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Messages - Igfig

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46
DF Modding / Re: Dictionapocalypse (400+ Words!)
« on: September 26, 2012, 02:16:27 pm »
I don't think 'coalitional' or 'conflictional' are used commonly enough to warrant their inclusion, and 'cellular' pertains more to the biological sense of the word than the prison sense. Also, 'cup-shaped' is a bit of a stretch. Other than that, looks pretty good.

Finally, is the word 'dire' already in the list? That's a word that DF definitely needs.

47
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 20, 2012, 09:06:11 pm »
Okay. I figured it out. The problem is that building_pedestal.txt doesn't have [OBJECT:BUILDING] as its second line, so it's not being recognized as a raw file at all. Add that line and it should work again... it might not show up until you gen a new world, though.

The next version actually includes a binary patched .exe, with fixes for the military problem and a bunch of other things.

Thanks for bringing up the obsidian shear yield, though! That is indeed a perfect fit for the Modest Mod. If you notice any other bugs like that, let me know!

48
DF Gameplay Questions / Re: Am I stupid or is is just another stupid bug?
« on: September 20, 2012, 11:55:08 am »
Maybe the axes got forbidden somehow?

49
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 19, 2012, 11:06:23 am »
Dwarf Chocolate and Wanderer's Friend are very nice, but they both go far beyond the strictly necessary. I'm thinking more of things like spinning and weaving (to use the otherwise useless hair of creatures you butcher), food preparation (if you find a honeycomb, catch a fish, etc), and maaaaybe clothes crafting (so you don't have to spend ages pawing through boutiques and enemy corpses).

You can always add Dwarf Chocolate's reaction_adventure_resource.txt file manually, if you really want those reactions.

I've spent a bit of time with both, I suppose it depends on what you mean by strictly necessary - metal products is rare in shops in adv. mode, but somewhat more available in dungeons and keeps. Spinning and weaving definitely make sense and I think are already included. Unfortunately adventurers cannot retrieve honeycombs or fish, from what I can tell. The best you can do would be to have a reaction that transforms ye olde' lungfish into a prepared fish. Then there is leatherworking, stonecrafting, masonry, and so on. Most of this has been done in Dwarf Chocolate hence my recommending it - maybe just ask the mod creator if you can pick and choose the stuff you wanna use :)
Right: you can get metal items from dungeons and shops, so you don't need to be able to make them yourself. If you could, it would change the dynamics of the game; vanilla DF only grants you powerful weapons and armour when you put yourself at some risk (except for the odd situation of castle keeps). Stonecrafting and masonry are almost completely useless for adventurers, so adding them would be superfluous.

"Necessary" changes are ones that help the game achieve Toady's vision of how the game should currently work. We're filling holes here, not adding dongles. And since it's hard to know what exactly Toady is thinking, we have to be very conservative in our assumptions. Does that explain a bit better what I mean by strictly necessary?

(I think you can grab fish out of rivers the same way you can pick up worms and roaches (not positive though), and you can find honeycombs in old player fortresses. Having these extra sources of food is pretty low-impact, and it gives you a use for some things that were useless before.  It's not 100% vital, but it might be an acceptable tradeoff.)

In any case, I'll probably write my adventurer reactions myself. My clothing reactions, for instance, would probably just make a random clothing item of the specified slot and material, to save on space.

And who knows? If there's enough interest, maybe I'll add a module with expanded adventurer reactions.

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Nope, you just install the module on top of an existing Modest Mod installation and you're good to go. Maybe you overwrote entities_default.txt? The relevant line in the file is "[PERMITTED_BUILDING:PEDESTAL]   added by Igfig - Pedestals module" in the dwarf section.
Huh. I must be doing something wrong, cause I have both the entity_default.txt entry as well as the building_pedestal.txt file. @_@ Should I upload a save? It's a custom workshop, right?
It is a custom workshop, yeah. Does the errorlog say anything that might pertain to problems with the raws? If not, then yes, a save would be handy.

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Also much thanks for the plug! I do like the idea of 'fixed vanilla' DF mod, and will probably make more of these type of mods in the near future ^_^
My pleasure! I'm always thrilled to see more work in this area.

