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Topics - Qev

Pages: [1] 2
1
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.

2
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.

3
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!

4
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.

5
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

6
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

7
This is a new version of Sirmaril's update of Kazimuth's language highlighting modes for the text editor Notepad++, now updated for DF 47.05 and 50.04!

Download it here: https://dffd.bay12games.com/file.php?id=16251

Installation and colour customization instructions are included in the zip file.  My colour choices may be questionable.  :P

Due to the way DF raws reuse token names in different contexts, some tokens may appear in the wrong colours for their context.  If any Notepad++ gurus have advice I'm all ears.  :)

The new graphics system keywords won't be added, as poor Notepad++ just can't take that many keywords (seriously, it's a lot).

Spoiler: Changelog (click to show/hide)

8
Mod Releases / [47.05 / 50.xx] Fermented Milk
« on: November 07, 2022, 09:47:54 pm »
Fermented Milk

[47.05] https://dffd.bay12games.com/file.php?id=16145

[50.xx] https://steamcommunity.com/sharedfiles/filedetails/?id=2901114557
[50.xx] https://dffd.bay12games.com/file.php?id=16278

Allows your dwarves to make alcoholic drinks by fermenting milk at a Still, using the Brewing labour. Probably similar to Inner Mongolian lai jiu, which is distilled to 40% ABV, since anything less would be undwarfly.

Note that this requires milk in barrels, not buckets, so there may be some delay between when the animals get milked and the milk becoming available for fermenting.

See attached readme.txt to see how to add boozy milk to your own creatures!


Installation (50.xx)
  • Download using the Workshop, or extract the fermented_milk folder and place it in Dwarf Fortress\mods.
  • Generate a new world!
Compatibility (50.xx)

This mod adds a new alcoholic drink material to the female caste of the following animals: donkey, horse, cow, sheep, pig, goat, water buffalo, reindeer, yak, llama, alpaca, kangaroo, purring maggot, 1 and 2-humped camels, and tapirs; it also adds a material reaction product to each of their milk definitions. It should be compatible with any mod that doesn't change their castes (or remove the creatures entirely).

Changelog (50.xx)
  • v1.01   Switched to 5 units of booze per unit of milk.
  • v1.0   Initial release.


Installation (47.05)
  • Copy the included raw folder your current graphics set into your DF install folder, overwriting existing files.
  • Add the following to [ENTITY:MOUNTAIN] in raw\objects\entity_default.txt: [PERMITTED_REACTION:CR_FERMENT_MILK]
  • Generate a new world!
Compatibility (47.05)

This mod replaces the following default raws:
    creature_domestic.txt
    creature_large_tropical.txt
    creature_subterranean.txt
    creature_temperate_new.txt
    creature_tropical_new.txt
    material_template_default.txt

Changelog (47.05)
  • v1.02   Switched back to 5 units of booze per unit of milk.
  • v1.01   Was making 1 unit of milk into 5 units of fermented milk, changed to 1:1.
  • v1.0   Initial release.


Released under Creative Commons CC BY 4.0

9
Mod Releases / [47.05 / 50.xx] Ceramics Expanded
« on: July 15, 2022, 08:57:14 pm »
Ceramics Expanded

[47.05] DFFD: https://dffd.bay12games.com/file.php?id=16002

[50.xx] Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2900812455
[50.xx] DFFD: https://dffd.bay12games.com/file.php?id=16277

This mod expands the ceramic industry, allowing your dwarves to access more sources of clay, make more items out of ceramics, and use more materials for glazing with a wide variety of colours, depending on what resources are available at the embark.

Note: This mod will mark several non-economic stones as economic, so make sure to check your Stones standing orders if you're wondering why certain stones aren't getting used.

Glazes

Glazes are made using the Pottery skill at a Kiln, though the process doesn't require fuel in most cases, producing them in stacks of four bars per job.  These glaze bars can then be used in the normal glazing jobs.  Glaze bars are stored in Bar/Block stockpiles under Metal bars, except ash bars which remain in Other.

The primary three glaze types are Ash, Lead, and Salt, each of which can produce different colours when mixed with various minerals.  Ash is just regular wood ash, lead glaze is made using galena (not lead metal), and salt glaze is made using rock salt.  There is also Bismuth glaze (using bismuthite), and Bone Ash glaze which is the only one that requires fuel to produce, since you need to calcinate animal bones.  More information on glaze components can be found in the readme.txt file.

By whatever means, dwarves have a chance to recover some silver when making galena-containing glazes.  They're dwarves.  No guarantee that the colours of these glazes aren't completely ridiculous.  Holy cow glaze chemistry is complicated.  I haven't touched oxidation/reduction firing yet, either.  Don't judge me. :(

More Ceramic Items

More objects can be made out of ceramics: beds, coffins, display cases, flasks, mugs, pedestals, slabs, table, and thrones.  Each makes one item per clay boulder, except mugs which are produced in sets of three.

