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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176535 times)

thefriendlyhacker

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Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #150 on: November 13, 2018, 10:25:39 pm »

Heh, a minor OldGenesis bug/feature: "bonfire-bound codex". On fire forever. Material from Warlord255's Bonfire mod.
Burns the wagon it arrives in. A truly magical tome!
I believe Warlord released a fix for that.  In any case, slapping [SPECIAL] on the bonfire material RAWs should fix that problem if you want something quick and easy.
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Fallout Equestria Redux - that's right, it's back

TomiTapio

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Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #151 on: December 15, 2018, 02:03:21 pm »


Nice, we have 260 people who have downloaded OldGenesis mod's latest version.
http://dffd.bay12games.com/who.php?id=1538

Upcoming stuff in version 44.12d, any week now:
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Durian Hohlades

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Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #152 on: January 03, 2019, 05:57:55 pm »

hey there, i wonder how i can extract all the necessary information about bonfire from this mod?

i managed to get the building and the reaction into a vanilla df, but its not generating smoke mhh what am i missing?
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TomiTapio

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Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #153 on: January 03, 2019, 07:03:36 pm »

hey there, i wonder how i can extract all the necessary information about bonfire from this mod?
i managed to get the building and the reaction into a vanilla df, but its not generating smoke mhh what am i missing?
Warlord255 has bonfire mod 2.0, it has install instructions: http://dffd.bay12games.com/file.php?id=13653


You need the burning materials too: here is 1.0's materials

in plants file
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [44.12c] OldGenesis mod - barkstrips, suede, fur, leather, hide, tar
« Reply #154 on: January 07, 2019, 11:40:49 am »

=== Posh dwarves come and start glassblowing!  44.12d OldGenesis is here ===

Phoebus including a speedy small_region : http://dffd.bay12games.com/file.php?id=14185
Ironhand version : http://dffd.bay12games.com/file.php?id=14186
ASCII including a speedy small_region : http://dffd.bay12games.com/file.php?id=14189

- posh dwarf caste added
  Lazy as heck, will not learn sweaty peasant professions,
  likes gems, horse training, cat kicking, glassblowing, poetry, flattery, appraisal, architecture, brewing, cheesemaking.

Changelog:
Spoiler (click to show/hide)
« Last Edit: January 10, 2019, 11:46:22 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [44.12d] OldGenesis mod - barkstrip leather, demon caravan, posh dwarf clan
« Reply #155 on: January 10, 2019, 11:47:30 am »

All righty, OldGenesis ASCII version 44.12d has been WinMerge-changescopiedover and uploaded to DFFD:
http://dffd.bay12games.com/who.php?id=1538

Thanks, 27 users who downloaded 44.12d!
« Last Edit: January 14, 2019, 09:37:19 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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<newsman voice> This just in: The OldGenesis mod is still excellent.


Edit: transmute metals at alchemy workshop, sacrifice weapons etc. at the Altar of War and Altar of Nature.
aluminum + brimstone = transmute aluminum into mithril. I should embark with brimstone(sulphur).

I should add some workshop uses for our tar and turpentine.

« Last Edit: January 31, 2019, 11:43:58 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
« Reply #157 on: January 31, 2019, 11:41:05 pm »

In OldGenesis we have four alcohol materials: regular, lousy, mead, and fine (agave, corn, moonberry, nightshade, grape, sunberry, glowberry, oops human whiskey doesn't exist).
Lousy rotgut has no positive effects besides hydration and satiating the need for alcohol.