50
DF Modding / Re: Race-specific battlecries - Minor Mod
« on: September 18, 2012, 05:40:03 pm »
Oh, cool!

I did a bit of similar research here (for other people who want to do things with flavour interactions), but you've made much better use of the technique.

51
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 18, 2012, 05:13:17 pm »
also the only thing i changed was set everything to [POPULATION_NUMBER:30000:30000] so nothing goes extinct also hunting is less fps draining than breeding animals
That's pretty cool! I think I might add it as a Modest Module. Maybe just the fish for now, though.

The only thing I've tweaked in your mod so far is the clutch size; I changed them to about halfway between the normal vanilla values and your mod's values, which I found a bit too low.
My clutch sizes are actually pretty arbitrary—I think I just used the square roots of the original values. I'd be happy to change them if people think they're too low. I'll set up a poll to find out.

Hey. I noticed you might be looking at extra reactions for adventurer mode. I highly recommend checking the ones used in Dwarf Chocolate - it feels consistent that an adventurer is able to make the same things as workshops with the right setup.
Dwarf Chocolate and Wanderer's Friend are very nice, but they both go far beyond the strictly necessary. I'm thinking more of things like spinning and weaving (to use the otherwise useless hair of creatures you butcher), food preparation (if you find a honeycomb, catch a fish, etc), and maaaaybe clothes crafting (so you don't have to spend ages pawing through boutiques and enemy corpses).

You can always add Dwarf Chocolate's reaction_adventure_resource.txt file manually, if you really want those reactions.

I just installed this mod and I'm loving it, but I noticed that for some reason Plump Helmets aren't naturally growing in the cavern floors. My herbalists aren't gathering them, nor can DFhack Prospect find any. Probably as a consequence, the caravans are bringing absolutely loads of them. I haven't installed seasonal crops, nor do I have any other mods installed. Can something be wrong with Modest Mod?
I'm playing with MM and my own mod, how deep is the cavern? There are no plants on the 3rd cavern, iirc. I was pretty annoyed when I missed breaching the first one - couldn't get my underground pastures going :/
The only things I've done to the plants are tweak their colours and add reaction classes to some. Plump helmets haven't been changed one bit, except in the Seasonal Crops module (which just changes some seasons and growdurs). Plant_grasses.txt hasn't been touched at all—the file's not even in the download.

If you're ever getting weird bugs like that, it's probably not the mod's fault. MM just doesn't make big enough changes to have that kind of effect. Reinstalling on a fresh set of raws should fix most problems.

I just started using this mod recently, I quite like it. One question though! Is there some way I can separate pearls from other refuse? Or even better, change pearls to be considered gems?
It's weird how you can't set refuse stockpiles to accept pearls or not. You might be able to kludge it by allowing every material except shell in a refuse stockpile, but only accepting mussel and oyster products. Making them into gems might very well be easier: just add [BUTCHER_SPECIAL:ROUGH:NONE] to PEARL_TEMPLATE in material_template_default.txt.

I have some problems as well: it seems the pedestal part of the mod isn't showing up for me for some reason. Is there a particular entry I'm supposed to edit, e.g. custom reactions?
Nope, you just install the module on top of an existing Modest Mod installation and you're good to go. Maybe you overwrote entities_default.txt? The relevant line in the file is "[PERMITTED_BUILDING:PEDESTAL]   added by Igfig - Pedestals module" in the dwarf section.


Finally, I just want to plug Ari Lazarus' Modest Bodies plugin to any of you who haven't seen it yet. It adds joints to many creatures that were lacking them before, and renames body parts to reflect their real-world names. Check it out!

52
I have heard of people finding jade (an ALLUVIAL-only gem) in small quantities since .31.19. Supposedly, alluvial minerals can show up in some clay and sedimentary layers, but not all of them. Nobody seems to know the precise criteria. Maybe it has something to do with aquifers? Actual bodies of water don't seem to affect it, though.

You can always make use of ENVIRONMENT_SPEC to manually set where a specific mineral will show up, of course.

