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Author Topic: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.  (Read 11753 times)

Urist McTeellox

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #45 on: January 04, 2014, 07:26:08 am »

Fix is simple: Adding the missing 'S' to the reaction id in the reaction_masterwork.txt. Nice bug-spotting, that one would have taken ages to find, because its one letter, no bugreports, and cant be seen ingame directly.

Oh! I didn't know the settings program used these. That makes sense as to why the default entry is empty. :)  (And so just to confirm, the settings program looks for the reactions with the 'S' included?)

I didn't spot the bug, my code did. :) I've been running lint-raws.pl after making my changes to see if I've made any typos with reaction names, and it found it for me. :)

~ T
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There Is No Vic

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #46 on: January 04, 2014, 08:51:47 pm »

I'm noticing in my refuse stockpiles now are Snogdib's Rotten Corpse and Mutilated Coyote Corpse.

Seems like the whole corpses are hanging around if they decay before butchering. Now with necromorphs, this means potential fun. Am I missing a Burn Corpse reaction somewhere?
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Meph

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #47 on: January 04, 2014, 09:39:20 pm »

Crematory should be able to do so. It least bodyparts. I think there was a problem with "any corpse", and your dwarves would burn dwarf corpses, creating ghosts...
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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 :::

There Is No Vic

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #48 on: January 04, 2014, 09:50:24 pm »

Crematory should be able to do so. It least bodyparts. I think there was a problem with "any corpse", and your dwarves would burn dwarf corpses, creating ghosts...

That makes perfect sense. I was just wondering. Looks like a minecart dump down a shaft it is then. Honestly, I've not had as much trouble with reanimated corpsies with MWDF as with Deon's Genesis Reborn Mod, fun as it was. ...Shiver... Just had a flashback of swarms of reanimated hair/wool and dismembered limbs.
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Meph

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #49 on: January 04, 2014, 10:03:48 pm »

You can dump them on a brazier/fireplace and "start a large fire". it shouls also burn them away.
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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 :::

thistleknot

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Re: Update - V.4g - Oracle of Armok, Bones and Souls; Rendermax R4.
« Reply #50 on: January 05, 2014, 12:24:27 am »

I just wanted to say "thank you" for really coming through Meph/Splinterz for your work on mwmod.  I asked for a reduced level of invader difficulty vs the level 5 boost as well as materials, and I really do appreciate allowing me to mix/match the civ's/races...

it took 6 months, but it's here!

here's the original post I was crying about

http://www.bay12forums.com/smf/index.php?topic=129223.0

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