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661
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 23, 2015, 10:50:43 am »
Bushes being counted as leaves, first harvest, before bagging anything, watch qb leaves show up in kitchen menu.

Oh! Those aren't bushes being counted as leaves, those are actual leaves. As of 0.40.14, quarry bushes have a 50/50 chance to drop whole bushes, or just leaves. To compensate, I doubled the number of seeds the "bag item" reaction creates.

So since I've been home tonight I checked everything more carefully.
It seems that traders on map were throwing my counts off.
Everything is indeed as you say it is. Rock nut cake and paste being counted as the same item is about the only legitimate gripe (since you could turn off cooking for paste so that it doesn't get used before pressing). Again, a vanilla issue, not your fault.

Haha, I'd forgotten about that bug! I'm glad it didn't turn out to be something weird.

Hello, is this version of the modest mod part of your other mod http://dffd.bay12games.com/file.php?id=10546 Button's raws.

If not, can i install normally and then copy-pasta modest mod with any other modules and stuff?[/quote]

Button's Raws could certainly be merged in with the Modest Mod, but not via simple file copy-paste. I cannibalized parts of Button's Raws for Modest Mod, including renaming some files. If you tried to just copy-paste them together, you'd have a bad time.

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Also, could this be compatible with your mod? http://www.bay12forums.com/smf/index.php?topic=140950.0, it's DF wanderer.

It could certainly be merged in, but could not be simply copy-pasted.

I may be completely ignorant about this, but I've tried to install this mod with no success. it'll crash my game during embark. I'd really like this to work since FPS is so important.

so I downloaded this mod (phoebus), copy the data and raw folders over, replace everything and unrar/replace the folders Accelerated+Pedestals Combined and Modest Bodies, replacing everything. embark still crashes. I made sure I installed the phoebus tileset before replacing everything. I'm overriding the files to LNP/Dwarf Fortress

I'm using the latest Lazy Newb Pack (windows) with the phoebus tileset. if possible, could someone create a working modest dwarf fortress (lazy newb pack) for me and upload it...?

Would you mind uploading a save that crashes, please?

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EDIT: looks like its fixed, I had to create a world and embark first before applying the mod.

That should not work, and will cause major problems for you as you play. It also won't include most of the fps tweaks of Accelerated.

After ceramics was added a couple years ago, I noticed how limited its glazes were.  There were many traditional sources of glazes that were even listed in comments in the raws as being traditional glaze materials that were not used.

As such, I made a small mod that added 19 possible materials for glazing.

To make it so that glazing didn't take up a whole ore, I added in a millstone job to grind a boulder into a powder that could be used one-at-a-time. 

Now, there are a few oddities with how it's set up currently.  To keep it out of the sand bag pile, I set it as "bone powder" in the stockpiles, so it's listed under that heading in food.  I also needed to expand the size of jugs to fit the powders, (whose size was not raw-editable,) although this has no apparent game effect, as all actions to put things into jugs require an empty jug, anyway. 

The interface has four types of jobs for grinding, which basically allow you to say you only want to use less-valuable ores, or to specify only white ores.  It also has options for glazing, including ash glazing specifically, monochromatic glazing, dichromatic glazing, and polychromatic glazing, requiring a white glaze, a "reddish" glaze, a "bluish" glaze, and a "yellowish" glaze.  (Categories being somewhat vague where brown-orange glazes would be counted as "red enough", for example.)

Many of the glazes are actually adding an economic use to otherwise useless stones. (For example, cinnabar, AKA, China Red.) 

Looking at the rest, I think this mod is "modest enough" for inclusion, but open for criticism on that front.  Some of the things like the bone powder stockpiling can certainly be changed. 



Beyond this, there is also the fact that similar processes were used for stained glass making.  Traditionally, stained glass in Medieval Western Europe was made through the deliberate addition of iron, copper, and manganese ores, both of which are also glaze powders.  (Technically, the state of oxidation also further changed the color, making iron be either red or blue based upon the state of oxidation, but that's getting a little tricky interface-wise to represent.)

This would allow for a wider variety of colored windows or gem windows that have that three-part flashing "animation". 

Enamels are also a similar branch of non-organic dying, being basically stained glass applied onto metal or ceramic objects.  Hence, you could make a red enamel decoration upon a battleaxe or throne, for example. 

All of these come with the caveat that the raws as they stand do not support the addition of actual images as with engravings, only banding rings of color or similar basic concepts. 

