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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1248638 times)

abadidea

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4980 on: February 10, 2011, 11:56:27 pm »

Oh I bet I know what it is, Tarran. I made the world a few hours after .18f went up and you probably made this conformance to .18f2. I'll see if I can Spot The Difference.
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ABadIdea likes bandfire opal, black opal, claro opal, crystal opal, fire opal, harlequin opal, jelly opal, levin opal, pinfire opal, precious fire opal, red flash opal, white opal, and microcline for its vibrant hue.

glory in the thunder, resplendent in the sky <-- I wrote a whole novel. There will be more.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4981 on: February 11, 2011, 12:27:12 am »

Found another "Nothing" wrestler, this one's named though.

Note: I'm using 3.18e.

"Void Master, an evil and sadistic being, cow-sized humanoid in appearance but with a four-tentacled octopus-like head. They laugh at mechanical traps as their forcefields protect them..."

Sounds like an Archmaster to me.


Weird, open your creature_illithid.txt and make sure that [CASTE:VOID_MASTER] has that:
Code: [Select]
[CASTE_NAME:void master:void masters:illithid]
It has for me so I have no problems. It was an old error, I think back in 3.17. I don't know how did you keep it :).


Regarding "no reaction", it's my bad. I've made some materials economic to show them in the list, but forgot to remap them to some building but smelter which you do not have access to. I will fix it soon, sorry for the trouble.

I also didn't notice that gobbos don't have civillian professions in Sphr style (they had old pixelated tiles from some of the original tilesets avaliable) so I redrew all professions, so the next fix will come with full goblin graphics.
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abadidea

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4982 on: February 11, 2011, 12:33:26 am »

Nailed it. My genned world had Genesis's new mineral names. BISMUTHINITE -> NATIVE_BISMUTH, etc, fixed it.
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ABadIdea likes bandfire opal, black opal, claro opal, crystal opal, fire opal, harlequin opal, jelly opal, levin opal, pinfire opal, precious fire opal, red flash opal, white opal, and microcline for its vibrant hue.

glory in the thunder, resplendent in the sky <-- I wrote a whole novel. There will be more.

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4983 on: February 11, 2011, 12:36:00 am »

Yeah, it was prior to f2, I fixed it back to make this mod compatible with Wizard Tower (and probably other) mods.
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Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4984 on: February 11, 2011, 12:40:55 am »

I just liked how Phoebus made it very clear where is a metal and where is a flux stone, so I wanted to make something like that with ASCII version. If it bothers you too much, I can change it.

I like the nice ascii format there. The clarity about flux and such is wonderful.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4985 on: February 11, 2011, 02:45:33 am »

Okay, so I will put f3 soon, but if you don't want to download the whole game folder again, here're the fixes.

building_crafting.txt
Spoiler (click to show/hide)

Then Ctrl-H (replace) all SMELTER with PLACEHOLDER_WORKSHOP in reaction_economic.txt. This should remove all "no reaction" from smelter.

Also here is the new version for gobbos/demonic tiles, save as 24bit bmp and replace goblins.bmp in your /raw/graphics/ folder (or save as .png and change goblins.bmp to goblins.png in /raw/graphics/graphics_example.txt)
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4986 on: February 11, 2011, 08:04:22 am »

@Deon. You didn't say anything about me embarking with lizardman and green devourers, so I assume it was intended?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4987 on: February 11, 2011, 12:20:57 pm »

Eh, do you have anything in your errorlog.txt?
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Rumrusher

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4988 on: February 11, 2011, 02:28:59 pm »

hey Deon I just finish working on a werewolf/nightcreature code for you.
Code: [Select]
function adv_tools.lycanressurect()
repeat -- remove this and until for the chance of not wanting to
local trgs=selectall()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
print("Werewolf:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,0)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,0)
end

engine.peek(v,ptr_Creature.civ)
engine.poke(v,ptr_Creature.civ,-1)
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,0) -- alive!
flags:set(12,0) --zombie
flags:set(17,1)
flags:set(19,1)
engine.poke(v,ptr_Creature.flags,flags)
engine.poke(v,ptr_Creature.race,151)
end
until r==7
end

function selectall()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  vector=engine.peek(myoff+16,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local flags=engine.peek(off,ptr_Creature.flags)
     if flags:get(1)==1 and flags:get(12)==0 then  --if dead  and not undead so that you don't have spawn killing zombies...
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end

Though I can't seem to figure out how to add in a means of if killed by a werewolf the victim is turn into one as of yet. also best to use change race then change adventure in tools to find the race number for WEREWOLF first before running this code. I just found out that 151 is not the universal number for werewolf in vanilla and got blood gnats.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4989 on: February 11, 2011, 03:19:34 pm »

Eh, do you have anything in your errorlog.txt?

I have this (could be double because I genned multiple worlds)
Spoiler (click to show/hide)

Do you think that is the reason for this too?


I think I like this world, there's nothing wrong with the world is general, just a few odd things :P
btw: My current civ does not have any ''exotic'' creatures like the last one ...
btwbtw: Are Dread Trolls supposed to be so weak? And are they supposed to be thieves?
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Lord Shonus

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4990 on: February 11, 2011, 03:23:01 pm »

a soap cloak? This is almost certainly duplicate raws.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4991 on: February 11, 2011, 03:43:00 pm »

Yeah, the vulture and the saltwater crocodile are both duplicated (vulture is both in creature_large_tropical and creature_genesis_bird and the saltwater crocodile is both in creature_large_tropical and creature_genesis_reptile)

I haven't changed anything in the raws except the aquifers, so is this just something wrong with my computer copying the files or does everyone with Genesis mod plays in a duplicate raws world now? It doesn't fuck up my world like you hear in most stories about  them, just a few odd fun stuff ...
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4992 on: February 11, 2011, 04:44:53 pm »

You didn't copy some files for some reason. I recommend a clean install :). Do NOT copy the new version over old btw, there are some files which are missing and should cause more problems.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4993 on: February 11, 2011, 05:08:30 pm »

removed the old file, downloaded new file, extracted to /dwarf fortress/genesis. tried to embark and I can still choose Green Devourers and Reptile Men.
It is the ASCIIMOD version btw. I really think this is not my fault :P but tell me if I did anything wrond, I'll try to find the duplicated RAWS now and I'll look if they duplicated in the zipped file too.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18f2 ϟ] - quick fix
« Reply #4994 on: February 11, 2011, 05:17:57 pm »

... FU WinMerge! You fooled me!

So yeah, I didn't see this difference for some reason with WinMerge. I definitely forgot to update those two critters. Right now you can just remove duplicates manually, and I will upload the fixed version tonight.

Thank you very much.
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