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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on November 20, 2013, 07:52:10 am

Title: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on November 20, 2013, 07:52:10 am
This mod keeps DF as it is, while it removes things like animalmen replacing most animal populations, or animals going extinct, or fields covered with socks and sandals from your fallen enemies, or "spotted wobbegong leather shirt".

It is a good idea to try it if you want to experience the same game with better performance and less clutter.

It is also useful if you want to make a big mod from scratch, since it keeps key elements of DF while removing overly specific ones.
And I mean it, if you want to make a new mod from scratch, use this with my full permission, no need to ask me for that. Just credit me somewhere.

Tileset preview (click images to enlarge):
- Tileset is combined by me from Spacefox tileset and Sphr and others' creature sprites.
- The TTF font is custom-tailored from a few free gothic TTF fonts to include all symbols DF needs.

TTF font is smooth, square and fancy!
(http://i.imgur.com/WU6deCV.png)

Tileset is well-readable when it comes to world map too.
(http://i.imgur.com/rMQCMt6.png)

Ground is clearly distinct from walls, the trees have trunks and stand out well, and the tileset overall is amazing.
(http://i.imgur.com/UUTgqeK.png)


Streamlined game
- The game launches alongside with DFHack which patches all fixed by community bugs and errors.
- The mod comes in ASCII and with Phoebus graphic set/Spacefox tileset, properly tailored for visual experience.

Streamlined animals
- Name correction: very specific animals removed or reduced to simplier names. Many similar animals turned into one with expanded biomes.
Example: peregrine falcon -> falcon; common snapping turtle -> snapping turtle; great horned owl -> owl.
- No giant/animal man variations of animals.
- ASCII letters corresponding to animal type rather than name. A for amphibians/repties, s for snakes, u for ungulates, r for rodents, v for birds etc. No more confusion between goblins and groundhogs.
- A few more animal men from caverns form camps.
- Cats are replaced by Alynxes which can be both hunting animals as well as meat/fur source (bigger than cats, smaller than bobcats).
- More animals can hunt vermin.
- Grazing animals require less pasture area.
- All australian animals are moved to "temperate savage" not to clash with common animals in generic temperate areas,
- Many animals have vocalization (dogs bark, cows moo, mooses bellow, eagles screech etc).

Streamlined gems
- Decorative: citrine, lapis lazuli, onyx, opal, rock crystal.
- Precious: aquamarine, beryl, garnet, jade, tourmaline, zircon.
- Rare: amethyst, emerald, ruby, topaz.
- Exceptional: diamond, star emerald, star ruby, star sapphire.

Streamlined geology
- Layers: Conglomerate, sandstone, siltstone, gneiss, schist, slate, quartzite, granite, basalt, obsidian.
- Flux: chalk, marble.
- Coal: Anthracite, bituminous coal, lignite.
- Other minerals: alabaster, gypsum, bauxite, rock salt.

Streamlined metals
- Ores: iron ore, tin ore, copper ore, native silver/gold/platinum/aluminum.
- Metals: Only copper, tin, iron, bronze, pig iron, steel, silver, gold, platinum and aluminum. Prices are adjusted to make metals more valuable.

Streamlined leather
- Any animal produces generic "leather", "silk" and "wool" instead of "spotted wobbegong leather".
- Several leather types: fur, leather, hide, scale and chitin.
- For modders: I created special body detail plans for furry, woolly, scaled, chitinous, feathered and hide-covered animals.
- Small animals produce no leather at all (for modders: small body detail plan without leather).

Streamlined clothing
- No socks, mittens, sandals, scarfs and other clothing which could cause clutter in the clothing stockpiles after traders/enemies arrive.

Streamlined megabeasts
- Semimegabeasts and megabeasts know no fear and feel no pain. You will no longer be able to kill a dragon by lodging a bolt in his toe.
- Dragon and hydra leave jagged dragonscale which can be tanned into "dragonscale", copper-level leather.



- GRAPHICAL VERSION (http://dffd.wimbli.com/file.php?id=8151)
- ASCII VERSION (http://dffd.wimbli.com/file.php?id=8152)
Title: Re: Essential DF [ASCII/Spacefox]
Post by: Deon on November 20, 2013, 01:28:42 pm
For the next release I will add megabeast/semimegabeasts.

My current plans: no pain, no fear for them all. Material resistance to megabeasts.