Except for creating a class of different colored glasses for windows, these are mostly going to result in additional decorations options that do not have much in-game impact, and are mostly for the interest of those who enjoy such details in the game, or their historical significance, or who just want to finally have a use for some of that orpiment you've got lying around. 

I'll add it to the thread-top poll. :)

662
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 22, 2015, 02:34:13 pm »
The rock nuts and QB I'm talking strictly about the kitchen stocks menu. Regular stocks, yes, they are properly sorted. The kitchen menu though counts both bushs/bagged leaves & rock nuts/rock nut paste (I think it's paste not cakes..what you get from milling, not pressing) as 1 item. I use the seedwatch dfhack plugin to turn on/off cooking when I get low, noticed because it keeps the rock nuts from being milled if they are under the count, but once you mill some they count towards it. I have run out of rock nuts because of that. The QB is more an annoyance since I look there to see if I should be bagging or not.

That sounds like a seedwatch problem. In vanilla DF, plantable rock nuts are listed in the kitchen stockpile under Seeds, and are properly pluralized. Rock nuts in paste or pressed form are listed as "Rock nut", no matter how many of them there are, and are mixed into the meat menu.

Additionally, quarry bushes - the whole bushes, not the leaves - shouldn't be turning up in the kitchen menu at all, as they aren't edible either raw or cooked. I'll check again tonight, to make sure that I didn't accidentally put some bad tags in, but this really sounds like a problem with something related to dfhack.

663
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 22, 2015, 07:41:21 am »
A weregila monster showed up. I only had one military dwarf, an old bone doctor/swordsman, at that age where dwarves may drop dead any time. So, I sent him in full iron armour after the weregila. After ripping into a giant moose and barely winning, the weregila was weakened, but not enough. It still got a bite in, and I knew this would be a problem. However, once the fight turned towards the militia commander's favour... He died of natural causes. The weregila bled out on the ground before it could wake up, both combatants laying near the river. The militia commander is getting a large, statue filled tomb carved into obsidian. He deserves it.

Epic.

664
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 22, 2015, 07:33:59 am »
In reaction_modest_plants there's a SKILL:PROCESSPLANT token, which I *think* should be SKILL:PROCESSPLANTS. As far as I know it's not causing any problems but there was an errorlog entry for me which went away upon application of S.

Unless I screwed that up somehow while merging in other things. I really should put all my DF versions into literal version control.

Nope, that was my bad. Thanks for mentioning it!

Tempted to use part of the accelerated, there's some materials I'd like to simplify (fat & tallow for sure FFS), tempted to do leather & some of the other materials but is there a way to do most but keep the special ones separate? (like dragonhide and GCS) It seems like too much trouble.

All of the megabeasts retain their separate materials, for reasons that are complicated to explain. I believe I also didn't consolidate silk, just because there was already barely any of it.


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Any idea what's with the grape & berry seeds? I was hoping the mod would resolve them, but they're still useless. Everything looks right so I'm guessing it is hardcoded stuff. They can neither be planted nor are edible. Don't show up in kitchen stocks either.

Grape and (non-tree) berry seeds are plantable in the vanilla game, and show up in the stockpiles as well. You may just be in a biome they won't grow in. Grapes require temperate biomes, IIRC. Unfortunately I can't selectively destroy seeds based on the biome you're in - if they're plantable anywhere, they need to stay in, otherwise people playing in the right biomes won't be able to plant them!

If by kitchen stocks you mean the kitchen menu, that's because it only shows things that can be cooked or brewed, and as you've noted, grape seeds can't be cooked or brewed.

If you find seeds that have no use anywhere - most varieties of tree seeds - and aren't disintegrating, please let me know. Though I believe their disintegration does hinge on having temperature turned on.

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Speaking of kitchen stocks. Is there any way to separate rocknuts and quarry bushes from rocknut paste and qb leaves? I know this is a vanilla issue as well. I've looked at them but not sure if it's fixable.

These are completely separate in vanilla, as well as in the modest mod. Are you maybe using a dfhack plugin that's combining them?

Rock nuts are seeds and get stored with/show up with seeds; quarry bushes are whole plants and inedible, so get stored as whole plants and don't show up in the kitchen menu; quarry bush leaves show up in the kitchen menu and are in stockpiles under leaves & fruits; and rock nut paste shows up in the "other" category of the kitchen menu and is stored in food > paste stockpiles.

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I also have a suggestion for a few more reactions. Make booze out of specific ingredients. At least for the subteranean ones. To try to keep variety, like when you've got tons of dwarven wine, but little of the other 3.