Bone Porcelain

A new type of ceramic can be produced, a translucent bone porcelain (aka "bone china") that is slightly more valuable than regular porcelain. This uses a clay that must be manufactured at a kiln using bone ash, fire clay or kaolinite, and microcline or orthoclase rock. The resulting bone porcelain clay can then be used as normal.

Clay Refining (47.05 Only)

Marginal clay soils (sandy clay loam and silty clay loam) can now be gathered using the "Collect clay" job at a Kiln.  These can't actually be used for ceramics until they are refined*, again at a Kiln using the Pottery skill, converting them into sandy or silty clay.

* One slight issue, unrefined marginal clays can be used in "Make instrument/instrument part" jobs, and will consume resources, but won't result in an item.  So if you're making instrument parts, keep that kiln well away from your unrefined clay stockpile, or better yet, refine all your clay first.


Installation (50.xx)
  • Download using the Workshop, or from DFFD and extract the ceramics_expanded folder and place it in Dwarf Fortress\mods.
  • Generate a new world!
Compatibility (50.xx)

This mod replaces the vanilla clay item reactions—clay bricks, crafts, hives, jugs, large pots, and statues—and their corresponding glazing reactions. Anything else that modifies these will likely conflict.


Installation (47.05)

Please see the included readme.txt file for installation instructions.

Compatibility (47.05)

This mod replaces the following default raws:
    entity_default.txt
    inorganic_other.txt
    inorganic_stone_mineral.txt
    inorganic_stone_soil.txt
    reaction_other.txt
WARNING! THIS MOD CHANGES HOW THE GAME HANDLES CLAY AS A RAW MATERIAL!(0.47.05 Only)
   
   This mod may break any other custom reactions that refer to MATERIAL_REACTION_PRODUCT:FIRED_MAT (ie. anything that uses clay).
   If issues occur with other custom reactions, replace all their references to FIRED_MAT with CR_KILN_MAT.


Changelog (50.xx):
  • V1.06 Added missing glaze bed reaction; prevented glaze materials being used to make artifacts in worldgen.
  • v1.05 Corrected display case and pedestal being made of wrong material; added ceramic beds.
  • v1.04 Corrected bone porcelain clay reaction to allow player to choose materials.
  • v1.03 Bone porcelain clay can now also use fire clay (instead of kaolinite) and microcline (instead of orthoclase) as reagents (thanks, Evaris!).  It also now requires two bars of bone ash.
  • v1.02 Added descriptions for each reaction listing its requirements (these don't yet work in v50 though); changed glaze making jobs to use GLAZING skill.
  • v1.01 Fixed error message relating to TIN_GLAZE.
  • v1.0  Initial release.
Changelog (47.05):
  • v1.04 Prevented glaze materials being used to make artifacts in worldgen.
  • v1.03 Bone porcelain clay can now also use fire clay (instead of kaolinite) and microcline (instead of orthoclase) as reagents (thanks, Evaris!).  It also now requires two bars of bone ash.
  • v1.02 Added descriptions for each reaction listing its requirements; changed glaze making jobs to use GLAZING skill.
  • v1.01 I forgot the pedestals.  Added pedestals.
  • v1.0  Initial release.


Released under Creative Commons CC BY 4.0

10
Just a minor idea, but currently squads returning from missions generate announcements under GUEST_ARRIVAL.  They probably should have their own announcement type in case a player wants to be especially notified of the end of a mission.

11
In the work order manager you can increase the priority of said work orders... but what does that mean, exactly?  Is it just setting the order in which the manager issues the jobs to the workshops, or does it affect which jobs will be taken first if several different ones are available at the same time?  If it's the former, is there a way to control the latter?

12
DF Suggestions / Separate boxes and bags?
« on: July 28, 2016, 02:14:41 am »
After probing the arcane mysteries of the new manager system :D, it would probably save much of what's left of my hair (the beard's fine, thanks for asking) if boxes and bags were categorized separately, given that they have entirely separate functions in-game.

13
Just thought I'd ask to make sure it isn't something I'm doing wrong.  Setting up a production limit on my looms using Workflow, and set it to 100 'cloth of any plant'.  It always reads the current stock to be zero, regardless of how much I actually have.  Known bug?

14
DF Dwarf Mode Discussion / Do artificial fishing inlets work, or no?
« on: September 29, 2015, 11:27:07 pm »
The wiki in several spots suggests building a fishing inlet for safety reasons, but I was given to understand that diverted water sources (ie. a channel connected to a river) aren't valid fishing zones.  I've tested this in the recent past and that seemed to be the case, but I've tried again (just a short channel on the surface off of a river) and it works?  What's the rule, here? :)

15
!!Dwarf Science!! has obviously invented the reverse-osmosis rock grate.  Build a cistern and gravity-fill it from below from your source of salt water, up through a floor grate on the bottom of said cistern.  *Boof* cistern full of fresh water.

More seriously, is this a known bug, or did I just find something amusing and new?  :) (Windows, 0.40.24 LNP)

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