Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 163 164 [165] 166 167 ... 642

Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229095 times)

MiamiBryce

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2460 on: August 14, 2010, 01:01:29 am »

The first line of inorganic_stone_trap.txt reads "inorganic_stone_gem".

For the new brick making reaction, may I suggest [WORTHLESS_STONE_ONLY] for reagent A?

Shouldn't the brick reaction require fuel?

Logged

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2461 on: August 14, 2010, 01:02:33 am »

Deon,the new genesis mod is extremely glitchy,It crashes in worldgen every time for me  :(
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2462 on: August 14, 2010, 01:38:35 am »

It's strange because it didn't crash for me.

Are you using ASCII or graphics? Because I was able to generate a ton of worlds before releasing it.

Did you try "Genesis Medium" settings?

The first line of inorganic_stone_trap.txt reads "inorganic_stone_gem".

For the new brick making reaction, may I suggest [WORTHLESS_STONE_ONLY] for reagent A?

Shouldn't the brick reaction require fuel?


It must've been an old error with inorganic_stone_trap or something. Thank you.

I will add the worthless stone reaction. I thought about adding the requirement for fuel but it would make it even harder to make bricks in low-resource environment... Let's see.
« Last Edit: August 14, 2010, 01:40:16 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2463 on: August 14, 2010, 01:42:57 am »

Deon,the new genesis mod is extremely glitchy,It crashes in worldgen every time for me  :(
Okay, I've just generated 5 worlds in a raw on "GENESIS MEDIUM" without any crash at all.

Could you provide the seeds which crash it for you? It must be some DF bug or something because everything in raws should be correct.
« Last Edit: August 14, 2010, 01:45:18 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2464 on: August 14, 2010, 02:00:43 am »

Wait...I just generated one world that crashed  :-[ I got confused.Sorry for wasting your time.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2465 on: August 14, 2010, 02:11:19 am »

Well then it could be some random crash which happen from time to time even in vanilla.

You said "It crashes in worldgen every time for me" so I thought that you generated about 5-10 worlds or something and it crashed aevery time.


Also, I just cannot stop.

Kangaroo:
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2466 on: August 14, 2010, 04:39:59 am »

Okay, expect 3.01 soon. I've fixed the "pillar" tile (you can do it by yourself by going into /data/init/d_init.txt and changing "PILLAR_TILE" from "O" to 199 without quotation marks). Also I've added kangoroos you see above.

I've restricted giant ants to tropical savanna/grassland (they were EVERYWHERE) and made them SAVAGE.

Plus I've noted that I forgot to make a tile for lasse and camels didn't have a tile attached (after I removed 1/2 humped camels and made a single one, I forgot to remap the tile).

Also I've added seals.

P.S. Here're the graphics:


Oh horror! Zombie seals!
« Last Edit: August 14, 2010, 04:48:56 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Medicine Man

  • Bay Watcher
  • Pile the bodies, set them aflame.
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2467 on: August 14, 2010, 06:07:59 am »

Damn,you are making me want to make a zombie zoo."Roll up kids!this is the amazing zombie Deon!"
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2468 on: August 14, 2010, 07:02:47 am »

Also, I just cannot stop.
Kangaroo:

Personally I'd prefer more red meat showing on the zombie versions.
I'll probably make large roo, medium roo, and rock wallaby for my worlds then.

Well all right... you can have these two animals I made based on what i saw on the telly. Haven't tested them in a world yet.
Eland antelope, cow-like, milkable, sometimes ranched in Africa. More logical than a pet giraffe. http://en.wikipedia.org/wiki/Common_Eland
Dama gazelle, lives near and in deserts, visits the Sahara desert. http://en.wikipedia.org/wiki/Dama_Gazelle

Spoiler (click to show/hide)


Combat log of the Orbsspun siege:
http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log.txt

Combat log of the Orbsspun siege, sorted and read in OpenOffice Calc:
http://dl.dropbox.com/u/8967397/DF%20Orbsspun%20-%20giga-siege%20log%20-%20analyzed.xls
I may have to tune down some hostiles, because a Dragon is nothing compared to Forcefield-equipped foes.
What the Gith Wrestler is, that's a minor spoiler. The question is... "How many dragons does it take to kill a Gith?"
« Last Edit: August 14, 2010, 07:46:35 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

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2469 on: August 14, 2010, 08:06:19 am »

Note the materials which Gith is made of... That's expected.

And awesome critters, thank you very much. I will stay with one kangaroo for now, but I will surely add two new hooved critters :).


Also you forgot to gave them male/female specific bodies :P. Do gazelle udders have 2 nipples or 4? I think it's 2.

P.S. It looks like we've got another critter for a tropical biome. It's already overpopulated but it's expected: tropics are tropics.

We've got a new critter for deserts too, that's awesome. And with seals we get more stuff for arctic biomes. It's good to have more variety where there're just a few animals in vanilla. Hordes of skeletal elks become boring on a glacier with time.
« Last Edit: August 14, 2010, 08:08:31 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2470 on: August 14, 2010, 08:17:11 am »

Here's the "dama gazelle" tile:



Spoiler: realpicture (click to show/hide)
« Last Edit: August 14, 2010, 08:19:29 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

McBeer

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2471 on: August 14, 2010, 08:22:47 am »

Beautiful job.
Logged
fun is for rich men, i assume.
----------
My axe is sharp and my beard is strong.

Foamy

  • Bay Watcher
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2472 on: August 14, 2010, 08:25:42 am »

Do you draw the graphics by eye or do you have a more automated method?
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2473 on: August 14, 2010, 08:41:04 am »

I just open the file and click around until I get the picture. So it's like 2 minutes to draw a tile.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.0 ϟ] - We're finally here
« Reply #2474 on: August 14, 2010, 09:21:04 am »

Here's a tile for an animated armor:



I'm also adding ghosts which cannot attack and disappear in 1 hit but steal items (like poltergeists).


P.S. This is a mimic:



Mimics are shapeshifting monsters which look like treasure chests. They attract adventurers and attack them when poor treasure hunters expect nothing. They store the belongings of the killed adventurers, so if one manages to kill a mimic, he can get some nice loot.
« Last Edit: August 14, 2010, 09:33:54 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: 1 ... 163 164 [165] 166 167 ... 642