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Author Topic: ••• Utilii Stillarii ••  (Read 5165 times)

PTTG??

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Re: ••• Utilii Stillarii ••
« Reply #30 on: April 28, 2008, 11:49:00 pm »

I want one big mod that's got everything. More plants, more pets, more rocks, more weapons, more reactions, more nations. I hate installing more than one or two mods.
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umiman

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Re: ••• Utilii Stillarii ••
« Reply #31 on: April 28, 2008, 11:53:00 pm »

Hmm, I would like a version without the new races though. But that's just nitpicking. Seriously, the more the better. It would be nice if there was a detailed list of everything added too.

[ April 29, 2008: Message edited by: umiman ]

Deon

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Re: ••• Utilii Stillarii ••
« Reply #32 on: April 29, 2008, 12:30:00 am »

OK, I'll add a list.
ALso I don't want to make new races still, because it will definitely lead to weird bugs. For now the code isn't optimized for a big number of entities, though it's much more fun to play with different creatures =).
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Deon

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Re: ••• Utilii Stillarii ••
« Reply #33 on: April 29, 2008, 08:20:00 am »

I made a fix for reactions. I forgot to rename reaction for melting dragon scales...
In 005b it works as intended.
Sorry for this bug.
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Mr.Person

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Re: ••• Utilii Stillarii ••
« Reply #34 on: April 29, 2008, 03:35:00 pm »

quote:
Originally posted by Deon:
<STRONG>OK, I'll add a list.
ALso I don't want to make new races still, because it will definitely lead to weird bugs. For now the code isn't optimized for a big number of entities, though it's much more fun to play with different creatures =).</STRONG>

Good idea, you probably wanna wait til at least the first release of the army arc.

Wasn't there a mod floating about that added extra kitchen dishes?

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Deon

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Re: ••• Utilii Stillarii ••
« Reply #35 on: April 30, 2008, 01:16:00 am »

Yeah, it is food mod, made by the same person who made extra instruments/toys.
I play with it, but as long as it adds A LOT of minor not very important items I don't know does the community want it.

Also I started to make a themed mod where I want to include features hosted here, so I'd really like to see some suggestions what to include.


P.S. I stopped to work on these additions for a while because now I upgrade my Middle Earth mod. The next step will be alchemy, which will be included here too.

[ May 03, 2008: Message edited by: Deon ]

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Deon

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Re: ••• Utilii Stillarii ••
« Reply #36 on: May 04, 2008, 05:12:00 pm »

My Alchemy Mod (1.0) is merged in.
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ArchMageOmega

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Re: ••• Utilii Stillarii ••
« Reply #37 on: May 04, 2008, 07:42:00 pm »

You'll probably want to forward this to whoever made the mod in question, but I've noticed a serious issue with the new fish. I've had many dwarves cancel jobs because of the fish, and I've lost several dogs and dwarves when they dive into the pond to fight.

Edit: Actually, looking at the raws, it seems like this is happening with fish that haven't been changed much as well (just the addition of CLUSTER_NUMBER, I think). I can't really see what could be causing this, but I don't remember it happening in vanilla DF.

[ May 04, 2008: Message edited by: ArchMageOmega ]

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Deon

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Re: ••• Utilii Stillarii ••
« Reply #38 on: May 05, 2008, 02:36:00 am »

Really? =) Then you were lucky. I haven't changed fish at all!
It is how it works in vanilla. The Carp menace always was very dangerous.
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ArchMageOmega

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Re: ••• Utilii Stillarii ••
« Reply #39 on: May 05, 2008, 04:32:00 am »

So this does happen in vanilla DF? Wow. I guess I have been lucky.
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Deon

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Re: ••• Utilii Stillarii ••
« Reply #40 on: May 05, 2008, 03:02:00 pm »

Use "search" and a word "carp" in it.
You'll be surprised =).

P.S> I fixed the "make nordic gold" reaction, it had a typo in it.

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Anonemoose

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Re: ••• Utilii Stillarii ••
« Reply #41 on: May 09, 2008, 08:46:00 pm »

Well now, this is a bit odd, but I can't seem to forge Platemail anymore... the only upper body choices available are Chainmail and Cuirass. Any help available?
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Deon

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Re: ••• Utilii Stillarii ••
« Reply #42 on: May 09, 2008, 11:16:00 pm »

Anonemoose
Thank you for the info, it looks like in the late versions I forgot to put platemail in the entities. Now it's fixed, thanks.
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Tenebrous

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Re: ••• Utilii Stillarii ••
« Reply #43 on: May 09, 2008, 11:59:00 pm »

I am using the most recent modpack on an otherwise un-modded 38c, and I had an interesting embark screen...

Instead of the usual Steel Battleaxes, I was provided with Dragonscale Battleaxes (4000 Value ea.; I didn't mind, I just left with two Steel Anvils). Furthermore, the Dragonscale Platemail was available at embark for approximately -25000 Value, making it a profitable purchase which I refrained from taking.

Anyways, thanks for the great work otherwise! As far as comments for the modifications, I like the idea of improved refining practices (amalgamation), fewer goblin drops, and stone weapons. I'm not a huge fan of all the new materials, though... vanilla DF already has quite a few metals, already few of which are used in day to day fortress operation.

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Deon

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Re: ••• Utilii Stillarii ••
« Reply #44 on: May 10, 2008, 04:10:00 am »

Fixing the platemail I put the dragonscale fixes in. It's supposed to be avaliable from dragons only and used for armor only, so it's fixed :E. If I slept more nights instead of repairing the bicycle for my kid I think it could be fixed earlier.
I didn't add a lot, just a few alloys and reactions. They do not affect regular play if you don't use smelter.

P.S. Are you sure you play the latest modpack? 009 should have it fixed, there the metal is not avaliable on embark and for armor only. Make the new world and watch the results. Also try to delete all files from DATA/OBJECTS/, maybe the game didn't renew them? The best avaliable metal should be Wootz steel (now called crucible steel for flavour purposes).

010 is out, I've added a few hunting pets (a hawk, a bat and a monitor lizard). I'm unsure about hunting spiders, they may be unbalanced. But if you want them, grab the file "Hunting pets minipack" and install it over the Modpack, they're compatible this way.
Also I tweaked the wootz steel (crucible) reaction so it needs a raw green glass instead of cut and plus a flux material.

[ May 10, 2008: Message edited by: Deon ]

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