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New scripts allows creature spawning. Which type would you like most? You have 2 votes.

Constructs: Mechanical/Steampunky Creatures, like Turrets, Landmines and Golems.
Fungi: Fungus-farming dwarves create Myconids, Slimes and Blobs.
Summoning/Conjuration: Demon and/or Elemental summoned at a magical altar.
Animate/Alchemy: Animate mud, stone, gems, metals, weapons or armor into "animated sword" or "mud golem"
Entymologist: Create giant insect versions, like Giant Spiders and Giant Roaches through mutation.
Heroes/Unique Super-Creatures: Hire well trained mercs or heroes of dwarven legend. Only one at a time. (Unsure if possible)
Something else (Please give more info about your idea)
Whatever you think is best, Meph. But rather towards new types. (Fungi/Demons/Animated things)
Whatever you think is best, Meph. But rather towards existing types. (Constructs, Colosseum)

Pages: 1 2 [3] 4 5 ... 9

Author Topic: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.  (Read 13199 times)

Etherdrinker

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@Meph, how is supposed to be my system? o-O

I used off course the DF folder you are providing.

Apani

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On Kobolds laying eggs: what if mothers, instead of children, gave birth to "eggs" (fake babies, that is), that would later "grow" into children?
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Meph

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Because dfhack works for me and everyone else I talked with. I cant break it by modding, its compiled code in a different folder. So either your install is faulty, or your use of dfhack, or your system/OS (linux/mac) doesnt work with the included scripts.

Apani: Then you would have eggs running around deconstructin walls, and really, they are mammals, where did you get the idea about eggs? This is DF, kobolds are dog-like.
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Apani

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Eggs should be babies, carried around by their mammas, not children. Or did you irreversly remove babies?

As for the eggs idea, you know, it's that little "food products" entry on DF Wiki.
http://dwarffortresswiki.org/index.php/DF2012:Kobold
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FengYun

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Great update, thank you.

One small and not really important question: why don't you update soundSense? There is r42 version available for a long time, but you are still putting version r40 into archives with the mod.
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Meph

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FengYun: Because I never noticed. Thanks, will be updated. And I am in a really foul mood, because that oh-so-great update already has 2 major bugs. Pottery is broken in non-default tileset versions, and the spawning script for creatures doesnt work. I have a second version in the download, called "spawn1", which works better, but the reactions call for "spawn". I want to facepalm a wall atm.

Apani:  :o The more you know... vanilla df kobolds do lay eggs. I didnt knew that, judging from the dog-like adjective I always assumed that they are mammals. The civ I made is certainly made of mammals, because egg-laying civs are broken, since female civ members dont claim nextboxes.
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Apani

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I was talking about a fake egg laying mechanic. I mean, replacing babies with eggs, so a mother carries eggs around until they grow into children.
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FengYun

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I wrote about soundSense before, but never mind.

I am reading the manual now and it is much, much better. The link to 'Dwarf Fortress/Quickstart Guide - Dwarf.html' in the file 'Dwarf Fortress/MasterworkDwarfFortress/repository/home.html' doesn't seem to work though: should be changed to 'Dwarf Fortress/Quick-Guides/Quickstart Guide - Dwarf.html'. And I guess, you have already been informed about this.

Major bugs are no big deal. We are always glad to install a fix or wait for v.3j.  :) Pottery not working in other tilesets is not a very big bug, in my opinion, and you have already posted how to fix it. Hope there is a way to fix the new spawning system. With the help of Warmist and Putnam's script and removing toolkits and sprites, the game would become easier to manage.
« Last Edit: September 12, 2013, 08:49:24 am by FengYun »
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ElenaRoan

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If I rename spawn1 to spawn will that work?
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Meph

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ElenaRoan: Yes. But their attacks probably only pass through, which is ok for wards, landmines and turrets and scarecrows, because they either dont attack or use interactions. Guardians are probably broken.

FengYun: In that case I am sorry. I note everything down in my eternal changelog.txt, which is 63 pages by now. Its probably still in there, I just havent gotten to that line. ;)

Thanks for the heads-up about the changed link-name.

Apani: I understood that. It could be done, even with proper graphics, but I think mother would still "cancel job - searching baby", the eggs would be listed as babies, and they need to be fed and given water... so while it is theoratically possible, I still stand with me idea of mammals. As you know that invading kobolds tribes even use different graphics, the kobold-camp kobolds clearly have fur and drooping dog ears and all that. ;)
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Apani

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I wish we could just be playing Kobold Cave. :-[
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Meph

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What do you mean by that?
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Apani

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Closest as possible to vanilla dudes.
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https://imgur.com/a/FmNzHhh

Etherdrinker

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Um Meph I use Win 7, so Is totally weird, unless something additional is needed for make it work, on command to activate it dunno

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

As you see,  using Windows 7 and I typing in the embark selector then in the same embark preparation screen, and is not working, Unless again, I need to do a additional step before type.


EDIT: At last figure it out, the problem was because I was using the Master Work simbol for the Dwarf Fortress Folder, and DF hack was no recognizing the path folder. I remove the characters and is working now, thanks for the response anyways Meph and thanks for your hard work!

Meph

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You need to type this before you get to this point... on the map before you press 'e'. Try startdwarf x, that works as well.

And saying that dfhack doesnt work it something completely different from saying that one script does not work. ;)
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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