do vary the game a fair bit, and it really does maintain a vanilla feel, but I really think you could've done a bit more to vary the content so that it changes the experience. Good job with the orcs though, they add a better challenge to the game, albeit they really are just overpowered goblins.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Pan on June 21, 2011, 09:46:15 pm
Is there some reason you're no longer using Dig Deeper GOLD in favour of another mod? Is there something I can change to keep your patronage? :(

 I have about three Dwarf Fortress files I regularly play: Vanilla, Legend of the Forlorn Realms, and the latest addition: Dig Deeper GOLD. I play all three regularly (it's the summer holiday) and I thought Vanilla needed something to spice it up.

 So don't worry, my patronage here is as certain as ever.  :D
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: The13thRonin on June 22, 2011, 01:31:06 am
Your mod looks incredible. Lots of new toys and a ton of new variety :). I did notice something when looking through the raws that might be a typo, it looks like under your reaction for making red brass its set up to pump out 1,500 bars, instead of the 10 bars it looks like you want it to. I haven't tried it yet though, so I very well could be wrong. Very cool though, I can't wait to try it :).
Oh wow that's an embarrassing mistake!! Thanks for picking that up I will fix it and release it under 0.4 as soon as possible.

Shouldn't red brass making and the other reactions in reaction_smelter_DD.txt be listed in entity_default.txt under permitted reactions? i.e.
   [PERMITTED_REACTION:REDBRASS_MAKING]
   [PERMITTED_REACTION:NORDIC_GOLD_MAKING]

You're 100% right, total oversight. Will be fixed for 0.5. Thank you very much!!

I see chrome in inorganic_metal_DD.txt, but I don't see a reaction for making it in reaction_smelter_DD.txt. It has a very high SOLID_DENSITY, so it should make a good bashing weapon.

Chrome is smelted straight from the ore which means it doesn't need a reaction as it's not an alloy (fusion of two or more ores or metals).

How did you even conceive of making chromium denser than tungsten?! (That wasn't meant as an insult)

Anyway, I noticed that a lot of the metals have completely false material properties. Cobalt is completely equal to iron, and the aforementioned chromium is denser than tungsten. Titanium is actually a fair bit weaker than steel (see: http://swordforum.com/metallurgy/titanium.html) and much harder to make. I realize that you're not actually going for an overtly complicated and realistic mod, but the fact remains that cobalt and titanium have pretty much the same role as iron and steel, respectively, without adding in anything to differentiate them other than a few minute properties.

For example, smelting cobalt in real life can generate noxious arsenic fumes, hence the name cobalt... "kobold" based off the german word for goblin.

All in all, the additions do vary the game a fair bit, and it really does maintain a vanilla feel, but I really think you could've done a bit more to vary the content so that it changes the experience. Good job with the orcs though, they add a better challenge to the game, albeit they really are just overpowered goblins.

Oversight on the chrome being overpowered issue. Fixed for V0.5. Cobalt pretty much is the same strength as iron in dig deeper and titanium is only slightly better than steel and much harder to make 2 in 5 chance of successfully smelting it. As for having completely false properties, I'm going to have to disagree strongly with you there, from my research I have deduced that titanium has a much better weight to power ratio than steel (45% lighter for the same tensile strength) and this is represented in the game via slight tweaks to make it more powerful, after all if you're able to wear or wield 45% more metal then your going to have a slight edge.

Is there some reason you're no longer using Dig Deeper GOLD in favour of another mod? Is there something I can change to keep your patronage? :(

 I have about three Dwarf Fortress files I regularly play: Vanilla, Legend of the Forlorn Realms, and the latest addition: Dig Deeper GOLD. I play all three regularly (it's the summer holiday) and I thought Vanilla needed something to spice it up.

 So don't worry, my patronage here is as certain as ever.  :D

Good to hear :D!
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Jacob/Lee on June 22, 2011, 02:46:53 am
Oh goodie, it's back. I had the horrible feeling this mod was wiped off the map forever. I reember this mod from 40d, especially getting curb stomped by orcs.

*sigh* good times, good times.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: kingofthescots on June 22, 2011, 07:17:00 am
First off, I just have to say I love this mod! It's kept me playing one fortress longer then ever before! Usually I just get bored and abandon after a few years.

In regards to chrome being overpowered, i was looking through the raws and it doesn't look like it can be made into weapons (no chrome on my current fort, so I can't verify that 100%). Any weapons from it would come from moods, so it's no more overpowered then platinum in that regard.

Secondly, I like that cobalt is equal to iron. Even if it's not realistic, it provides some extra good quality weapons material on maps that otherwise might be too much "fun" to survive on.

Can't wait to see what comes out in the next version of the mod! And what you do when the next version of DF gets released too :D.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: _DivideByZero_ on June 22, 2011, 12:03:00 pm
Quote
Oversight on the chrome being overpowered issue. Fixed for V0.5. Cobalt pretty much is the same strength as iron in dig deeper and titanium is only slightly better than steel and much harder to make 2 in 5 chance of successfully smelting it. As for having completely false properties, I'm going to have to disagree strongly with you there, from my research I have deduced that titanium has a much better weight to power ratio than steel (45% lighter for the same tensile strength) and this is represented in the game via slight tweaks to make it more powerful, after all if you're able to wear or wield 45% more metal then your going to have a slight edge.

Cobalt is a nice addition even if the material values are made up and copied from iron. Iron is scarce in DF, so any new weapon metals help. Cobalt also isn't an *ium metal so it sounds like something dwarves or medieval humans would name it, rather than scientists.

I'm going to have to disagree with your disagreement though, on the grounds that you really just made up your values instead of doing the research. If you clicked on my link you'll find out that titanium is actually much softer than steel and would make lousy weapons, especially in its pure form. I understand that it's just a game, but I'd like to let you know that in real life, you actually need much more titanium than steel in terms of total volume to get the same tensile strength. This picture should help you get what I mean.

Spoiler (click to show/hide)

By the way, I believe this link might help: http://www.bay12forums.com/smf/index.php?topic=84247.msg2256565#msg2256565
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Knave on June 22, 2011, 01:33:34 pm
A request: I'm not sure if you're doing this or not currently, but can you keep track in the changelog of what you've changed between each update?
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: The13thRonin on June 22, 2011, 03:26:12 pm
Quote
Oversight on the chrome being overpowered issue. Fixed for V0.5. Cobalt pretty much is the same strength as iron in dig deeper and titanium is only slightly better than steel and much harder to make 2 in 5 chance of successfully smelting it. As for having completely false properties, I'm going to have to disagree strongly with you there, from my research I have deduced that titanium has a much better weight to power ratio than steel (45% lighter for the same tensile strength) and this is represented in the game via slight tweaks to make it more powerful, after all if you're able to wear or wield 45% more metal then your going to have a slight edge.

Cobalt is a nice addition even if the material values are made up and copied from iron. Iron is scarce in DF, so any new weapon metals help. Cobalt also isn't an *ium metal so it sounds like something dwarves or medieval humans would name it, rather than scientists.

I'm going to have to disagree with your disagreement though, on the grounds that you really just made up your values instead of doing the research. If you clicked on my link you'll find out that titanium is actually much softer than steel and would make lousy weapons, especially in its pure form. I understand that it's just a game, but I'd like to let you know that in real life, you actually need much more titanium than steel in terms of total volume to get the same tensile strength. This picture should help you get what I mean.

By the way, I believe this link might help: http://www.bay12forums.com/smf/index.php?topic=84247.msg2256565#msg2256565

I realise you are trying to be helpful and thank you for the link but I take mild offence to your claim that you are aware of the quality or quantity of my research or that the properties are 'made up' (abstracted in certain cases maybe but not made up). As far as I'm concerned the say-so of a significant number of metallurgists who have actually worked with these metals trumps the wild speculation of a few sword-fanatics whose primary 'evidence' seems to come from google or hearsay. If that does not suffice for you then you are under no obligation to use this mod or post in this thread. No disrespect intended.

Ninja edit: You're also assuming that we're talking about the properties of pure titanium vs the properties of steel which is an alloy (chalk and cheese) rather than say the properties of steel vs a titanium-carbon alloy which is what is being simulated by the mod. I can't think of anybody who uses titanium as a metal as is.

Double ninja edit: The 'sword-fanatics' I was referring to were from the other forum Zero cited not fellow bay-12'ers... Just clarifying that.

A request: I'm not sure if you're doing this or not currently, but can you keep track in the changelog of what you've changed between each update?

