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Messages - profit

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76
DF Modding / Re: Community Mods and utilities list.
« on: June 09, 2014, 04:07:43 pm »
A new utility which aims to replace Chromafort - and it's already less temperamental:

http://www.bay12forums.com/smf/index.php?topic=138590

Sorry I have not been here in a while.    Can you please give a more descriptive description.  I will add it anyhow, but I dont even know what its name is at this point and would like to have your short description instead of one i bake myself
.

77
DF Modding / Re: Community Mods and utilities list.
« on: March 15, 2014, 11:13:29 am »
Remove "What has science done?!", replace it with:
 Fantastic Dwarf Fortress: a mod that aims to remove micromanagement while still managing to add features. Aims to have an easier early game but a harder end-game.
That message sounds like it came from a killbot but I have done the task.

78
DF Modding / Re: Community Mods and utilities list.
« on: January 12, 2014, 01:06:51 pm »
Updates:
Remove the listing for my saurian mod, it's way outdated and replaced by Better Dorfs
Better Dorfs, An addon pack for Rubble containing ~50 addons. http://www.bay12forums.com/smf/index.php?topic=126788.0
Rubble, An all-in-one modding utility and mod loader, comes with some useful addons. http://www.bay12forums.com/smf/index.php?topic=128013.0
Done 1/12/2014

79
DF Modding / Re: Community Mods and utilities list.
« on: January 04, 2014, 06:06:06 pm »
Was wondering if we could get a separate section that covers mods that either BARELY change, or refine, the main game, or even simplify the main game.. LNP, Perdaxis (maybe, can't exactly remember), the one Deon made/is making as a modder starting base, Accelerated DF, things like those..

I'm looking for a purified DF experience, kinda like what Deon did with removing redundant animals and such, but I'm not sure which one is "the best" as there are five zillion mods and some of them have fallen back multiple pages into the forums, and some are not easily identifiable without researching every one (not that I'm asking you to research every one for me, but, you know :P)

Just a suggestion :>

LOL no, I have not played any of these mods really, if the authors tell me they want a mod somewhere, I usually put it there, if the community says they want a mod somewhere, sometimes I will put it there, but honestly I do not know what most of them do well enough to go that granular.   You can feel free to ask though and someone who has played them could possibly tell you.

80
DF Modding / Re: Community Mods and utilities list.
« on: January 04, 2014, 01:18:30 am »
The Macnewbie pack has had a similar third-party update to my LNP - worth including. 
There's also a Lazy Newb Pack for Linux now. 

10-15-20-30 Embark size - there's a dfhack script "startdwarf #", which allows you to embark with any number of dwarves - might be worth noting here. 

And it feels kinda awkward, but I do think that the old LNP is truly obsolete now - even the LNP GUI itself has been replaced with an updated, cross-platform edition.


I have been watching the forums waiting for things to settle down a bit with the moving and creation of subforums.  I made some of the updates to the list, will probably do more sometime.
 

81
DF Modding / Re: Community Mods and utilities list.
« on: June 25, 2013, 04:59:30 am »
On that note, by unanimous consent I would like to replace the original Lazy noob pack with the updated lazy noob pack, also I would like to replace Dwarf therapist with splinters version as the prime versions of these helper tools that are linked because the originals are kinda unmaintained as far as I can tell.   

Any opposition to this idea?  ( 6/25/2013 )

82
DF Modding / Re: Community Mods and utilities list.
« on: June 24, 2013, 04:34:46 pm »
Unofficial updated LNP - literally every single component from the classic LNP has been updated, and I included a bunch of other stuff too. 

AFAIK no one has a problem with properly credited redistribution, LucasUP is cool with LNP variants, and I'm happy to change stuff around if there is a problem.

Added.   6/24/2013

Just a reminder, I most of the time require a link to the thread not the file, but I saw it in your signature so you are good to go this time.   Just for future reference.



83
DF Modding / Re: Community Mods and utilities list.
« on: May 29, 2013, 12:20:38 am »
I'm still a newb with modding, but I think at 3 weeks I've done a good job of merging two mods together (accelerated mod and civilization forge plus a few items from masterwork and some of my own changes).  I'd like to add it to the list as CivMWForge

http://www.bay12forums.com/smf/index.php?topic=125119.msg4177533#msg4177533

If you have permission to do such things like the mod merge I will gladly add this mod (I am sure the authors will give it, but I just like to make sure =)

I guess no approval then huh?

I know that thistleknot has both mine and Mepheanstars approval.

That's good enough for me.    This has been here long enough if anyone disapproved, they could have spoken up by now =)

Added 5/29/2013

84
DF Modding / Re: Community Mods and utilities list.
« on: May 19, 2013, 05:54:06 pm »
Here's a thing I made. I want you all to see this thing, and I want it to be put in the first post.

