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Author Topic: (Old Post-Apocalypse thread).  (Read 217771 times)

Deon

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Are you sure there's a path or nothing else prohibiting access?

Try job manager? It could be DF pathing problem with custom reactions.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

guspav

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Actually the pile is sitting next to the scrapyard and yes, using the manager seems to work, but without a manager it doesn't there's one little bug I think!
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Deon

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Yeah, it's DF bug, I don't know if Toady plans to fix it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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guspav

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Oh well, I guess that as long as there is a relatively easy work-around it isn't all that serious.
Great mod, by the way!
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Deon

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And success!



I am tired tonight, do you want me to release the current version or should I sleep and release it tomorrow after I finish adding nightkin and enclave?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Ah whatever, it won't hurt.

0.99e
- Fixed "unknown toolbox" from scavenging: it now correctly produces "unknown sealed container".
- all creatures now leave "generic" leather: leather/exotic leather/tough hide/chitin/tough carapace. You can also tan all reptilian scales now.
- PA made from iron is called "reinforced power armor"/PA made from steel is called "plasteel advanced PA".
- Attack with an assault rifle now indicates a stab "with a bayonet" in the combat text.
- Added ripper crafting to tinker's workbench: it requires knife, wiring and mechanism (no powercell, hand-pumping power like in some flashlights).
- Added "make copper wiring" to tinker's workbench.
- Added "make iron nails" to tinker's workbench.
- Replaced green glass with scrap glass in scavenging (melt it into green glass in the kiln).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Pokon

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Huzzah! Time for the 'gator farms to be built!
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A vile force of dark'ness has arrived, led by their champion Ebony Dark'ness Dementia Raven Way.

JediaKyrol

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so are you using the material force multipliers to make tough hided animals tougher?  or is it just a naming change for hide drops?
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Deon

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Tough hide is actually tougher, I changed the material stats. Same with carapace (which is a tougher chitin). It's not a big help against metal weapons, but it helps against bites/punches a lot.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Lecksand

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Looking at its cost, is it safe to assume exotic leather is between leather and tough hide in effectiveness?
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Deon

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No, it's just fancy :).
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TomiTapio

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I agree, I also wish we could have more workshops which require power :(.
Let us have chemistry shop mk 2 and mk 3, and both require power cells / fission batteries / cardy batteries (people dont know anymore what a car is.)
Ore: RUSTY CARS BURIED IN SOIL.
Maybe... invention/tinker shop mark 2? Need 2 metal toolbox, power cells, glass vials, jugs... no?
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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

Lecksand

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One thing I noticed is that, even with the [VERMINHUNTER] tag, regular iguanas don't appear to actually hunt vermin. Haven't tested this with other varieties of iguana.
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Deon

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My iguanas hunt vermin all the time... Are you sure they can reach them?
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Lecksand

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Strange. Might just not be pathing towards the vermin. I'll keep an eye on my iguanas for a while to make certain.

EDIT: Started test fort on freshly downloaded graphical version. Embarked with 20 iguanas, 10 of each gender. Iguanas ignored most vermin completely, pathing on top of them at several points. After one month, the only dead vermin was one pond turtle.
« Last Edit: April 17, 2012, 04:03:29 am by Lecksand »
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