Regarding evil and good creatures, I may keep them as they are, but stressing their magical nature would be nice. Almost no creatures use the new interactions or abilities Toady added with sponsored animals and DF2012, so while I want to keep it close to vanilla, something that COULD happen in vanilla would be nice.

If you people want to brainstorm, it could help me a bit.

I also think about refining plants. Like making all dyes avaliable, and possible make flour usable for bread baking.
People which play vanilla mostly would help me a lot. I am too used to total conversions and large mods, so those people could make good suggestions regarding small details which do not break the feeling of vanilla DF.

Another thing which I would like to port from Genesis is animal and creature sounds. There's no reason that only two creatures can vocalize in vanilla, I guess Toady just didn't have time or desire to add stuff like dogs barking, cows mooing etc.
Title: Re: Essential DF [ASCII/Spacefox] - release 2
Post by: Deon on November 21, 2013, 04:42:09 am
Release 2 is out.

Megabeasts are back in, with immunity to pain/fear.

Good/evil creatures are sorted into appropriate files and are back too.
Female satyrs are added, they are called dryads.
Title: Re: Essential DF [ASCII/Spacefox] - release 3
Post by: Deon on November 21, 2013, 05:58:47 am
Release 3 is out.

- Better tree tiles for graphical version. Green during summer, white during winter.
- Better stone tiles and colors for a uniform look.
- Wool works properly.
- Diplomats and trade representatives for all other races.
- Small tweaks to tileset to make caverns look better:
(http://i.imgur.com/ooDYiTI.png)
Title: Re: Essential DF [ASCII/Spacefox] - release 3
Post by: Meph on November 21, 2013, 05:59:23 am
If you need anything from Accelerated DF, feel free to grab what you like. :)
Title: Re: Essential DF [ASCII/Spacefox] - release 3
Post by: Deon on November 21, 2013, 06:02:05 am
Thanks, although I doubt I want to go too much that way.

As you may see, it's partially modest mod, partially accelerated DF, but without too much taking from materials list and with a big work done on animal sorting :D.

It's basically a milestone I am preparing for my future large mods as a base, as well as something those who play vanilla for simplicity may enjoy.
Title: Re: Essential DF [ASCII/Spacefox] - release 3
Post by: Meph on November 21, 2013, 06:10:26 am
Yes, my first thought was: Why is deon doing this, it sound like it already exists... but the way it sound now is that you clean up not only the frontend, but mostly the Raws themselves.  And what future mod?
Title: Re: Essential DF [ASCII/Spacefox] - release 3
Post by: Deon on November 21, 2013, 07:46:20 am
Yeah, Modest and Accelerated still have all those animals everywhere in random files. Toady was adding them via fundraiser project and they are not well-organized to say the least. Not to mention some abilities or sounds avaliable to funded creatures only when they should have been added to others as well (example - vocalization).

About the mod, it's either this: http://www.bay12forums.com/smf/index.php?topic=132057.msg4769392#msg4769392 or TES mod I was talking about.
Title: Re: Essential DF [ASCII/Spacefox] - release 3
Post by: milo christiansen on November 21, 2013, 11:02:51 am
This looks interesting...

I think I'll take a look, it sounds like there could be a lot of useful stuff here.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on November 21, 2013, 11:11:03 am
Take a look, I need feedback and suggestions to keep it going! To keep it close to vanilla and make it more rewarding!

Release 4.

- Added vocalizations to many animals (domestic, arctic, temperate).
- It means dogs now bark, eagles screech, cows moo, wolves howl. Travelling the wilds now feels like it.
- Yet to add sounds to tropical, evil and good animals.
- Butchering dragons and hydras should be more rewarding. They now have dragonscale which is a copper-level skin.
- Refined graphics for bushes for plants both for ASCII and graphical mode.
- Removed bamboo.


In the next release I will focus on more rewarding megabeasts. Things like gems, crafts etc you can get from butchering dragon's stomach for example. I am sure dragons love dem emeralds as gizzard stones.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on November 21, 2013, 03:33:06 pm
And it was not for naught!

I already used this mod to make a base for my EA (http://www.bay12forums.com/smf/index.php?topic=124279.msg4128272#msg4128272). Yes, my LOTR-mod is finally out of Beta stage, go play it you maniacs!
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Dohon on November 21, 2013, 07:29:39 pm
Posting to watch. :) Thanks for your efforts, Deon!