I don't keep track of every bug-fix purely because the change-log would be spammed with hundreds of confusing messages about changes that occur inside the mod. But if it would be helpful I could attempt to keep a seperate log in the opening post of such changes.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Pan on June 22, 2011, 03:41:33 pm

I realise you are trying to be helpful and thank you for the link but I take mild offence to your claim that you are aware of the quality or quantity of my research or that the properties are 'made up' (abstracted in certain cases maybe but not made up). As far as I'm concerned the say-so of a significant number of metallurgists who have actually worked with these metals trumps the wild speculation of a few sword-fanatics whose primary 'evidence' seems to come from google or hearsay. If that does not suffice for you then you are under no obligation to use this mod or post in this thread. No disrespect intended.


 :o

The second last sentence was... quite uncalled for, actually. I mean, he's just trying to help. Debate happens all the time, but was that sour after taste really necessary? Not sure about others, but it all looked like typical forum debate to me till I saw that last sentence.  :-\
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: The13thRonin on June 22, 2011, 03:44:53 pm

I realise you are trying to be helpful and thank you for the link but I take mild offence to your claim that you are aware of the quality or quantity of my research or that the properties are 'made up' (abstracted in certain cases maybe but not made up). As far as I'm concerned the say-so of a significant number of metallurgists who have actually worked with these metals trumps the wild speculation of a few sword-fanatics whose primary 'evidence' seems to come from google or hearsay. If that does not suffice for you then you are under no obligation to use this mod or post in this thread. No disrespect intended.


 :o

The second last sentence was... quite uncalled for, actually. I mean, he's just trying to help. Debate happens all the time, but was that sour after taste really necessary? Not sure about others, but it all looked like typical forum debate to me till I saw that last sentence.  :-\

To clarify I was talking about the credibility of his source and not him personally.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Talanic on June 22, 2011, 03:47:50 pm
Hivedwarf files are at http://dffd.wimbli.com/file.php?id=4340 - feel free to tweak them however you desire.  The dwarven hive mod tends to be very difficult right now, as the dwarven caravan is turned off so you are basically expected to grow your hive from the two immigrant waves and the seven dwarves you start with. 

The raws there include the playable dwarven hive civ, a rival hive (mostly the same, just has caste ratios bumped so the castes who don't learn military skills don't show up in raiding parties), and the spider-elves (four castes, increasingly monstrous). 

Hive nobles don't mandate, they only Demand, but they need hugely expensive rooms - especially for your militia captains and commander.  Only females can lead military squads, but you don't get that many females and they're needed for other jobs, so good luck. 

It's my intention in the next version to set the pop ratios for all castes to 0, except for basic Drones (can't learn any skills except brewing), and to create reactions that create 'hive jelly' that can advance said drones to more useful castes.  Ideally, I could then make the Hivedwarves' wagon be made of hive jelly, allowing an embarking player to have a useful set of workers from the start.

And regarding the Titanium / Steel debate, DivideByZero seemed (to me) to be inflammatory first - possibly unintentionally.  Please be careful about what you type into discussion, as it's really easy to sound more critical than you actually mean to be.
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Pan on June 22, 2011, 03:53:48 pm
Eh, whatever. Just keep it friendly. After all, the Bay12 forum is supposed to one of the few more mature and helpful forums out there (compared to several others I've been to (Minecraft forums. Stupid Herobrine...), I'm inclined to agree).
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: Knave on June 22, 2011, 04:41:21 pm


A request: I'm not sure if you're doing this or not currently, but can you keep track in the changelog of what you've changed between each update?

I don't keep track of every bug-fix purely because the change-log would be spammed with hundreds of confusing messages about changes that occur inside the mod. But if it would be helpful I could attempt to keep a seperate log in the opening post of such changes.

I think just a log where it keeps track of significant changes so we know what's new with each download :)

ADDED: Killer bee men
Minor Bug fixes to x,y,z
etc.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: CT on June 22, 2011, 07:22:07 pm
I just downloaded the mod but can't really play it due to stutter lag I guess you can call it? It's where by pressing the arrow keys once to change direction it seems to "hop" twice. It also does this going up or down z-levels. The frame rate is manageable but it could be higher. Any ideas?
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Kon on June 22, 2011, 09:14:33 pm
I just downloaded the mod but can't really play it due to stutter lag I guess you can call it? It's where by pressing the arrow keys once to change direction it seems to "hop" twice. It also does this going up or down z-levels. The frame rate is manageable but it could be higher. Any ideas?

Try increasing KEY_HOLD_MS in init.txt. Mine looks like this:

[KEY_HOLD_MS:350]
Title: Re: Dig Deeper GOLD [Version: 0.3]
Post by: _DivideByZero_ on June 23, 2011, 12:49:39 am

I realise you are trying to be helpful and thank you for the link but I take mild offence to your claim that you are aware of the quality or quantity of my research or that the properties are 'made up' (abstracted in certain cases maybe but not made up). As far as I'm concerned the say-so of a significant number of metallurgists who have actually worked with these metals trumps the wild speculation of a few sword-fanatics whose primary 'evidence' seems to come from google or hearsay. If that does not suffice for you then you are under no obligation to use this mod or post in this thread. No disrespect intended.


 :o

The second last sentence was... quite uncalled for, actually. I mean, he's just trying to help. Debate happens all the time, but was that sour after taste really necessary? Not sure about others, but it all looked like typical forum debate to me till I saw that last sentence.  :-\

To clarify I was talking about the credibility of his source and not him personally.

Well, let's agree to disagree then, shall we? By "made-up" I meant "estimated," but I guess that's open to interpretation.
You can do a google search on "titanium sword" if you want to do more research, but that's up to you if you don't want to.

Anyway, if you want (semi) accurate values for cobalt, instead of your copied ones, (it's better than iron, worse than steel from what I've minimally tested. Tweak it to your heart's content) this is what I've managed to piece together based on data from matweb.com (currently offline, otherwise it's a great site for this type of stuff).
Spoiler (click to show/hide)

Good luck with the mod!
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: jockmo42 on June 23, 2011, 03:25:00 am
I'm kind of a noob to this, is there a way to use the default ASCII tiles instead of the graphics? Thanks for the help.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: _DivideByZero_ on June 23, 2011, 04:43:58 pm
It's possible, but it may result in unwanted side-effects such as walls becoming mushrooms. That's what happens when I switch from phoebus to ironhand, at least. If you really want the classic ascii graphics, you'll have to go into the raws and change all the tiles assigned to objects to the original values.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on June 23, 2011, 05:03:36 pm
It's possible, but it may result in unwanted side-effects such as walls becoming mushrooms. That's what happens when I switch from phoebus to ironhand, at least. If you really want the classic ascii graphics, you'll have to go into the raws and change all the tiles assigned to objects to the original values.

Actually the version that Dig Deeper uses doesn't use any modified raw data so simply changing the INIT file to be GRAPHICS:NO and if you want the old curses tileset simple change

[GRAPHICS_FULLFONT:Herrbdog_16x16_tileset.png]

to

[GRAPHICS_FULLFONT:curses_square_16x16.png]

will revert back to completely default ASCII.

_DivideByZero_ I apologise for being curt with you before. I do hope you stick around and continue to contribute constructive feedback in the future.

To everyone else: V0.5 should be up tonight I hope just with some minor bug-fixes. After that it'll be FULL STEAM AHEAD for version 1.0! :)
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: CT on June 24, 2011, 03:21:52 am
OH god the lag please help! I don't know If I am doing something wrong or what but everytime I move the cursor my screen jumps 2 or 3 spaces, also in adventure mode when I move the character he A) Just keeps moving in that direction till he hits something or B) "jumps" 2 or 3 spaces at a time. What is going on here, does anyone know?
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Kon on June 24, 2011, 10:15:17 am
OH god the lag please help! I don't know If I am doing something wrong or what but everytime I move the cursor my screen jumps 2 or 3 spaces, also in adventure mode when I move the character he A) Just keeps moving in that direction till he hits something or B) "jumps" 2 or 3 spaces at a time. What is going on here, does anyone know?

Try increasing KEY_HOLD_MS in init.txt. Mine looks like this:

[KEY_HOLD_MS:350]
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on June 24, 2011, 02:43:06 pm
OH god the lag please help! I don't know If I am doing something wrong or what but everytime I move the cursor my screen jumps 2 or 3 spaces, also in adventure mode when I move the character he A) Just keeps moving in that direction till he hits something or B) "jumps" 2 or 3 spaces at a time. What is going on here, does anyone know?

Dig Deeper does come packed with a modified INIT file but it should not be causing lag?

