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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1242109 times)

Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4755 on: January 30, 2011, 01:29:05 am »

I think it got removed, because a glitch made all dwarves magmaproof as a result.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
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Qinetix

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4756 on: January 30, 2011, 10:44:32 am »

-_- i don't get it :( there OBSIDIAN DWARFS , they should survive in magma , or it really made all tipes of dorfs imune to ze magma
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4757 on: January 30, 2011, 11:35:36 am »

Yeah it makes all dwarves immune to magma. Those tokens do not work on caste levels, they apply to all castes.

So imagine them as dwarven wizards who can burn themselves. Pretty dwarven IMHO :P. I.e. while dwarves work with magma, they are not immune to it, but it doesn't stop them from being awesome with it.

Also there comes a massive update of structure of the mod (for Ironhand version only, it would take too long to update all versions) and I will release it for testing soon. Later I will adjust other graphical/ASCII versions accordingly.

This update brings a sorted list of stones/metals and alchemy (and some tweaks to current reactions).
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4758 on: January 30, 2011, 11:48:48 am »

This is how the list looks in the current state:
Spoiler (click to show/hide)

Now you can allow/disallow not only stones, but metals too. Also they are organized alphabetically and are in lists, so you can quickly see what is a flux, which metal can be used for weapons etc.

Another major change I've made: I removed malachite, hematite, cassiterite etc. They are now named "copper ore", "iron ore", "tin ore" etc.

If you don't like this change, tell me and I may revise me, but I personally don't like trying to remember which ore is that and going into Stones list just to check it :).

Also new tiles for ore veins are on the way, so they will be better than current a bit undefined squares.

P.S. I see that Cobaltite is still in "other stones" now, hehe. As I said, it's a work in progress, and I keep reorganizing and debugging it.
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rephikul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4759 on: January 30, 2011, 11:55:02 am »

what'd happen if my mayor happen to like "- Common Metals -"?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4760 on: January 30, 2011, 11:58:14 am »

Hmm, I didn't think about it, good point. Do they pick from EVERY existing metal from the list? Even if the nation/any nation have no access to them?

Anyway, I am reducing the number of gems, so that should compensate it :D.

P.S. And by the way, those things do not have a metal nor [IS_STONE] template, so I doubt they are picked.

I've never seen my dwarves liking fireballs/iceballs, although I have those materials in the raws for adventure "casting".
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rephikul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4761 on: January 30, 2011, 12:02:14 pm »

Hmm, I didn't think about it, good point. Do they pick from EVERY existing metal from the list? Even if the nation/any nation have no access to them?
In fd there's an inorganic stone called vaporstone which spawn no where except as corpses of some races (like ashes) and my dorfs like it every now and then. Not sure what'd happen without IS_STONE.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4762 on: January 30, 2011, 12:07:15 pm »

Yes, disregard anything that I said in this post before this edit.

Making those entries into LEAF_TEMPLATE material fixed the issue. Nobody likes them now.

As you said, ORIGINAL IDEA, hehe. I have them too.
« Last Edit: January 30, 2011, 12:21:10 pm by Deon »
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rephikul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4763 on: January 30, 2011, 12:43:27 pm »

Yes, disregard anything that I said in this post before this edit.

Making those entries into LEAF_TEMPLATE material fixed the issue. Nobody likes them now.

As you said, ORIGINAL IDEA, hehe. I have them too.
Interesting, so the z-stone list indeed take everything inorganic (had this problem before myself) although somehow gems are not included on the list.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4764 on: January 30, 2011, 12:53:22 pm »

The gems do not participate in any reactions. If you include them, they may appear there, I didn't test.
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rephikul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4765 on: January 30, 2011, 01:01:28 pm »

The gems do not participate in any reactions. If you include them, they may appear there, I didn't test.
So do most common stones. In some of the older versions of my mod, I've had poisons defined as inorganic but still use CREATURE_EXTRACT_TEMPLATE. Guess what? They shown up on the z-stone menu.
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Leonard DeVir

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4766 on: January 30, 2011, 01:05:49 pm »

Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)
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rephikul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4767 on: January 30, 2011, 01:14:50 pm »

Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)
If I make a mod with nothing special except for everything available in 16 colors and 256 different tile representation would you play it?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4768 on: January 30, 2011, 01:23:00 pm »

Meh, Id personally like to have diverse ores. What if I want to make, say, hematite tables just because? Im really fond of your mod because it adds so much diversity - taking it out now would feel a bit bland. As always: imho :)
I can give the names back as an option. The only two things I took out were Malachite and Limonite. I plan to make a HUD for Genesis install, because downloading everything separate and then juggling around is not that nice. I liked Rephikul's approach (a bath file works just fine when you don't know how to draw HUDs or don't want to bother) though, so I may make a .bat file.

I plan to makes a lot of other stuff optional, like races and alchemy.
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Leonard DeVir

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18e ϟ] - mosquitos and centaurs
« Reply #4769 on: January 30, 2011, 01:24:27 pm »

Thats a point of view :) Ultimately we could spin this to the point: we dont anything except metal, wood, stone, gem, dwarf 1-7,... and so on.  I like to plan and structure my fortress and give awesome dorfs stuff they like, craft weird goods and furniture in regard to colour. Yes, its just a name and a colour..But there is no reason for me to reduce stuff to the bare minimum to me f its not neccessary, especially in DF - where your imagination is 75% of the game.

Argue about taste,thats why I wrote IMHO ;)

Edit: Ninja'd. Tis' a reply to rephikul. I really like your idea Deon. Optional is always the way to go!
« Last Edit: January 30, 2011, 01:26:11 pm by Leonard DeVir »
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