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Poll

How should libraries be set up

Single Giant library workroom. Takes a bit of set-up but once done is done.
- 90 (40%)
Specific Library sections. Books are in the library and the menu is managable.
- 111 (49.3%)
Generic library sections with free floating books. Messy, but flexible.
- 19 (8.4%)
Other: Describe (keep in mind the limits of modding)
- 5 (2.2%)

Total Members Voted: 224


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Author Topic: Civilization Forge 3.0  (Read 228684 times)

Splint

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Re: Civilization Forge 2.70
« Reply #1335 on: October 17, 2013, 11:17:08 pm »

Periodic reconstruction allows for it to be simply cleaned up by an idle worker. I do agree it's a bit of a problem though otherwise.

Mephansteras

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Re: Civilization Forge 2.70
« Reply #1336 on: October 18, 2013, 12:22:08 am »

Periodic reconstruction allows for it to be simply cleaned up by an idle worker. I do agree it's a bit of a problem though otherwise.

I stick a food stockpile set only for grime nearby. The dwarves will clean it off, stockpile it, and then someone comes along and cleans it up.

I'll play with it a bit, though, see if I can up with a better solution, though.

In general, testing is going well. No issues so far, but I need to get my current fort a little further along so I can test a few of the specific bugs and the winter plants.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Splint

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Re: Civilization Forge 2.70
« Reply #1337 on: October 18, 2013, 12:32:47 am »

Could have a generic dust produced instead. Wouldn't that just go "poof" into the air while still having the desired affect?

thistleknot

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Re: Civilization Forge 2.70
« Reply #1338 on: October 18, 2013, 07:27:57 pm »

i really hope you incorporate fps improvements with standardized materials.  So so so hope.  It's like a new defacto standard in my opinion.  It doesn't have to be done on all creatures, but the ones where it doesn't matter what type of sinew or fat or pus it needs, you can make a standard animal creature (meph's invention btw) and point to this creature for all that stuff, but to be honest, it creates some headaches,  I had some with chitin and meat...

but you can compare with my civmwforge mod or one of it's predecessor's to get an idea on what was changed...

Update:
Apparently rubble 2.0 has this as an "add-on"

http://www.bay12forums.com/smf/index.php?topic=128013.0

have fun trying to figure out the instructions

update:
yeah, I just did my creatures to standard materials... didn't take too long.

On grime:
Is it possible to make grime rot?
« Last Edit: October 22, 2013, 10:02:30 am by thistleknot »
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Mephansteras

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Re: Civilization Forge 2.70
« Reply #1339 on: November 01, 2013, 09:14:33 pm »

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Putnam

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Re: Civilization Forge 2.80
« Reply #1340 on: November 01, 2013, 09:17:23 pm »

Then update your topic name >:I

Mephansteras

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Re: Civilization Forge 2.80
« Reply #1341 on: November 01, 2013, 09:21:12 pm »

Knew I was forgetting something...
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Putnam

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Re: Civilization Forge 2.80
« Reply #1342 on: November 01, 2013, 10:02:08 pm »

Your sig too :P

Splint

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Re: Civilization Forge 2.80
« Reply #1343 on: November 02, 2013, 01:10:41 am »

Awesome. Now I can regen the world for Carrayscar! Was holding off on that since you said a new version was coming out soon.

kilakan

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Re: Civilization Forge 2.80
« Reply #1344 on: November 02, 2013, 08:39:04 pm »

downloaded and starting playing, pretty awesome so far except.... my plumphelmets and other plants never actually grow up for some reason?  Also what's the metalworking manuscript?
« Last Edit: November 02, 2013, 08:41:38 pm by kilakan »
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Mephansteras

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Re: Civilization Forge 2.80
« Reply #1345 on: November 02, 2013, 09:05:21 pm »

downloaded and starting playing, pretty awesome so far except.... my plumphelmets and other plants never actually grow up for some reason?  Also what's the metalworking manuscript?

That's odd...farming was working fine for me.

Manuscripts are used to build libraries. Manuscript crates need to be unpacked at a library workbench first.
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thistleknot

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Re: Civilization Forge 2.80
« Reply #1346 on: November 03, 2013, 11:43:45 am »

Hey Meph...

I standardized the creatures for you (and that was it, no other shenanigans)

It has the added consequence of changing the pricing on leather/chitin...

But other than that, it should give great fps improvement.

Let me know what you think.

One could always change the creature_mat:animal:leather to local_creature_mat:leather, and I think that would retain value for that specific material.

derp

http://dffd.wimbli.com/category.php?id=12
« Last Edit: November 15, 2013, 12:07:28 pm by thistleknot »
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Mephansteras

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Re: Civilization Forge 2.80
« Reply #1347 on: November 03, 2013, 12:50:08 pm »

Yeah, I'll probably leave the leather piece alone, since I did a bunch of stuff to differentiate some of the leathers. Stuff like nervous tissue and cartilage can all be the same, though, since those don't really matter.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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thistleknot

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Re: Civilization Forge 2.80
« Reply #1348 on: November 03, 2013, 08:47:13 pm »

apparently I posted this here and not in a message...

but I was testing out some raw changes after some tests comparing various types of chitin and leather armors...

Spoiler (click to show/hide)

further update:
using dfhack's gui/gm-editor, I looked at the values in memory for both antman chitin vs ironhide chitin armor, as well as dog leather vs cow leather armor

Spoiler (click to show/hide)

to do so

you highlight said armor with "k"
and then in dfhack (thanks to Putnam for the tip)

gui/gm-editor dfhack.matinfo.decode(dfhack.gui.getSelectedItem()).material.strength

In conclusion: I think it's safe to say that varying types of leather or chitin equal the same defensive value based on their material_template
« Last Edit: November 04, 2013, 01:16:24 pm by thistleknot »
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Mephansteras

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Re: Civilization Forge 2.80
« Reply #1349 on: November 04, 2013, 11:51:00 am »

Huh, well, good to know. Guess my initial tests were a fluke. I'll have to go through and add in some tougher material templates, then.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One
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