Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jecowa

Pages: 1 ... 93 94 [95] 96 97 ... 120
1411
DF Modding / Re: Any Mods Fix Climbing?
« on: August 09, 2016, 12:56:57 am »
I don't know much about modding, but I would guess that it's not possible for a mod to teach dwarves to climb down or jump off from trees. Though, I wonder if there'd be anything wrong with removing a dwarf's ability to climb.

1412
I can never quite understand what's going on in your art

Good to know it's not just me. Is that a phone booth next to that skull and gem? Maybe it's a Dr. Who world?

1414
Moving rubble.ini to my home directory and specifying directories in it relative to that got it to work. Also, changing the browser script to "open http://127.0.0.1:2120/menu" got it to open the Rubble Web UI in the default web browser.

I've been trying different launch scripts to try to get it to use the rubble directory instead of the root directory, but haven't found one that works. I'm not sure if that's what I'm supposed to be using to change it. Maybe there's a clue in the launch script from the SoundSense app?:
Spoiler (click to show/hide)

I tried using the first 5 lines of that, but with no success:
Spoiler (click to show/hide)

1415
I'm having trouble with the Mac version of this. It is having trouble finding files.

Spoiler (click to show/hide)

I've tried sticking the DF folder and rubble folder in different locations on my computer. From the documentation, it looks like /df/rubble/rubble32 is the setup that is supposed to work.

I've got the example "rubble.ini" from the documentation saved at /DF/rubble/rubble.ini, but it doesn't seem to recognize that it exists either.

Also, it's saving its log file to my ~/ directory instead of the "rubble" or "df" directory.

1416
That's pretty neat. I didn't notice that the image scrolls, at first.

I was staring at it for a bit trying to figure out what it was before noticing the horizontal scroll buttons.

Is this a Star Wars-themed card?

1417
DF Modding / Re: +Mod Updater+?
« on: August 08, 2016, 12:11:46 am »
After some testing, I think I got the basic principle down on how this will work, and even a proof of concept program made which I'll basically make a ton of copies of, all of which performing different modifications probably, with a master program that will run each one individually-  or maybe I'll just fit them all into one.  Would anyone with adequate Dorf Modding mind helping me with knowing what terms from certain versions in what files need to be changed / removed in general?   I suppose I can just experiment,  but if so anyone mind suggesting a mod to use as a guinea-pig for my experimentation that is not compatible with the latest version of DF?  (And optionally why it does not work.)

The It's The Small Things mod from 0.28.xx.39d might be a good one. It could stand to be updated, and it modifies a good number of raws.

A less outdated but more popular mod that could use an update is the Deeper Dwarven Domestication for Dwarf Fortress v0.34.11. DF v0.34.11 was the latest version for a very long time, so there's probably lots of dead content at this version. This mod only modifies two vanilla objects files.


Edit: Maybe I'll slowly work on the program going by one 0.0x version at a time, or maybe by one 0.x version at a time; depending how well a 0.42 mod can work in 0.43; think the most effective way would probably be either by major modifications or 0.x patch differences though.  Hmm..

EditEdit:  Actually going to experiment on the Cthulhu Mythos Mod, as someone did suggest it above.  Suppose first release of the updater will be 0.31 -> 0.43; if I do allocate enough time to this project,  which I may as well seeing as I have no life anyways.

The Cthulhu mod looks like a good choice. It looks like it modifies 36 vanilla files (3 objects files, 2 ogg files, and I think 31 speech files). The Cthulhu mod I'm looking at is a DF v0.34.11 mod, though.








1418
Yes, as with all of my mods.

Note about this one - you might want to separate the different parts, like Meph did with Masterwork.  Right now there are 7 independent mods included (under the headers of the front page), and some of their changes are more significant than others.  Each group of files with the same suffix can function independently of the others.

Thanks for the tip.

There's a few files that aren't as obvious as the others.
*_bloodgod.txtWhatevermancers? Bloodgod
*_bogeyhunt.txtBogey Hunting
*_deep_ones.txtDeep Ones
*_hungryghost.txtHungry Ghosts
*_mancy.txtWhatevermancers
*_mth.txtMythical Monsters
*_phm.txtPlump Helmet Men
*_quiz.txtMythical Monsters?
*_wildhunt.txtThe Wild Hunt
quiz*.txtMythical Monsters?
secret_fish.txtWhatevermancers? Deep Ones
wish_done.txtMythical Monsters?
wish_start.txtMythical Monsters?

Is that all correct? Are any of those used by multiple modules?

1419
Maybe he thinks Dwarf Fortress modding involves modding the source code.

Maybe DFhack but I doubt it.

Yeah, I kind of doubt that the DFHack API has calls for that.

1420
Thanks for the help. I was just wondering how feasible it was to make these three separate optional pieces that all work with or without each other installed. I was thinking there'd be people who like cloth armor but don't really want more races, and there'd be people who'd like to have dark elves and dark dwarves in their game but aren't really interested in making armor from cloth, etc. Maybe that's too much trouble to do, though, and I'm not sure if it'd even work.

1421
If I disable the glass industry mod by deleting "inorganic_metal_haber_glass.txt" and "reaction_haber_glass.txt", will Enemy Civs still work okay? Will the drow still be able to use the glass weapons?

If I delete "plant_haber_cloth.txt" and "reaction_haber_cloth.txt", will that disable the cloth armor stuff for Dwarves while still allowing Drows to use it?

1422
What? I just tested it too and found the opposite. I got a fresh copy of Dwarf Fortress v0.43.05 and dropped all the Haberdasher stuff in raw/objects and edited the entity_default.txt to add the stuff to the Dwarves. I left the new enemy civ stuff in its folder. I can place Drows and Duergar in the arena.

1423
Mod Releases / Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
« on: August 07, 2016, 12:25:46 am »
I was kind of hoping that you would start distributing the pack without the Dwarf Fortress.

From the Cloth Armor mod, I'm wondering if raws in subfolders of the "objects" folder still get loaded. What if all the Star Wars:Jawa Wars raws were kept in a /Dwarf Fortress/raw/objects/Star Wars/ folder while all the vanilla raws stayed at the usual /Dwarf Fortress/raw/objects/ folder? If subfolders get loaded, that would make it pretty easy for both users who want a pre-installed copy and users who want a more modular copy to install it into something else.

1424
If the other two are dependent on the cloth armor now, then it would probably be best to keep it like it is, imo.

Do I have to take the text files out of the "Glass Weapons" and "new enemy civs" folders in order to use those mods?

1425
IndigoFenix, is it okay to bundle your Mostly Mythical Monsters Modular Mod with Lazy Newb Packs?

Pages: 1 ... 93 94 [95] 96 97 ... 120