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Author Topic: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2  (Read 87749 times)

tahujdt

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #120 on: April 06, 2012, 09:10:59 am »

My exp. leader, who is crucial to the farming process, just went into a fey mood, and is demanding plant fibe cloth. Does that exist in this mod? If so, which plants?
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Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #121 on: April 06, 2012, 09:15:15 am »

It should be "plant fiber", which means any plant cloth.
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Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #122 on: April 06, 2012, 09:16:28 am »

A screenshot of my current Underhive Settlement.. mostly went for aesthetics, rather than efficiency.

Spoiler (click to show/hide)
WARNING its a big one
Wow, DAT TILESET!
I wanted something like this for my Wasteland mod but never made it. It looks BEAUTIFUL. Especially walls/doors.
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tahujdt

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #123 on: April 06, 2012, 09:17:40 am »

Yeah, but what plant gives that?
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Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #124 on: April 06, 2012, 09:22:27 am »

I guess any plant? Unless it comes from some "generic plant" used for something.

Also the tileset needs column tiles, those "O" look out of place.
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tahujdt

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #125 on: April 06, 2012, 09:26:31 am »

I meant, what is this mod's equivilant of pig tail or rope reed?
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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
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tahujdt

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #126 on: April 06, 2012, 09:26:56 am »

I meant, what is this mod's equivilant of pig tail or rope reed?
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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
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tahujdt

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #127 on: April 06, 2012, 09:59:36 am »

Two problems: One you need 5000.points for the included embark, and Two: you seem to have confused product amount and product demensions in reactions. For example, you have put 1650 as the product amount for the rockcrete to coke reaction. Because you have also specified PRODUCT_DIMENSION as 150, you are therefore producing 1650 bars of 150 units each, instead of eleven bars. Same thing applys to the other reactions. On the plus side, I now have.enough coke to last me forever!
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Quote from: MNII
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Destroid

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #128 on: April 06, 2012, 10:34:14 am »

Yep, the included embark is 5000pts, intended to be an easy mode as we have set everything up.  Our standard custom worldgen has 4000 embark points, but you can change it to whatever you would like.  We might simplify this, as a few people have been confused by the way we do this.

I'll look into those reactions, but probably won't get it correct and re-uploaded till next tuesday due to easter.

Waxroot should be the plant material he craves, it is used to produce thread and cloth.

Destroid

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #129 on: April 06, 2012, 10:43:00 am »

A screenshot of my current Underhive Settlement.. mostly went for aesthetics, rather than efficiency.

Spoiler (click to show/hide)
WARNING its a big one
Wow, DAT TILESET!
I wanted something like this for my Wasteland mod but never made it. It looks BEAUTIFUL. Especially walls/doors.


...


Also the tileset needs column tiles, those "O" look out of place.


Thanks Deon, I couldn't be happier with the work Suds does on the mod with us, it's always exciting when we get some new tiles.  With regard to those Os I agree but, I believe there is a technical issue with replacing them, I'm not sure exactly what as I don't fully understand the tile system.  Your own mod provided more than a little inspiration for us.

Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #130 on: April 06, 2012, 12:06:32 pm »

There's no technical issues, just replace the tile in the init file with the existing square wall.

In d_init.txt:
Code: [Select]
[PILLAR_TILE:'O']
« Last Edit: April 06, 2012, 12:10:17 pm by Deon »
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Baijiu

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #131 on: April 06, 2012, 12:44:06 pm »

Is there a reason why the worldgen is set to stop at year 25? Is it safe to try and gen longer worlds?
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Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #132 on: April 06, 2012, 03:03:20 pm »

Guys, I took your awesome "smoothed floor" and used it in Post-Apocalypse mod. Is it okay? If not, I will remove it ASAP, sorry for not asking first :).
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Dohon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #133 on: April 07, 2012, 04:16:34 am »

Just wanna pop in and say thank you for the youtube walkthrough. I got little spare time these days and it allows me to sample the mod a whole lot more. So, I'm looking forward to the next episode. :)
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Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.1
« Reply #134 on: April 07, 2012, 04:23:19 am »

My exp. leader, who is crucial to the farming process, just went into a fey mood, and is demanding plant fibe cloth. Does that exist in this mod? If so, which plants?

Painfully late, but the waxroot gives plant thread when processed at the farmer's shop.
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