Try changing these settings to see if it makes a difference:

[G_FPS_CAP:25]
to
[G_FPS_CAP:50]

[PRIORITY:HIGH]
to
[PRIORITY:NORMAL]

If you have a multicore CPU the HIGH priority could cause the DF process to 'jump' CPU's causing the lag. Please get back to me and let me know if either of these settings help. These are some of the only things I changed from standard DF settings in the INIT file.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: jockmo42 on June 25, 2011, 09:57:29 pm
Thanks a lot for the help with the tiles, but now my cloth maker is refusing to make cloth. It says he cancels the job because he needs "15000 unrotten plants" or whatever. Is this normal? A vanilla bug? How would I fix it? Thanks a lot for your help. I've got a possessed metalcrafter who needs plant cloth I think.

EDIT: Nevermind. I figured it out.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Hitty40 on June 25, 2011, 10:32:14 pm
Is this just another mod or is it a complete makeover of DF Vanilla?
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on June 26, 2011, 12:31:02 am
Is this just another mod or is it a complete makeover of DF Vanilla?

It's a complete reworking of the vanilla content to extend the original Dwarf Fortress and increase the variety fourty-fold.

Sorry about not having V0.5 up yet guys... I got sick yesterday and I'm even worse today.

The13thRonin has been miserable lately, he has shivered in his +sheeps wool blanket+, he has eaten some *chicken noodle soup*.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Dohon on June 26, 2011, 04:05:36 am
Best sleep it off or you'll be miserable for the whole week.  :) I doubt that many of us are already clamoring for a new release just yet. So, get well and then tweak the mod further. If work allows you to, that is. :)
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Hitty40 on June 26, 2011, 11:30:20 am
You should make an entire new race called Urist.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on June 26, 2011, 05:53:25 pm
I either have glandular fever (I'm really hoping not) or some similar virus. All I know is I can't remember the last time I felt this crap.

EDIT: Status update - Worse than yesterday.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Hitty40 on June 27, 2011, 07:26:14 pm
Is it possible to just coppy and pastes the info in the raws into your existing raws so it's not a total conversion from original DF so it works with other mods?
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Knave on June 28, 2011, 02:59:38 pm
I either have glandular fever (I'm really hoping not) or some similar virus. All I know is I can't remember the last time I felt this crap.

EDIT: Status update - Worse than yesterday.

You should go see the Chief Medical Dwarf! No dying of infection please...
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: EmperorJon on June 28, 2011, 03:02:42 pm
FETCH THE SOAP URIST!
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Hitty40 on June 28, 2011, 05:06:37 pm
The13thRonin, Modder has succumbed to infection.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: EmperorJon on June 29, 2011, 04:40:33 pm
And risen as a ghost and is now continuing making DigDeeper Gold.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Nether on July 02, 2011, 05:22:29 pm
ITS BACK! YESH!

Next time DF finds its way to my machine, it will be with this mod!
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Hitty40 on July 02, 2011, 07:03:00 pm
And risen as a ghost and is now continuing making DigDeeper Gold.

The13thRonin, Ghostly Modder has been laid to rest.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on July 02, 2011, 09:04:04 pm
And risen as a ghost and is now continuing making DigDeeper Gold.

The13thRonin, Ghostly Modder has been laid to rest.

I'm alive... Although I was hacking up blood there for awhile... It got pretty nasty...

I need to run a general reformat on my PC tomorrow as well as get a new hard-drive with less faults and some more RAM.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Pan on July 03, 2011, 12:06:22 am
Coughing up blood? For real? That's pretty hardcore... What'd you catch?
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on July 03, 2011, 07:26:33 am
Coughing up blood? For real? That's pretty hardcore... What'd you catch?

I don't know...

I didn't feel the urge to hug any trees so it wasn't elf-flu :P.

Upgrading the computer has been pushed to tomorrow as I have now scraped together the funds required for a new-ish graphics card :D. Being a poor student sucks.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: Pan on July 03, 2011, 07:36:29 am
Well, anyway, I'm sure many of us are glad your back and feeling better.

Now get back to work! You have a lot to make up for! :D
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: EmeraldWind on July 05, 2011, 10:41:06 am
Just downloaded. Got crash at first caravan due to a duplicate object.

Checked the raws and found this:
Code: [Select]
[ITEM_TOY:ITEM_TOY_YETI_DOLL]
[NAME:werewolf doll:werewolf dolls]
[HARD_MAT]
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: wp on July 05, 2011, 11:47:56 am
First, I want to say this is really cool.  I love the vanilla version of DF and love that this is out there to just add more flavor to the game.

second, I got a message when I started playing saying
"SDL initialization failure, trying windowed mode:No video large enough for 1920x1080"  So, since I like playing with Pheobus' graphics pack, I just downloaded the graphics pack and installed it over Dig Deeper.  So is that going to change things in the game more than just the graphics?

Third.  could you have in your next update Pheobus' current tileset assembler?

Fourth, and most important,  I hope you get to feeling better. 

Thanks for your work.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: stormyseasons on July 06, 2011, 09:25:03 pm
Thankyou so much for reviving one of my favourite mods for DF 2011! I've been using Flora and Fauna in the interim, but I rather missed the other sorts of variety that Dig Deeper brought. Thanks to your hard work, I can now enjoy Dig Deeper forts once again!
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: darthbob88 on July 08, 2011, 01:05:39 am
Found a problem; all the new alloys cannot be made, due to them not being on the PERMITTED_REACTION list for the dwarven or any civ. A simple enough fix; add
Code: [Select]
[PERMITTED_REACTION:NORDIC_GOLD_MAKING]
[PERMITTED_REACTION:GREEN_GOLD_MAKING]
[PERMITTED_REACTION:PURPLE_GOLD_MAKING]
[PERMITTED_REACTION:BLUE_GOLD_MAKING]
[PERMITTED_REACTION:WHITE_GOLD_MAKING]
[PERMITTED_REACTION:TITANIUM_MAKING]
[PERMITTED_REACTION:REDBRASS_MAKING](may or may not also be a typo)
to your entity_default in the section for PERMITTED_REACTION. I believe this will require a world regen.
Title: Re: Dig Deeper GOLD [Version: 0.4]
Post by: The13thRonin on July 08, 2011, 01:35:29 pm
Just a friendly post to let you all know that I'm not dead and that I am still working on the mod when I can. Will push out V0.5 when it's ready with fixes to the issues mentioned above. Thanks for being patient guys :).

Also from what I can tell from the downloads 150 people are digging deeper again! Bravo! :)!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 08, 2011, 04:16:30 pm
Released V0.5 with some minor bug fixes as well as resolving the issues outlined above.

If there's no more major issues I should be working towards V1 soon now :).
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: yamamushi on July 08, 2011, 06:01:38 pm
I've been using your mod during my weekly 24 hour justin.tv streams (justin.tv/yamamushi) :-) . I really hope there's no breakage when Toady releases the next version of DF.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 10, 2011, 12:22:07 am
please could you make it with the original textures?
I don't want fortells, and I prefer vanilla graphics.

Just rewrite your init in DATA/Init/Init, change the lines:

[GRAPHICS:YES]
to
[GRAPHICS:NO]

and

[GRAPHICS_FULLFONT:Herrbdog_16x16_tileset.png]
to
[GRAPHICS_FULLFONT:curses_square_16x16.png]

This will revert to default graphics.

If you want default colouring as well just replace COLORS in DATA/INIT/COLORS with a default COLORS file from vanilla Dwarf Fortress.

I've been using your mod during my weekly 24 hour justin.tv streams (justin.tv/yamamushi) :-) . I really hope there's no breakage when Toady releases the next version of DF.

Glad to hear it. What day do you STREAM? Perhaps I can watch :)!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: stormyseasons on July 10, 2011, 08:58:59 am
Something I noticed in my last siege:

the barbed wire damage currently looks like blunt weapon trauma. Gobbos walking into traps I filled with rolls of high quality copper and cobalt barbed wire got bones shattered through armor, but no real cuts. Kind of amusing, in the 'expecting the wire to slice them up, but smashing up is good too' kind of way.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: yamamushi on July 11, 2011, 01:59:17 am
Quote
Glad to hear it. What day do you STREAM? Perhaps I can watch :)!

I stream every Friday or Saturday, and I typically do it for 10-24 hours straight.

This weekend I finished up my 80 z-level high execution pit, lost a dwarf or two to some nasty trolls pushing them into the void. On the flipside, I also was able to test the pit by executing the leader of the last Goblin siege. It's really great to watch them explode when they hit the bottom of the magma sea.