Just a question: why remove cats? Just curious. :)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Teneb on November 21, 2013, 08:27:39 pm
Deon, I suppose you wouldn't mind if I used this a base for a mod I'm about to make, would you?
(credits will be given, etc etc etc)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on November 22, 2013, 12:18:46 am
This is the reason I am organizing plants, creatures and other raws. For other people to use! I will put it in the first post that I encourage you all to use it.

Posting to watch. :) Thanks for your efforts, Deon!

Just a question: why remove cats? Just curious. :)
Cats are not removed, they are just a bit bigger. Alynxes are cats, which are almost dog-sized. Which makes them good for vermin hunting, leather (fur) industry and hunting as well. I just could not wrap my head around kitten leather armor.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on November 22, 2013, 10:15:49 am
I spent some time last night digging through this, and I think that as far as mod bases go this is about perfect, not too much stuff and not to little, just right for customization :)

One thing: do you have plans to update this soon? Because I would like to port this to Rubble, and that is a lot of work to waste if a new version is on the way.

BTW: If you were to make this as a Rubble addon, it would be simple to provide a Rubble version and the two normal versions, all that would be required would be two addons (one for the base mod and one to provide tile values for the graphical version). The main benifit of using Rubble would be that the two version would be automatically synced.
Of course a better idea would be to wait until I finish my port, then see if you like it ;)

EDIT: Oh yeah, and not to mention the fact that providing copies for other tilesets would be easy as well.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Dohon on November 22, 2013, 05:17:42 pm

Posting to watch. :) Thanks for your efforts, Deon!

Just a question: why remove cats? Just curious. :)
Cats are not removed, they are just a bit bigger. Alynxes are cats, which are almost dog-sized. Which makes them good for vermin hunting, leather (fur) industry and hunting as well. I just could not wrap my head around kitten leather armor.

Makes sense, cheers for the reply!
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on November 23, 2013, 03:14:37 am
I spent some time last night digging through this, and I think that as far as mod bases go this is about perfect, not too much stuff and not to little, just right for customization :)

One thing: do you have plans to update this soon? Because I would like to port this to Rubble, and that is a lot of work to waste if a new version is on the way.

BTW: If you were to make this as a Rubble addon, it would be simple to provide a Rubble version and the two normal versions, all that would be required would be two addons (one for the base mod and one to provide tile values for the graphical version). The main benifit of using Rubble would be that the two version would be automatically synced.
Of course a better idea would be to wait until I finish my port, then see if you like it ;)

EDIT: Oh yeah, and not to mention the fact that providing copies for other tilesets would be easy as well.
I want to update a few tiles for animals, and also I want to add sounds (vocalizations) to animals. That should be all for now.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Meph on November 23, 2013, 08:44:00 am
I'd say add wannabehero and sackheads fixes&workarounds for the bone stacks and the leather into this, as well as the split brain from ... Sandiego (?) Essentially, fix bone stacks, make leather related to the creature size, and avoid these easy one-shot kills.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on November 25, 2013, 10:39:03 am
Ah... Good. I have the port finished and ready to upload as soon as I can get to a computer.

The addon as well as child addons that add tileset support for SpaceFox, Phoebus, and Obsidian will come packaged with some tools and scripts to allow generating ready to go copies of the raws for each version as well as a Rubble addon version (for a total of five possible versions!)

Adding support for new tilesets is a little harder than I had thought, but it still takes less than an hour...

I did my best to make the package easy to use in the hope of gaining a new convert to Rubble, so I hope you will at least give it a try...

(Download comming as soon as I can)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on November 26, 2013, 03:43:26 am
I'll definitely give it a try, however I find a great amusement in editing raws as they are, with my Notepad++ and Winmerge special syntaxes it's really easy and relaxing :). There's a reason why I organised all creatures and things like that in this mod: it's comfortable for me!
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on November 26, 2013, 02:27:36 pm
Ok, finally got to a library, here you go. (http://dffd.wimbli.com/file.php?id=8181)

The raws (to edit) are in "addons/Essential DF", the raws (to distribute) will be in the various subfolders of the "Out" directory.

I included an old copy of 7za I had flying around so the build script will also package up a copy of the Rubble addon for those who want to use EDF with with existing Rubble addons.

