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Author Topic: Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff  (Read 45482 times)

Splint

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Splint's Vanilla Expanded Mod v10.1 - Bug fixes and other stuff
« on: November 25, 2020, 11:53:15 pm »

=]S[= VANILLA EXPANDED =]S[=
A relatively minor mod.

Download the v50.01+ release Here

Download the last v47.05 release Here

Before anything else, if you notice some major flaw in anything in the mod, please let me know so it can be fixed quickly as possible.


Hello, and welcome to the Vanilla Expanded mod!

This mod is one that aims to add new creatures, fill in missing ones, or add new content to the game without being too extreme or doing anything too crazy.

As with my utility mod, everything is modular, and as few new materials as possible are added for maximum compatibility and end-user customizability, but at the end of the day the main name of this game is adding things to the game that wouldn't feel too out of place in a vanilla game and balance tweaks here and there. In theory, everything should presently work fine. The creatures work and appear in Arena mode, and some testing has shown other things to work as well (weapons appearing, creatures popping up being a menace, that kind of thing,) so unless there's some glaring flaws it should work.

It includes elements from the following mods, repaired where needed or given new descriptions, tweaks to biomes, and so on and are all used with permission. PLEASE NOTE SOME LINKS MAY NO LONGER WORK DUE TO A DFFD OUTAGE IN LATE 2022.
Nature+, by Lurksquatch (creatures, inorganics)
Civilization Forge, by Mephansteras (creatures, plants, and inorganics)
Arctic Additions, by Malecus (creatures and plants)
Sver's Combat Overhaul, by Sver, et al (tissue revisions)
Mostly Mythical Monsters, by IndigoFenix (whatevermancers)
Domestically Bred Dwarven Beasts v1.2, by vettlingr
Splint's Prehistoric Creature Pack, by yours truly (creatures, pls don't download this, it's in rough shape)

ZM5 also provided a ton of assistance in repairing things from nearly all of the mods.

So what does this specifically add? Well, while you can read the readmes individually, I know some folks aren't liable to do that. So here's that information here as of v1.

Spoiler: Vanilla File Changes (click to show/hide)

Spoiler: New Entity items (click to show/hide)

Spoiler: New Creatures (click to show/hide)

Spoiler: Changelog (click to show/hide)

I hope you guys enjoy the mod, such as it is, and do let me know if something's gone wrong!

If you have suggestions on things to include that aren't too crazy, feel free to pop those in too.

NOTE: V9 Has seen the mod receive a massive reorganization to make things more modular, easier to sift through, and easier to update. Hopefully it works out.

Splint

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #1 on: November 25, 2020, 11:55:18 pm »

Reserved post in case I need it, though I doubt I will.

Enemy post

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #2 on: November 26, 2020, 12:59:33 am »

Congratulations on the release!
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Splint

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #3 on: November 26, 2020, 01:21:07 am »

Congratulations on the release!

Why thank you! Took a little longer to get out than I would have liked, and I forgot the centuars, but hey! Better late than never right?

ZM5

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #4 on: November 26, 2020, 08:43:27 am »

Grats on the release!

Lurksquatch

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #5 on: November 26, 2020, 10:29:37 am »

Looking good! Congratulations!

Also, thank you ZM5 for correcting the many typos and errors in Nature+. I have never claimed to be good at modding, and I appreciate the time and effort it must have taken to make everything right.
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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #6 on: November 26, 2020, 10:40:00 am »

Real life scimitars have LESS contact area and do BETTER impact if slashing.

Maybe, I will use some parts of your mod, so, it is good (except too many creatures).
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Splint

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #7 on: November 26, 2020, 02:52:55 pm »

Real life scimitars have LESS contact area and do BETTER impact if slashing.

Unfortunately that's not how DF models it my guy. Lower contact puts it closer to being a piercing weapon such as a spear or pike, rather than slashing. It's why most of the edged weapons have such monstrously large contact areas for their attacks.

Quote
Maybe, I will use some parts of your mod, so, it is good (except too many creatures).

Hence why it's super modular: pick what you want, ignore what you don't.

Splint

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Re: Splint's Vanilla Expanded Mod v1 - Initial Release
« Reply #8 on: November 28, 2020, 12:48:30 pm »

Hey there boys and girls. I have a new version available for your enjoyment!

Big thanks to IndigoFenix for allowing the inclusion of his Whatever-mancers, from Mostly Mythical Monsters, to give some variety to the game's tower-building wizards. The overwhelming majority are based on extant spheres from the look and sound of them, and they play nice with vanilla secrets if you want some classic undead action on top.

