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Author Topic: (Old Post-Apocalypse thread).  (Read 219594 times)

Bodyless

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So you can now outfit your troops with power armor, rifles and chainswords? The warhammer mod is in another thread  :P
Great work anyway.
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Deon

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One odd thing I noticed while opening a medical crate and a military crate in the present, unedited version is that both times, an 'unknown toolbox' came out as a product of the crafting. Maybe a byproduct of not removing the toolboxes completely from the Inventor's Bench raws.
Strange, there's nothing about toolboxes there at all, I will test it.

Did you update an old save or start a new game?
« Last Edit: April 16, 2012, 02:52:25 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Lecksand

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One odd thing I noticed while opening a medical crate and a military crate in the present, unedited version is that both times, an 'unknown toolbox' came out as a product of the crafting. Maybe a byproduct of not removing the toolboxes completely from the Inventor's Bench raws.
Strange, there's nothing about toolboxes there at all, I will test it.

Did you update an old save or start a new game?

I started a new game. Now that I remember it, I did remove aquifers from stone/soil layers. I'm not sure how that would affect this, but you can never tell. I'm going to start a fresh 'test' game with 7 woodcutters/trappers to see if I can replicate the glitch on a fresh game.

EDIT: Tested last graphical version with the only alterations being intro and sound off. After about 8-9 opened crates, a medical crate produced an -unknown toolbox-.

« Last Edit: April 16, 2012, 04:53:00 am by Lecksand »
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Deon

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Code: [Select]
[REACTION:RESEARCH_OPEN_CRATE2]
[BUILDING:INVENTOR:NONE]
[NAME:open medical crate]
[REAGENT:A:1:INSTRUMENT:ITEM_INSTRUMENT_MED_CRATE:NONE:NONE]
[PRODUCT:100:1:BOX:NONE:INORGANIC:ALUMINUM]
[PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
[PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
[PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
[PRODUCT:20:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:DEPLETED]
[PRODUCT:5:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
[PRODUCT:20:5:PLANT:NONE:PLANT_MAT:med-x:PLANT]
[PRODUCT:80:1:CRUTCH:NONE:PLANT_MAT:oak:WOOD]
[SKILL:ALCHEMY]

What... No toolboxes here :D.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Lecksand

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Quote
[REACTION:RESEARCH_OPEN_CRATE2]
   [BUILDING:INVENTOR:NONE]
   [NAME:open medical crate]
   [REAGENT:A:1:INSTRUMENT:ITEM_INSTRUMENT_MED_CRATE:NONE:NONE]
   REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_TOOLBOX:NONE:NONE
   [PRODUCT:100:1:BOX:NONE:INORGANIC:ALUMINUM]
   [PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
   [PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
   [PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
   [PRODUCT:20:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:DEPLETED]
   [PRODUCT:5:1:INSTRUMENT:ITEM_INSTRUMENT_CELL:INORGANIC:CHARGED]
   [PRODUCT:20:5:PLANT:NONE:PLANT_MAT:med-x:PLANT]
   [PRODUCT:80:1:CRUTCH:NONE:PLANT_MAT:oak:WOOD]
   [SKILL:ALCHEMY]

Culled from the raws from the Post-Apocalypse + Graphics download. The non-graphical version might not have the unnecessary 'REAGENT:B:1:INSTRUMENT:ITEM_INSTRUMENT_TOOLBOX:NONE:NONE' in it. Though I'm not sure that sohuld be producing toolboxes in the first place, since it isn't between [] nor is it listed as a product.
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Deon

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It was removed, I just removed brackets so it does nothing.

Are you sure your SAVE raws are the same? :)
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Lecksand

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Just checked. Identical for the folder containing my main fort, and on the folder with the test fort.
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TomiTapio

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Guess DF must be guessing "any old instrument will do" when it sees the
[PRODUCT:10:1:INSTRUMENT:ITEM_INSTRUMENT_CULTURE_BOTTLE:INORGANIC:VIRUS_UNKNOWN]
culture bottle line, and outputs instrument:toolbox. Maybe that's why we use TOY_ instead.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

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That should not happen, because crates are instruments too. And they appear normally...

P.S. OH MY GOD! I forgot to define the "ITEM_INSTRUMENT_CULTURE_BOTTLE", so it takes the first random instrument, which is in this case a toolbox! Thank you very much, I wonder why didn't errorlog.txt spew out this error, I will fix it shortly.
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JediaKyrol

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In the 0.99d +graphics version The gold and silver reactions for the arc furnace are both named "smelt iron"...just a heads up.  Also, generator...nice

man...though...I still wish there was a way to duplicate wind/water-mills power production ability and pump/millstone power consumption
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Deon

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I agree, I also wish we could have more workshops which require power :(.

I will release an update tonight, I am adding nightkin and enclave.

They will both be skulking civs enabled late, enclave will wear power armor and nightkin will cloak. So they will be a lategame menace, not sieging but still causing trouble to keep you occupied.

Also I am adding additional behaviors, so nighstalkers will disapper and most animals will search for your food stockpiles now.
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firons2

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what i wouldn't give for this to be in the masterwork dwarf fortress mod
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Deon

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Huh? Masterwork is fantasy, this is post-apocalypse :D. Masterwork is not a Mixmod (even though it mixes stuff from a lot of good mods).
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firons2

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if it would make the game even moar awesome i would allow even space rockets
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guspav

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Maybe it's me, but I can't for the life of me scavenge scrap in the scrapyard in 0.99d, am I missing something? I have a whole pile of scrap logs but the scavenge scrap option is red.
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