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Messages - LargeSnail

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1
Mod Releases / Re: «Modest Mod» [v0.47.05-2] Updated & Accelerated
« on: March 23, 2021, 01:58:39 am »
Is it possible to just install the Accelerated module without anything else, including the base mod?

Here you go, pal.

2
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.

3
Mod Releases / Re: «Modest Mod» [v0.47.05-1] Updated & Accelerated
« on: March 12, 2021, 02:53:06 pm »
Sorry for the hiatus, pals. I took a break of several months from playing Dwarf Fortress, but now I'm back :D

I fixed all the reported issues, and now the mod should work perfectly fine in all its aspects.

Why are init, d_init and world_gen files included in the modules (over-writing any custom ones)? Are there changes there that are specific to the modules?

Those files contain Accelerated Module tweaks to improve performance. The new world_gen contains optimized maps with better caves to improve framerate.

I also noticed pearls have a value of 0 currently, making them worthless.  Is that as intended?

Pearls should have a value of 1, as in vanilla DF.

there is going to be an update for this for other tilesets? Damn the accelerated mod is such a QoL mod

I attempted to adapt the mod to Meph's Tileset, but strangely it throws a lot of errors in the errorlog without apparent reason. I need to find the way to fix it.

4
I was able to embark with Trolls for some reason. They also have a value of 1 so there was nothing stopping me from starting with a troll army
https://i.imgur.com/vnDB3Kg.png

That's weird as hell. Did you apply some other mod alongside Modest?

5
DF Modding / Re: Traducción de Dwarf Dortress al español
« on: June 24, 2020, 03:07:28 am »
There was a wrong dependency in the requirements.txt ("official" python-transifex which is abandoned and not compatible with Python3 instead of its fork). Download requirements.txt (https://github.com/dfint/df-translation-client/blob/master/requirements.txt) and reinstall all dependencies with the following command:

pip install -U --force-reinstall -r requirements.txt

Thanks, that worked.

However, I got another problem while patching the executable:

6
DF Modding / Re: Traducción de Dwarf Dortress al español
« on: June 24, 2020, 02:25:40 am »
Try to upgrade dependencies with the following command (run it from cmd in the df-translation-client directory):

pip install -U -r requirements.txt

Hello Insolor. When attempting to download the translation files with your patcher, I get the following error:


I already upgraded all the dependencies, so what could be causing trouble? ???

7
DF Modding / Re: How to make forgotten beast captureable
« on: June 22, 2020, 01:35:02 am »
Spider web + Cage trap.
If the FB isn't WEBIMMUNE, then it will be captured without modding.

If you want to force them to be captured even with a standard cage trap, you should use DFhack.

8
DF Modding / Re: Traducción de Dwarf Dortress al español
« on: June 20, 2020, 09:32:59 pm »
   - Yo prefiero que UB se refiera a tórax y LB a abdomen (Buscando rápidamente, no encontré referencia a Tórax o abdomen, si alguien más quiere chequear...), solo porque me suena más propio de una descripción enana algo como "fue apuñalado en el abdomen con una rama de pino" a que diga "... en el vientre..." (me suena más a un término usado en el contexto de la concepción, y todos sabemos que los enanos no nacen de vientre materno, sino que son tallados en piedras ;) ).. lo mismo para la parte de arriba, "una piedra le destrozo el tórax" en vez de "... le destrozo el pecho".. pero repito, es una percepción mía. **

Las únicas referencias que hay al abdomen y al tórax en las raws son para el cuerpo de los insectos y sus variantes antropomórficas.
Así que, para mi, no hay ningún problema con que usemos esos términos en el resto de definiciones. Aparte, como ya dije, quedaría absurdo que un enemigo pueda apuñalar a tus enanos desde atrás directamente en el pecho.

   - really Snail??? COMO VAMOS A DEJAR DE DECIR NOS INVADEN LOS GOBLINNNSSSSS!!!

Fue sólo un desliz :P.
Pasa que justo ese día había visto la película Las crónicas de Spiderwick, y me había quedado dando vueltas en la cabeza la pregunta de "¿Por qué les cambiaron el nombre a los goblins por trasgos?".

Definitivamente Goblins queda mas universal.

Respecto al script, debería ponerme manos a la obra (a no ser que alguno tenga un mejor entendimiento del idioma Python que yo, en cuyo caso lo exhorto a plagiar adaptar el script que crearon los rusos para los fines de nuestra traducción). Quizá no lo tenga hoy, ni mañana (¿O quizá si?), pero definitivamente pronto mis pequeños bastardos barbudos.

