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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1231077 times)

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5970 on: April 02, 2011, 02:20:16 pm »

I'd lose the crow/turkey/swan leather armor too. What was the command line to insert, remove tanned leather material from creature?
I have a few tunings for Deon but he done released a 3.21! Anyways I'm rolling a new test fort tonight since current one has only Dorf and Treehugger civs.

Ach, the Genesis wiki would need hours upon hours of TLC (tender love and care)...
« Last Edit: April 02, 2011, 02:32:13 pm by TomiTapio »
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==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

ATR

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5971 on: April 02, 2011, 02:28:04 pm »

Hey Deon. Really like the immense added complexity of your genesis mod onto DF. Keep up the great work!

ATR
« Last Edit: April 02, 2011, 02:34:05 pm by ATR »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5972 on: April 02, 2011, 02:33:19 pm »

Hey Deon. Really like the emmence added complexity of your genesis mod onto DF. Ran into a problem, but perhaps its my own error. I have your new 3.21 version. I generated a new map and am "preparing for my journey carefully". It seems the '+' button is disabled on the dwarf screen for adding skills (ie. Not Miner - Novice Miner, etc.). But, hitting tab to the item screen, '+' works again. Can anyone confirm this?
If your dwarf has zero skill "slots" or points available, you can't give more skills to them with the keys. And you can't put all 10 points to one skill, I guess 5 was maximum.

Deon: I fixed the elephant/mammoth grazer-requires-more-than-can-possibly-eat thing. And considered removing pig milk (anyone ever heard of that IRL?)
« Last Edit: April 02, 2011, 02:39:05 pm by TomiTapio »
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==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

ATR

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5973 on: April 02, 2011, 02:35:17 pm »

Hey Tomi! You caught my buffoonery! I actually had 0 skill points to spend, and thats why I couldn't add skills to the dwarves (all the SPs used in items). Major DOH!

ATR
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5974 on: April 02, 2011, 02:44:08 pm »

No prob ATR the freshly registered, happens to everyone sometimes. Is not the best interface. Cooler interface would flash the field which is resisting your commands.

Now try a 50-tall stairwell (d-i), try holding left mouse button down and command ">" on keyboard 50 times. (learned this a week ago)
Other trick: un-designate (d-x) digging with mouse painting (scrubbing) to get the import/export negotiation moving along.
Tip: while harvest plants and trees from cavern, have a squad standing around for safety.
Tip: if you have no hospital, no beds, slightly injured dorfs will keep working!

Edit2: Deon, giant badger has no icon, it's the 255 pile of bones. And, they come in too large a pack I guess, 6 giant badgers sounds a little much. And now one of them killed a dorf and got itself stuck in my drinking pond. Bugger, a sasquath drowned my miner. Then TEN giant badgers, too many dead of the initial seven, abandon.

Edit3: tuned giant moose/panda/badger/capybara material values. Hmm should we have giant sheep?
Edit4: hmm is a rancor tougher than semimegabeasts?
« Last Edit: April 02, 2011, 03:46:58 pm by TomiTapio »
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==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

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5975 on: April 02, 2011, 03:55:20 pm »

Deon: I fixed the elephant/mammoth grazer-requires-more-than-can-possibly-eat thing. And considered removing pig milk (anyone ever heard of that IRL?)
http://www.naturesharmonyfarm.com/grass-fed-meat-farm-blog/2010/4/1/get-this-pigs-milk-cheese.html
Also thanks for fixing the grazer, I didn't experiment with that much so I don't know the exact values. I guess a usage of some tool which shows hunger would work? So, what is the maximum allowed grazer value?

I'd lose the crow/turkey/swan leather armor too. What was the command line to insert, remove tanned leather material from creature?
The easiest way is just to remove the skin alltogether. More than that, the fish should have only scales, not skin, so it was my error.

Edit2: Deon, giant badger has no icon, it's the 255 pile of bones. And, they come in too large a pack I guess, 6 giant badgers sounds a little much. And now one of them killed a dorf and got itself stuck in my drinking pond. Bugger, a sasquath drowned my miner. Then TEN giant badgers, too many dead of the initial seven, abandon.
Okay, thanks for telling.

Couple of small bugs again for me. 