Better Dorfs (my flagship Rubble mod) uses this EDF port as it's base for version 2 and above :)

EDIT: Oh, BTW: Trade reps do not appear to work? At least I never had any elven/dwarven/human reps show at my BD+EDF saurian fort...
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on December 02, 2013, 12:42:42 pm
I did some playtesting with EDF+BD and found a few bugs:

EDF Bugs:
   Anthracite is WAY more valuable than bituminous coal (but doesn't provide much more coke)
   Anthracite to coke reaction has the wrong name
   Entities do not send trade reps

Vanilla bugs that should be fixed in EDF:
   Bituminous coal worth the same a lignite

Not a bug, but:
   It is impossible to tell dig designated brown stone from undesignated brown stone

Also Rubble 3.3 changes a template or two so a few thing will need to be changed in the Rubble version to keep compatible with future versions (the current setup will work with 3.3, but will break when 3.4 hits)

I have a raw patch with all the required changes, here (http://dffd.wimbli.com/file.php?id=8190).
The included files have the following changes:
   All ITEM Rubble templates renamed to SHARED_ITEM
   Food items redone with ITEM templates
   Redundant calls to #TILE removed from tools
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on December 04, 2013, 05:38:08 pm
I found the problem with the trade reps and diplomats: They are all appointed by a position that only exists in the dwarf entity.
(also the entity may need MERCHANT_NOBILITY, at least Masterwork has it for every civ that sends diplomats and trade reps)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on December 04, 2013, 11:30:49 pm
Thank you! I will fix it today! MERCHANT_NOBILITY is an old token.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on December 09, 2013, 11:57:53 am
So why does Meph still have it in all the entities?
I know it is old, but does it have any effects?
Better safe than sorry, I should probably test both ways to see what works, but all my testing forts lately have died in the first year so no luck yet (I WILL succeed in a evil glacier embark, I WILL)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Meph on December 09, 2013, 04:33:03 pm
It probably existed in an old version, and was copied over. It does neither good nor harm, and I am notoriously bad at cleaning up my raws. If something doesnt cause bugs, I just leave it there, even if it is unused atm.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Dohon on December 10, 2013, 12:19:19 pm
Deon, do you intend to release a new version of EDF anytime soon? I want to start a new fort, but if a new version is coming soon, I rather wait until it is released before starting off another grand tale of mass-genocide at the hands of drunken midgets. :)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on December 12, 2013, 09:24:44 am
Yep, soon I will come home from work and apply a few fixes. I wanted to do it earlier but my job took some of my time, and Starbound too. Now I have a reason to hurry, so just wait a few hours.

P.S. If you've already started, there's not a lot of fixes coming, namely just diplomats for other nations, everything else is going to be save-compatible.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: milo christiansen on December 12, 2013, 11:16:24 am
About the diplomats...

I am not sure I actually fixed them, in my recent testing fort the elves never brought a trade rep, so while bad APPOINTED_BY values may have been A problem it may not be THE problem.
Not sure, it could just be something odd from my end.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Dohon on December 12, 2013, 11:44:37 am
Yep, soon I will come home from work and apply a few fixes. I wanted to do it earlier but my job took some of my time, and Starbound too. Now I have a reason to hurry, so just wait a few hours.

P.S. If you've already started, there's not a lot of fixes coming, namely just diplomats for other nations, everything else is going to be save-compatible.

I haven't started yet, so, take your time! I think I can manage a few more days. ;)
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Deon on December 15, 2013, 06:09:59 am
Yep, soon I will come home from work and apply a few fixes. I wanted to do it earlier but my job took some of my time, and Starbound too. Now I have a reason to hurry, so just wait a few hours.

P.S. If you've already started, there's not a lot of fixes coming, namely just diplomats for other nations, everything else is going to be save-compatible.

I haven't started yet, so, take your time! I think I can manage a few more days. ;)

Uh oh. And that's how cliches about "drinking russians" start! I ONLY HAD BEEN ON THREE BIRTHDAYS!
Totally my fault, heh. I am opening RAW files right now to fix everything I had to :).
Title: Re: Essential DF [ASCII/Spacefox] - release 5
Post by: Deon on December 15, 2013, 06:39:11 am
Okay, there we go, release 5 is out.

- Fixed trade reps/diplomats for humans and elves.
- Grazing values are better balanced between grazing animals. They eat less grass overall.
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Dohon on December 15, 2013, 06:14:40 pm
Yep, soon I will come home from work and apply a few fixes. I wanted to do it earlier but my job took some of my time, and Starbound too. Now I have a reason to hurry, so just wait a few hours.

P.S. If you've already started, there's not a lot of fixes coming, namely just diplomats for other nations, everything else is going to be save-compatible.

I haven't started yet, so, take your time! I think I can manage a few more days. ;)

Uh oh. And that's how cliches about "drinking russians" start! I ONLY HAD BEEN ON THREE BIRTHDAYS!
Totally my fault, heh. I am opening RAW files right now to fix everything I had to :).

