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Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 106620 times)

Ivan Issaccs

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #105 on: February 07, 2013, 12:39:36 pm »

Im pretty sure you can make steel toolkits at one of the forges, craftmans forge or something.
But on the subject of forges, their seems to be too many industrial buildings that do the same job, an update on page one describing the functions of various buildings would be fantastic.
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.

chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #106 on: February 21, 2013, 09:56:46 am »

Just giving this a try today. Really enjoying it so far. Great work!  :D
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Carch

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #107 on: February 23, 2013, 06:42:44 pm »

maybe an idea for a new type of caravan. an adeptus mechanicus transport? or... add them as a rare caste who have an easier time with some of the more advanced technologies? (but problems with the rest).

just an idea from someone who's a big fan of the adeptus mechanicus. and one who'll defiantely enjoy this mod when he gets the time to play it.
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Carch likes steel, tin, pewter, sharks for their sharp teeth, dragons for their possessive nature and magma smelters for their warm glow.

Adultratedhydra

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #108 on: February 24, 2013, 03:39:54 am »

Depending on how heavily your going with the 40K theme here, perhaps you could replace the HFS with a Necron tomb of some sort?

My knowledge of overall modding is lax and someone with more knowledge of it than myself would have to tell you if it was possible to influence demon types found in there.
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Liber celi

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #109 on: February 24, 2013, 05:17:27 am »

Found some time to play again. And guess what I found?

Bugs~
Spoiler (click to show/hide)

Somebody asked for a smithing overview? Note that I am in no way affiliated with the modder(s), and can't guarantee that list is correct.

Craftsman's Forge - Tools & Blocks - Blacksmith and Metal Crafter(most crafts) - Note: Chains use the Blacksmith skill
Hiver's Forge - Tools & Blocks - Weaponsmith and Metal Crafter(gun parts) - Note: The only place for heavy gun parts
Armourer's Workshop - Tools - Armouring - Note: Studded Leather is basically Chainmail, protecting shoulders etc.

Machine Assembly Area - Metal Torch - Mechanic(produces advanced tools for the workshops down the list)
Stamping Press- Stamping Press - Metalcrafter(?)(produces auto weapon receivers in bulk)

Metal Lathe - Metal Lathe & Blocks - A Hiver's Forge that needs less metal
Plasma Lathe -Plasma Lathe & Blocks - A Metal Lathe that needs no fuel
Plasma Crafting Lathe -Plasma Lathe & Blocks - A Plasma Lathe, but for the Craftman's Forge

Armour Shrine - Armour Schematics - Armourer(repairs salvaged power armour)

Note that the Plasma Workshops need the correct blue prints. I did exclude the Prometheum Refinery and the gun making shops, mostly because I am not sure about their exact  functions. Also note that there are a small bugs everywhere.

PROTIP: Embark with at least a hundred piles of junk. Just... trust me on that one, alright?
« Last Edit: February 24, 2013, 09:20:30 am by Liber celi »
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Carch

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #110 on: February 25, 2013, 01:04:38 pm »

I don't know if anyone else has problems growing ghost fingers, but mine.. well. they grow. and then they.. disapear. in a sense. since the resulting crop (once harvested) seems to have no name. no weight. no value and no use.
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Carch likes steel, tin, pewter, sharks for their sharp teeth, dragons for their possessive nature and magma smelters for their warm glow.

Liber celi

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #111 on: February 25, 2013, 02:20:08 pm »

Replace the entry for ghost fingers in plants_underhive.txt with this one:
Spoiler (click to show/hide)
I don't remember what the exact bug was. It works with savegames, too
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tahujdt

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #112 on: February 25, 2013, 08:33:24 pm »

It's missing a material template.
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Carch

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #113 on: February 27, 2013, 07:56:56 am »

yep. that fixed it. is it just me or is the amount of dome floor rather excessive. I mean.. so far.. the deepest I've managed to go is two levels when two slag veins happened to intersect. I understand the drive to limit space and materials.. but.. well. still want to be able to dig. you know?
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Carch likes steel, tin, pewter, sharks for their sharp teeth, dragons for their possessive nature and magma smelters for their warm glow.

chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #114 on: February 27, 2013, 08:07:25 am »

