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Topics - LargeSnail

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1
Mod Releases / Accelerated Dwarf Fortress ~ v1.0
« on: March 23, 2021, 01:57:35 am »
Accelerated Dwarf Fortress Mod

Hello DF Community!
This mod is pretty simple: It's the Accelerated Module of the Modest Mod, but without any of the former Modest Mod bugfixes and balancing. It's just acceleration (without french vanilla).






The idea of this mod was originally developed by Meph. You can see the old Accelerated DF here.

What you get:
 - A faster DF
 - Shorter lists of build materials to scroll through
 - Shorter lists of tradegoods for nice trading
 - Less clutter left over from invasions and ambushes
 - More similar colored rocks to build your fortress in
 - Wide open caverns
 - All vanilla features still work. No worries, it is still the good old Dwarf Fortress

How to play:
 - Just unpack the mod's content on your Dwarf Fortress directory and run the game as always.
 - No changes in gameplay, tactics or balancing have been done

List of Changes:
 - Standardized grass
 - Pandas eat grass instead of bamboo
 - Standardized wood
 - Less stones types
 - Several stone types leave only dust, no solid stone
 - Only one type of sand, soil and two clays (one earthenware, a second one for stoneware)
 - Aquifers removed
 - Reduntant domestic animals removed
 - Reduntant gems removes, about 70% less
 - Less clothing types
 - Less clothing worn by traders and invaders
 - Standardized toys and instruments
 - Standardized animal materials, including bones, leather and meat
 - All adv worldgens produce wide, open caverns to help pathfinding (no more mazelike caverns)
 - Removed billon, electrum, and the 3 pewters versions
 - Init tweaks for more FPS
 - Initial FPS cap set to 150
 - Weather and Temperature OFF by default
 - Embark rectangle reduced to 3x3

Graphics cooming soon.

2
I was developing a script to embark right into the caverns, but an unpleasant issue appeared: While I can actually teleport all the seven dwarves and the animals of the embark to the underground, the embark supplies in the wagon (and the wagon itself) cannot be moved.

Is there some workaround? Using dfhack.buildings.deconstruct(wagon) doesn't destroy the wagon, just marks it to be dismantled by the carpenter. Changing the position and flags of the items also doesn't work.

Spoiler: The script (click to show/hide)

Are my dreams of a Drow mod condemned? :(

3
DF Modding / [WIP] Elven Forest - !!RESTARTED!!
« on: October 01, 2019, 03:53:35 pm »
Hello DF community.
I'm developing an Elven Mod, with the main goal of making the elves not just a playable race but a enjoyable one with lots of original stuff and new mechanics.

Spoiler: Feature List (click to show/hide)

Current Progress (Updated to 7/6/2020):
Grown wooden items using Shaping Trees: Done. The wood will change with the season
Replace various vanilla industries with more fitting elven ones: Done
Remove engineering and machines from the game: Done
Druidism: Almost Done
Spellsongs: Done
Travel to the underground without mining: Done
Elven-only pets: Done
Fairy-related stuff: Partially Done
Penalties for killing animals: Done
Better nobility: Done
Having titans as pets: Done
Adding magic to the elves without making it too OP: In progress
Grow rooms and structures instead of building them: In progress
Having local trees turned into treants when you're being invaded by the elves: In progress
Seasonal Seelie/Unseelie Courts: Done


If you've some ideas about new pets, industries, weapons, or whatever you think elves actually need, you're welcome to share them ;D

4
DF Modding / Marking an item as grown using DFhack?
« on: September 29, 2019, 07:39:37 pm »
I'm developing an Elven Mod, and using DFhack I can create reactions to produce wooden items with its material selected from the local tree populations. The only problem I have is that, while those items are produced without cutting down any tree, they aren't properly "grown"; that is, they aren't recognised as growned items by the elven merchants and will make them upset anyways.

There's a flag (something like item.flags.grown = true) or whatever to mark an item as grown?

