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Author Topic: Dwarf Fortress Revised (v3.1.1 for v0.47.04)  (Read 144252 times)

GreyGoldFish

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #480 on: February 14, 2021, 08:55:30 am »

Taffer, are you going to be updating this mod for v0.47.05? If not, that's perfectly okay! I'm just wondering.
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FantasticDorf

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #481 on: February 14, 2021, 12:58:01 pm »

Very little changed between now and the last update of 47.04 to 47.05 besides the following on file, so it should probably be fine if carefully transferred without issuing a entirely new release, but of course a new mod publication would be more straightforward.

Code: [Select]
Auxiliary file changes for 0.47.05:

creatures
grasshopper gets [VERMIN_GROUNDER]
leopard geckos don't have sticky feet - removed prefstring
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Senescent

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #482 on: November 18, 2022, 12:54:49 am »

Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.
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Vanzetti

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Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
« Reply #483 on: November 18, 2022, 09:11:29 am »

• beak dogs now have special mottled skin. Their vanilla rainbow skin is pretty weird and never depicted in fanart.

I beg to differ. In all fanart by Kruggsmash, beak dogs are rainbow skinned monstrosities.
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Warlord255

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #484 on: November 19, 2022, 01:40:01 pm »

Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.

If Taffer is MIA, I plan to port Vanilla-Spice Revised to the Steam workshop - all the features and fixes here plus a handful more that tweak vanilla creatures without affecting their (future) art assets.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Taffer

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #485 on: November 21, 2022, 09:03:01 am »

Any work on Revised that’s uniquely mine I consider public domain, FYI. But this is a collaborative mod and there’s a lot of contributions that aren't mine.

Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.

I’ll think about it. Updating with a quick diff check for the new version isn't hard; making sure that everything works properly and that I truly understand what I'm changing is another.

I did quietly try my hand at tileset editing a week ago but it didn’t turn out, which kind of sucks.

For Steam Workshop specifically, I don’t know.

If Taffer is MIA, I plan to port Vanilla-Spice Revised to the Steam workshop - all the features and fixes here plus a handful more that tweak vanilla creatures without affecting their (future) art assets.

I'm not sure if I'll want to support my work on the workshop, even if I do have more releases. I appreciate your work on Vanilla-Spice Revised.
« Last Edit: November 21, 2022, 09:48:50 am by Taffer »
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Xen0n

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #486 on: November 28, 2022, 03:47:59 pm »

I understand that it's still under consideration whether to update DF Revised for the Steam release of DF, but I was curious about the current compatibility / integration with Sver's DF Combat Reworked? I see that both mods incorporate some features from each other, and at one point Sver's DF Combat Reworked recommended installing it alongside DF Revised, but am not clear how much of that info is still up to date and whether both mods should / shouldn't be installed together?

Either way thank you for making this mod, it's exactly the type of thing I am always looking for: some bug fixes, some balance adjustments to things like combat, and fleshing out some things that "make sense" like using chitin for crafts, etc. but without straying too far away from the vanilla "feel" or getting overpowered.
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flyteofheart

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #487 on: December 18, 2022, 11:31:47 pm »

Hi Taffer,

Iv been using your tile set and vanilla mod for probably as long as you've been making them haha, I think I got the tileset in particular many many years ago and couldn't play DF any other way. I am legitimately depressed that the game has graphics set now and I can't use your beautiful tiles or let your beautiful descriptive words carry me through the game. Il get over it but it's a real feeling.

If you don't update the descriptions at least I will probably have to find a way to update it myself for personal use later!

Just wanted to pop in and say thanks and remind you people love your work. The tilesets and the mods. If you ever do update il be first in line
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Encrusted with fried bread and menacing with spikes of coconuts
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Igfig

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #488 on: January 05, 2023, 08:20:04 pm »

I've found myself getting back into DF recently due to the Steam release, and I am tickled downright pink to see that a direct descendant of my original Modest Mod is still going strong after all these years. It's really incredible to see all the improvements that you—and Button, LargeSnail, Warlord255, Sver, and all the other contributors—have put into it since I retired from the scene.

Keep up the great work!

Vagabundo

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #489 on: January 19, 2023, 06:53:35 am »

Very little changed between now and the last update of 47.04 to 47.05 besides the following on file, so it should probably be fine if carefully transferred without issuing a entirely new release, but of course a new mod publication would be more straightforward.

Code: [Select]
Auxiliary file changes for 0.47.05:

creatures
grasshopper gets [VERMIN_GROUNDER]
leopard geckos don't have sticky feet - removed prefstring

Id like to use this with LNP. I tried adding it and got a merge conflicts pop-up, but with no information what they were, I assume the elements you mentioned above.

Any idea how I could find and update these? Ihandy enough with a text editor but not sure how the whole moding system works.
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flyteofheart

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #490 on: January 20, 2024, 03:51:05 pm »

Hi Taffer,

If you ever see this I have ported all of your creature descriptions and some of your edits :)  I plan on porting more of the features as modular mods.

https://steamcommunity.com/sharedfiles/filedetails/?id=3143767330

If you ever want to take over just let me know. Also anyone else feel free to work off this base. Porting to steam workshop is a huge pain.
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Encrusted with fried bread and menacing with spikes of coconuts
living the dream

Taffer

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #491 on: January 27, 2024, 06:34:16 pm »


I've found myself getting back into DF recently due to the Steam release, and I am tickled downright pink to see that a direct descendant of my original Modest Mod is still going strong after all these years. It's really incredible to see all the improvements that you—and Button, LargeSnail, Warlord255, Sver, and all the other contributors—have put into it since I retired from the scene.

Keep up the great work!

Kind of embarrassing that this is one of the last messages in the thread...but I'm happily "retired", unfortunately. It was going strong, at least. For a few years.

Hi Taffer,

If you ever see this I have ported all of your creature descriptions and some of your edits :)  I plan on porting more of the features as modular mods.

https://steamcommunity.com/sharedfiles/filedetails/?id=3143767330

If you ever want to take over just let me know. Also anyone else feel free to work off this base. Porting to steam workshop is a huge pain.

I like the cut of your jib. Keep it up. I once took a week's vacation just to focus full-time on the descriptions, and that represented only a tiny fraction of the amount of time I spent on it. Mostly editing, over and over.

Glad to see it's being carried forward. The descriptions in particular I was proud of.

From your reddit announcement: "They provided blanket permission for this on their thread on bay12 here" -- I'm he/him. :)
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Button

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Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« Reply #492 on: February 06, 2024, 12:00:37 am »

I'm currently working on a Steam port of the plant raws and associated reactions from the regular (not Accelerated) Modest Mod, which I'm planning to release under the title Modest Plants. Based on a cursory look at the raws on gitlab, this seems to be very similar to the plant raws from Revised, with the exception of Revised giving healing properties to good-aligned grass. So, if you can do without the magical healing grass, you can consider that checked off the list.

(I just cannot deal with vanilla Dwarf Fortress seedpods. Why do we even harvest seedpods, if we can't open them for the actually usable seeds within? Why can we plant imported beans in our farm plots, if all they give us is unusable seedpods? Why do we live? Just to suffer?)
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
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