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Author Topic: Saurian Civilization Mod v1.6 - Now with insane crafter loss prevention!  (Read 4678 times)

milo christiansen

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From the readme:

Saurian civilization mod

Saurians are a small (size 20000) reptilian race of swamp dwellers with mildly venomous bites (causes pain).
Saurians cannot dig stone and so they get the little metal they use from their hated foe, the goblins, or from trade.

What follows is an overview of the stuff I added/changed.

Plants:
Spoiler (click to show/hide)

Major Materials:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)

Castes:
Spoiler (click to show/hide)

Tips:
Spoiler (click to show/hide)

Install:
   To install just drop all files (except this readme) into your raw/objects directory and generate a new world.
   Uninstallation is much less trivial, your best bet is to delete your raw folder and replace with a fresh copy.

Special thanks to the makers of:
   Masterwork
      The raws make a great place to look when you want to know how something is done.
   Kobold Camp
      The original idea to make a civ that can't dig stone came from here.
   Dwarven Lamination
      The whole lamination idea came from here.
   Expanded Glazes
      My glazing system was inspired by this mod.

BUGS:
   Not really a bug, but I am not happy with how glazing works. If anyone has any sugestions for a better way to handle this please speak up.
   
   Please report any (other) abnormal behavior.
   

Change Log:
Spoiler (click to show/hide)

Download
« Last Edit: May 20, 2013, 12:49:15 pm by milo christiansen »
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milo christiansen

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Re: Saurian civilization mod
« Reply #1 on: April 18, 2013, 09:53:29 am »

Now updated, see first post.
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milo christiansen

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Re: Saurian civilization mod
« Reply #2 on: April 23, 2013, 06:31:34 pm »

A little feedback would be nice.

Some of the reactions/buildings I used for this mod are going to be used (in much modifyed form) in a dwarf mod I am making so it would be nice to know what everyone thinks.
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Zavvnao

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Re: Saurian civilization mod
« Reply #3 on: April 23, 2013, 06:58:01 pm »

yay! lizardy guys to play as in df. :D Its nice to find another option than replacing the race in every entity with reptile men (who still act like dwarfs, elves, humans, etc.)
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Hugo_The_Dwarf

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Re: Saurian civilization mod
« Reply #4 on: April 23, 2013, 08:11:49 pm »

looks like an alternative universe for Kobold Camp, Quite interesting
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milo christiansen

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Re: Saurian civilization mod
« Reply #5 on: April 29, 2013, 10:16:52 am »

Suggestions welcome :)

I have a few things I want to add yet but the next update (coming in a week or so) will probibly be the last for a while.
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Zavvnao

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Re: Saurian civilization mod
« Reply #6 on: April 29, 2013, 06:19:58 pm »

are there secrets the saurians can have? like shaman/witch doctor or druid stuff in contrast to necromancy? Its fine if that is not added.

And do their forest retreats show up on maps? it did not with the Ironhand or Phobos graphics.
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milo christiansen

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Re: Saurian civilization mod
« Reply #7 on: May 02, 2013, 11:51:12 am »

Now updated! Check first post.

are there secrets the saurians can have? like shaman/witch doctor or druid stuff in contrast to necromancy? Its fine if that is not added.

No special secrets, at least not in this version :p

And do their forest retreats show up on maps? it did not with the Ironhand or Phobos graphics.

I have no idea, I assume they do but you know what they say about assume... I'll check.
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milo christiansen

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Re: Saurian civilization mod 1.3 - Now with magic!
« Reply #8 on: May 07, 2013, 10:37:06 am »

Now updated, see first post.

And do their forest retreats show up on maps? it did not with the Ironhand or Phobos graphics.
I found one marked on the map of my testing world but it was in yellow instead of the light green it was supposed to be :-\

This is likely to be the last release in a while as I have more-or-less added everything I wanted. Suggestions are still welcome!
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milo christiansen

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Re: Saurian civilization mod 1.5 - Metal is back!
« Reply #9 on: May 15, 2013, 05:44:01 pm »

Now updated to 1.5

1.4 was skipped, I had it all packaged up and ready to go but never got around to uploading it.
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milo christiansen

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Re: Saurian civilization mod 1.5 - Metal is back!
« Reply #10 on: May 20, 2013, 12:49:04 pm »

Updated to 1.6.
If you where happy with 1.5 and do not want to regenerate your world, the only fix you really need is the one for the water steel reaction. Just copy "reaction_smelt_saurian.txt" into your save's raw/objects folder.
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milo christiansen

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If you use the "reinforce leather with wire weed" reaction make sure you use stockpile links to stop it from using the same piece of (already reinforced) leather again and again.
This will be fixed in 1.7 (as soon as I find enough problems to make a 1.7 worth my time)
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Hugo_The_Dwarf

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I'd suggest use some Reaction Class, unless so normal Leather is [REACTION_CLASS:LEATHER_NORMAL] and the new leather is [REACTION_CLASS:LEATHER_REINFORCED] and your reactions have

[REACTION:REINFORCE_LEATHER]
[REAGENT:a:1:SKIN_TANNED:NONE:NONE:NONE][REACTION_CLASS:LEATHER_NORMAL]

this will make it take all normal leathers an not the new leather.
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milo christiansen

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That's what I did :) I plan to add some more stuff and then I'll push that change allong with the rest as 1.7

Thanks :)
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milo christiansen

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The saurian mod is now part of Better Dorfs
So no standalone 1.7 after all.
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