Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 25 26 [27] 28 29 ... 37

Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 71050 times)

sayke

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #390 on: July 23, 2014, 12:39:37 pm »

@soyweiser - try spawning some with the embassy?

@meph - how's it going man? totally looking forward to the next update =D
Logged
i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

soyweiser

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #391 on: July 23, 2014, 12:58:07 pm »

I tried with the embassy. The "allow a lot of emigration" setting. Nothing.

Edit:
Anybody else with the dev version (from github) having this problem?

Edit2:
Generated a different world, created new fort. Immigration works now. Got a third wave of 21 dworfs.
« Last Edit: July 23, 2014, 11:19:49 pm by soyweiser »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #392 on: July 24, 2014, 02:22:13 am »

I tried with the embassy. The "allow a lot of emigration" setting. Nothing.

Edit:
Anybody else with the dev version (from github) having this problem?

Edit2:
Generated a different world, created new fort. Immigration works now. Got a third wave of 21 dworfs.
Emigration is not the same as migration. Its the exact opposite.

sayke: I sadly got RL in the way. The manual is almost done, but I couldnt continue on the humans yet. I am surprised no one has crucified me yet for not doing my work.
Logged
::: ☼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 :::

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #393 on: July 24, 2014, 02:31:46 am »

I tried with the embassy. The "allow a lot of emigration" setting. Nothing.

Edit:
Anybody else with the dev version (from github) having this problem?

Edit2:
Generated a different world, created new fort. Immigration works now. Got a third wave of 21 dworfs.
Emigration is not the same as migration. Its the exact opposite.

sayke: I sadly got RL in the way. The manual is almost done, but I couldnt continue on the humans yet. I am surprised no one has crucified me yet for not doing my work.
It's cool man, you don't need to rush.

kizucha

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #394 on: July 24, 2014, 06:48:33 am »

Yep rushing lead's to bugs and we hate bugs more than no updates, at least i do. ;D
Logged

Firehawk45

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #395 on: July 24, 2014, 06:50:17 am »

I tried with the embassy. The "allow a lot of emigration" setting. Nothing.

Edit:
Anybody else with the dev version (from github) having this problem?

Edit2:
Generated a different world, created new fort. Immigration works now. Got a third wave of 21 dworfs.
Emigration is not the same as migration. Its the exact opposite.

sayke: I sadly got RL in the way. The manual is almost done, but I couldnt continue on the humans yet. I am surprised no one has crucified me yet for not doing my work.

Well, if you WANT to be crucified, i could arrange something for you, but the deal was 30 days of modding, noone said you couldnt take breaks in the middle of it if its necessary.
Logged

soyweiser

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #396 on: July 24, 2014, 08:28:10 am »

Emigration is not the same as migration. Its the exact opposite.

Doh. So there is no way to force immigration?

And what does the emigration do? (checked the old documentation, but it is a new reaction).
« Last Edit: July 24, 2014, 08:37:47 am by soyweiser »
Logged

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #397 on: July 24, 2014, 09:53:50 am »

Emigration is not the same as migration. Its the exact opposite.

Doh. So there is no way to force immigration?

And what does the emigration do? (checked the old documentation, but it is a new reaction).

It provides a chance for unhappy dwarves to mark themselves as 'leaving', they will quit the fort with the next caravan.
Logged

T-Rex

  • Escaped Lunatic
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #398 on: July 25, 2014, 01:12:26 am »

I sadly got RL in the way. The manual is almost done, but I couldnt continue on the humans yet. I am surprised no one has crucified me yet for not doing my work.

Lots of time for humans to get done. I just really really wanna read the new manual.
Logged

soyweiser

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #399 on: July 25, 2014, 05:35:10 pm »

Was looking for the slowpoke poison. Could not find it. What does it do?

Edit, nevermind. It was a kobold poison, that was why it was not in the dwarf manual.

"Swamp Fever causes enemies to cough blood, get a fever, get a little bit sluggish. It is made from any one plant, oil and tallow.
Slowpoke causes enemies to slow down a lot. It is made from Kobold Bulb and tallow."

Edit2:
Orchids make 'Orchid none' worth 5 at the herbalist lab.
« Last Edit: July 25, 2014, 05:39:17 pm by soyweiser »
Logged

danmanthedog

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #400 on: July 26, 2014, 05:40:58 pm »

Meph you need help with any testing or the manual that any us good help with so you have less on you plate?
Logged

Guthbug

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #401 on: July 26, 2014, 06:23:03 pm »

It provides a chance for unhappy dwarves to mark themselves as 'leaving', they will quit the fort with the next caravan.

I just know it'll be my epic weaponsmith too. :(

Do they still exist in the civ? You might get them back in a future wave of migrants? Like how you sometimes get previous fortress citizens in a wave in your next fortress?
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #402 on: July 27, 2014, 10:04:33 am »

Allright, I got everything done. Back to DF modding. :)

Sorry for the delay. (19 day!!! ahh, what? Where did the time go?)
Logged
::: ☼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 :::

Guthbug

  • Bay Watcher
    • View Profile
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #403 on: July 27, 2014, 10:35:25 am »

Allright, I got everything done. Back to DF modding. :)

Sorry for the delay. (19 day!!! ahh, what? Where did the time go?)

Meph looses a roaring laughter, fell and terrible!

Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: 30 Days of Modding - Day 18 - New Manual more than half way done.
« Reply #404 on: July 27, 2014, 10:50:13 am »

- Removed noeat nodrink from humans (leftover from testing)
- Changed prices for guilds. Guild permit is now 1000 instead of 5000, and each upgrade is +1000, instead of 5000. So first upgrade is 2000, second is 3000, third is 4000, fifth and last is 5000. In total that means basic guilds are much cheaper, and the overall cost dipped from 25.000 for a fully upgraded guild to 15.000.
- Added a "Stone Splitting Block", similar to the wood splitting. Costs 1 block, skill used is stonecrafter. Takes any boulder, makes 8 blocks. That should help with the surface constructions. Size is 3x1, to keep it small.
- Cave adaption takes 5 times longer to start.
« Last Edit: July 27, 2014, 11:21:17 am by Meph »
Logged
::: ☼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 :::
Pages: 1 ... 25 26 [27] 28 29 ... 37