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Poll

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)

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Author Topic: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.  (Read 13223 times)

Etherdrinker

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Nope that command was not working too, the trouble was the master work character in the DF folder as I told in the EDIT note. Hahaha

avee

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Hello.
I noticed some possible issues with ore system.
1. Lemonite is mined directly as Lemonite without "Lemonite bearing rock" stage. The same applies to Horn Silver and probably Magnetite (I haven't mined it yet in 3i).
2. Ore Processor lacks reaction for Tetrahedrite bearing rock. I believe, release notes stated that Tetrahedrite is removed but I can mine it in my 3i fortress. The same may apply to Copper bearing rock.


Otherwise, great update!
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Roses

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Slight, but important Creature Spawning Change
 - Thanks to a script done by Warmist (and altered by Putnam)
 - Removed toolkits and sprites, only changelings remain.
 - Removed decoys, because they were pretty pointless.
 - Scarecrows are now made in the Craftsdwarf, and can be made from shirt + hay or wicker.
 - Landmines, Turrets, Scarecrows, Guardians and Wards no longer need a creature to transfrom. You just run the reaction and a new creature will be spawned on the spot.
 - This is a test-run. If I get positive feedback I will replace (maybe) replace the Changelings, change Golem-Making, Colosseum Monster-Spawning, Megabeast Revival and add more magical units like Elementals or Animated Objects.
 - Even a sort of "Townportal" that spawns more civ-members, dwarves/migrants, would be possible.


Does this mean that you can now spawn creatures reliably without needing to change another creature into it?
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Meph

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Quote
1. Lemonite is mined directly as Lemonite without "Lemonite bearing rock" stage. The same applies to Horn Silver and probably Magnetite (I haven't mined it yet in 3i).
2. Ore Processor lacks reaction for Tetrahedrite bearing rock. I believe, release notes stated that Tetrahedrite is removed but I can mine it in my 3i fortress. The same may apply to Copper bearing rock.
No and no. Of course you are absolutely right, but you play with "simple minerals:off". You added them in by using this option. The changelog is about the default settings. :)

Roses: Yes. Warmist did write a script that works for dfhack r4, and putnam converted it to dfrack r3. It had a bug when I uploaded it, but just a few minutes ago he did send me the fix. You can spawn civ-members, pets and crazed/opposed to life creatures... no hostiles or foreign civ members.
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avee

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Quote
1. Lemonite is mined directly as Lemonite without "Lemonite bearing rock" stage. The same applies to Horn Silver and probably Magnetite (I haven't mined it yet in 3i).
2. Ore Processor lacks reaction for Tetrahedrite bearing rock. I believe, release notes stated that Tetrahedrite is removed but I can mine it in my 3i fortress. The same may apply to Copper bearing rock.
No and no. Of course you are absolutely right, but you play with "simple minerals:off". You added them in by using this option. The changelog is about the default settings. :)
Do you mean that "simple minerals:off" does not work correctly? I would expect "non-simple" minerals to be consistent with default ones.
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Meph

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I cant make them consistent atm, because I cant alter the UI. the minerals that are excluded in the default settings are still like they were before. I will port them to the new system once I update the settings.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Etherdrinker

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Spoiler (click to show/hide)

I yet not going that far in the game, in this new version but, are you sure you are not using a old save? Cause I remember the stables donīt appear till I begin new fresh with a new generated world.

SabbyKat

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Small bug list.

Using matrix (default) tileset, no alterations to raws or such, v.3I version.

~ Dragon Raptors still exist. There's one rampaging around my fort right now... >.>... luckily some merchant guards got a lucky shot and took it out.

~ I can confirm tetrahedrite is still in the game. (I have simple minerals: off - I was having an odd issue with it I need to test more, but basically, I saw a LOT less resources with it on. I had mineral rarity in world gen to 100, but could only find embarks with under 4k hematite for a 90-130 deep embark. Prior, I would see 15-40k on average (way overkill, but just an example).

~ Stone Decoys can be taken on embark, despite you claiming they were removed. (haven't checked if craftable by the fort yet).

I'll add more as I find it.
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Etherdrinker

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...


~ I can confirm tetrahedrite is still in the game. (I have simple minerals: off - I was having an odd issue with it I need to test more, but basically, I saw a LOT less resources with it on. I had mineral rarity in world gen to 100, but could only find embarks with under 4k hematite for a 90-130 deep embark. Prior, I would see 15-40k on average (way overkill, but just an example).

~ Stone Decoys can be taken on embark, despite you claiming they were removed. (haven't checked if craftable by the fort yet).

I'll add more as I find it.

Quote
No and no. Of course you are absolutely right, but you play with "simple minerals:off". You added them in by using this option. The changelog is about the default settings. :)

Btw the Stone decoys yep I preparing an embark and they are still there. But if Mep are going to take it out he can just turn those decoys into a more customizable, expensive, auto repairable (perhaps), and more resistant than the scarecrows. So Scarecrows (a cheap decoy) Stone Decoys (a though tank decoy)

Meph

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Thats what the decoy is already supposed to be ;)

Dragonraptors are still in the raws, I just changed the frequency to 0 and removed all biomes... decoys I removed from the reaction, forgot about the embarking. Tetrahedrite is OF COURSE still in the game, if you play with simple minerals off. All minerals are in the game when you turn this option off. I only removed it from the default settings. The changelog is always about default tileset with default settings, otherwise I wouldnt know how to write it. ;)
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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 :::

Meph

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About the poll items and creature spawning:

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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 :::

Etherdrinker

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I like the myconid idea, demons sounds pretty backfire option (risky), then about the Town portal, sounds pretty awesome, but I will like control more how many immigrants and what type of immigrants come, mostly cause I hate how the come in hordes and I donīt have  food or booze.

cainiao

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Standardize the size of those workshops to match the existing one would be great(5x3 5x5 11x11).
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Meph

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But they are.  ???

5x3, 5x5, 5x5, and 10x5, which is the size of the Volcanic Foundry and the former Timberyard.
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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 :::

SabbyKat

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About the poll items and creature spawning:



What would Fungi creatures do? Act like workers of sorts? What use is slimes, as atm, all they give are semi-useless gems (not sure of their value so may be nifty for value, I suppose!)

Altar of conj, again, what purpose? Would they be friendly or hostile? Sounds like an interesting addition - but I'd include it into a magic school building to reduce clutter. If you want to keep it as a building, maybe tie the 'familiar's and spawning into the building?

Entomo building... I'd really have to see what the options are for critters before I can say much. Sounds like a promising idea, and I find it very amusing to do a fort that's only defended by legions of giant, mutant insects. ;)

Town Portal sounds pretty much awesome. I can't say much else until I see specific reaction costs/details, but I would love a way to control migration (and spawn them inside when I'm embarking on a deadly-evil-cloud biome, or undead biome!)

Dungeon portal sounds quite interesting... hard to say if its' better from a 'lore' standpoint (not that it matters :P) vs expedition area. I do like the risk involved as well, more internal danger if you don't plan is always good!

Animating normal objects, could be quite amusing if controlled(aka it doesn't run on already placed items - though, that could be a hilarious 'rare fail event') and served some sense of purpose.

Sorry for the rather useless feedback on the thoughts - but a lot comes down to specifics. ;P





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