Code: [Select]
[MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE] --vanilla, average drinking goodness
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:frozen alcohol]
[STATE_ADJ:ALL_SOLID:frozen alcohol]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:alcohol]
[STATE_ADJ:LIQUID:alcohol]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling alcohol]
[STATE_ADJ:GAS:boiling alcohol]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:4]
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --new with 0.42.01. Medium quality, Tomi's tunings:
[SYN_NAME:inebriation]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:40:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:15:PROB:60:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:70:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:30:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:18:PROB:90:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:LOUSY_ALCOHOL_TEMPLATE] --Feb 2018 by Tomi, no positives from crap alcohol
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME:ALL_SOLID:frozen rotgut]
[STATE_ADJ:ALL_SOLID:frozen rotgut]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:rotgut]
[STATE_ADJ:LIQUID:rotgut]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling alcohol]
[STATE_ADJ:GAS:boiling alcohol]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:2] was 1 but it's... needed In Dwarf-Land.
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --rotgut, lousy
[SYN_NAME:rotgut drinking]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:95:PROB:80:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:55:PROB:90:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:90:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:90:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:FINE_ALCOHOL_TEMPLATE] --Feb 2018 by Tomi, more positives, whiskey, rum, vodka
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:frozen spirits]
[STATE_ADJ:ALL_SOLID:frozen spirits]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:spirits]
[STATE_ADJ:LIQUID:spirits]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling spirits]
[STATE_ADJ:GAS:boiling spirits]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:6] boosted. medium is 4.
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --new with 0.42.01. Best quality, Tomi's tunings:
[SYN_NAME:lovely alcohol]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:20:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:55:PROB:20:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:10:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:30:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:220:END:1780:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:22:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:65:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:CARING:SEV:12:PROB:60:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:PLEASURE:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:RELIEF:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
« Last Edit: January 31, 2019, 11:44:19 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
« Reply #158 on: February 13, 2019, 08:55:43 am »

.
Working on worn clothes into useful thread, for OldGenesis. Got it mostly working.
How to specify that an ITEM_xxxx reagent must be damaged? I prevented leather-clothes-into-thread with a custom reaction class.

Someone who edits the DF wiki a lot, please add the names of the workshops, for modders. Took a while to find that "CLOTHES" was the valid workshop name, found it in the string dump.

ps. 130 heroic users have downloaded the 44.12d OldGenesis.

reaction_furniture:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: February 13, 2019, 09:11:01 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [44.12d] OldGenesis mod - barkstrip leather, posh dwarf caste, unhappiness
« Reply #159 on: February 19, 2019, 03:30:51 am »

Which OldGenesis trees give bark strips leather? (good for shoes, bins, backpacks, quivers, minimal armor)
plant_new_trees.txt(2083,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. cherry. The Japanese make cherry bark crafts from 80+ years old cherry trees.
plant_standard.txt(1120,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. white pine.
plant_standard.txt(1175,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. cedar.
plant_standard.txt(2282,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. birch.
plant_standard.txt(2416,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. black ash.
plant_trees_oldgen.txt(807,19):       [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. poplar.
plant_trees_oldgen.txt(1656,19):    [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. silver birch.
plant_trees_oldgen.txt(1747,19):    [REACTION_CLASS:FLEXIBLE_BARK] --2018-06. yellow birch.

Which trees give tar and turpentine?
[REACTION_CLASS:DISTIL_TAR] --2018-07 pine
[REACTION_CLASS:DISTIL_TAR] --2018-07 oak
[REACTION_CLASS:DISTIL_TAR] --2018-08 larch
[REACTION_CLASS:DISTIL_TAR] --2018-07 beech
[REACTION_CLASS:DISTIL_TAR] --2018-07 silver birch
[REACTION_CLASS:DISTIL_TAR] --2018-07 yellow birch
[REACTION_CLASS:DISTIL_TAR] --2018-08 terebinth
[REACTION_CLASS:DISTIL_TAR] --2018-07 spruce

Which stones make caveman edged-weapons?
obsidian, ultra 20000 edge. Sharper than iron, worse than steel.
basalt, chert, flint the high-quality chert
dacite, elvan greenstone, greenstone
limestone, mudstone, argillite (mud also), marlstone
rhyolite, fossil siltstone, fossil mudstone
schist, slate
sandstone, siltstone

ps. Finland, my country, has a history of tar exporting and birch bark crafts. tuohivirsu, tuohireppu.
pps. want to make non-barkstrips leather goods for a while? Go to stocks/tannedhides and forbid all bark strips, then make armors, then unforbid your leather stockpile.
« Last Edit: February 19, 2019, 04:38:22 am by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
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    • My Flickr animal photos

Crafting fine things in current demon&horse siege -suffering place

Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
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    • My Flickr animal photos

It's not yet time for a 44.12e release, need more improvements.

Changelog so far:
Spoiler (click to show/hide)
« Last Edit: March 21, 2019, 06:21:41 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

Eeeehh too many posh caste lazy butts... they just poetry and glassblow all week long. Then again you can make a posh-only combat squad.

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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
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    • My Flickr animal photos

today working on this modding: make logical things from cheap thin leather and barkstrips-leatherlike.

