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 - vettlingr

Pages: 1 2 [3] 4 5 ... 19
31
DF Modding / Re: Vettlingr's Geology Overhaul Mod, WIP
« on: August 23, 2021, 01:57:54 am »
Why the jug to bucket change?
Jugs offer a lot of complications in stockpiles. It is hard to make a stockpile only for jugs and the content of jugs sometimes end up in bins, which makes them unusable. Buckets almost always transfer their contents into barrels, which is way more reliable.


32
What was the bug with the mead reaction if you don't mind my asking? I'm working on a release with a few fixes for SVE and the version of this in there obviously still has whatever the bug is and it'd be nice to not need the edited reaction_other file for that particular module.

Also my vote for the Shoveldon rename is spade-tusk (but I'm biased.) Shaggy Desman sounds like a good name for the molebeast.
I don't remember. I think it was something in the lines of
      [HAS_MATERIAL_REACTION_PRODUCT:MEAD]
which is wrong and should be:
      [HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
I've tested it in my recent fort, and it should work as it is, but if you still have the bug I don't know what causes it.


Ah. Was just curious is all, I just copied over the fixed version of the aphids and such, since SVE has had an out od date version of the creatures for a while.
I downloaded it just to have a look. Seems like the bug in the mead reaction in reaction_other was still there. May I use your descriptions as a reference to update the ones in my pack? I have never really written anything other than academic icelandic english and I struggle a lot writing engaging descriptions as it is. What I write often comes outt as dry or confusing.

33
What was the bug with the mead reaction if you don't mind my asking? I'm working on a release with a few fixes for SVE and the version of this in there obviously still has whatever the bug is and it'd be nice to not need the edited reaction_other file for that particular module.

Also my vote for the Shoveldon rename is spade-tusk (but I'm biased.) Shaggy Desman sounds like a good name for the molebeast.
I don't remember. I think it was something in the lines of
      [HAS_MATERIAL_REACTION_PRODUCT:MEAD]
which is wrong and should be:
      [HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
I've tested it in my recent fort, and it should work as it is, but if you still have the bug I don't know what causes it.

34
@Dwarf_Fever: Its certainly a good idea. though by how the game handles graphics, there are a few problems. First of all smooth walls are directional, while natural walls are not. furthermore, natural walls uses both background and foreground colour while smooth walls uses only foreground, unless engraved.

While your idea is certainly implementable, it requires a few tricks that may come at the cost of readability, especially regarding showing which tiles are designated for digging and which are not. I think the true solution to the discontinuity problem between natural and smooth walls will have to be solved with the new features in the steam release and graphics update. Said update will provide me with an immense amount of work, that may or may not cause me to overhaul all walls, though from the looks of mephs wall suggestion on reddit a few months ago, which paid homage to my wall design, the smooth walls will probably stay the same, allowing me to focus entirely on natural walls.

In an ideal situation, I would want the steam release to forego the top down perspective for a slight isomeric angle, no more than 10°, to show depth of the walls, but that has already been decided against.

Update post and current state of the next update:
I've worked on sprites for wooden furniture, floors and rock blocks. all these will have some additional variation to them in the next update, since the current state only has 1 sprite for wooden table, chair etc. while wooden coffers and cabinets do not differ from stone ones at all. New wooden floor tiles are there to make wooden forts easier on the eyes.

To amend the green colours being to similar, I have decided for all grass and plants to use the light green, while all tree leaves use the darker green. As the tile variance of grass already helps break up the environment, there is no need for different green coloirs for grasses anymore.

 I intend to make more sprites for metal furniture but am not sure how to go about it yet. Followers and fans of Mephs tileset may note that he has done different designs for a whole row of different metals and materials. i have not decided wether to do the same and follow his example yet. Until later notice, metal sprites are probably coming sometime during autumn.



To do list:
Wooden Furniture 95/% done
Metal Furniture
 - Different sprites for high quality metals?
Bone Furniture (?) - For artifacts

35
The image file for the creatures need to be png for the game to read it, but you can word in any format. Keep in mind that creatures need to be limited to a grid of 32x32 pixels and the whole image file is best off in dimensions divisable by 32. I usually use 512x512, but any numbers divisible by 32 will do.

An image editor with a modifyable grid is best to use, set the grid to 32 x 32 and its good to go.

The graphics file for the code and coordinates is a bit more complicated, but there is a great article for it on the wiki.

keep in mind that coordinates use the value 0, so row 5 in x axis would yield the value 4 and so on.