I believe that this was a case of "duty called". No man can deny that call! :)

Thanks for the new release, gonna use it in a new fort as soon as possible.
Title: Re: Essential DF [ASCII/Spacefox] - release 5
Post by: milo christiansen on December 16, 2013, 11:55:06 am
Did you test trade reps? Because the "fixed" version I use for BD doesn't work :(

Oh well, downloading now. I suppose I'll find out...

Also: did you do something about coal values?
Title: Re: Essential DF [ASCII/Spacefox] - release 5
Post by: Deon on December 16, 2013, 01:12:06 pm
The reps should work, I mean they are supposed to! What is "bd"? I will try to find out why they can NOT work, although it's weird, they are appointed by civ leaders.

I forgot about your coal request, but it's easy to change and will fall into the next update for sure.

P.S. I will try to figure out the problem with trade reps right now and upload a release 6 with fixed coal. NO SLACKING!

P.P.S. I found the issue with trade reps. [RESPONSIBILITY:ESTABLISH_COLONY_AGREEMENTS] only works on outpost liaisons of your parent civ. Foreign civs needed [RESPONSIBILITY:TRADE].
Title: Re: Essential DF [ASCII/Spacefox] - release 6
Post by: Deon on December 16, 2013, 01:18:38 pm
Release 6 is out.

- Fixed values for all coal types, now they scale properly.
- Fixed name for "antracite to coke" reaction.
- Trade representatives now work for real.
Title: Re: Essential DF [ASCII/Spacefox] - release 6
Post by: Deon on December 16, 2013, 02:47:26 pm
To make sure that guild reps and diplomats show up, once you boot up your world, type "fixdiplomats" and "fixmerchants" in dfhack console. I tried it, it worked.
Title: Re: Essential DF [ASCII/Spacefox] - release 6
Post by: milo christiansen on December 16, 2013, 06:38:33 pm
Does it work without "fixmerchants" and "fixdiplomats"? Because diplomats and trade reps are supposed to work after those commands WITHOUT raw changes.
(If you add diplomats and trade reps to the entities those commands are not supposed to be needed.)

I personally have been trying everything I can think of to get trade reps working, but nothing I have tried has worked. Right now I have a testing fort going where every civ has different combinations of [RESPONSIBILITY:ESTABLISH_COLONY_AGREEMENTS] and [RESPONSIBILITY:TRADE]. I am also trying to see if [ELECTED] will work for the humans (the elven druid uses it, so it SHOULD work for non-SITE nobles). Now I just need to wait for the caravans to see what works. If nothing I tries works I'll tear one of Masterworks entities apart and see what I can figure out.

"BD" is Better Dorfs a Rubble addon pack that uses this mod as it's base.

Also I found another bug:
"Tobul Gemesherith, Metalsmith cancels Dump Item: Interupted by Nothing."
Further investigation shows that "Nothing" is a female raccoon. Apparently female raccoons lack a name and description.
As far as bugs go this one is hilarious ;)
Title: Re: Essential DF [ASCII/Spacefox] - release 6
Post by: Deon on December 16, 2013, 11:16:58 pm
I just talked to Meph and he confirmed that trade reps assigned by a druid with RESPONSIBILITY:TRADE and ESTABLISH_COLONY_AGREEMENTS work.
Female racoons dont' just lack names. It's my "convert to a universal format" action where I swap tags around, so I to swap caste name definition at one point. I found it out this morning, but then forgot when I was testing traders. 4 AM, man... Thanks for reminding me, I will upload a fix now.
Title: Re: Essential DF [ASCII/Spacefox] - release 7
Post by: Deon on December 16, 2013, 11:25:35 pm
Release 7
- Female raccoon name is fixed (Thanks Milo! :))).
Title: Re: Essential DF [ASCII/Spacefox] - release 4
Post by: Dohon on December 18, 2013, 05:52:38 am
Thanks for the updates, Deon! Will take release 7 for a spin as soon as some free time pops-up!

Do you intend on changing anything with regards to leather and bones? I believe Meph has already mentioned the mods by Wannabehero and Sackhead a few posts earlier in the thread and I just want to add my support for this suggestion. Those tweaks don't hurt the vanilla experience and fix a few bugs at the same time!

FYI, a link to Better Bone Stacks (http://www.bay12forums.com/smf/index.php?topic=133539.0) by Wannabehero and More Leather Mod (http://www.bay12forums.com/smf/index.php?topic=122003.0) by Sackhead.

