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Author Topic: [47.05e] --Deon is porting-graphicsing OldGenesis to Steam ver--  (Read 176542 times)

TomiTapio

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Re: [47.04] OldGenesis mod - also soundmessages for adventurers.
« Reply #270 on: March 12, 2020, 08:26:15 am »

Ooh, a gargoyle-joined-civ recruit! Rare!


Rolled a balanced 30 years world. No Oruku-civilized orcs tho.
Bah, cave animal firestart-chance caused all my outdoors sheep and horses to burn-melt. Horses are so stupid.
Spoiler (click to show/hide)

Changelog, not yet released:
Spoiler (click to show/hide)
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: [47.04] OldGenesis mod - also soundmessages for adventurers.
« Reply #271 on: March 13, 2020, 06:30:34 am »

OldGenesis players! If you want to stop the 47.04 worldgen crashes, remove the NO_EAT and NO_DRINK tags from
demons, beastmen, scavengers, illithids/mindflayers, serpentfolk/snakemen, orcs, all three goblin species. I'm now enjoying a 170 worlds years long worldgen.

Something to do with variable_positions and generated_butler_position food responsibilities...?
« Last Edit: March 13, 2020, 06:32:51 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: [47.04] OldGenesis mod - also soundmessages for adventurers.
« Reply #272 on: March 15, 2020, 03:09:50 am »

.
== OldGenesis Ironhand 47.04 c plus is here: ==
http://dffd.bay12games.com/file.php?id=14933

World gen will not crash, because removed NO_EAT from civilizations/entities.

Changelog:
Spoiler (click to show/hide)

Also uploaded one Ironhand-tiles world because two necro towers as neighbors: http://dffd.bay12games.com/file.php?id=14934
« Last Edit: March 15, 2020, 03:25:39 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

Shonai_Dweller

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Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #273 on: March 16, 2020, 04:38:49 pm »

Try removing Fish_Cleaner from your no_eat entities (do you really need it if they don't eat?  :) ).
That works for preventing vanilla humans and dwarves with no_eat from crashing.
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TomiTapio

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Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #274 on: March 17, 2020, 06:21:48 am »

Ah I see. This will probably be fixed in next release.
I guess I'll keep all civs as eating normally, as NO_EAT was just a hack to boost population numbers.

*TomiTapio stays in burrows-1*

Old reaction of mine: rock salt boulder into edible "salt bits" plant:
Spoiler (click to show/hide)
« Last Edit: March 17, 2020, 06:25:17 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: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #275 on: March 17, 2020, 11:27:05 am »

.
== OldGenesis Phoebus 47.04 c plus is here: ==
http://dffd.bay12games.com/file.php?id=14942
World gen will not crash, because removed NO_EAT from civilizations/entities.

Click on this twitter hashtag to see screenshots of OldGenesis mod. https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image

Changelog:
Spoiler (click to show/hide)
« Last Edit: March 17, 2020, 11:30:53 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

Wafflelordling

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Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #276 on: March 18, 2020, 08:57:44 am »

Hi, thanks for uploading the mod. XD Trying it out for the first time so wanted to check. Does this have DF Hack?, and i just install fully by itself no need to also download DF 47.04?
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TomiTapio

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Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #277 on: March 18, 2020, 12:49:24 pm »

Hi, thanks for uploading the mod. XD Trying it out for the first time so wanted to check. Does this have DF Hack?, and i just install fully by itself no need to also download DF 47.04?
Thanks! It's 70% by Deon and 30% by me. Deon drew the creature graphics! (link: Deon's 2008-2016 mods http://dffd.bay12games.com/who.php?id=22 )
Yeah just unzip and run the executable. DFhack may be used, but it is not needed.

Note that you need a "b-e-f" Finishing Forge to hammer "coarse iron"(good for cauldrons and anvils)
into weapons-grade "iron". Then pig iron + iron = steel, if not have flux stones.