Spoiler (click to show/hide)

last summer's core reaction:
[REACTION:GET_BARKSTRIPS_PROPER] 2018-06. a lowquality-leather from trees that have IRL bark crafts:  birch, silver birch, yellow birch, cherry, black ash, tulip poplar, cedar, white pine.
Spoiler (click to show/hide)
« Last Edit: April 21, 2019, 09:43:22 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos

I made more progress today.

Code: [Select]
[REACTION:SEW_SUEDE_TOYS] 2019-04
[NAME:sew suede toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_T]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:SUEDE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
[PRODUCT:35:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_DICE_AND_TRACK_BOARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MINIDEPOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_PLAYNOBLE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:38:1:TOY:ITEM_TOY_BALLSET:GET_MATERIAL_FROM_REAGENT:A:NONE] - juggling balls / play balls filled with sand or dirt or hay or wool.
[PRODUCT:35:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use cheapest leather to make toys for the little ones. Also shoes.]
[DESCRIPTION:One suede in, various toys out, maybe three in total.]

[REACTION:CRAFT_BARKSTRIP_TOYS] 2019-04
[NAME:craft barkstrip toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_B]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:BARKSTRIPS_LEATHERLIKE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.
[PRODUCT:40:1:TOY:ITEM_TOY_BOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:35:1:TOY:ITEM_TOY_GOGGLES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:40:1:TOY:ITEM_TOY_MEDALLION:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_MINIDEPOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_PLAYNOBLE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:20:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use bark strips to make toys for the little ones. Also shoes.]

[REACTION:SEW_SUEDE_GEAR] 2019-04, random output so don't need friggin' 10 different reactions.
suede clothes. waterskin!  Suede shoes. quiver. suede gloves, ITEM_ARMOR_SHIRT ITEM_ARMOR_VEST ITEM_ARMOR_HOOD ITEM_HELM_CAP ITEM_PANTS_PANTS skirt.
[NAME:sew cheap suede items]
[BUILDING:LEATHER:CUSTOM_SHIFT_S]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE:NONE]
[REACTION_CLASS:SUEDE] don't waste the armortype leather on these things.
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.

[PRODUCT:9:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:6:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:6:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:6:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:9:1:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:8:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:12:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two cheap thin leather to make shoes, pants, other clothes, waterskins, quivers, backpacks]

[REACTION:SEW_FUR_CLOTHES] 2019-04, random output so don't need friggin' 10 different reactions.
[NAME:sew luxury fur items]
[BUILDING:LEATHER:CUSTOM_SHIFT_F]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] maybe two??
[REACTION_CLASS:FUR_LEATHER] don't waste the armortype leather on these things.
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use wood/bone pegs instead of thread. Or leather strips thru holes.

[PRODUCT:15:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:6:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:8:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:ARMOR:ITEM_ARMOR_CAPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:ARMOR:ITEM_ARMOR_DRESS:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:18:1:GLOVES:ITEM_GLOVES_MITTENS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:18:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]  good for cold regions
[PRODUCT:8:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:5:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:7:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two cheap thin leather to make shoes, pants, other clothes, waterskins, quivers, backpacks]

==============================================================================

[REACTION:CRAFT_LEATHER_ARMOR_PROPER] 2019-04, use only thick leathers.
[NAME:leather armor from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_A]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE:NONE] use 10 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use two thick leather to make a leather armor.]

[REACTION:CRAFT_LEATHER_HIGHBOOT_PROPER] 2019-04
[NAME:leather boots from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_O]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] use 5 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use thick leather to make two high boots.]

[REACTION:CRAFT_LEATHER_GAUNTLET_PROPER] 2019-04
[NAME:leather gauntlet from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_G]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] use 5 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:GLOVES:ITEM_GLOVES_GAUNTLETS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use thick leather to make two leather gauntlets.]

[REACTION:CRAFT_LEATHER_HELM_PROPER] 2019-04
[NAME:leather helm from proper]
[BUILDING:LEATHER:CUSTOM_SHIFT_H]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] use 5 kg
[REACTION_CLASS:ARMORTYPE_LEATHER] use thick
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[DESCRIPTION:Use thick leather to make two leather helms.]


----notyet REACTION:CRAFT_BARKSTRIP_GEAR] 2019-xx. buckler? shoe? quiver. backpack. cap.
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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