Ofcourse, I have no idea how easy (or hard!) it is to implement these things. I'm only a small raw dabbler myself. :)
Title: Re: Essential DF [ASCII/Spacefox] - release 7
Post by: milo christiansen on December 18, 2013, 02:29:46 pm
In R6-R7 trade reps STILL do not work. Luckily I did a BUNCH of science and found out why.

Simple, [NUMBER:AS_NEEDED] needs to be [NUMBER:1]. That fixed everything for me.

Trade Reps, Science Results
   All testing done via that wonderful DFHack script, "force.lua".
   Number of worlds generated: lots.
   
   Results of Testing:
      [NUMBER:AS_NEEDED] Will cause trade reps to not work! Use [NUMBER:1], that seems to work fine.
      APPOINTED_BY works fine, but it is not needed, so you can use a trade rep just fine with a [VARIABLE_POSITIONS:ALL] civ.
      For civs that are optionally playable all you need to do is add [RESPONSIBILITY:TRADE] to the existing outpost liaison.
      MERCHANT_NOBILITY is NOT required.
   
   Conclusions:
   The only thing that kept the trade reps in r6 from working is [NUMBER:AS_NEEDED].
   
   Replacing AS_NEEDED with "1" causes everything to work fine.
   
   Removing the MONARCH position from the humans, removing all APPOINTED_BY tags in trade reps and diplomats and changing [NUMBER:AS_NEEDED] to [NUMBER:1] in all trade reps and diplomats fixes the issue.
   (Removing MONARCH and APPOINTED_BY are totally optional, I just did it to prove it worked)
   There is also no need for ESTABLISH_COLONY_TRADE_AGREEMENTS in a non-playable entity.
   
Title: Re: Essential DF [ASCII/Spacefox] - release 7
Post by: Deon on December 18, 2013, 04:09:30 pm
Thank you for the test. I wanted AS_NEEDED for greater goods (so if they die, there're immediately others), but apparently it was a bad idea (no idea why!).
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Deon on December 18, 2013, 04:18:51 pm
Release 8
- The reason why "working" diplomats and trade representatives did not come is nailed down (thank you Milo, I really appreciate it).
- They now come with each caravan with bodyguards.
- Enabled Falconne's mouse support plugin (ability to select units and click stuff with mouse).
- Enabled dwarf monitor (shows current moods in a bottom corner of the video).
- Enabled "Resume" plugin (shows suspended constructions with X when the game is paused).
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: MDFification on December 18, 2013, 04:29:09 pm
Oh man this looks good  :D I'll be using this for future releases.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Deon on December 23, 2013, 08:38:20 am
Yes, I requested a personal board way back when there was no mod subforums, so Masterwork, LFR, Putnam's mods, many other cool mods and my mods too were buried under heaps of questions and requests. Now I see why Masterwork needs its own sub-board because it's basically a huge compilation of everything possible with tons of playable races, however I think I would get more feedback in the main subforum. I will ask Toady if he has time to solve it.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: milo christiansen on December 23, 2013, 12:58:39 pm
This doesn't effect EDF, but as I posted the rest of the science here I may as well put this here too:

If you add the TRADE responsibility to an outpost liaison you will get TWO outpost liaisons from that civ (if it is your parent civ)
One of the "outpost liaisons" works like normal, the other acts like a trade rep. I did not do long term testing to see how this effects gameplay.

r8 looks good, AFAIK all bugs are squashed now :)
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Deon on December 23, 2013, 01:09:51 pm
I don't have an urge to test that TRADE thing right now, since it all works. But with AS_NEEDED outpost liaisons, they tended not to come at all, and instead a cheesemaker/beekeeper with a "diplomat" assignment arrived :). Now it all works thanks to all the help from community and you.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: milo christiansen on December 23, 2013, 01:23:31 pm
Oh, that random profession thing is still the way it is for outpost liaisons, trade reps work properly but there is no way (that I know of) to "fix" outpost liaisons. As long as they function I don't want to mess with them either.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: dwarf_reform on January 01, 2014, 01:09:19 pm
Hmm.. The one thing I ALWAYS change on virtually any DF mod (and vanilla too) is changing all civilizations "sites" to city (and allow them to build tombs/forts/roads as well) so they actually have visible homes in adventure mode.. Thoughts on it?? (Quite a bit of this will be resolved with the next vanilla release, at least!)
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: milo christiansen on January 02, 2014, 12:27:12 pm
I noticed one issue with the last version: humans have a static monarch position. This is not needed as trade reps and diplomats do not need to be APPOINTED_BY anyone.

