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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Putnam on May 15, 2015, 01:05:29 am

Title: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on May 15, 2015, 01:05:29 am
Website for details so I don't have to edit this post every time I wanna add something to the details. (http://putnam3145.github.io/Mods/fantastic.html)

Wiki (https://github.com/Putnam3145/Fantastic-Mini-Mods/wiki)
Title: Re: Fantastic Mini-Mods!
Post by: Rammok on May 15, 2015, 03:27:35 pm
Website for details so I don't have to edit this post every time I wanna add something to the details. (http://putnam3145.github.io/Mods/fantastic.html)

For the record, about half of the secrets and curses are also in Dark Ages, with modifications.
Title: Re: Fantastic Mini-Mods!
Post by: Putnam on May 15, 2015, 03:39:15 pm
Neat!
Title: Re: Fantastic Mini-Mods!
Post by: Deon on May 15, 2015, 04:07:11 pm
I truely love what you do, please never stop.
Title: Re: Fantastic Mini-Mods! Much better with reaction descriptions!
Post by: Putnam on December 02, 2015, 02:12:56 am
I didn't stop despite the utter lack of interest, and updated it for 0.42.01.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Deon on December 02, 2015, 04:15:43 am
despite the utter lack of interest
Aww, that's a shame. I know what being burned out is, but this new release revitalized me.
Title: Re: Fantastic Mini-Mods! Much better with reaction descriptions!
Post by: Rammok on December 02, 2015, 05:16:39 pm
I didn't stop despite the utter lack of interest, and updated it for 0.42.01.

I love your mini-mods. I think many people are enjoying them in Dark Ages, without quite realizing it.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: DrunkGamer on December 02, 2015, 07:41:59 pm
Quote
"Materials Plus: adds 35 metals, 5 gems, 4 ores and sulfuric acid to the game, along with reactions to get some of the more useful ones. (The rest will show up as random creature mats sometimes!)"

YESSSSSS

Maybe a mod that adds more hostile and peaceful civs to keep everything interesting?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: cochramd on December 03, 2015, 04:20:02 pm
Quote
Microreduce: A mod to reduce the amount of micromanagement in Dwarf Fortress. One-step soap making and clothesmaking!
Is this compatible with the Modest Mod?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Taffer on December 07, 2015, 12:53:10 pm
Thank you for these mods! As far as I can tell, all of these mods will work fine with 0.42.02 as none of the relevant files have changed.

I tend to avoid large overhaul mods, but I really like smaller mods like these. Thank you again! For what it's worth, I'm linking here in my description as a recommendation. Forgive me if this is answered somewhere already, but are microreduce and materials plus compatible, considering they change the same file? I assume not, considering that item_macro_fantastic and reaction_macro_fantastic aren't included with materials plus.

Minor comments: the raw modifications should be in raw/objects rather than inside raw, and I also get these errors in my error log:

Spoiler (click to show/hide)
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Manzeenan on December 07, 2015, 02:39:27 pm
so wait.... can books made by scholars discover these secrets?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on December 07, 2015, 04:21:42 pm
i have no idea
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Manzeenan on December 07, 2015, 06:13:08 pm
probably could with df-hack....
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Manzeenan on December 07, 2015, 06:44:54 pm
If there is a way to create one's own knowledge tree it could be an enormous step forward in modding..... right?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on December 07, 2015, 07:06:13 pm
Yeah, it'd be fun. I'd give it until DFHack is updated.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: InsanityPrelude on December 09, 2015, 12:51:06 am
*** Error(s) finalizing the interaction MINERALS_STONESKIN_SECRET
Error Initializing Text: raw/objects/text/secret_mineral.txt
*** Error(s) finalizing the interaction FISH_NOBREATH_SECRET
Error Initializing Text: raw/objects/text/secret_fish.txt
*** Error(s) finalizing the interaction WATER_WATER_SECRET
Error Initializing Text: raw/objects/text/secret_water.txt
*** Error(s) finalizing the interaction CHAOS_MISCHEVIOUSNESS_SECRET
Error Initializing Text: raw/objects/text/secret_chaos.txt
*** Error(s) finalizing the interaction FIRE_FIRE_SECRET
Error Initializing Text: raw/objects/text/secret_fire.txt
*** Error(s) finalizing the interaction METAL_WEAKNESS_SECRET
Error Initializing Text: raw/objects/text/secret_metal.txt
*** Error(s) finalizing the interaction SALT_DESSICATE_SECRET
Error Initializing Text: raw/objects/text/secret_salt.txt
*** Error(s) finalizing the interaction EARTH_EARTH_SECRET
Error Initializing Text: raw/objects/text/secret_earth.txt
*** Error(s) finalizing the interaction ANIMAL_ENTHRALL_SECRET
Error Initializing Text: raw/objects/text/secret_animals.txt[/spoiler]