The sheer number of reactions required to deal with this would be mind-boggling. You can achieve the same results by making a (desired ingredients only) stockpile and linking it up to the still. You'll also need to link up a dedicated barrel stockpile as well to make this work.

665
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 17, 2015, 11:29:09 pm »
Why is there sphalerite in Accelerated but no zinc?

Sphalerite has certain... dwarfy applications.

Spoiler (click to show/hide)

If it's still marked as an economic stone, let me know and I'll fix it.

666
Tilesets and Graphics / Re: New 32 px tileset in the making
« on: June 16, 2015, 04:47:39 pm »
TWBT_LEGACY is no longer supported? It should be but I have no clue. That is the regular ol tileset graphics for the map instead of text. There's other difference to though, soit's not recommended to play with it. As some overrides don't function with it.

Yeah, it's supported. That's what I'm using right now to test the tiles. At least lets you load the map on the graphic_font so you don't have the tiles overriding the text.

It looks alright, the trees and mountains of the first image can use a background to blend better and the river tiles may be expanded to take more of its square space.

However, if you can enforce a sepia background on everything, making an ink styled map would be even better.

Either way, I am eager to see a 32x tileset so I can put my own race in it. :)

That's one of the changes I'm doing, adding background to the object tiles so they blend better, at least the trees. The rivers, in that image you see the original ascii ones. I didn't change them there

About the "ink" tiles, yup, having a sepia background could do for a good "fantasy style" map. But I don't think is possible or even if it were, I don't think is going to happen. And as it is right now.... let's say that an ink map is... less than pretty (and quite useless). You can take a look at my test HERE. That's a horrible 15 minutes tileset, but enough for me to get the feeling for it.

Really? I love the second attempt there! It feels like a map that someone in-game drew on a slate. A little extension of the graphics to the east and west, so that tiles of the same type blend together, and that would be great.

It's not really the style you're going for here, true, but it would be a fun concept for a tileset in itself!

667
Update 5/5?

And there were 4 panels? Does this mean there'll be ~16 panels next update :o :o :o

6/16 is the date, hon. 5/5 was the date of the last update.

668
DF General Discussion / Re: Future of the Fortress
« on: June 16, 2015, 03:00:15 pm »
Linking syndromes sounds like a good way to implement antidotes.

"Oh no, Rakust has been bitten by a weregopher! What will we do!?"
"She must be fed the tears of a unicorn before the new moon!"

Such a thing would require the capacity to actually order dwarves to gather specific things ("What part of the pea plant do I gather again? Oh well, I'll just uproot the whole thing!" "Hey, there's a whole pea plant here! I don't know which part is the pea, so I'll just not eat any of it...") as well as order dwarves to not only drink specific things, but things that are not normal drinking items, and/or mix drinks.

Not saying it would be a bad thing, mind you, I'm sure people would love the ability to point to specific things they want done, but that's a huge step up in Interface specificity. Right now, it's hard to even keep dwarves from deciding the hospital operating room isn't an appropriate place to have lunch, even when it's being actively used by a dwarf bleeding out from a syndrome.

Chain + stockpile, with a raising bridge or minecart delivery system to be safe.

669
Tilesets and Graphics / Re: GemSet v1.32 [40.24]
« on: June 15, 2015, 09:26:24 pm »
Maybe...I have a hard limit of 256 tiles (changing a plant's ASCII tile makes it a different override) and I want to be as generous as possible with leaving extra space. Having separate stages for each shrub will double or triple the amount of space they take up. I know I did that a while ago but now that each plant has a unique graphic, I'm more hard-pressed for extra space for mod/update support and such.

A good compromise might be to make "there's no seasonal pickable growth here" vs "there's a seasonal pickable growth here!" versions of the fruit plants. That's the most valuable information from a player's pov.

670
Tilesets and Graphics / Re: GemSet v1.32 [40.24]
« on: June 15, 2015, 02:45:06 pm »
Oh, good. Glad we'll be seeing those little guys growing out in the wild! Are you going to put flower/fruit graphics on the wild-growing shrubs?

671
Tilesets and Graphics / Re: GemSet v1.32 [40.24]
« on: June 15, 2015, 01:30:49 pm »
Whew, that should be just about it. All of the plants are now drawn. They just need to be decolorized, stuck in a sheet and added to the game. There were more than I expected, and I'd just like to run these by Button to make sure everything looks good. I got all of my references off of Google Images, and I've learned in the past that it can be a dubious source at best. Some of these plants might be in the incorrect stages and others might be wrong entirely.