This upcoming weekend I plan on finishing up the golden palace for my nobles. I'll shoot you a pm to let you know my plans for streaming :-)

Keep up the great work! :D
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 11, 2011, 01:15:35 pm
Something I noticed in my last siege:

the barbed wire damage currently looks like blunt weapon trauma. Gobbos walking into traps I filled with rolls of high quality copper and cobalt barbed wire got bones shattered through armor, but no real cuts. Kind of amusing, in the 'expecting the wire to slice them up, but smashing up is good too' kind of way.

Hm... very interesting. Thanks for the feedback... I'll have to look into replicating it and implement a fix :).
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: stormyseasons on July 12, 2011, 08:57:10 am
The weird part is that, in a new fort I started, traps with.. less high quality copper wire both cut and smashed up a Minotaur that came in to visit. After said Minotaur fell over from.. I presume, pain and exhaustion right on top of the traps. So it could just be in that fort (which I still have the save of, am just taking a break from it) the trap damage generator just rolled the smashing damage parts, since the goblins were armoured. Whereas, in this case, the Minotaur wasn't armoured with anything more than it's own skin, so the razor wire tore it up.

I haven't taken a serious look at the raws, so this is presuming the razor wire is supposed to both cut and smash, and in the goblin case the armour blocks the cutting effect and hence the combat report just coughs up the smashing damage.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: redmenace.uk on July 12, 2011, 09:25:02 am
First off i love dig deeper, well done The13thRonin and thanks for making it, you're a legend. One small thing i would like to change and i wondered if it was possible, and if someone could help. The graphics tileset is fine, its the font and colours behind that i have an issue with, is it possible to alter to another font layout from another tileset, if so can you tell me the process required to do this, many thanks in advance cheers RED.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Sphalerite on July 12, 2011, 10:00:39 am
Dig Deeper was my favorite mod back in the 40d days, and my longest-running fort in 40d was with Dig Deeper.  Once the next release of DF comes out I'm going to try out Dig Deeper with it.  I might even run a community fort, but probably not till mid-August at the earliest as I'll be away on vacation for a while.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 12, 2011, 11:39:40 am
First off i love dig deeper, well done The13thRonin and thanks for making it, you're a legend. One small thing i would like to change and i wondered if it was possible, and if someone could help. The graphics tileset is fine, its the font and colours behind that i have an issue with, is it possible to alter to another font layout from another tileset, if so can you tell me the process required to do this, many thanks in advance cheers RED.

Thanks for the praise! The great thing is Dig Deeper is pretty customizable on the graphical front so I'll try to walk you through how to set it up how you'd like it :).

If you'd like to set the colors back to default simply grab a copy of vanilla dwarf fortress and replace the data/init/colors (that's colors.txt in DATA and then INIT) file in Dig Deeper with the vanilla one. So step by step would be:

1. Set up vanilla dwarf fortress.
2. Open up the DATA folder.
3. Open up the INIT folder.
4. Copy colors.txt
5 Paste colors.txt into same location in DIG DEEPER folder.
6. Replace file.
7. Enjoy default colors!

With the tileset, simply install whatever tileset you want into your data/art folder and open up data/init/init and replace the lines:
[FONT:Herrbdog_16x16_tileset.png]
[FULLFONT:Herrbdog_16x16_tileset.png]
[GRAPHICS_FONT:Herrbdog_16x16_tileset.png]
[GRAPHICS_FULLFONT:Herrbdog_16x16_tileset.png]

with

[FONT:WHATEVER YOUR TILESET IS CALLED HERE]
[FULLFONT:WHATEVER YOUR TILESET IS CALLED HERE]
[GRAPHICS_FONT:WHATEVER YOUR TILESET IS CALLED HERE]
[GRAPHICS_FULLFONT:WHATEVER YOUR TILESET IS CALLED HERE]

So if you wanted to install the default tileset again you would write:

[FONT:curses_square_16x16.png]
[FULLFONT:curses_square_16x16.png]
[GRAPHICS_FONT:curses_square_16x16.png]
[GRAPHICS_FULLFONT:curses_square_16x16.png]

Or whatever the vanilla file uses (something similar)

Also if you want to revert to ASCII and not use the creature graphics just change:

[GRAPHICS:YES]
to
[GRAPHICS:NO]

I hope that helps!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Lazy_lizard on July 13, 2011, 01:48:03 am
Hi, I like to point out that in the plant_standard_DD.txt teaks are called snakewoods and blue mahoes and sugis are missing opening brackets on their NAME_PLURAL and lack an ADJ tag entirely. Minor nitpicking on my part and I'm still looking forward to all the FUN.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 13, 2011, 04:18:05 am
Hi, I like to point out that in the plant_standard_DD.txt teaks are called snakewoods and blue mahoes and sugis are missing opening brackets on their NAME_PLURAL and lack an ADJ tag entirely. Minor nitpicking on my part and I'm still looking forward to all the FUN.

Ah good pick up! Thank you :). How very embarrassing, us modders do make mistakes though :P! I'll fix it up for the next update :).
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: kingofthescots on July 13, 2011, 06:08:05 am
So, I've been trying to figure out why I haven't encountered Mithril in any of my games yet (I use DFprospector to check sites out). I took a look at the raws, and I think the problem is this:

[INORGANIC:MITHRIL_ORE]
[ENVIRONMENT_SPEC:PLATINUM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:GOLD:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SILVER:CLUSTER_SMALL:100]

Should be, I think:
[INORGANIC:MITHRIL_ORE]
[ENVIRONMENT_SPEC:NATIVE_PLATINUM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_GOLD:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_SILVER:CLUSTER_SMALL:100]

Not that we need more extremely powerful metal to kill orcs/goblins/elves/sundry other creatures with.... Wait, what am I saying, of course we do!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 13, 2011, 07:55:24 am
So, I've been trying to figure out why I haven't encountered Mithril in any of my games yet (I use DFprospector to check sites out). I took a look at the raws, and I think the problem is this:

[INORGANIC:MITHRIL_ORE]
[ENVIRONMENT_SPEC:PLATINUM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:GOLD:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SILVER:CLUSTER_SMALL:100]

Should be, I think:
[INORGANIC:MITHRIL_ORE]
[ENVIRONMENT_SPEC:NATIVE_PLATINUM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_GOLD:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_SILVER:CLUSTER_SMALL:100]

Not that we need more extremely powerful metal to kill orcs/goblins/elves/sundry other creatures with.... Wait, what am I saying, of course we do!

Ah thanks! I will fix for the next update. I really appreciate everyone helping with the RAWS :)! It really does help.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Savolainen5 on July 13, 2011, 08:23:25 am
I've also noticed that Smelters don't contain the reactions to make the different kinds of gold!  When I look at Iron, it says that such a reaction exists, but the smelter just doesn't have it!  Include that in the next update, too, please!

Also, I dunno if it's just because of the game I've been playing (I'm on my 8th year of a pocket world), but Dark Elves and Orcs don't exist.  I assume it's only because they died out sometime early, since I'm in the 1060s right now.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 13, 2011, 08:23:30 pm
I've also noticed that Smelters don't contain the reactions to make the different kinds of gold!  When I look at Iron, it says that such a reaction exists, but the smelter just doesn't have it!  Include that in the next update, too, please!

Also, I dunno if it's just because of the game I've been playing (I'm on my 8th year of a pocket world), but Dark Elves and Orcs don't exist.  I assume it's only because they died out sometime early, since I'm in the 1060s right now.

I'm not entirely sure about this but I do recommend you play on a large world. Pocket worlds may generate unexpected results.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Mister Dirks on July 17, 2011, 08:31:20 pm
Man i love this mod, i also love the barbwire, putting it on the bottom of my drawbridge pit, nothing survives >:D
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Kon on July 18, 2011, 07:01:57 pm
[REACTION:TITANIUM_MAKING] is not working. Dwarfs were carrying all of the rutile I had to the smelter after which I got a cancel message about titanium requiring 450 rutile. I changed

[REAGENT:A:450:STONE:NO_SUBTYPE:STONE:RUTILE]
[REAGENT:B:150:STONE:NO_SUBTYPE:STONE:ROCK_SALT]

to

[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:RUTILE]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]

and now it works.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: _DivideByZero_ on July 18, 2011, 07:05:40 pm
450 when applied in the sense of bars is three bars.
450 when applied in the sense of boulders is 450 boulders.