It doesn't seem possible to stockpile clay, there is an option for clay but it's not possible to enable it and there's no different types of clay under it.
I am pretty sure I copied the clay from vanilla, but I will definitely check it for the next release and find the error (if it's not a vanilla bug).

hmm is a rancor tougher than semimegabeasts?
In some way. You just need good quality weapons to kill them. They have no internal organs (and leapers), that's why they are tough (and not so frequent). You need to make them to bleed to death by removing bodyparts. They have no natural skills so they are really easy to kill, even as a "peasant" adventurer.
« Last Edit: April 02, 2011, 03:57:56 pm by Deon »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5976 on: April 02, 2011, 04:16:27 pm »

Rancors were 6-skill except 8 in fighting (counterattacking)... Kinda the skill levels I would've put to a wandering goblin hero.
I'll email you my current raws,
and for grazer let's have 25 as a minimum value. http://df.magmawiki.com/index.php/DF2010:Pasture

Todo: "yak wool" has 146,000 hits on Google.
« Last Edit: April 02, 2011, 04:20:35 pm by TomiTapio »
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==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

spriksprak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5977 on: April 02, 2011, 07:50:21 pm »

Hi, first off really sorry if this is an innane or obvious question but the answer hasn't presented itself after some search-engining.

I love what the mod's done with the game, case in point is the great musical selection on the title screen yet both adventure and fortress mode are in complete silence. Is this mod specific and if so how would I go about enabling that musical selection in game? Again sorry if this is starring me in the face! Cheers
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Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5978 on: April 02, 2011, 09:05:18 pm »

My sound works fine in game.  Have you turned off you sound in the init.txt file?  \data\init\init.txt
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Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5979 on: April 02, 2011, 09:27:48 pm »

3.21:

- Fixed abodeernations.
- mammoth/goat wool now regrows back
- new sprites for snakemen (with differentiated soldiers)

If you already have a world, just copy the "raw" folder in your "save/region#/" folder and replace the files there.

Deon.....  Magnetite?

Also, would it be possible to add siderite as another Iron ore?

"Iron ores are rocks and minerals from which metallic iron can be economically extracted. The ores are usually rich in iron oxides and vary in color from dark grey, bright yellow, deep purple, to rusty red. The iron itself is usually found in the form of magnetite (Fe3O4), hematite (Fe2O3), goethite (FeO(OH)), limonite (FeO(OH).n(H2O)) or siderite (FeCO3)."
From: http://en.wikipedia.org/wiki/Iron_ore
Siderite: http://en.wikipedia.org/wiki/Siderite

Ok, So I went ahead and added it to my game.  I was able to gen a world with it without any trouble but I have no clue if this is all I need to do or if there is loads more.  I have added the following to my inorganic_stone_genesis.txt with the other minerals.  I put it in the Igneous because the description sounded like it could go down there and really, why do we have 100z levels if its all crap down to the adamantium?

Spoiler (click to show/hide)

Will this work?
« Last Edit: April 02, 2011, 10:15:39 pm by Morwaul »
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SirAaronIII

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5980 on: April 02, 2011, 10:06:28 pm »

There IS a music file, but I don't know how to get it to play. Maybe rename it?
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Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5981 on: April 02, 2011, 10:14:33 pm »

Gak, double post, how did that happen?
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ThiefofTime

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5982 on: April 02, 2011, 11:11:01 pm »

I'm having a 'problem' where some surface plants (eg. Nightshade) do not appear to produce seeds. I can't see anything particularly different in the raws from plants that do produce seeds (comparing it to wild strawberries). Is there something preventing seed production during alcohol making or is this just a weird bug?
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5983 on: April 03, 2011, 01:14:06 am »

Yeah i hate how the music for the menu is so awesome but once you get to the fortress mode its gone--why cant we have all of the music all the time?
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FluidDynamite

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.21 ϟ] - some fixes
« Reply #5984 on: April 03, 2011, 01:56:57 am »

Thanks for the new version!  :)

*snip*
So you know how bones now rot - it seems they are disappearing from my refuse pile before I use them.  Is this intended?  I had a bunch rot in my butcher's shop after I killed my embark animals but thought that was fair enough as I hadn't made a refuse stockpile for them.

I'd like to confirm this. Bones first turn into "rotten horse bone" and then disappears, even in indoors refuse stockpiles. Since I only play Genesis mod I don't know if this is true for vanilla as well now or a is it a Genesis mod feature? Kinda makes getting bolts and stuff in silly glacier embarks even more difficult, bonecarvers don't work fast enough if it's a huge stack.
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