Also b-w-F furniture shop for wood stuff, and b-w-B Advanced Furniture Shop for metal beds, bone furniture, custom bone crafts reaction.
Don't forget j-m-q mean spike and j-m-q wood. And j-m-q best or finest.
Make enough toys to get "lamp" and "shaman ring" which are needed for Altars and AdvFurniShop. Embark with "hand axe" which is needed for Furniture Shop.

Usually I start production with barkstrips-making from the birch I brought, then in leather shop make barkstrips leather armors.
Images of Finnish bark shoes and backpacks: https://twitter.com/hashtag/tuohivirsut?f=image

If your site only has LEAD and SILVER, I have added lead bludgeons as trap componen, and brass and silver certain weapons.
Spoiler (click to show/hide)
« Last Edit: March 18, 2020, 01:02:49 pm 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: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #278 on: March 25, 2020, 01:24:53 pm »

.
Humm, 72 users have downloaded OldGenesis 47.04cplus release. Thanks everyone.

OldGenesis screenshots on twitter hashtag: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image

various Dwarf Fortress art on deviantArt: https://www.deviantart.com/popular-all-time/?section=&global=1&q=dwarf+fortress
« Last Edit: March 25, 2020, 01:27:05 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

Alatun

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Re: [47.04] OldGenesis mod - NO_EAT civs crash the worldgen.
« Reply #279 on: March 26, 2020, 02:19:13 pm »

FYI.
I've downloaded your package. There is a saved world included: "Ushatodgub  - Reclaim fortress" at year 31. When trying to load this world, I'm getting this error
"---------------------------
FATAL ERROR
---------------------------
Missing Creature Definition: DEMON
---------------------------
OK   
---------------------------
"
and then the game terminates.

I've created a new world and this one seems to work so far.
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TomiTapio

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Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
« Reply #280 on: March 26, 2020, 04:12:25 pm »

Thanks for noticing. I guess this was the .04c ascii version since the Cplus ones have 200+ year worlds.
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

Alatun

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Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
« Reply #281 on: March 26, 2020, 04:41:20 pm »

I don't remember the exact link, but it's called "DF47_04cpl_OldGen_Phoebus.zip" and the time stamp of various files are dated 17.03.2020 and the zip has a size of ~40MB. So it should be this link: http://dffd.bay12games.com/file.php?id=14942.
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TomiTapio

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Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
« Reply #282 on: March 28, 2020, 08:09:00 am »

Behold these older OldGenesis useful reactions:

Code: [Select]
[REACTION:CRAFT_WOOD_QUIVER] --new 2017-12
[NAME:craft 3 wooden quivers]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_U]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
--REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:3:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:5:1:SKIN_TANNED:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE] 5% chance of bark strips.
[SKILL:CARPENTRY]

[REACTION:CRAFT_WOOD_BACKPACK] --new 2017-12. Finnish tradition has tuohireppu, backpack made of birch bark strips. One 21-44 kg haulful of wood into two backpacks.
[NAME:craft 2 wooden backpacks]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_P]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
--REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[PRODUCT:100:2:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]

[REACTION:CRAFT_WOOD_BAG] --new 2018-06. Surely a wooden box can hold flour or sand. Use precious wool for hospital and clothing, not sand-carrying.
[NAME:barkstrips bags f logs] four flour-bags from one birch log. Instead of four bags from four rhinos.
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_A]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REACTION_CLASS:FLEXIBLE_BARK] strict requirement
[PRODUCT:100:4:BOX:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE] that new leatherlike. Cannot command straight bag-of-material-wood, as any BOX-type made from wood will become a chest.
[SKILL:CARPENTRY]

[REACTION:GET_BARKSTRIPS_ANYLOGS] 2018-06. a lowquality-leather from any 8 trees; wasteful. The dwarves' plywood.
[NAME:barkstrips f any 8 logs]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_Z]
[REAGENT:whateverwood:8:WOOD:NONE:NONE:NONE]
--REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
two leather come out
one chair comes out, instead of INTACT LOGS REFUND.
one table comes out
one bin comes out
maybe wood shavings.
[PRODUCT:70:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:whateverwood:NONE]
[PRODUCT:70:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:whateverwood:NONE]
[PRODUCT:70:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:whateverwood:NONE]

[PRODUCT:80:2:SKIN_TANNED:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE]
[SKILL:CARPENTRY]
[DESCRIPTION:Two lowquality-leather from any 8 logstacks.]