Looks like the relevant files weren't included.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on December 09, 2015, 12:53:47 am
...then where did they go...
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Jay on December 11, 2015, 07:37:29 pm
Near as I can tell, they never made it onto the Github transfer at all.
Oops?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Darkond2100 on December 17, 2015, 10:38:02 pm
And the formatting of the raws are extremely messy. All the text in every file is all on the same line, which makes it difficult to look at the changes from the downloadable zip. I'm not sure why, since it all looks fine over git.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on December 18, 2015, 01:41:19 am
Notepad doesn't support the line breaks my files seem to use there. Use a text editor that isn't bad.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Taffer on December 28, 2015, 05:26:57 pm
Thank you for the update. It fixed most of the errorlog.txt messages, except for the four "Unrecognized Goal Token: SEE_THE_GREAT_NATURAL_SIGHTS". I was able to fix these messages by replacing SEE_THE_GREAT_NATURAL_SIGHTS in interaction_secret_putnamagic.txt with SEE_THE_GREAT_NATURAL_SITES. Keep up the good work!
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Taffer on March 02, 2016, 02:12:57 pm
Just as a heads up, the current version of interaction_secret_putnamagic.txt still has two instances of SEE_THE_GREAT_NATURAL_SIGHTS instead of SEE_THE_GREAT_NATURAL_SITES, causing minor errors.

Thank you again for a great mod.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on March 03, 2016, 01:10:07 am
I think those may have been fixed along with some missing IT_MANUAL_INPUT stuff in a newer commit, I should probably make a release for it.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Taffer on November 16, 2016, 01:23:56 pm
Definitely an underrated set of mods, in my opinion. Materials Plus adds some interesting new materials and adds some more depth and tactics to arms industries and Microreduce really does help reduce some micromanagement.

I think those may have been fixed along with some missing IT_MANUAL_INPUT stuff in a newer commit, I should probably make a release for it.

Just a quick note (to Putnam, or to anybody using this) that this is still (https://github.com/Putnam3145/Fantastic-Mini-Mods/blob/master/Secrets%20n%20curses/raw/interaction_secret_putnamagic.txt#L364) an issue (https://github.com/Putnam3145/Fantastic-Mini-Mods/blob/master/Secrets%20n%20curses/raw/interaction_secret_putnamagic.txt#L373).

I'm mostly posting to note that Materials Plus needs [REACTION_CLASS:CALCIUM_CARBONATE] added to limestone, chalk, marble, and calcite. This is the entire list (http://dwarffortresswiki.org/index.php/DF2014:Calcium_carbonate) of such stones. Nothing in the reactions file indicates a replacement for quicklime, so materials plus renders quicklime and milk of lime impossible to acquire.

Whether or not Putnam is interested in updating, I thought it was worth pointing out for anybody interested in using these. With those two [IS_SECRET_GOAL:SEE_THE_GREAT_NATURAL_SIGHTS] lines changed to [IS_SECRET_GOAL:SEE_THE_GREAT_NATURAL_SITES], and [REACTION_CLASS:CALCIUM_CARBONATE] added to the indicated stones, all of this will work well on the DF 0.43.05.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Dirst on November 16, 2016, 01:40:17 pm
Secret goals other than immortality work now?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Taffer on November 16, 2016, 01:44:21 pm
Secret goals other than immortality work now?

Perhaps not? I've been getting into adventure mode and while I enjoy the other two mini-mods, I confess that I've avoided trying to test "secrets and curses" to avoid spoilers. I've been assuming things would work out well, but I've removed "and Secrets and Curses expands on magic in DF" from my post: I should have tested first. They're apparently in Dark Ages. I'd love to hear how much of this module works.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Taffer on November 17, 2016, 01:22:35 am
Secret goals other than immortality work now?

After some testing, looking through the RAWs, and the XML dumps of generated worlds, it seems that the secrets are indeed being spread around the world during world generation. Every secret includes [IS_SECRET_GOAL:IMMORTALITY].

I would need to do some long adventure mode tests to determine whether the magic actually functions or not, but that's a separate question.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Putnam on November 17, 2016, 04:28:29 am
Whether or not Putnam is interested in updating

I have a folder lying around planning to implement this all into a bigger mod, but I can't think of anything to actually add to all of it.
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: Antmf on October 06, 2018, 10:08:01 am
Can this be used with lazy noob pack?
Title: Re: Fantastic Mini-Mods! 1.1.0! 0.42.01!
Post by: voliol on October 06, 2018, 01:25:35 pm
Can this be used with lazy noob pack?

As a rule all mods can be used with lazy noob pack. This should be no exception. When using visualizers such as stonesense and armok vision modded content usually has no graphics though, and use placeholders instead, so be aware of that.