9
DF Modding / Re: Traducción de Dwarf Dortress al español
« on: June 20, 2020, 03:49:26 am »
Carpeta data/announcement completamente traducida por mi: https://dffd.bay12games.com/file.php?id=15117

Contenido de los archivos en formato legible:
Spoiler: diplomatrebuffed (click to show/hide)
Spoiler: end2 (click to show/hide)
Spoiler: end3 (click to show/hide)
Spoiler: end4 (click to show/hide)
Spoiler: end5 (click to show/hide)
Spoiler: fortressintro (click to show/hide)
Spoiler: hastyking (click to show/hide)
Spoiler: kingarrival (click to show/hide)
Spoiler: merchantexit (click to show/hide)
Spoiler: merchantintro (click to show/hide)
Spoiler: semiend (click to show/hide)
Spoiler: unretire (click to show/hide)

Consideraciones:
  • Si, el famoso lema "Strike the Earth!" es ahora "¡Embate el Mundo!". Por qué lo traduje así? Para tener consistencia con la traducción de Transifex (y porque "Golpea el Mundo" es una expresión algo rara).
  • Puede que algo del contenido de la traducción tenga cierto grado de "lunfardismo"; esto es, que se note por momentos que el dialecto que se está empleando es el Rioplatense intentando imitar burdamente un neutro-colombiano. Cualquier sugerencia para internacionalizar más los textos es más que bienvenida.
  • Todavía no me di a la labor de probar estos textos dentro del juego, pero deberían de andar perfectamente. Cualquier problema les pido que me lo hagan saber en los comentarios del foro.

10
DF Modding / Re: Traducción de Dwarf Dortress al español
« on: June 19, 2020, 10:10:50 pm »

Está checkeado esto? Terminó la traducción del Dwarf Fortress al español? :D

Sólo faltaría hacer el script para arreglar el orden adjetivo-sustantivo.

11
Super excited for Accelerated + Meph's tiles!

Coming soon.

12
Hello LargeSnail! Also a Stellaris fan, I see. :)

I see you're a man of culture as well.

Thank you! I don't know if it's worth abandoning ship though, that's entirely up to you. I'm sorry, I didn't want to cause trouble!

Don't worry pal, you didn't cause anything. The reason for me to update the Modest Mod in the first place was just the Accelerated Module.

The Modest Mod's add-ons used to be great, but now they're completly beated by your DF Revised. It's the greatest bug-fixing & Quality of Life mod for Dwarf Fortress never made, and is the natural evolution of the standard Modest Mod.

If you do shift focus to Accelerated and have any thoughts on Revised, feel free to speak up in defense of anything I've dropped. Just looking at the initial post I linked, I've since changed my mind on comments and on the MAXAGE changes based on feedback.

Thanks :D
At the moment, I like all the content from Revised, so keep working that good!

13
DF Modding / Re: [WIP] Elven Forest - !!RESTARTED!!
« on: June 14, 2020, 07:52:39 pm »
Why Shaping Tree products' materials are dependent by season, but not by tree type?

Shaping Trees are just big oaks with another name in my mod.
I could make the Shaping Tree to randomly choose a material from the local tree populations (as intended when I started the mod), but I dunno; adding season-specific wood is a bit better for gameplay-related purposes (soft wood on Spring, hard wood in Autumn). I could add both things tho; the Shaping Tree can grow wooden items with their material chosen from the local tree populations, and you can transmute the wood into different types at the Alchemist's Workshop or the Druid's Garden.

What's about elves breeding with satyrs?

You're thinking about R A P E? It's sick... but can be done. Satyrs are cooler and better than your average, weak and hornless elf.
I always liked half-breeds from Dungeons & Dragons :)

14
Hi Taffer.

Modest bodies is very strange.

I agree. I don't know if someone actually likes it, but since it was a module in both Igfig and Button's Modest Mod versions, I didn't want to remove it.

(although from the OP it doesn't look like you started from my updated version, but from Button's last updated version).

Lol, I didn't know that you already updated Modest Mod before. Updating this from your version would have been pretty easier.

I'm thinking about leaving this mod as it is and start another one, focused on Accelerated Module, since your DF Revised is (on my opinion) by a lot better than the standard content of Modest Mod. I'll see what i do.

15
New release! Now with no known bugs in any module.

I'm thinking in a way to make magma still deadly without temperature calculations. I found this thread, but it doesn't work as intended (and the thread itself is very old). Maybe I'll use DFhack for that, and a new module.

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