Spoiler: Plants (click to show/hide)

In the upper-left are the standard plants and in the upper-right are the crops. At the bottom are the garden plants and next to each plant is it's corresponding shrub/withered tile. I've got a hard limit of 256 unique plant graphics (including shrubs) so many of the shrubs are recolors to save space. In total we've got 112 plants and about 13 shrubs, so things are looking good as far as extra space goes.

Spoiler: Guide (click to show/hide)

OK, just to make sure we're on the same page - by "crop" you mean "plant growing in a farm plot", and by "shrub" you mean "whole, picked shrub", right?

Because if so, a number of these plants will never show up as a picked shrub. The following is a non-definitive list of plants that are never picked whole:


Even when these plants are grown in a farm plot, when they are harvested they drop a usable item, not a whole bush. The exception is papyrus sedge, which is not currently farmable/harvestable at all, as it has no use in vanilla DF.

The smaller ones are the crops, and the bigger ones are the shrubs, right? That's the terminology I'll be using for the rest of this post.

As for graphic accuracy, while I'm a sort of authority on how plants work in DF, my knowledge of how these plants work in real life is, for the most part, confined to this table. But I'll do my best to critique.

The oat shrubs look kind of weird - they're a cereal, so though I know they have hanging heads, I think there should only be one head per stalk?

You've got muskmelon and watermelon shrubs looking weirdly like cabbage/lettuce, due to how you've got them centered. When I got to muskmelon I was sure I must have lost track of where I was. Maybe if they were less symmetrical?

The wild carrot shrub looks kind of weird as well.

672
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 14, 2015, 07:10:46 pm »
What did you do to plant_standard.txt?

(image)

The differences you're seeing on the sidebar there are just different locations for the same tokens. I used this release as a proving ground for my new automatic tileset applicator, BAMM!, which adds any tileset-specific tags (i.e. tags which don't exist in the ASCII version of the file) as soon as they're legal, instead of where they existed in the original graphics file.

It should have no actual effect on the play experience. (If it does, please let me know.)

673
Mod Releases / Re: Modest Mod v0.40.24-2a
« on: June 12, 2015, 12:27:46 pm »
The custom milling reactions won't show up for me. Neither does empty water bucket. Come to think of it, I'm not sure if any of them do, other than pearls showing up in the craftdwarf shop.

Oh dear.

Would you please check in your raws and list for me the files named reaction_modest_*.txt - I believe the milling ones are in reaction_modest_specific.txt, and the water bucket is in reaction_modest_waterbucket.txt . If you were using a tool like WinMerge and had left/right-only files disabled, you might not have gotten them. Or if you merged from Accelerated without merging in the normal Modest Mod first, that would have the same effect - Accelerated is intended to be installed on top of the Modest Mod, so files which would be identical between the two aren't included in the Accelerated directory.

If the reaction_modest_ files are present in your raws, would you please upload a save for me so I can check this out?

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Pearls sounded like a great idea, but I was already buried in mussel shells. It's probably more the fault of the mussels being too plentiful, since they can keep a fisher, fishcleaner and bonecarver working full time (this is vanilla, not because of the mod). The problem is vanilla shells are a seperate category and can be regulated to a specific refuse pile. Since you made the pearls remains they go to the remains pile, which already tends to fill up on me (and I have a 75 tile pile for remains). I reverted it back easily enough myself, but I bring this up in case it isn't something that's been observed.

Thanks! I actually rarely use fisherdwarves myself, so I hadn't noticed that. I'll see what I can do to move pearls into a different stockpile.

674
Tilesets and Graphics / Re: New 32 px tileset in the making
« on: June 12, 2015, 12:15:04 pm »
I find personally that the signifier that makes it easiest to tell what's what is having color scheme shorthands for different races' soldiers. For example in Phoebus, you know that goblin soldiers are all in green; elf soldiers are green on the bottom, yellow on top; dwarf soldiers are beige; and human soldiers are gray. The details help you distinguish what's what within a category, but the important information is visible at a glance.

675
Tilesets and Graphics / Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« on: June 11, 2015, 11:06:23 am »
I like them :). Though it would be a little weird for a wild shrub to go from "generic shrub" to "specific shrub" when it dies. Or if you plan on making specific graphics for every wild shrub - do you intend to make tiles to indicate that e.g. the blueberries are ripe & ready to pick?

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