I found it helped to choose a "Little Soil" region. Below that you get nice diggable... well, crap, but that's what we're after  :)

I've had a dig about and managed to fix the rust, ghost fingers and brass bugs myself, and I made Hydrogen a liquid so it doesn't keep disappearing. (If anyone else has a better solution than that I'd appreciate it, it's nearly impossible to get anything useful done cos everything demands Hydrogen.) Cremate Vermin never seems to produce any ash, which is sucky given the incredible amount of rat corpses around - I might have a poke at that next. Actually, now I think of it, this is Necromunda - Ratburger should definitely be a staple food for gangers, surely? Some kind of vermin-meat->edible meat process in the Butcher or Kitchen.

In fact I may go ahead and do that myself, I'm getting to quite like this whole modding lark.
« Last Edit: February 27, 2013, 08:13:16 am by chalicier »
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stormcry0

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #115 on: February 27, 2013, 09:07:30 am »

Thaks for the hotfix in the plant, will replace it.

In the other hand, you can try my soils remake in page 7 (I think) Is similar to the original (Since I have no connection to Mr.Zimmer and don't want to change what he have done) But after many tests I can ashure you it will be challenging but no impossible or a rage-filler

Spoiler (click to show/hide)

Damn, I forgot about the ratburgers! I have to read again all the kal Jericho comics to find more things like this... Also I support this, do it please! Ma ratskinz (made 'em playable in Fortress mode) wantz burgars!
« Last Edit: February 27, 2013, 09:45:54 am by stormcry0 »
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #116 on: February 28, 2013, 08:17:55 am »

Annoyingly, the material tags for the kind of creature don't seem to be reproduced for vermin refuse the same way they are for meat, unless I'm doing something wrong (which is quite possible). So I'm getting "animal leather chops" which is rather peculiar. I may have to use a specialised edible "inorganic" the same way the mod already does for offal.
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Meph

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #117 on: February 28, 2013, 08:25:12 am »

Quote
Annoyingly, the material tags for the kind of creature don't seem to be reproduced for vermin refuse the same way they are for meat, unless I'm doing something wrong (which is quite possible). So I'm getting "animal leather chops" which is rather peculiar.

Thats normal. When I use vermin in my kobold test fort, bog crawlers give chitin chop. Its still edible though and is stockpiled with the rest of the food.
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #118 on: March 02, 2013, 12:44:26 pm »

Quote
Annoyingly, the material tags for the kind of creature don't seem to be reproduced for vermin refuse the same way they are for meat, unless I'm doing something wrong (which is quite possible). So I'm getting "animal leather chops" which is rather peculiar.

Thats normal. When I use vermin in my kobold test fort, bog crawlers give chitin chop. Its still edible though and is stockpiled with the rest of the food.

Yep, confirmed. Very handy, that.

With regards to the prometheum collection bug, as a quick test changing the token name of the "RAW_PROMETHEUM" to "CLAY" allows the game to recognise it for zoning. Since the game has no actual clay, that seems to resolve that problem.
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stormcry0

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.5
« Reply #119 on: March 03, 2013, 11:00:26 am »

Bump

I'm officialy requesting a spot in the development of this mod since I want it to be great and I don't have the time to keep working in my own (gears of war fortress, wich is harder than edit an existing mod) And I want to bring the 41millenium to DF

In the other hand, and for my own use (for the moment) Can anyone who had made an edit in the raw post it.

Finally, I'm going to wait a couple of days and then post a compilation of user fixed bug, unfixed bugs and ideas to add to the mod.

In the end, if I'm not accepted in the mod working team at least we will make it very easy to Mr. Zimmer the work of knowing what is bad in the mod.

(Personal thought: As far as I know when a hiver picks-up a heavy stubber/flamer It transform into an unique unit, in a were-wolf transformation way, maybe thats why it regens life, because is a new entity ingame. Also, IMO We need to simplify a little bit the workshop's industry in the sense of fewer buildings to construct)

PD: I'm working into making the ash-wastes diggable without making it too easy, is not hard, but it takes me time because of the world making and choosing different sites of embark every time to test it properly. My idea is to revamp the soil system (as soon as I get allowed) To make it closer to the world in the hive-worlds ('Cause the ash-wastes are usually outside of the hive not in it)
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