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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 330178 times)

Deon

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It's a vampire type.

By the way, I was busy planning my next overhaul when I pulled that April Fools joke.

The castes will be gone as they are, and instead dwarves will be divided by "noble houses". You will be able to move them from house to house.

Current houses:
Code: [Select]
+ House of Anvil +
MINING
DETAILSTONE
MASONRY
DESIGNBUILDING
SMELT
FORGE_WEAPON
FORGE_ARMOR
FORGE_FURNITURE
METALCRAFT

+ House of Gears +
WOODCUTTING
CARPENTRY
BOWYER
SIEGECRAFT
SIEGEOPERATE
MECHANICS
OPERATE_PUMP

+ House of Hearth +
ANIMALTRAIN
ANIMALCARE
DISSECT_FISH
DISSECT_VERMIN
PROCESSFISH
BUTCHER
TRAPPING
TANNER
BREWING
MILLING
PROCESSPLANTS
CHEESEMAKING
MILK
COOK
PLANT
HERBALISM
FISH
WOOD_BURNING
LYE_MAKING
SOAP_MAKING
POTASH_MAKING
DYER
BEEKEEPING
SHEARING

+ House of Jewels +
WEAVING
CLOTHESMAKING
EXTRACT_STRAND
CUTGEM
ENCRUSTGEM
WOODCRAFT
STONECRAFT
GLASSMAKER
LEATHERWORK
BONECARVE
KNAPPING
SPINNING
POTTERY
GLAZING
PRESSING
WAX_WORKING

+ House of Steel +
AXE
SWORD
DAGGER
MACE
HAMMER
SPEAR
CROSSBOW
SHIELD
ARMOR
PIKE
WHIP
BOW
BLOWGUN
THROW
MELEE_COMBAT
RANGED_COMBAT
CONCENTRATION
DISCIPLINE
LEADERSHIP
MILITARY_TACTICS
COORDINATION
WRESTLING
BALANCE
BITE
GRASP_STRIKE
STANCE_STRIKE
DODGING
MISC_WEAPON
SNEAK
SWIMMING
TRACKING
SITUATIONAL_AWARENESS

+ House of Scrolls +
ALCHEMY
MAGIC_NATURE
DRESS_WOUNDS
DIAGNOSE
SURGERY
SET_BONE
SUTURE
CRUTCH_WALK
PERSUASION
NEGOTIATION
JUDGING_INTENT
APPRAISAL
ORGANIZATION
RECORD_KEEPING
LYING
INTIMIDATION
CONVERSATION
COMEDY
FLATTERY
CONSOLE
PACIFY
KNOWLEDGE_ACQUISITION
WRITING
PROSE
POETRY
READING
SPEAKING
TEACHING

There will be more, and some hidden houses.

Workshops will see an overhaul too.
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Deon

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Genesis Reborn 5.23



General:
- Dwarven castes are changed to noble houses.
- You can build Chapterhouse, currently cosmetic, soon with new caste changing options!
- Only civilized creatures need bones to be set/splinted. Animals and the like regenerate bones just fine.
- Timberyard replaces sawmill + furniture workshop.
- Fire/inferno/webbing spellbolts and blocks WORK.
- Bronze Centurion creation now affects a creature in the workshop rather than an operator. Get souls of your dogs! It means you can train those centurions now too.
Adventure mode:
- New building - adventurer's forge.
- You can smelt bars into ingots in smelting pits (and back if you need to).
- Forge weapons and armor in adventurer's forge from ingots.
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Meph

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Quote
- Fire/inferno/webbing spellbolts and blocks WORK.

Blocks? Could you post some more infos about that? I assume the spellbolts are itemsyndrome using ammo types, but what are fire/inferno/webbing blocks?

And nice one with the guildhouse, you were faster then me :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Putnam

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projectileExpansion on top of that.

Deon

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Quote
- Fire/inferno/webbing spellbolts and blocks WORK.

Blocks? Could you post some more infos about that? I assume the spellbolts are itemsyndrome using ammo types, but what are fire/inferno/webbing blocks?

And nice one with the guildhouse, you were faster then me :P
Blocks and spellbolts use Putnam's projectileExpansion.

Blocks are for catapults.
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Rumrusher

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man once I get Spawnunits to work with out crashing the unit upon creation(before it did that due to spawning too many now it crash on attacks) then I can see if it's possible to set up a 'golem' spawning system that will make golems units of a fort/companions.
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Deon

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I would be interested in working spawning, but it's already "working" well, because need of souls to make constructs is understandable. Looking forward to your success.
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Wilm0chimp

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Hey Deon I know this might be a dumb question, but in adventure mode do the non human races still have civilization sites you can visit? I know they were removed by Toady in vanilla pending future changes to adventure mode.
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Deon

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there're no "humans" in Genesis :). Multiple races use towns which you can visit.
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Trapezohedron

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Adventure Mode again.

Checked the Adventurer's Forge if I could do anything, and I found that there were no reactions. Having modded my copy of Genesis Reborn (TM) extensively, I tried the same thing again in Vanilla G.R, and same thing. I moved the rest of the reactions to the smelting pit, and there they were.

I believe you forgot to enable the advforge reactions?
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Thank you for all the fish. It was a good run.

Deon

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What do you mean by "enable"? I will test it, but there should be no need to "enable" it.
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Deon

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Herp/derp.

In building_adventurer.txt change BUILDING_FURNACE of adventurers forge to BUILDING_WORKSHOP. It may be a reason.
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Deon

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Yep, confirmed, custom furnaces don't work with advfort. For now change BUILDING_FURNACE to BUILDING_WORKSHOP on the adventurers forge.
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Goncyn

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I might be missing something, but I'm having trouble shearing goats and aurochs. The job cancelation says "no creature." Is there something I need to do?

Edit: I think I was just misunderstanding how shearing works. I expected animals I embarked with to be ready for shearing immediately, but from searching mantis, it looks like maybe I just have to wait until they have exceptionally long wool?
« Last Edit: April 03, 2013, 01:07:06 pm by Goncyn »
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Relicknowles

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Hello New to Genesis and figuring out most of it on my own trying not ask noob questions but i can not seem to get things built in adventure mode. It seems to designate the build but cant get it to actually build. i do ctrl+x select "build" Select "leatherworks" then hit numbpad5 and it designates but doesnt build it. have tried just keep hitting numbpad5 and tried it hitting numpad5 then numpad 0 many times but doesnt work. pls help lol

also just tried building walls,chairs and other workshops. i know its somthing i am doing wrong but not sure what. i have read the manual and think i am doing it right but obiously not. is there a youtube channel for tutorials for adventure mode genesis?
« Last Edit: April 03, 2013, 12:19:04 pm by Relicknowles »
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