Just thought I'd clear that up, just in case.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Kon on July 19, 2011, 09:57:03 am
So, I guess the intent was:

[REAGENT:A:3:BOULDER:NO_SUBTYPE:INORGANIC:RUTILE]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Kon on July 19, 2011, 10:01:52 am
...

Also, I dunno if it's just because of the game I've been playing (I'm on my 8th year of a pocket world), but Dark Elves and Orcs don't exist.  I assume it's only because they died out sometime early, since I'm in the 1060s right now.

I'm not getting Dark Elves and Orcs in Fortress Mode. They are listed in the populations txt file and on the pre-embark screen that shows civs that you can interact with from an embark site. I did get them in Adventure mode
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: redmenace.uk on July 20, 2011, 04:21:00 am
First off i'm currently playing dig deeper, well done The13thRonin and thanks for making it, you're a legend. One small thing i would like to change and i wondered if it was possible, and if someone could help. The graphics tileset is fine, its the font and colours behind that i have an issue with, is it possible to alter to another font layout from another tileset, if so can you tell me the process required to do this, many thanks in advance cheers RED.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 21, 2011, 02:04:22 am
First off i'm currently playing dig deeper, well done The13thRonin and thanks for making it, you're a legend. One small thing i would like to change and i wondered if it was possible, and if someone could help. The graphics tileset is fine, its the font and colours behind that i have an issue with, is it possible to alter to another font layout from another tileset, if so can you tell me the process required to do this, many thanks in advance cheers RED.

I've left a detailed message back at your first post explaining how to do this?
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: redmenace.uk on July 21, 2011, 07:28:48 pm
First off i'm currently playing dig deeper, well done The13thRonin and thanks for making it, you're a legend. One small thing i would like to change and i wondered if it was possible, and if someone could help. The graphics tileset is fine, its the font and colours behind that i have an issue with, is it possible to alter to another font layout from another tileset, if so can you tell me the process required to do this, many thanks in advance cheers RED.

I've left a detailed message back at your first post explaining how to do this?
as i said yr a legend thanks fella sorry completely missed the post my mistake works a treat keep up the good work m8.....cheers RED
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Aiur on July 21, 2011, 10:42:12 pm
I played the original Dig Deeper quite a while ago, and produced one of my most successful fortresses with it. I was wondering if you were planning on adding back in the diverse weapons from that version?
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: The13thRonin on July 29, 2011, 12:53:58 am
Just a note. I am still working on this. I mod for several games, I also play games and have to attend to real life commitments like family and work. Work especially takes up a lot of my time.

Had I been born in America I have no doubt that I would have become a full-time video game developer and devoted all my time to this kind of stuff but unfortunately I was born in Australia instead where there is not much of an industry for it and unless you know some noteworthy people you're shit out of luck. So this must stay a much beloved hobby which I can only afford the little free-time I can scrape together :(. I'm still dreaming that one day I will pick up enough programming knowledge to create an indie game and hopefully get a foot in the industry but without any kind of formal training my chances of becoming adapt at much outside of basic scripting are kind of zilch.

If you're reading this and you have always wanted to create a mod or do some scripting or something though I heavily encourage it. Everything I learned (which is admittedly very little) I have taught myself. I have no flair for mathematics and no classes in computers. If you want to do something just go out and teach yourself how to do it. As time goes on and you learn how to do one little thing and then another little thing soon enough you know quite a bit :). The Dwarf Fortress RAWS are quite simple and a great place to start!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: wp on August 05, 2011, 11:03:06 am
Hi, I like to point out that in the plant_standard_DD.txt teaks are called snakewoods and blue mahoes and sugis are missing opening brackets on their NAME_PLURAL and lack an ADJ tag entirely. Minor nitpicking on my part and I'm still looking forward to all the FUN.

I went in to correct this on my game and noticed that [PLANT:CONIFER_SANDARAC] had the same problem.

again, great work.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: wp on August 05, 2011, 01:08:06 pm

I'm playing around with getting Phoebus' graphics pack to work with your mod and looking at the differences between your stuff and Phoebus' because I've found that I can't just copy Phoebus graphics pack over your mod. 

In the inorganic_stone_mineral file, the [INORGANIC:LIGNITE] is missing [ITEM_SYMBOL: ] thingy

don't know if this is important as I'm not a programer.

Also, I noticed that Phoebus left out [ITEM_SYMBOL: ] on his Cinnabar but you have it on yours.  So I'm wondering if maybe some of them should be left out for whatever reason.  I don't know but I'm thinking that they are suppose to be there.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: _DivideByZero_ on August 10, 2011, 05:58:45 pm
Yup, converting between graphics packs is indeed a difficult task. It's primarily the [TILE] that's the issue, though.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: -A_Dwarven_Bard- on August 14, 2011, 01:27:59 am
I will begin digging deeper. If I encounter any problems, I will let you know!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: CaptApollo12 on August 16, 2011, 01:08:55 am
You sir are a gentleman and a scholar. I very much appreciate the previous work that you have done and your mod has been by far my most favorite to play. I am very much looking forward to playing the mod and offering suggestions. I have goosebumps.

THANKYOU The13thRonin for all previous efforts and any you are willing to do in the future!!!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: ninja137 on August 26, 2011, 01:42:45 pm
How do I remove a tileset and get my normal DF graphics back? It seems like every mod maker automatically assumes people want a tileset when they releas installed versions of their mods.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: kingofthescots on August 26, 2011, 09:07:22 pm
You want the default ascii? Just set graphics=yes to graphics=no in the init in your data\init folder. Also, the installed version is generally how the modder plays it. So of course, if they like graphics, they're going to include graphics they use. The raws only versions are for people who want to mix and match.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: UristMcDonald on August 26, 2011, 09:13:23 pm
I just wanted to tell the mod creator thanks, and to inform him that I was starting a community fort based on this mod. It's called Knifemurders and is on this forum, if anyone wants to look it up. Thanks, Oh Mighty Creator of Mods!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: darthbob88 on September 04, 2011, 10:05:03 pm
450 when applied in the sense of bars is three bars.
450 when applied in the sense of boulders is 450 boulders.

Just thought I'd clear that up, just in case.
Son of a fat fu- SO THAT'S WHAT CAUSED IT!  >:( :o Aside from small errors like this, great mod, been using it since 40d.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Kiberkiller on September 06, 2011, 01:52:04 am
Neat, this mod is exactly what I was looking for.
Adding extra stuff without being too much (20+ extra races, ugh -.-). I wonder how well this will work with Phoebus tileset.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: CaptApollo12 on September 06, 2011, 05:55:24 am
I hope the earlier trolls didnt frighten you off dude. Im running my favorite fort yet on this mod!
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Pan on September 06, 2011, 07:08:18 am
I hope the earlier trolls didnt frighten you off dude. Im running my favorite fort yet on this mod!

There were trolls? Cuz I followed this thread for a bit, and found the early comments were mostly people praising 13Ronin, or reminiscing the old 40d days.
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: CaptApollo12 on September 08, 2011, 03:43:21 am
It was the talk about the metal minerals - This all makes me want to get in to DF2010 Modding (i only know the 40d system).

... bump
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Lazy_lizard on September 20, 2011, 10:44:59 am
I would like to post some changes that I made to the oil producing plants so that they could be used for soap making, as the way they are currently set up will not work.

Code: [Select]
[PLANT:OLIVE_TREE]
[NAME:olive][NAME_PLURAL:olives][ADJ:olive]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:olive]
[STATE_NAME_ADJ:SOLID_PRESSED:olive press cake]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PRESSED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:231][PICKED_COLOR:6:0:0]
[DRY][WET][BIOME:NOT_FREEZING]
[GROWDUR:600][VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen olive oil]
[STATE_NAME_ADJ:LIQUID:olive oil]
[STATE_NAME_ADJ:GAS:boiling olive oil]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:olive soap]
[STATE_NAME_ADJ:LIQUID:melted olive soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:olive pit:olive pits:7:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN][SPRING]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:bitter taste]