So go and give it a download, and give it a spin. I'll include a transcript of the new version's changelog on the OP.

Splint

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Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« Reply #9 on: December 01, 2020, 12:20:54 pm »

Once again I bump the mod, this time with a bunch of new shapes, some tweaks to a couple vanilla plants, an adjustment to spears and pikes, and fixing some derps in a few entity files.

I had considered new plants, but decided against it since it could very easily lead me into making my own horrible biome overhaul mods.

Details are in the changelog under version 3, everything's nice and modular for the most part (there's some shape overlap with ZM5's stuff.)

Broms

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Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« Reply #10 on: December 04, 2020, 01:47:16 am »

Will dwarves actually drink from barrels of water/offer it to resting dwarves or does that behavior only work for buckets?
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Splint

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Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« Reply #11 on: December 04, 2020, 02:10:21 am »

Will dwarves actually drink from barrels of water/offer it to resting dwarves or does that behavior only work for buckets?

They will indeed drink from barreled water! However, it offers no mood buffs. So while more or less free (only needing a log and a barrel,) it's only good for keeping your dudes alive, not happy, and making winter freezes less of an issue if you favor above ground or otherwise slow-burn playstyles.

Splint

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Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« Reply #12 on: December 07, 2020, 08:15:55 pm »

Hey boys and girls, got another update for you. This one's fairly substantial compared to the others, as it includes a new mod's content, courtesy of vettlingr!

Unlike the others, I'll put a copy of the changelog for this version for you all, though it's still on the OP.

The Errorlog isn't throwing anything, so in theory as usual everything should work fine, but please let me know if something is missing or not working correctly.

Code: (Version 4) [Select]
ENTITIES
A bunch of entity files sporting the long armors for those of us, myself included, who are lazy, along with Lands of Duality support.

PLANTS
A bunch of new plants to liven up good, evil, cave and savage biomes. Nothing crazy though, just some more unique plants for those environments.
- Implemented Mephansteras' Silverwoods and Devilwoods for funsies. These trees have very valuable wood, making them good targets for a specialist wood industry.
-- The devilwood tree is renamed to demonbark tree, to prevent confusion with the Devilwood creature.

CAVERN
- Chimestalk: A plant that makes a windchime-like noise in the presence of moving air. Can be found in the lower depths of caver 3. Can be milled in valuable silver dye, eaten raw, or brewed into chimewine.
- Cave Potato: A plant with tuberous growths and a pleasantly creamy texture found in all layers. Small chance to induce enjoyment in the eater, and can be brewed in dwarven vodka.
- Magmavine: A glowing, warm-to-touch vine found in the deep caves. Cane be brewed into valuable blazing tonic, which induces feelings of eagerness and enjoyment in the drinker. The vines can also be eaten, but have a chance of making the consumer feel displeasure from the heat of the vine's flesh.

SAVAGE
- Rattleberry: Found in savage forests. A berry resembling a rattlesnake tail, it's as valuable as whip vine and can be brewed into Rattler.
- Shake-corn Shrub - Found in savage wetlands and forests. Grows relatively quickly like plump helmets, but often causes feelings of bordom due to their bland taste.

GOOD
- Moonfruit Tree: Good biome tree, found anywhere that isn't freezing, mountainous, or desert. The fruits are more valuable than average, and will often cause feelings of delight when consumed. Fruit can also be brewed into Moonlight, a drink as valuable as Sunshine.
- Twisthorn Plant: Good wetland plant resembling a unicorn's horn. Can be cooked, brewed into Twisthorn Brew, or milled into valuable cream dye.
- Shimmerweed: A whispy stalk that can be eaten raw or cooked, and grows relatively quickly like plump helmets anywhere. Like Cadaverberry stalks, they tend to leave the consumer kind of annoyed due to their unpleasant paper texture when moistened (such as while being chewed.)

EVIL
- Cadaverberry Stalk - Evil grassland, savanna, and tundra plant.  Grows relatively quickly like plump helmets, but has an unpleasant sandy texture that often leaves the consumer feeling mildly annoyed.
- Purple Chokevine - Evil wetland and forest plant. Can be brewed into Chokewine or milled into valuable purple dye.

INORGANICS
- Bog Iron: Has a chance to be found in small clusters or veins in non-sand soils and in veins in sedimentary layers. They're an ore of iron. Frequency isn't above 50 on any of them, so while a good chance, it's not a certainty.