Oh, also: It'll be easier to find your alluvial minerals (if they do exist) by setting everything else's frequency very low, or removing inorganic_mineral.txt and inorganic_gem.txt entirely. There's only room for a finite number of mineral veins and clusters per world tile, and having a lot of high-frequency minerals means that they all have to compete for that space.

53
DF General Discussion / Re: Future of the Fortress
« on: September 18, 2012, 11:30:33 am »
Hopefully rescuing prisoners will be added to the list of quests people can offer you. It would be great to finally have a quest that isn't "Go there, kill that guy."

Now, NPC adventurers already do quest-like things in worldgen, confronting monsters and bandits and such. I don't know if that makes use of the questing functionality or if it's something else... but if it does work that way, and recovering prisoners becomes a quest, then NPCs will almost certainly start doing exactly that.

Which makes me think. Prisoners can also be taken in war, not just by babysnatchers, right? It would be incredible to talk to a friendly goblin leader and have them ask you to rescue their demonic law-giver from the humans.

54
DF Adventure Mode Discussion / Re: Already dead Quest enemy?
« on: September 15, 2012, 12:22:52 pm »
Oh man, that's great. When a wild animal kills a member of a civ, it goes and finds a lair, usually in a wilderness location. I think it's so questgivers will have a place to send you when they ask you to kill it.

What happened here, I think, is that the sea monster killed this guy, so it went to find a lair, but there aren't any underwater lairs in the game right now, so it walked inland and air-drowned.

Odd that it took four years for that to happen, though... what is this "Pineabyss" place? Is it a lair or a village?

55
DF General Discussion / Re: Future of the Fortress
« on: September 15, 2012, 01:36:22 am »
It should be possible to set skin as a shearable tissue layer on a given creature, I'd imagine.

56
DF Modding / Re: Modest Bodies - Joints, joints EVERYWHERE!
« on: September 14, 2012, 12:28:44 pm »
This makes me happy in so many ways. I'll be linking to this on the front page of the Modest Mod thread.

57
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 09, 2012, 02:36:37 pm »
you could just give your soldiers a break every few months. That's probably easier.
that doesn't work you could give them a break for 10 years and they still will go insane
Ah, I didn't realize it was an actual bug. It never seemed to come up in my games.

There's a binary patched version of the .exe that claims to fix the 'bad thoughts from long patrol duty' bug, among other bugs, here:

http://dffd.wimbli.com/file.php?id=6741
That's fantastic. I knew there was a patch like that in an older version, but I had no idea there was a new one. I'll ask Elvang if I can borrow his patched .exe.

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[Under Consideration]
Add a reaction to empty buckets containing water and/or lye
i think this is a good idea especially if it removes frozen water embarking in the arctic ocean should give you an idea why
Isn't it easier to empty buckets full of frozen water? You just mark the lump of ice for dumping. I suppose bucket-dumping is still a thing I should implement, though. Any suggestions as to which building it should go in?

Finally: To the people who responded to the "Do you use the Modest Mod?" poll with "Yes, but with some tweaks of my own", what tweaks have you made? Just curious.

58
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: September 09, 2012, 01:23:07 pm »
What you could do, though, is create a reaction that takes a piece of the wood (as a preserved reagent) and produces a liquid glob of magical goop that grants you the interaction for a few ticks and then evaporates.

59
Mod Releases / Re: Modest Mod 2.0 - Now with graphics support!
« on: September 08, 2012, 09:20:33 pm »
Increasing their DUITFULNESS, SELF_DISCIPLINE, and ACHIEVMENT_STRIVING attributes might help with that.

Or you could just give your soldiers a break every few months. That's probably easier.

60
DF Gameplay Questions / Re: Daming below waterfall
« on: September 07, 2012, 03:07:49 pm »
Yes. It will fill up to exactly the height of the waterfall. It will not, however, overflow the upper banks and drain upstream, which I believe is what the OP was asking about.

Also,
I think this is in the wrong subforum.

For now, it won't affect anything beyond your fortress.
Thats what I get for posting right before going to bed... Just spent 10 minutes trying to figure out where my post went, while looking in the questions forum.
You can move your threads, you know. The Move Topic button is in the bottom-left corner of the page.

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