5
Hello there.
I'm developing an Illithid Mod, so I want to force every single illithid in my current world to worship a unique deity (Ilsensine). But the moddable-gods script of @Putnam and @expwnent doesn't set the created god to anyone, and the Monotheism script of @fortunawhisk only applies to the citizens of your current fort, so I attempted to merge them into a single script. The result was this:

Spoiler (click to show/hide)

But this script (the second one I've done in my entire life as DF modder) doesn't actually work, giving me the following error:
Spoiler (click to show/hide)

Is there a way to make it work? May I use another method to solve this problem?

6
Mod Releases / «Modest Mod» [v0.47.05-2] Updated & Accelerated
« on: July 06, 2019, 07:12:14 pm »
Modest Mod v0.47.05-2

The most indispensable mod for Dwarf Fortress is back!

Created by Igfig
With Thanks to CryptoCactus and Button
Updated for 0.47+ by LargeSnail


The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.



The old Modest Mod threads can be found here:
http://www.bay12forums.com/smf/index.php?topic=105871.0 (Very First Modest Mod)
http://www.bay12forums.com/smf/index.php?topic=148265.0 (Modest Mod v0.42.06-1 by Button)

Installation
   1) Back up your existing 'raw' folder.
   2) Install any graphics packs.
   3) Unzip the archive into your Dwarf Fortress directory.
   4) Say yes when it asks if you want to replace files.

Compatibility

Modest Mod should be compatible with many mods and some graphics packs.

Even if for mods which are incompatible, it's pretty easy to merge things manually. All of my changes are clearly marked in the raw files with the phrase "Modest Mod". We recommend using WinMerge.

Modules

Modest Modules involve changes that, while popular, are a little too ambitious for the core mod.

Modules included in release 0.47.05-2 are:
  • Accelerated - Significantly reduces the number of materials present in the game (along with some init tweaks) increasing performance.
  • Everything Is Tameable - With the exception of the civilized races, you can tame anything.
  • Everything Is Tameable for Accelerated - A version of the Everything Is Tameable module which is compatible with the Accelerated module. Install AFTER Accelerated.
  • Modest Bodies - Modifies body definitions to add joints between "upper" and "lower" limbs, and renames some body parts - e.g. "upper leg" to "thigh."
  • Tooltips - Provides descriptions & important information for most Fortress Mode reactions. Likely to be helpful for newbies.
  • Tooltips for Accelerated - A version of the Tooltips module which is compatible with the Accelerated module. Install AFTER Accelerated.
  • No Aquifers - Disables the aquifers
  • No Aquifers for Accelerated - A version of the No Aquifers module which is compatible with the Accelerated module. Install AFTER Accelerated.

Unless otherwise noted, Modest Modules are compatible with each other and can be installed in any order.

Module Installation

1. Install the Modest Mod as directed above.
2. Check your Dwarf Fortress directory for the folder named "Modest Modules." Open this folder.
3. Unzip the modules you want to install into your Dwarf Fortress directory, as you did with the Modest Mod.
4. Say yes when it asks if you want to replace files.

Spoiler: Features (click to show/hide)

Spoiler: Changelog (click to show/hide)

-For Mod Authors-

The Modest Mod belongs to the Dwarf Fortress community. You are free to remix, build upon, pull from, and otherwise use these raws for any purpose. Attribution is nice, but you don't even have to do that.

Special thanks to:

    Vintermann, for starting the thread that inspired this mod
    Igfig, for doing the majority of the work
    Meph, for identifying and addressing a lot of issues
    Quietust, Elvang, RavingManiac, Joben, and Ag, for major contributions to the 0.34.11 Modest Mod
    Urist Da Vinci, Vattic, Kaos, Taverius, Quarterblue, and others I may have forgotten, for good suggestions
    Demonic Spoon for QA
    Zarathustra30, for the Tooltips module
    brolol.404, for the No Aquifers module and some new features for Accelerated
    Everyone else who's contributed to the thread(s)
    MASSIVE THANKS to CryptoCactus and Button for maintaining the Modest Mod during Igfig's absence.
    And Toady One, of course.

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