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Messages - Qev

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16
Updated to 1.33, added several more missing keywords, and fixed issues with spaces and trailing numbers breaking the highlighting in certain keywords (though some keywords with spaces will still highlight oddly).

Abandoned including all of the new Steam graphics keywords.  There's just too many of them, Notepad++'s wee brain can't take that many.  :o

17
Small update to get comment highlighting working again, and adding the missing MUSHROOM id.

And another stealthy update to add all the EMOTION keywords that I somehow missed.

18
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)

19
Mod Releases / Re: [47.05] Ceramics Expanded
« on: December 12, 2022, 03:12:18 am »
This is a wonderful mod! Is there any possibility of porting some of the ceramic items to the new steam/premium version? I always found it a bit silly that you couldn't make mugs or pedestals out of clay in vanilla DF.

Edit: I quickly made a rough mod on the workshop that added some of the items this mod adds. I didn't know that editing RAW files could be this fun!
Yup, I saw you mention that over on the Kitfox Discord! :)

Finally broke down and got Steamium, so now Ceramics Expanded is over there, too.  Currently, that version is lacking the "marginal soils refining" component as a) it really doesn't play nicely with instruments, and b) clay isn't that hard to find.  :D

20
Mod Releases / Re: [47.05] Cross' Fermented Milk
« on: December 03, 2022, 12:14:42 am »
Whoops, this was magically turning 1 unit of milk into 5 units of boozy milk.  I mean, dwarf magic, but that's a bit unrealistic.  Changed to 1:1.  :)

21
Mod Releases / Re: [47.05] Ceramics Expanded
« on: November 25, 2022, 03:53:04 pm »
Great mod, thank you
Thanks for trying it out!  I'm glad you liked it. :)

22
A lot of the CPU time in unit checks is wasted in branch misprediction due to the fact that it's checking the units vector and just skipping everything that happens to be inactive/caged/a ghost; if those units' indices (or pointers to them, as the case happens to be, unfortunately) were simply cached in a vector that contains only active/uncaged/non-ghostly units, that would be avoided and the game would probably run quite a bit faster.
So does this mean that caging excess livestock is actually worse, or am I misreading things?

23
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

24
That's because if it's mined out the floor left behind is the bedrock material. Sometimes dwarves can collect from a wall, try leaving a few tiles of it unmined and include them in the collection zone
Sadly that doesn't seem to work either; clay can't be collected from walls like sand can, only floors.  If I do finagle things using DFHack to get the floors to be made of the clay, it still shows "0 clay" in collection zones.

25
I'm guessing the answer is "no" but I'll inquire anyway. :D

Is there any way to get (usable!) clay to generate as clusters or veins in stone layers?  I can get it to appear, but it can't be zone collected.

26
Mod Releases / Re: [47.05] Ceramics Expanded
« on: October 10, 2022, 01:02:18 am »
Hotfixed to v1.01 - I forgot the pedestals!  Clay pedestals added.

27
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

28
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.

29
I've defined a new inorganic material (currently using the stone template), and I'd like for it to wind up in BAR stockpiles, but I'm not sure how to go about getting it to show up there.  Is my only option to pretend it's a metal and then try to keep it out of all the metal applications?

Edit: defining it as a metal worked, though it does rather clutter up the metal bars list... XD

30
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: November 14, 2017, 06:16:05 pm »
How would one go about adding filterable traits (ie. in the job manager) to reagent items?  In this specific case, adding something like "Dye-producing" to the various dye plants.  I assume this has something to do with REACTION_CLASS..?

Edit: Figured it out.  Just needed to add a [REACTON_CLASS:Dye-producing] to the dye plant templates.  Wasn't showing up initially until I moved that tag from the end of the definitions to before any of their sub-definitions (ie. plant powder, seeds, etc).

Edit the Second: Oh, and you have to reference that REACTION_CLASS in some reaction, someplace, or it'll not show up.

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