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Messages - Qev

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1
Mod Releases / Re: [50.xx] Dwarven Tea Party
« on: November 17, 2023, 04:52:38 pm »
Changelog:

v1.1 Corrected tag preventing coffee beans from being ground; allowed use of large pots in addition to barrels; changed MRP tags to be more immersive (thanks Phreman!)

2
Mod Releases / Re: [47.05 / 50.xx] Ceramics Expanded
« on: February 09, 2023, 07:42:52 pm »
Fixed a goofy thing where people were making artifacts out of glaze during worldgen.  Also added missing reaction to glaze beds in v50.

3
Mod Releases / Re: [50.xx] Cloth Recycling
« on: January 24, 2023, 05:54:32 pm »
I'm not sure when it was added but the WOVEN_ITEM tag made it possible to streamline the heck out of things.  :D

I made a lot of work for myself in this one for silly reasons.  Two items -> one thread meant turning it into the reagent mat would be weird if the two items were of different thread mats, so then I invented a new, cheaper "used" thread to turn it into, then I wanted that to appear in the embark menu... ugh. XD

4
Mod Releases / [50.xx] Cloth Recycling
« on: January 22, 2023, 10:50:56 pm »
Allows your dwarves to recycle fabric clothing and bags at a Clothier's workshop into lower-value "reclaimed thread" for re-use.

DFFD: https://dffd.bay12games.com/file.php?id=16384
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2922301541

Every two items recycled produces one full spool of thread, but the wear-and-tear of the process, and the mixing of different fibers, results in a lower-valued material. However, newly produced plant, silk, and yarn fabrics are now more valuable than in vanilla.

Additionally, your dwarves can also start with items made of reclaimed cloth, and you can select it during embark.

-- Important Notes --

Due to the increased value of freshly produced cloth, items made of such cloth are also more valuable; this may require changes to your embark profile!

Make sure to use stockpile links to control which items get recycled!

-- Compatibility --

This mod increases the value of animal-based fabrics, making changes to cave spiders/giant cave spiders, brown recluse spiders/spider men/giant spiders, phantom spiders, trolls, sheep, llamas, and alpacas; and adds reactions to the MOUNTAIN entity.

-- Changelog --

v1.4 Corrected error in mod creature definition; removed wool pots appearing at embark; removed animal kill implication from shearing, allowing wool trade with elves.
v1.3 Stopped weird creatures from showing up as pets at embark.
v1.2 Reworked things to send little blue man home. Update may break old saves.
v1.1 Small change to allow reclaimed cloth items at embark.

5
Updated to 1.38, there's new ARTIFACT and DIVINE and STONE reaction reagent modifier tokens!

6
Mod Releases / [50.xx] Mineral Fertilizers
« on: January 18, 2023, 03:56:33 am »
Process potassium-containing minerals into potash for your farms!

DFFD: https://dffd.bay12games.com/file.php?id=16364
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2919831468

This mod allows your dwarves to process certain mineral boulders at the Ashery, converting them into useful potash for fertilizing your farms. The following minerals can be used:
  • Carnallite - a rare mineral occurring in dolomite and rock salt layers, and sylvite clusters;
  • Kainite - another rare mineral occurring in anhyrdite, rock salt layers, and volcanic rock;
  • Langbeinite - occurs in rock salt layers and sylvite clusters;
  • Polyhalite - also found in rock salt layers;
  • Saltpeter - found in sedementary layers;
  • Sylvite - found in rock salt layers.
Additionally, borax is now a flux stone that can be used in steel-making.

-- Compatibility --

This mod makes small additions to vanilla rock salt, sylvite, and borax, and to the dwarf and human entities.

7
Mod Releases / [50.xx] Dwarven Tea Party
« on: January 17, 2023, 12:03:54 am »
Dwarven Tea Party!

Brewable coffees and teas for your dwarves to enjoy!

DFFD: https://dffd.bay12games.com/file.php?id=16360
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2919329511

This mod adds harvestable tea and coffee (two cultivars, arabica and robusta), and three more harvestable caffeinated plants: the yaupon and yerba mate hollys, and the guarana. All of them can be brewed into delicious caffeinated drinks for your dwarves to enjoy!

Arabica trees grow in tropical broadleaf forests and wetlands; robusta and yerba mate trees grow in any tropical forest; tea grows in tropical forests and shrublands; yaupon grow in temperate and tropical wetlands; and guarana is a ground plant that grows in tropical forests.

Coffee trees produce coffee cherries for harvest; these can be brewed into coffee cherry wine to recover the beans for grinding at mill and quern, and brewing in the kitchen or still. Or you can simply grind the cherries directly, discarding the fruit. Similarly, the guarana plant produces inedible fruit that you can grind immediately, or process in a Farmer workshop to recover seeds to either grind or plant in your farm plots.

Tea, yaupon, and yerba mate trees produce leaf buds at certain times of the year; these can be harvested and then directly brewed into teas.

NOTE: Due to issues with how DF handles items stored in bags, do not allow barrels in the stockpiles where your caffeinated beans/seeds, grounds, or leaf buds are stored. Caffeinated dwarves are apparently too jittery to fish things out of barrels.