36
Hello! Can you help me out with something? I'm sure it's nothing major over here. So I downloaded your tileset, prepackaged, and i installed the mod  - the aeramore expansion, witch only affects the objects folder. The game works fine, I can create a world and play, a lot of the sprites work, yeah, but I'm not getting the dwarf sprites, they are just labeled as D and not what your mod advertises, i know it's probably a lot to ask, or annoying in your case, but if u can help me out over here i'll be grateful. I'm a bit bored of vanilla so i wanna try something major over here!
I have looked into what aeramore changes, and I can not see why the graphic sprites would not work. :S I am at least as tunned as you regarding this and short for fixes. All I can do is really compile my own copy of the mod and see if I get the same problem.

37
I am having a bug with your pack where the mouse thinks it is way farther to the left then it should be. I am not having this problem with any other graphics set, so I don’t know what’s up. Any ideas? If this is the wrong thread please direct me to the correct one.
It is common to 32x32 sets afaik. I'm having the same problem

38
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: June 03, 2021, 10:37:09 am »
I have a request:
 Make a "tweak nestbox-color" for hives. to show material hive is made out of

39
You can't override the creature-in-a-cage. The cages, yes. But it blinks between cage and creature-in-cage.
I don't know. this solution does not really appeal to me.

Some screenshots from latest update

40
Tilesets and Graphics / Re: Dvarlin Df Staves - a Runic Tilesets
« on: May 29, 2021, 10:50:48 pm »
I would very much prefer if you change the "E" and "I" runes to their proper real equivalents. i'm getting a headache trying to read them as is. And I don't like how "Y" and "Z" are mixed up; Y should be a stung 'u' and z should be 'yR' not the other way around.


41
DF Modding / Re: Vettlingr's Geology Overhaul Mod, WIP
« on: May 29, 2021, 04:09:47 pm »
This is great news!  Your continued work is appreciated and the mod release anticipated  :)
Forgive me if this is a stupid question, but does it need TWBT?  Asking because I get too many crashes with it.
(So of course I'm also interested in the light version.)
So far it is heavily integrated in TWBT. Though while working on it I've found out some syntax that causes instability, but I can not confirm that it fixes all crashes. It is intended to be an umbrella mod for all my mods so far, so it will include the DBDB and honey industry fix (Changes all jugs to buckets in reactions)

The light version will probably use ascii.

42
DF Modding / Re: Vettlingr's Geology Overhaul Mod, WIP
« on: May 29, 2021, 12:12:04 pm »
THe Mod is almost finished and working. I have been fiddling a lot with the last finishing touches, such as color and material values as well as reactions. So far the features present are as follows:

- Loads of new stone "biomes"
- Loads of new Ore
- New metals (cobalt, chrome, tungsten etc.)
- New alloys (Chromril, Truesteel, Titansteel, Truesilver, Orichalcum)
- Asbestos Clothing
- New substances and reactions (sulfur, lead crystal glass etc.)
- Guns and Black Powder

The mod has full graphics support for all new features and many new graphics will also be updated for the vettlingr Tileset as well. I will be looking into making a light version for implementation in other mods, ie. a version that tweaks existing vanilla content without adding new stuff.

43
Yeah. Make a tile for the "caged creature" on your main tileset. Then override that tile number for corpses. Corpses are items, which can use overrides. Creatures in cages are creatures, which TWBT cant override.
Isn't it better the other way around? Having the corpse on the Main and overriding the same tile only for built cage buildings? that way I can have a different sprite for Terrariums, Wood and metal cages. In addition to avoiding having living creature sprites overridden when they stand on a tile with a corpse using the same tie number as them?

44
Making one standard corpse and one standard caged-creature for all creatures would still be useful. All you'd have to do is set the tile-number of all creatures to one number.
Just to make sure, you are refering to how caged animals reverts to their Letter tile when inside a built cage? So i would need to override the built cage tile to make them not show up as corpses.

45
eurydike's symbolic reassignments of tiles might be useful work already done for this.

Granted they used truetype mode instead of text will be text, but for same intent. Mephs list of hardcoded tiles could also be useful for this.

Also, stock TWBT doesn't permitting overriding items with dead_dwarf, to avoid messing with creature graphics whenever someone walks over them. Nor does it detect any materials for corpses at present (using mat_info and type. If it used the corpse item instead, it'd find muscle or bone, looking at few corpses I have lying around).

I've decided for the same reasons stated, not to implement corpses through twbt. Instead I am going to put 5-10 standard corpse tiles on the tileset, replacing those for goblin, elf. human, kobold and dwarf.

Pages: 1 2 [3] 4 5 ... 19