Just remove the monarch and the APPOINTED_BY tags and your good to go.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Urist McTeellox on January 03, 2014, 12:17:53 am
Hey Deon, this is absolutely freakin' awesome! :)

Two quick questions:

1) Is the change repository (git/hg/svn/etc) available anywhere? I'd much rather clone a repo than download history-less files. This also makes it easier to send you patches, in case I find bugs. :)

2) Do you have a license on your changes which form this distro? I'd love to use your changes for other modding work, and a license makes it way easier for both myself, and letting others know what can be done with the resulting work.

The Creative Commons Attribution (CC-BY) (https://creativecommons.org/licenses/by/4.0/) license is a pretty good one, and it matches the intent in your top-post ("use my work, but give me credit").

Many thanks!

~ T
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: milo christiansen on January 03, 2014, 01:59:44 pm
Bug: some stones look terrible when engraved (they look exactly like the rough version).

Fix: edit obsidian to have the color 0:8:0 (that makes it look awesome!) and siltstone/mudstone to have different background and foreground colors (currently they have the same color for both, not good)

Also using tile 0 for stone results in hard to see dig designations for brown stones, using another tile for siltstone/mudstone may be a good idea.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Deon on January 09, 2014, 04:33:22 am
Back from holidays, thanks for the suggestions Milo, I will use them!

Urist, in PMs :).
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Taffer on January 26, 2014, 04:37:58 pm
Just wanted to say thank you for Essential DF. I've stubbornly stuck to "pure" DF (aside from the apparently abandoned Modest Mod and my own fixes and tweaks) for years. Being terribly unobservant, I only just noticed this. The cleaned up raws and alynxes sold it for me. I'll miss my nice colourful stone, though. Thanks! I'll post a link in my thread.

Does it include the miscellanous fixes that people keep posting to the Modest Mod thread?
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: kallanz87 on February 06, 2014, 05:22:52 am
Just wanted to thank you Deon for doing this mod, it's exactly what I've been looking for since modestmod/accelerated df stopped their development.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Meph on February 06, 2014, 05:30:48 am
Quote
since modestmod/accelerated df stopped their development.
There has been no developement, because the mod is finished. There was no DF update since the last modest mod/accelerated df update.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Taffer on February 08, 2014, 11:00:07 pm
Is there any chance of making the simplified stone optional, or is that outside the scope of the mod? I find myself not really missing the extra metals and gems much, but underground seems much more boring in ASCII now in my opionion with the new, simplified colours and fewer stone options. I know I could copy/paste the relevant files from the DF download back over, but then I'd be missing out on the extra fixes and cleanup that you've put into it.

If not, thanks anyways! I've been enjoying it so far.
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: CryptoCactus on February 11, 2014, 02:27:55 pm
Noticed some quirks with creature syndromes - not sure what impact any of this has on actual gameplay, but I thought I'd mention it since it's an easy fix.



The following creatures have SYN_IMMUNE_CREATURE tags that do not match their CREATURE tag (i.e. they are not immune to their own poison):

COBRA
SERPENT_MAN
PHANTOM_SPIDER
SPIDER

The following creatures do not have SYN_IMMUNE_CREATURE tags at all:

GIANT_SCORPION
ELEMENTMAN_IRON
BEE
BUMBLEBEE
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: Putnam on February 21, 2014, 11:01:06 pm
Ptw

also to make a mod. Hmm...
Title: Re: Essential DF [ASCII/Spacefox] - release 8
Post by: milo christiansen on March 03, 2014, 07:36:49 pm
I have just discovered that giant tigers are HUGE, needless to say they make wonderful entry guards, often ripping goblin thieves limb-from-limb :)
Are giant tigers in vanilla that large, and are the ones in EDF supposed to be 8X the size of a normal tiger?
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on March 05, 2014, 01:13:33 am
Yes they are!

I just uploaded a release 9.

- Fixed some quirks with animal venoms (thanks CryptoCactus).
- Humans are back to monarch-less state as in vanilla.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: milo christiansen on March 05, 2014, 03:54:42 pm
Yes they are!

... Wow ... You should see what a wartrained giant tiger does to an IRON ARMORED goblin, it is a thing of beauty.