[PLANT:COTTON]
[NAME:cotton][NAME_PLURAL:cotton][ADJ:cotton]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:237][PICKED_COLOR:7:0:1]
[WET]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SHRUBLAND_TROPICAL]
[GROWDUR:600][VALUE:3]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:75]
[CLUSTERSIZE:5]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen rock nut oil]
[STATE_NAME_ADJ:LIQUID:rock nut oil]
[STATE_NAME_ADJ:GAS:boiling rock nut oil]
[PREFIX:NONE]
[MATERIAL_VALUE:3]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cotton seed soap]
[STATE_NAME_ADJ:LIQUID:melted cotton seed soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:3]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[PREFSTRING:tufts]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:cotton seed]
[STATE_NAME_ADJ:SOLID_PASTE:cotton seed paste]
[STATE_NAME_ADJ:SOLID_PRESSED:cotton seed press cake]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PASTE]
[STOCKPILE_GLOB_PRESSED]
[SEED:cotton seed:cotton seeds:7:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:CORN]
[NAME:ear of corn][NAME_PLURAL:ears of corn][ADJ:corn]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:corn]
[STATE_NAME_ADJ:SOLID_PRESSED:corn starch press cake]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:ear of]
[STOCKPILE_GLOB_PRESSED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:159][PICKED_COLOR:6:0:1]
[DRY][BIOME:NOT_FREEZING]
[GROWDUR:700][VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen corn oil]
[STATE_NAME_ADJ:LIQUID:corn oil]
[STATE_NAME_ADJ:GAS:boiling corn oil]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:corn oil soap]
[STATE_NAME_ADJ:LIQUID:corn oil nut soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen corn based bourbon]
[STATE_NAME_ADJ:LIQUID:corn based bourbon]
[STATE_NAME_ADJ:GAS:boiling corn based bourbon]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:corn flour]
[STATE_COLOR:ALL_SOLID:YELLOW]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:20]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:corn kernel:corn kernels:6:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:lush green stalks]
[PREFSTRING:versatility]

And also a reaction added to reaction_other.txt to press oil from a plant's structural material

Code: [Select]
[REACTION:PRESS_OIL_2]
[NAME:press liquid from plant]
[BUILDING:SCREW_PRESS:CUSTOM_SHIFT_P]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
[NOT_PRESSED]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:paste:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE][PRODUCT_PRESSED]
[SKILL:PRESSING]
Title: Re: Dig Deeper GOLD [Version: 0.5]
Post by: Hammyham on November 28, 2011, 04:13:27 am
There is also a problem with the new 4 shields you have added, this is for every available material type 

copper round shields        68
copper bucklers               88
copper shields/bucklers    20                Square
copper shields/bucklers    20                Heater
copper shields/bucklers    20                Kite
copper shields/bucklers    20                Tower (seems to be it after applying my fix)

Every shields/bucklers is x2 the cost of a single Bar of that metal type.
I have managed to fix it by copying everything below (item_shield  [OBJECT:ITEM]) in item_shield_DD into item_shield and deleting the DD file, sadly it requires a world regen to take effect. Now I'm just hoping there is nothing that is specifically looking for the item_shield_DD file.



Title: Re: ~+~+~+~ Dig Deeper GOLD [Version: 1.0] ~+~+~+~
Post by: The13thRonin on November 29, 2011, 01:43:41 pm
Thanks for all the fixes guys, implemented everything (still need to work on certain soaps but everything else). New version up, 1.0, finally over 500 additional pieces of content!

Keep digging deeper and so shall I! ;D
Title: Re: ~+~+~+~ Dig Deeper GOLD [Version: 1.0] ~+~+~+~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on November 29, 2011, 04:09:52 pm
Oh and please let me know what you like/do not like. People asked for new weapons and armor so I made a start on that with the latest iteration. I extensively debugged the release and it's stable as a rock.
Title: Re: ~+~+~+~ Dig Deeper GOLD [Version: 1.0] ~+~+~+~ ***+500 ITEMS OF NEW CONTENT***
Post by: Loud Whispers on December 03, 2011, 05:14:10 pm
Just your friendly neighbourhood bay watcher spreading the word that a succession fort (http://www.bay12forums.com/smf/index.php?topic=97068.30) is being made around this thread £:
(For all who want to know about the results this mod can achieve xD)
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Hammyham on December 03, 2011, 10:39:12 pm
Not sure if its dig deeper that causing it but after I updated to 1.0 I have only once (15+ attempts) generated a world deeper than 40 levels (3 caverns each about 1 solid level apart)  and that had 90 levels of Hell 24 pages of undead and demons >.< in 0.5 this was rare.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on December 04, 2011, 04:39:18 am
Not sure if its dig deeper that causing it but after I updated to 1.0 I have only once (15+ attempts) generated a world deeper than 40 levels (3 caverns each about 1 solid level apart)  and that had 90 levels of Hell 24 pages of undead and demons >.< in 0.5 this was rare.

This has absolutely nothing to do with Dig Deeper, I have not and cannot change anything to do with height distribution, caverns or hell as this stuff is all hard-coded (untouchable). What you are likely seeing is changes Toady has made if you have upgraded from the last base version of Dwarf Fortress or if you haven't updated it could very well just be bad luck? Once again I assure you that there is nothing in this mod that could in any way be causing that.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Loud Whispers on December 04, 2011, 09:54:34 am
Not sure if its dig deeper that causing it but after I updated to 1.0 I have only once (15+ attempts) generated a world deeper than 40 levels (3 caverns each about 1 solid level apart)  and that had 90 levels of Hell 24 pages of undead and demons >.< in 0.5 this was rare.

This has absolutely nothing to do with Dig Deeper, I have not and cannot change anything to do with height distribution, caverns or hell as this stuff is all hard-coded (untouchable). What you are likely seeing is changes Toady has made if you have upgraded from the last base version of Dwarf Fortress or if you haven't updated it could very well just be bad luck? Once again I assure you that there is nothing in this mod that could in any way be causing that.

Weird world parameters maybe?
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on December 04, 2011, 09:28:26 pm
Anyone going to comment on the new version? ???

Hello... Anybody out there? :P
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Loud Whispers on December 04, 2011, 09:36:22 pm
Anyone going to comment on the new version? ???

Hello... Anybody out there? :P

Spoiler (click to show/hide)
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on December 06, 2011, 02:00:27 pm
I think I'll write up a communal fort on this when I get the time. Or unless anyone's interested in a succession?
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Teneb on December 06, 2011, 02:21:44 pm
I think I'll write up a communal fort on this when I get the time. Or unless anyone's interested in a succession?
Just your friendly neighbourhood bay watcher spreading the word that a succession fort (http://www.bay12forums.com/smf/index.php?topic=97068.30) is being made around this thread £:
(For all who want to know about the results this mod can achieve xD)



Anyway, I've been thinking: would you consider turning brass and black bronze into weapon/armor-grade metals? They've been used for that in real life.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Loud Whispers on December 06, 2011, 04:51:14 pm
Meh, Black Bronze for pots maybe (Ancient Laconian Dwarves FTW), but otherwise I wouldn't. Someone else might.

...

Actually, now I might. Dammit suggestive Deathsword :d
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Teneb on December 06, 2011, 05:33:12 pm
Actually, now I might. Dammit suggestive Deathsword :d
I'm assuming control of this thread!

not really...
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Loud Whispers on December 06, 2011, 05:35:17 pm
Actually, now I might. Dammit suggestive Deathsword :d
I'm assuming control of this thread!

not really...

aaaaaand now Ronin is stuck with us :P
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Sphalerite on December 08, 2011, 04:59:59 pm
Slight error in plant_standard_DD.txt.  [PLANT:SEAWEED_GREEN] has [BIOME_ANY_OCEAN], which isn't a valid token.  [BIOME:ANY_OCEAN] is the valid token, although I don't think that plants will actually appear in the ocean even with that.

My own personal mod is based off Dig Deeper, with a whole lot of additional content I threw in or copied out of other mods.  I'm actually holding off starting any major new fortresses until the next version comes out.  I expect that all mods will need updating when that happens.  I have some ideas for a community fortress to run once that happens.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Psieye on December 08, 2011, 05:51:59 pm
I've been meaning to comment for a while now: whenever I see a mod introduce a lot of new content (i.e. Dig Deeper and Genesis), I find I want to see a 'tech tree' of sorts introducing the new alloys and extracts. At present the Genesis thread OP has a flow chart of sorts for the alloys but nothing on the plant side. All the information is there for us to dig up, especially if we read the raws, but it'd help newcomers to the mod if you organise it in an easy-to-absorb way.

Afterall, when we learnt DF vanilla we all had to learn which plants can be milled, threshed, cooked or brewed and what seasons they grow in. There aren't many plants in vanilla and normally people ignore the surface plants while they learn the underground plants as those are the constants that every fort can expect to work with. It's a long process to learn everything relevant about farming and without control over the food industry nothing else can happen in a fort.

Similarly, we learn various facts about the metals before we're competently fielding armies. In what order are the metals best for sharp or blunted weapons? Which are best for armours? What are the requirements to make the combat alloys (bronze and steel for vanilla)? Which geological category of rocks should we be aiming for to find them? What about melting points, in case magma gets involved?