-- Compatibility --

This mod supersedes my previous mod, Hot Coffee; they are not compatible with each other.

It also removes the vanilla Coffee and Tea plants and replaces them. No other major changes from vanilla.


Artwork graciously provided by jossujb at DeviantArt!

8
Mod Releases / [50.xx] Hot Coffee
« on: January 13, 2023, 01:25:31 am »
Percolated piping-hot steaming elixir of the morning.

Superseded by Dwarven Tea Party!

[50.xx] Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2917174004
[50.xx] DFFD: https://dffd.bay12games.com/file.php?id=16345

This mod allows your dwarves to brew the delicious black drink, coffee, to give them a little more hop in their step. Coffee beans are recovered from coffee cherries, either via eating them or brewing them into coffee cherry wine. The beans can then be ground at a millstone or quern, and the resulting grounds brewed in the kitchen or still into the precious java.

Okay, barrels of coffee is a bit weird. But that's dwarves.

-- Important Notes --

Due to a DF bug, items stored in bags, with those bags then stored in barrels, become inaccessible for things like grinding or brewing: make sure the stockpiles for your coffee beans and coffee grounds do NOT allow barrels!

-- Compatibility --

This mod replaces the original coffee tree and replaces them with two new ones coffea arabica and coffea robusta. No other significant changes to vanilla.

-- Changelog --

v1.04 Minor text change, no code changes.
v1.03 Fixed coffee cherries not dropping seeds when brewed (kinda important!).
v1.02 Fixed incorrect infotag and missing tree graphics errors.
v1.01 Added missing tag to allow correct stockpiling.

9
Mod Releases / Re: [47.05 / 50.xx] Ceramics Expanded
« on: January 08, 2023, 08:06:58 pm »
Small update to v1.05 to fix a liiiiittle error in the material being output when making ceramic display cases and pedestals.  Also, ceramic beds are back in v50.xx.

10
Mod Releases / [50.04] Invisible Minecart Fix (experimental)
« on: January 03, 2023, 05:04:41 am »
This a temporary patch for the "invisible liquid-filled minecart" bug until it gets an official fix.

WARNING: THIS IS EXPERIMENTAL 

This mod duplicates existing graphics raws. I haven't encountered any issues in testing, but I cannot guarantee it won't cause graphical or other issues in gameplay.

(A possibly safer method of installing this may be to edit the minecart entry in vanilla\vanilla_items_graphics\graphics_items.txt with the version in this mod; always remember to back up your original first!)

DFFD: https://dffd.bay12games.com/file.php?id=16302
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2910585476

11
Mod Releases / Re: [47.05 / 50.xx] Ceramics Expanded
« on: January 02, 2023, 03:38:15 am »
Quick update to v1.04 for 50.xx and v1.03 for 47.05: more options to produce bone porcelain.  Fire clay can now be used in place of kaolinite, and microcline can be used in place of orthoclase.  Also now requires two bars of bone ash instead of one.

12
Mod Releases / Re: [50.xx] Smelt Ore By Product
« on: December 30, 2022, 03:37:31 pm »
Added version for 0.47.05.

13
Updated to 1.35, added WOVEN_ITEM keyword, corrected a few miscategorizations.

14
Mod Releases / [47.05 / 50.xx] Smelt Ore By Product
« on: December 27, 2022, 04:54:40 am »
Smelt Ore By Product

Just a simple mod that adds a new category to the Smelter, "Smelt ores by product." This allows you task orders to smelt any ore of a given metal in a single order, instead of having to select the specific ores.

One caveat, smelting copper ores will no longer have a chance of producing a small amount of silver.  Smelting silver and lead ores still produce silver bars as usual.

[0.47.05] DFFD: https://dffd.bay12games.com/file.php?id=16293

[50.xx] Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2907526097
[50.xx] DFFD: https://dffd.bay12games.com/file.php?id=16279


Compatibility

This should be compatible with any mod that doesn't change the vanilla metal ores.


Changelog

v1.01
    Corrected silver output when smelting galena.


Released under Creative Commons CC BY 4.0

15
Mod Releases / Re: [47.05 / 50.01] Ceramics Expanded
« on: December 26, 2022, 05:51:14 am »
I went through and added descriptions to each of the reactions so it would show what ore/rock is needed to make the glaze. I found that I wanted to know what it would cost me to make it without having to wait for the dwarf to bring the boulders to the kiln, and that seemed like the thing to do. The DESCRIPTION tag "of the reaction that appears when it is highlighted in the building UI," according to this page on the wiki. However, nothing shows up in v50. I was excited to share the work, maybe save you some effort, but it appears there is no "Helpful Hint box" in this version. Anyway, great job with the mod!
That's an excellent idea!  It doesn't look like the Steam premium UI supports mouse-over pop-ups for the DESCRIPTION token yet, you're right.  But I'll toss some descriptions in there in hopes of the future, and update the 0.47.05 version as well.  I'm glad you enjoy the mod!

Now if only we can get support for glaze material colours to show up on the in-game graphics...  :D

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