[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.
barkcloth and papercloth IRL, see https://en.wikipedia.org/wiki/Barkcloth
[NAME:barkstrips from proper]
[BUILDING:FURNITURE_WORKSHOP_WOOD:CUSTOM_B] b for barkstrips.
[REAGENT:birchlike:1:WOOD:NONE:NONE:NONE]  one UNSTRIPPED correct logstack goes in, five suedelike leather and chance of chair/chest/table.
[REACTION_CLASS:FLEXIBLE_BARK] strict requirement
--REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals. XXX saw it use seeds bag as food!
[PRODUCT:17:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:17:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:7:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:9:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:birchlike:NONE]
[PRODUCT:100:3:SKIN_TANNED:NONE:CREATURE_MAT:LOGPILE_HULK:BARKSTRIPS_SUEDE] --five was too many. four was too many.
[SKILL:CARPENTRY]
[DESCRIPTION:A leather from trees: birch, silver birch, yellow birch, cherry, black ash, tulip poplar, cedar, white pine.]
[DESCRIPTION:One logstack goes in, four bark strips, and chance of chair/chest/table.]
[DESCRIPTION:Great for shoes and backpacks and containers.]

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

[REACTION:SEW_SUEDE_TOYS] 2019-04
[NAME:sew suede toys]
[BUILDING:LEATHER:CUSTOM_SHIFT_T]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE] 2 kg source material.
[REACTION_CLASS:SUEDE]
--REAGENT:C:1:THREAD:NONE:NONE:NONE:NONE] --can use glue/woodpegs/bonepegs instead of valuable thread. Or leather strips thru holes.
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.
[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_KIDBADGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:30:1:TOY:ITEM_TOY_RINGTOSS:GET_MATERIAL_FROM_REAGENT:A:NONE] small hoops filled with something, maybe wood core.
[PRODUCT:45:1:TOY:ITEM_TOY_BALLSET:GET_MATERIAL_FROM_REAGENT:A:NONE] juggling balls / play balls filled with sand or dirt or hay or wool.
[PRODUCT:38:1:TOY:ITEM_TOY_DOLL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:27:1:TOY:ITEM_TOY_MASK_ANIMAL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[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.
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[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_KIDBADGE: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 beardlings. Also shoes.]

buckler? chest armor. shoe, mailmitten, quiver. backpack. cap. flour bag.
[REACTION:CRAFT_BARKSTRIP_GEAR] 2019-04
[NAME:craft barkstrip equipment]
[BUILDING:LEATHER:CUSTOM_B]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]  [REACTION_CLASS:BARKSTRIPS_LEATHERLIKE]  probably 2.3 to 3.3 kg birchbark.
--xx maybe require wooden blocks as well?
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:2:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:6:1:HELM:ITEM_HELM_CAP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:GLOVES:ITEM_GLOVES_MAIL:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:19:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:SHIELD:ITEM_SHIELD_BUCKLER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:13:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:15:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] bark strips bag.
[PRODUCT:22:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:A:NONE]

[SKILL:LEATHERWORK]
[DESCRIPTION:Use bark strips to make shoes, caps & helms, backpacks, bags, quivers, chest armor, pairs of mail mittens, shields, bucklers.]

[REACTION:SEW_SUEDE_GEAR] 2019-04, random output so don't need friggin' 10 different reactions. Variable size suedes in, so to speak.
[NAME:sew suede clothes]
[BUILDING:LEATHER:CUSTOM_SHIFT_S]
[REAGENT:A:2:SKIN_TANNED:NONE:NONE:NONE:NONE] 2 x 2 kg in.
[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.
-xx "FOOD" used ore and stone... REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[PRODUCT:11:1: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:9:1:ARMOR:ITEM_ARMOR_VEST:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:9:1:ARMOR:ITEM_ARMOR_CAPE:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:14:1:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:14:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:10:1:PANTS:ITEM_PANTS_SKIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:12:1:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]

[PRODUCT:16:1: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 pants, skirts, shoes etc. and waterskins, quivers, backpacks.]