It's a lot of information and for vanilla there isn't much metals or plants that we need to memorise all this for. One of the hesitations holding me back from playing a big 'new contents' mod is that I have to go through this noob process of soaking up information and I'm not receiving much if any help in this process (unlike vanilla DF which has a wiki plus an extremely helpful and erudite forum community). I don't need help learning everything about the new content, but the food industry (so domesticated animals information too) and war gear industry are the most relevant sectors for fortress survival. I'd like to see the additions in these areas be presented in a succinct way (so a table or a tech tree flowchart perhaps).
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on December 08, 2011, 06:51:51 pm
Thanks for the fix Sphalerite. I really have to get around to adding a credits/thank you list to everyone who helps squash bugs and implement new features. I will soon :).

Psieye that's a good idea and I'll work on some resources for the front page later today (got a few things to sort out first).

I'm still looking for any artists maybe to help me create banners and/or cute representations of stuff from the mod to showcase it. Likewise I am looking for people to start community forts to get word out that the mod is not dead :).

All help is appreciated!
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: kingfisher1112 on December 14, 2011, 10:37:38 pm
Quite frankly, what the FUCK is up with domestic animals. They keep trying to kill me ( and did )
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Deon on December 15, 2011, 12:50:24 pm
Whenever I see a mod introduce a lot of new content (i.e. Dig Deeper and Genesis), I find I want to see a 'tech tree' of sorts introducing the new alloys and extracts. At present the Genesis thread OP has a flow chart of sorts for the alloys but nothing on the plant side.
Did you try to read the included help file? :) It has all the info.

Also, the second post.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Sphalerite on December 15, 2011, 01:06:01 pm
Quite frankly, what the FUCK is up with domestic animals. They keep trying to kill me ( and did )

This happens in vanilla DF too, if you have too many animals in too small of a space.  Use pastures to put grazing animals where they can get grass, stick egg-layers in sealed-off rooms full of nest boxes, assign war dogs/bears/whatever to chains at the entrance, make pasture zones over your food stockpiles and assign cats there.  Don't let your domestic animals just wander around loose, they'll all congregate in your meeting area, get crowded and pissed off, and start attacking your dwarves.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Lazy_lizard on December 15, 2011, 03:06:14 pm
we still can't use olive oil for soap making because it uses the plant extract template instead of the plant oil template. I'm not sure how high a priority that is for you though.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on December 16, 2011, 02:57:08 am
we still can't use olive oil for soap making because it uses the plant extract template instead of the plant oil template. I'm not sure how high a priority that is for you though.

I'm not sure I understand what's going on with the soaps, I tried playing with the RAWS but it didn't work out the way I wanted it to... Do you have Teamspeak? I'd love to have a sit down chat about it so we could hash something out.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Lazy_lizard on December 16, 2011, 02:01:37 pm
we still can't use olive oil for soap making because it uses the plant extract template instead of the plant oil template. I'm not sure how high a priority that is for you though.

I'm not sure I understand what's going on with the soaps, I tried playing with the RAWS but it didn't work out the way I wanted it to... Do you have Teamspeak? I'd love to have a sit down chat about it so we could hash something out.

I don't have Teamspeak, but in my own tooling around with the raws I managed to produce some soap from the olives, though I needed to make a new reaction to make it realistic. I'll post the raws below.

Modified olives.
Code: [Select]
[PLANT:OLIVE_TREE]
[NAME:olive][NAME_PLURAL:olives][ADJ:olive]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE] the plant oil template can be turned into soap
[STATE_NAME_ADJ:ALL_SOLID:frozen olive oil]
[STATE_NAME_ADJ:LIQUID:olive oil]
[STATE_NAME_ADJ:GAS:boiling olive oil]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:olive]
[STATE_NAME_ADJ:SOLID_PRESSED:olive press cake]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PRESSED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:231][PICKED_COLOR:6:0:0]
[DRY][WET][BIOME:NOT_FREEZING]
[GROWDUR:600][VALUE:2]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:olive soap]
[STATE_NAME_ADJ:LIQUID:melted olive soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:olive pit:olive pits:7:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN][SPRING]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:bitter taste]

Reaction: unfortunately does not yield seeds
Code: [Select]
[REACTION:PRESS_OIL_2]
[NAME:press liquid from plant]
[BUILDING:SCREW_PRESS:CUSTOM_SHIFT_P]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
[NOT_PRESSED]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:paste:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE][PRODUCT_PRESSED]
[SKILL:PRESSING]

for some weird reason if I declared the oil material before the structural material in the plant raws, I'd get lots of Liquid[5] instead of Olive oil[5]. I'll be damned if I know why.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: UristMcDonald on January 25, 2012, 12:44:27 am
Long, long ago I did a Community Fort for your mod, called Knifemurders. I know you enjoyed that fort, and were quite sad when it died (due to me going away to college. I had an excuse!)

While I can't resurrect that fort, what with my new computer, I DID make a new fort! Lashevil is in the Community Forts section now!
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: rephikul on January 25, 2012, 12:55:25 am
You forgot a direct link.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: UristMcDonald on January 25, 2012, 01:06:51 am
Why, yes I did! Here you go: http://www.bay12forums.com/smf/index.php?topic=99543.0

I'm playing the fort now, so there will probably be at least one more update (if not two) tonight.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Hugo_The_Dwarf on January 25, 2012, 09:35:57 am
we still can't use olive oil for soap making because it uses the plant extract template instead of the plant oil template. I'm not sure how high a priority that is for you though.

I'm not sure I understand what's going on with the soaps, I tried playing with the RAWS but it didn't work out the way I wanted it to... Do you have Teamspeak? I'd love to have a sit down chat about it so we could hash something out.

I don't have Teamspeak, but in my own tooling around with the raws I managed to produce some soap from the olives, though I needed to make a new reaction to make it realistic. I'll post the raws below.

Modified olives.
Code: [Select]
[PLANT:OLIVE_TREE]
[NAME:olive][NAME_PLURAL:olives][ADJ:olive]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE] the plant oil template can be turned into soap
[STATE_NAME_ADJ:ALL_SOLID:frozen olive oil]
[STATE_NAME_ADJ:LIQUID:olive oil]
[STATE_NAME_ADJ:GAS:boiling olive oil]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:olive]
[STATE_NAME_ADJ:SOLID_PRESSED:olive press cake]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PRESSED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:231][PICKED_COLOR:6:0:0]
[DRY][WET][BIOME:NOT_FREEZING]
[GROWDUR:600][VALUE:2]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:olive soap]
[STATE_NAME_ADJ:LIQUID:melted olive soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:olive pit:olive pits:7:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN][SPRING]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:bitter taste]

Reaction: unfortunately does not yield seeds
Code: [Select]
[REACTION:PRESS_OIL_2]
[NAME:press liquid from plant]
[BUILDING:SCREW_PRESS:CUSTOM_SHIFT_P]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT]
[NOT_PRESSED]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:paste:PRESS_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:plant:NONE][PRODUCT_PRESSED]
[SKILL:PRESSING]

for some weird reason if I declared the oil material before the structural material in the plant raws, I'd get lots of Liquid[5] instead of Olive oil[5]. I'll be damned if I know why.
Drop [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] under [BASIC_MAT:...] in the plant and you can call apon seeds in a product.
[PRODUCT:65:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: NTJedi on February 05, 2012, 11:21:46 pm
I'm very new and not familiar with this game very much.  The readme doesn't describe how to install this mod.  Such changes might be obvious to current players or veterans, but new players have no clue.  I searched the forums and wiki for 90mins yet no instructions for installing mods for the Lazy Newb Pack.exe.  Ideally I would like to include the exotic animals and aquifers mods as well since they're available by default within the Lazy Newb Pack installation, but I would be willing to make sacrifices for this mod. So my questions:
  1) How to add this mod so it appears as an option within the Lazy Newb Pack?  {Hope this gets added to a future readme so new players like me can use their time for gaming instead of hunting/searching the forums.) 
  2) What other mods are compatiable with this mod?  {Knowing this information within the readme would make this mod more likely to be used by the community)

Anyways I would like to add this mod into a future game or perhaps a current game and any advice would be appreciated.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Meph on February 05, 2012, 11:27:11 pm
The lazy newb pack does not install mods, but utilities. Utilities are third-party programs outside of Dwarf Fortress. It cant install this for you...