EDITED VANILLA FILES

creature_standard
- (By ZM5) Bronze colossi have received a number of new castes, sequestered in their own version of the standard creature file. They consist of the following metals.
-- Copper
-- Bronze
-- Silver
-- Iron
-- Lead
-- Gold
--- (By Splint) They have otherwise received a small description change.
- Beak Dogs now have natural discipline (3) and can be trained as war or hunting animals.

creature_subterranean
- Purring Maggots can now be found in layer 1, allowing dwarven milk to be purchased and more easily obtained.
- Iron men have received a small description change.
- Fire Men and Fire Imps have had their emission attacks nerfed so they're less of an instant death encounter.

creature_next_underground
- Gabbro and Amethyst men have received a small description change.

plant_new_trees
- Abaca and bannana trees now have wood, allowing them to spawn properly. It's a bit janky, but better this than unobtainable products.

creature_insects
- Bumblebees can now be hived. I was debating on just removing hive products entirely, but this accomplishes the same goal.

CREATURES
- Copper, Lead and Silver Men: Mountains, Layers 1 and 2.
- Bronze and Gold Men: Mountains, layers 1 through 3.
- Sunstone, Bloodstone, Mudstone and Slate Men: Layers 1 and 2.
- Topaz, Jade, Obsidian and Basalt Men: Layers 2 and 3.
- Surface Mud Men, referred to as Bog Men, can now be found in savage wetlands.
- Surface Fire Men, referred to Inferno Men, can be found in savage deserts.
- Barghests: Large evil wolves found in the same biomes as normal Gray Wolves. Highly likly to be used by evil civs.
- Boglings: Savage neutral grimelings, smaller in size but greater in numbers.
- Fenlings: Very large good-aligned grimelings. They can smash apart many artificial structures.
- Sumplings: Cave grimelings. Slightly larger than a human and able to break lighter structures.

The new metal men share their gas reaction with the Iron man, but I might change that in the future if there's interest.

Additional Nature+ content

METALS
- Mercury. Produced at the kiln. In keeping with DF tradition it's basically a useless extract, but very valuable.

REACTIONS
- Cinnabar roasting. Done at the kiln by a furnace operator. needs a unit of fuel.

INORGANICS
- Luminous Stone: Renamed to simple Flarestone. Found in metamorphic layers in veins.
- Float Stone: Space removed, known as Floatstone. Found in metamorphic layers in veins and sedementary layers in small clusters.

New Mod Inclusion - Domestically Bred Dwarven Beasts, by vettlingr!
These have received some minor tinkering from me to make them more widely avilable, but they have a very high chance of being domesticated by dwarves, as well as those who live near the appropriate biomes. Most can be found in the mountains, and cavern layers 1 and sometimes 2.

I've also fiddled with many descriptions, since my edition is likely to be used by non-dwarves who can access the caverns.

- Grouse: Found in Mountains and Layer 1.
- Bittern: Found in Mountains and Layer 1.
- Badgerwolf: Found in Mountains and Layers 1 to 3.
- Shrewdog: Found in Layers 1 to 3.
- Stygian Otter: Found in layer 1.
- Bristleback Found in Mountains and Layers 1.
- Slothbat: Found in layers 1 and 2.
- Molebeast: Found in layer 1.
- Shoveldon: Renamed to Spade-tusks. Cavern Layers 1 and 2.
- Aquifer Turtle: Renamed to Cave Turtles. Found in Layers 1 to 3.
- Copperwyrm: Found in Layers 1 to 3.
- Snow Goat: Can be found in Savage Mountains, Tundra, Glaciers and Taiga. This one is considered an exotic pet as a result.
- Wooly Ibex: Can be found in Mountains and Layer 1.
- Fortress Aphid: Renamed to Crag Aphids. Found in Layers 1 and 2.
- Lockspider: Found in Layers 1 and 2.

deepfield

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Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« Reply #13 on: December 10, 2020, 06:44:33 pm »

Really enjoying the extra additions that don't seem out of place at all. Amazing job!

I came across a double : in the CASTE_NAME token in creature_surface_ex.txt that was causing Short Horses to show up with the "nothing" label.
Code: [Select]
[CASTE_NAME::short horse:short horses:short horse]
Figured you would want to know for future updates. Is this the right place to let you know about them as I come across things?
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Splint

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Re: Splint's Vanilla Expanded Mod v3 - Shapes and Seeds
« Reply #14 on: December 10, 2020, 07:10:48 pm »

Shit, I thought I fixed that. Must've just thought real hard. <_>

But yeah, this is the place to report bugs, make comments, etc. I appreciate it.  :)

Glad you're enjoying the inclusions though!

EDIT: If you happen to have any ideas that won't feel hyper out of place, feel free to share them.
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