Blast - Raw parser, compiler and assembler. Extends the DF raw language with a dynamical macro template system. Make your mods concise, legible, configurable, intercompatible and perfectly extendable!

Go check it out. Blast is to DF like Forge is to Minecraft. It makes modding so, so much easier.

Added.  5/19/2013

Saurian civilization mod Saurians are a small reptilian race of swamp dwellers that can not dig stone.

Now that I am more-or-less done with this it is time for it to be listed.



Added 5/19/2013

85
DF Modding / Re: Community Mods and utilities list.
« on: May 11, 2013, 04:52:07 pm »
Utility question:  does anyone know of a dfhack plugin or utility which can automate tree farming? 

What I'm after is a way to designate an area for tree-cutting each month without user input, to allow for a longer fortress timespan without any user input (auto-plant gathering would be a nice bonus).  My goal is to generate a young world, build and set up by the year 10, and then leave the fort running for so long that there is nothing else left alive in the world. 

There are a fair few tools that can help keep the fortress running relatively normally (eg autolabor, autobutcher, workflow), but all of these require raw materials from somewhere.  I've worked out how to automate indefinite production of items made of green glass, metals, and fire clay, but I need a zero-input source of wood if I want to avoid the gain-from-smelt trick with metals (for bins, armor, etc.)  I know metal is more dwarfy, but I want an immortal fortress with as little cheating as possible - and I have this image of totally insane dwarves waiting in the dark for the world to die, even willing to emulate elves if it means they can outlive every other race and  flood the world with lava at the end of time...

Sadly nothing like this seems to exist (please prove me wrong!) - surely someone has created a tool for such a trivial task?

You would not want to use such a thing.  All tree products, that I can think of, end up as permanent products which get used forever.    Idealy, you want only things being actively used to be produced.   You want Auto labor to produce: Clothing, food, drink. These are all produced automatically from a farm plot.  And everything else should be manually assigned.   With clothing food and drink there is no reason a fortress can not survive indefinitely as long as it is sealed in.  (Although I usually have a mushroom farm underground to produce wood as I need it for expansion, it is only cut rarely if ever after the fortress reaches maximum size. )

If you MUST go down this road, may I recommend a mod to allow you to plant tree's and have them automatically harvested then turned into wood at a lumber mill.   I personally really like Masterwork Dwarf Fortress -> http://www.bay12forums.com/smf/index.php?topic=125633.msg4214336#msg4214336 

Also training rooms/library mods would probably be good to keep skills from rusting.

86
DF Modding / Re: Community Mods and utilities list.
« on: May 04, 2013, 10:13:12 pm »
Please remove "Dwarves in a new World - Legend of Zelda - This mod drops the dwarves into the world of Hyrule (or thereabout)." from the list. I've retired it in favor of Putnam's mod, and won't update it further than the current 34.11 version (I will continue to update my other mods, hopefully in more timely fashions than right now).

Removed

Hey, I looked through the list and I didn't see Joben's mod Broken Arrow, it's a mod that finally found a fix for the overpowered railguns that are ranged weapons.
Added 5/4/2013

87
DF Modding / Re: Community Mods and utilities list.
« on: May 01, 2013, 01:38:25 pm »
I'm still a newb with modding, but I think at 3 weeks I've done a good job of merging two mods together (accelerated mod and civilization forge plus a few items from masterwork and some of my own changes).  I'd like to add it to the list as CivMWForge

http://www.bay12forums.com/smf/index.php?topic=125119.msg4177533#msg4177533

If you have permission to do such things like the mod merge I will gladly add this mod (I am sure the authors will give it, but I just like to make sure =)

Xangi's Fear the Night is missing from the list. Its a quite extensive mod that adds many kinds of custom vampires, werebeasts, disturbances, curses, necromancers, nightcreatures... I was just looking for the link and was surprised that it is not in the list.

Fear the Night

Added 5/1/2013

Just wanted to let the OP know that in my search for a way to change the number of dwarves i embark with i discovered that 10-15-20-30 Embark size is now obsolete.

Alright, removed it.   (Side note, this is another reason I require links to forum posts and not a file... Pain in the butt to send them a PM on the forum.)


88
DF Modding / Re: Community Mods and utilities list.
« on: April 26, 2013, 10:39:54 am »
.


dfWorldTinker 0.34.11.0 released (finally).

Forum Thread

Download


.

Added 4/26/2013

89
DF Modding / Re: Community Mods and utilities list.
« on: April 26, 2013, 10:37:32 am »
Kinda wondering. Are workshop-raw only mods that didn't seem to have updated for 34.01 compatible with 34.11?

Yes, but only if you merge the entity files.

90
I'm tired of having worthless dwarfs that wont heal ever, so i'd like to ask you all how one fixes this and makes nervious damage to a dwarf heal eventually by modding

You can not.  Not in most instances at least.

If you use dfhack you can heal it though.

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