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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 330317 times)

CptCrunchy

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is 5.27 compatible with 5.26 saves? I got really lucky on embark with a waterfall next to a cave
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Likes nether horror for their ability to turn people into eldritch horrors. Seriously, what is wrong with that dwarf.

Rainbows

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Could we have less frequent but bigger updates? You put out updates faster than i can generate new worlds.
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Deon

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Wrong gem and ore tiles? I will look into it once I am back at home, I am at work now.

It's a pretty new thing with the modloader, so expect a lot of small updates because I need to fix bugs which appear from the transition.

And 5.26 and 5.27 are save compatible, you will just miss new added features. Make sure to update savegames with the modloader button to fix graphical issues.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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5.28
- Fixed Phoebus mineral and vermin tile graphics.
- Only for Phoebus users, totally save compatible with 5.27 (click "update savegames").
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Tirion

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I can't find the Automaton Manufactory in the building list. Or in the entity_dwarf.txt file... I guess the line
   [PERMITTED_BUILDING:AUTOMATON_MANUFACTORY] is missing altogether.
Also, Alchemical lab shows no reactions whatsoever, due to typos in the reaction names- [REACTION:ALCHEMY_05] is not [REACTION:ALCHEMY_5].
« Last Edit: May 20, 2013, 05:18:23 pm by Tirion »
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Deon

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Wow, you are the first to notice it after such a long time (with alchemy lab), thanks a lot but how did nobody notice it before? :D
You are my new TomiTapio :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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5.29
- Automaton manufactory and alchemical reactions appear correctly.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Tirion

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Clockwork transformation doesn't work, at least not on a female dwarf of the house of hearth.
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Deon

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Oh derp, it only works on males. My error, sorry, I will fix it.

If you want to fix it yourself, change [CREATURE_CLASS:NOT_CLOCKWORK_MALE] and [CREATURE_CLASS:NOT_CLOCKWORK_FEMALE] to [CREATURE_CLASS:NOT_CLOCKWORK] in creature_civ.txt, and change CREATURE_CLASS:NOT_CLOCKWORK_MALE] to CREATURE_CLASS:NOT_CLOCKWORK] in inorganic_g_substance.txt.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Tirion

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"Urist McFemale Hearth has transformed into a clockwork" announcement followed immediately by "Urist McFemale Hearth has transformed into a dwarf of Hearth."

EDIT: scratch that, it's the same with males. The transformation isn't permanent, it appears to last only 1 tick.
« Last Edit: May 21, 2013, 10:19:45 am by Tirion »
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Deon

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Yeah, that interaction is wrong. Thanks for finding this out for me :D.

For yourself, it was

Code: [Select]
[INTERACTION:TRANSFORM_CLOCKWORK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:DWARF:CLOCKWORK]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:DWARF]
[SYN_CLASS:MALE_CLOCKWORK]
which won't work since MALE_CLOCKWORK is not a caste (originally I wanted to make distinct sexes for clockworks).

Change it to
Code: [Select]
[INTERACTION:TRANSFORM_CLOCKWORK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:self]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:BLOODSUCKER:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:5]
[CE:CREATURE:DWARF:MALE_REMADE]
[SYN_CLASS:\PERMANENT]
[SYN_CLASS:DWARF]
[SYN_CLASS:CLOCKWORK]

P.S. It's in interaction_houses.txt.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Tirion

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Won't that turn them into a male remade instead?
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Deon

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         [SYN_CLASS:\PERMANENT]
         [SYN_CLASS:DWARF]
         [SYN_CLASS:CLOCKWORK]

It's a part of autoSyndrome. It turns them into male remade temporary, and then into clockwork permanently.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Tirion

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...OK, with all the irritating raw duplications brought by the mod loader, I think I'll just wait for a release when you fix that. Even population caps, nickname settings and embark rectangle size keep reverting to their crappy default values whenever I use it...
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Spleenling

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May have found a bug

Playing adventure mode and I've just been sent to kill a MALE Succubus.
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