[REACTION:SEW_FUR_ITEMS] 2019-04, random output so don't need friggin' 10 different reactions.
[NAME:sew luxury fur items]
[BUILDING:LEATHER:CUSTOM_F]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
[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.
--REAGENT:CONSUMEMEALS:1:FOOD:NONE:NONE:NONE:NONE] --slow the reaction and consume settlement's meals.

[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:8:1:TOY:ITEM_TOY_DOLL:GET_MATERIAL_FROM_REAGENT:A:NONE] tiger fur doll
[PRODUCT:8:1:TOY:ITEM_TOY_MASK_ANIMAL:GET_MATERIAL_FROM_REAGENT:A:NONE] tiger fur animal mask

[PRODUCT:5:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] not so good, fur waterskin.
[PRODUCT:9:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] luxury
[PRODUCT:7:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] luxury
[SKILL:LEATHERWORK]
[DESCRIPTION:Use one fur to make hoods, capes, mittens, pants etc. and waterskins, quivers, backpacks.]
[DESCRIPTION:And the occasional animal mask and doll for the little ones.]
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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

django623

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Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
« Reply #283 on: March 28, 2020, 10:09:57 am »

Bless you for keeping this mod going, amazing that I can be away for half a decade and come back to my favorite mod still going strong. One thing I've been running into i didn't know if was brought up yet. Bonfires. I've encountered two issues with them.

The first issue is some of my dwarves have become arsonists, while chopping trees they have started bonfires on their own that turn into forest fires, torching everything around and leaving a single bonfire burning for around a year or so that i wall off to contain. I've even had a dwarf training dodge on the obstacle course take a break and light a fire inside, burning the obstacle course and burning him alive.

The second issue i encountered was Bonfires are set as a Stone according to Warlord's Bonfire mod. This also means they are available to be cut by the jeweler. Making every stone for cutting, i didn't notice until it was too late that my jeweler had produced a Bonfire Cabochon that burned the workshops down and left a cut Bonfire gem that could not be moved or removed and burned eternally.


The second instance as more my fault as i didn't pay attention to what i designated for cutting, but before i sink another 30+ hours into a fort, is there any kind of edit i can do to the raws/ini to address the arsonist tendency?

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TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
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Re: [47.04] OldGenesis mod - J-orcs and Gob-orcs, Finnish language
« Reply #284 on: March 28, 2020, 11:25:35 am »

The first issue is some of my dwarves have become arsonists, while chopping trees they have started bonfires
hee hee hee, some wildlife, when killed, will drop a bonfire material, thus simulating a wild forest fire. I know not how woodcutting would start a fire.

The second issue i encountered was Bonfires are set as a Stone according to Warlord's Bonfire mod. This also means they are available to be cut by the jeweler. Making every stone for cutting, i didn't notice until it was too late that my jeweler had produced a Bonfire Cabochon that burned the workshops down and left a cut Bonfire gem that could not be moved or removed and burned eternally.
Most epic a mishap; I better not fix such happy accident. The fortress is not a safe place, heh.
Obsidian caste dwarves used to be fire-immune, but no longer, because tissues are creature-level nowadays.

The second instance as more my fault as i didn't pay attention to what i designated for cutting, but before i sink another 30+ hours into a fort, is there any kind of edit i can do to the raws/ini to address the arsonist tendency?
I guess one can change the two bonfire materials to not start fires, by changing their fixed temperature.
Or "find in all files" function of your text editor, change all "INORGANIC:COAL_BONFIRE" material mentions to something else.

I like it when one in 100 caravans brings an item made of Bonfire and they burst into flames upon arrival. May the gaze of Arm_ok not be upon us.
Toss a coin to your Yeti Poet, o swamp of plenty~
« Last Edit: March 28, 2020, 11:27:13 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
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