The "installation" of this mod is easy: The pre-packaged version is already installed. Just run DF.exe.

The other version is the pure raw files. Go to dwarffortress/raw and copy what you downloaded into there, replacing everything.

This mod is rather huge, and the bigger a mod is, the smaller the chances for compability. The Fortress Defense Mod II should be ok though, if the game is too easy for you.

EDIT: Adding this mod to a current fortress is impossble. You have to generate a new world
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on February 07, 2012, 03:43:57 pm
The lazy newb pack does not install mods, but utilities. Utilities are third-party programs outside of Dwarf Fortress. It cant install this for you...

The "installation" of this mod is easy: The pre-packaged version is already installed. Just run DF.exe.

The other version is the pure raw files. Go to dwarffortress/raw and copy what you downloaded into there, replacing everything.

This mod is rather huge, and the bigger a mod is, the smaller the chances for compability. The Fortress Defense Mod II should be ok though, if the game is too easy for you.

EDIT: Adding this mod to a current fortress is impossble. You have to generate a new world

Yep, this is right :).

I'm still around by the way! Waiting for the release of the new version to roll out more mod updates. Can't wait!
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Calhoun on February 19, 2012, 04:51:22 pm
So, Ronin..... Whats the latest?
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Flying Dice on February 25, 2012, 10:02:26 pm
The same. I might just try to run a fortress in the new version with it anyhow, to see if there are any serious conflicts, but I'm rather invested in my current one at the moment.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: yamamushi on February 26, 2012, 09:57:04 am
Any updates on this mod pack? I absolutely love this mod, it's pretty much the only one I ever put into my games... I would be willing to donate to keep you going!!
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Hugo_The_Dwarf on February 26, 2012, 11:37:21 am
The13thRonin must have been struck by a strange mood when the new release of DF came out, you know modding in interactions and the new syndromes. Also this Mod looks cool, When I started playing DF I meant to download and play this. But never did when I started modding on my own :(
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Redgaia on February 26, 2012, 07:27:54 pm
Having a slight problem with this modpack... I can seemingly only embark as goblins. I've heard about this problem in the duplicate raws threads, but I don't know if this happens if dwarves die off in world gen or something. There are also apparently troll civs, and skulking gremlins. What's going wrong with my game? I'm using the lazy newb pack, but that only functions as utilities, not mods, so I doubt it's incompatability... halp please?
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on February 28, 2012, 08:33:28 am
Never fear... Work on a new version is already underway. It takes a lot of work to update everything so it works with the new version plus expansions to content plus extensive bug-testing :)!
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Redgaia on February 29, 2012, 11:44:30 pm
Hey Ronin, could you please put version compatability on the OP? You have the warning about mod incompatabilities, but unless I'm going blind, which is quite possible, you don't have which version it is currently compatible with :)
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Dwarf on May 13, 2012, 03:27:26 pm
Yeah, does it work with 34.07 or not?
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: Urist McBeanie on May 13, 2012, 09:51:15 pm
Yeah, does it work with 34.07 or not?

Seems to only be compatible with 0.31.25 according to the DFFD page.
Title: Re: ~~~ Dig Deeper GOLD [Version: 1.0] ~~~ ***+500 ITEMS OF NEW CONTENT***
Post by: The13thRonin on May 13, 2012, 10:46:42 pm
Yeah, does it work with 34.07 or not?

Seems to only be compatible with 0.31.25 according to the DFFD page.

Correct. I have a new version in the works. It will probably be released soon under a new thread.

Thank you guys for your patience and I'm glad there are still people interested in this mod.
Title: Dig Deeper DIAMOND [Version: 1.0] ***+550 ITEMS OF NEW CONTENT***
Post by: The13thRonin on March 02, 2013, 08:47:34 pm
New version out today.

I apologize for being gone for so long. I have had to move 500km away and I've been working a 5 day a week job. Dig Deeper will never die though :).

This is only the first of many releases... I am continuing to make additions and changes as we speak.
Title: Re: Dig Deeper DIAMOND [Version: 1.1] *+675 ITEMS OF NEW CONTENT*
Post by: The13thRonin on March 09, 2013, 05:59:44 am
New iteration out, V1.1.

Enjoy :)!
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: The13thRonin on March 09, 2013, 09:59:01 pm
New iteration V1.2 out. Enjoy the new additions and changes.
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Dohon on March 10, 2013, 06:36:08 pm
Now this is a blast from the past! Good to see you are still digging deeper, Ronin. :)

Sadly, no time to play the mod myself. Like you, I got quite a demanding job. Still, if I do manage to ... "liberate" a few hours, I'll be sure to give it a whirl!
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: laularukyrumo on March 10, 2013, 08:02:47 pm
FML

Just got this thing working the way I wanted, and genned up a world. Now you release a new version.

BWAAAAAAAA

oh well time to replace the /raw folder
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: stormyseasons on March 10, 2013, 09:03:32 pm
And now I have been lured away from Masterwork and back into DigDeeper. Yum.
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Meph on March 11, 2013, 02:43:36 am
And now I have been lured away from Masterwork and back into DigDeeper. Yum.

Mh... maybe I shouldnt give the13Ronin access to my code then....  but his nickname is so awesome... I am conflicted :P
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: The13thRonin on March 11, 2013, 03:01:47 am
And now I have been lured away from Masterwork and back into DigDeeper. Yum.

Mh... maybe I shouldnt give the13Ronin access to my code then....  but his nickname is so awesome... I am conflicted :P

For clarity's sake Meph is referring to his code for gem based items (unimplemented in Dig Deeper as of yet) and his arena code (implemented). I encourage all users to run parallel installs of Dig Deeper and Masterwork, they're both very different mods and they both provide different but enriching (I hope at least!) experiences. Many thanks to all our users who are the ones who inspire us to go on to do these endeavors :).

EDIT: Also Meph and a few other users have been very helpful with working out how to set up more than one extract. So kudos to you for that too Meph :)!
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Meph on March 11, 2013, 06:36:21 am
Just to clarify: I was being sarcastic, of course you can use anything you like of Masterwork DF.
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Deon on March 11, 2013, 11:50:19 am
And now I have been lured away from Masterwork and back into DigDeeper. Yum.

Mh... maybe I shouldnt give the13Ronin access to my code then....  but his nickname is so awesome... I am conflicted :P

For clarity's sake Meph is referring to his code for gem based items (unimplemented in Dig Deeper as of yet) and his arena code (implemented). I encourage all users to run parallel installs of Dig Deeper and Masterwork, they're both very different mods and they both provide different but enriching (I hope at least!) experiences. Many thanks to all our users who are the ones who inspire us to go on to do these endeavors :).

EDIT: Also Meph and a few other users have been very helpful with working out how to set up more than one extract. So kudos to you for that too Meph :)!
Hey, you don't encourage running Genesis along that? Oh you :(.

But I guess running 3 DF instances at once will cripple anyone's PC, so I won't be angry at you (this time).
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Meph on March 11, 2013, 11:53:50 am
Well, we could merge Dig Deeper and Genesis into Masterwork and then... Oh. Wait a second...  :P
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Putnam on March 11, 2013, 01:17:21 pm
and still not enough people are complaining about my parallel to these mods :P
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: The13thRonin on March 11, 2013, 02:52:18 pm

Hey, you don't encourage running Genesis along that? Oh you :(.

I assumed that everyone already had Genesis, naturally :P.

Quote
Well, we could merge Dig Deeper and Genesis into Masterwork and then... Oh. Wait a second...  :P

The idea and direction for the mods differs a lot though. Masterwork reduces all leathers to LEATHER for example rather than elephant leather and all wood to WOOD... Etc.

Dig Deeper is all about adding to the original amount of variations that can arise. I have tried to implement a large amount of different variations which exist in the real world for example splitting granite up into colored rock [pink granite... blue granite... etc].

Genesis and Dig Deeper themselves have conflicting ideologies. Genesis delves a lot more into fantastical varieties of things [like Dwarven castes] while Dig Deeper thus far I have tried to keep additions real-world or based on easily recognizable mythology.

Of course there is no BEST mod. Each mod panders to different tastes. We all mod along the lines of our own personal preference for the game. The real winners are the community to have so much choice :).

To everyone in the thread for Dig Deeper news, new version should release over next day or two (or three). Already up to around about 800 additions and rising.
Title: Re: Dig Deeper DIAMOND [Version: 1.2] *+750 ITEMS OF NEW CONTENT*
Post by: Meph on May 17, 2013, 09:38:10 pm
So yeah, what happened to the update in 2-3 days... 2months ago?