Any-way, r9
Looks like it's time to update Better Dorfs again :)
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Putnam on March 07, 2014, 01:38:48 pm
The hack/include folder isn't necessary.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on March 08, 2014, 04:48:40 am
Yeah, that looks like a list of header files for compilation, however I never tried to remove anything from the hack after it was distributed. It's just 3 Mb after all :). Still, thanks for the heads up.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: lechium on April 02, 2014, 05:19:16 am
I just tried the graphics version and upstairs and downstairs designation in undigged areas are both invisible.

Btw, thank you for this mod. I made many of those changes myself but i like the ore/gems stuff you did and having this available here. I'll probably revert cats back to cats. Can't see what's essential in changing them!? I have to test more but i think i'm unable to assign named pets and alynxes generally to cages.

Edit2: r9 for ASCII?



Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on April 04, 2014, 12:31:28 am
Oops, thank you Lechium, I've just uploaded the r9 for ASCII.
I will take a look at the stairs designation issue.

Changing cats to alynxes is just my personal preference. I just feel like bigger cats are more useful for hunting/fur/meat than small house cats :).
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: lechium on April 04, 2014, 02:13:14 am
Oops, thank you Lechium, I've just uploaded the r9 for ASCII.
I will take a look at the stairs designation issue.

Changing cats to alynxes is just my personal preference. I just feel like bigger cats are more useful for hunting/fur/meat than small house cats :).
I get that and it's your mod, do whatver you want. I don't even really care how cats are called, but what bugs me is your dislaimer for this mod to be a modding base and just uncluttered "essential" DF. So imo flavour changes should be more like add-ons to that.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on April 05, 2014, 01:14:14 pm
Yep, but only the cats are changed :). I mean it's not a big deal for a mod to change it, and mostly it's a modbase for my own mods, hehe. I get what you mean.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: lwCoyote on June 09, 2014, 09:13:28 pm
Does Essential DF include the bug fixes from Modest? I'm assuming no, based on the first post, but figured I'd ask just in case I'm wrong :D
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on June 15, 2014, 09:25:14 am
Which bugs do you mean?
And what do you mean by "based on the first post"? The first post has this:
- The game launches alongside with DFHack which patches all fixed by community bugs and errors.

What else? Let me know and I will include it :).
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: expwnent on July 05, 2014, 12:26:18 pm
Posting to watch.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: palu on July 05, 2014, 08:44:07 pm
It would be nice if you made the Alynxes optional, or at least a version with normal cats. But it's your mod, I understand if you dont want to, I could probably do it myself.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: MobRules on October 02, 2014, 09:09:16 pm
I so wanted to try this mod... but even though you don't say anywhere that it's Windows only, I unzipped the file to a bunch of dll's so I guess it is :(

Are there any plans to do a linux version?
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on October 07, 2014, 11:57:17 am
Hi! This is for 0.34.11.

It will work with linux because it's just a bunch of text files. You just need to replace the /raw/ folder, and then copy the tileset over and adjust your linux init.txt and d_init.txt.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: MachinaMandala on June 28, 2018, 09:55:29 am
I don't suppose you're ever going to update this, Deon? Or perhaps someone to make a new version for the current DF?
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: newtonsolo313 on June 28, 2018, 10:21:48 am
I don't suppose you're ever going to update this, Deon? Or perhaps someone to make a new version for the current DF?
i’ll take the project if nothing comes up but i can’t guarantee any measure of speed
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Taffer on June 28, 2018, 11:02:40 am
I don't suppose you're ever going to update this, Deon? Or perhaps someone to make a new version for the current DF?

A new version of Essential DF: no from me. But picking Essential DF for ideas is on my todo list for Revised (next few months) which will include creature vocalizations and likely some of the item and creature removals.

It's not the answer you're looking for, but it is planned.
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: Deon on July 29, 2018, 03:31:18 pm
Hey, didn't expect this to have a bump after so many years.
I do work on some personal mods here and there and there can be an update at some point.

However I did just check Revised version and I must say that it's the best thing ever, I envy the amount of work and polish that went into that, and I believe it would be better than this base mod of mine :).
Title: Re: Essential DF [ASCII/Spacefox] - release 9
Post by: GM-X on July 31, 2018, 04:28:21 am
Hey, didn't expect this to have a bump after so many years.
I do work on some personal mods here and there and there can be an update at some point.

However I did just check Revised version and I must say that it's the best thing ever, I envy the amount of work and polish that went into that, and I believe it would be better than this base mod of mine :).

There you are. What a modest modder you turned out to be.  ;)