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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1229900 times)

Torgan

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6645 on: April 20, 2011, 02:21:19 am »

Speaking of Yaks, is there a reason mine are always jerks? They randomly kick/gore at anything nearby, even eachother, but it's usually just bruising. I keep checking the combat report, thinking that dire wolves might be mauling my fishermen again!
Animals get annoyed by being crowded.  It seems to be worse with the larger animals like yaks and water buffalo, I try and give them their own pasture to stop this.  Or just slaughter them, I find livestock farming a bit tedious now.
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spriksprak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6646 on: April 20, 2011, 05:57:56 am »

C should now be the only letter left.

Well I might as well make my procrastination complete and useful at the same time - I'll get cracking on C, shouldn't take too long...
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spriksprak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6647 on: April 20, 2011, 07:46:53 am »

Done  :) will post to Deon.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6648 on: April 20, 2011, 07:48:00 am »

Has anyone gotten alchemy to work? I can't seem to get it working, all reactions are red in workshop. I have marble(flux) and metals. I have read the reactions.

Nice work, Patchouli and Sprikspråk! Perhaps Deon will put out a version on Thursday, assuming the icon drawing is done.
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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

Dwarf13

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6649 on: April 20, 2011, 08:04:27 am »

Has anyone gotten alchemy to work? I can't seem to get it working, all reactions are red in workshop. I have marble(flux) and metals. I have read the reactions.

Nice work, Patchouli and Sprikspråk! Perhaps Deon will put out a version on Thursday, assuming the icon drawing is done.

Yeah that's a sad bug with pathfinding i guess. Not only alchemy, but my dorfs cant butcher\make charcoal, cremate parts\etc if the material they need is
- quite far away a 5-10 z levels away - 100%failue
- on same level but still quite away - 75% failure
- only one\two rooms away - 25%.

And yeah, my alchemy was reed too, having all the requested resourses. But then i build it on supplies and, it worked.
Most stupid bug i've witnesed like i've got 3 Charcoal furnaces, and two rooms fool of wood near them. So when the last piese of wood are burned from the closest room - bam, no wood, cant make cahrcoal (not ot mention i've got  wood outside, and deep below)
So ill had to set again to make charcoal, and, probably, that took em to calculate a new way to wood stocpile, and it worked.

So i guess i've learned to live with that kind of things - i cant make soap underground if tallow is outside still in butchery (reaction is read), alchemy stuff, and so on.
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FluidDynamite

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6650 on: April 20, 2011, 09:18:15 am »

(Speaking for 3.24) I run into those "having reactions redded out when I have all the materials" problem a lot, you can try using the job manager (j --> m) to queue the job you want. The jobs will then appear in their workshops and the dorfs will perform them as normal (you can just set the jobs on repeat if you want), no idea what that bug is about.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6651 on: April 20, 2011, 10:20:08 am »

Yep, I don't know what causes that bug (I had it with butchering/soapmaking in vanilla), but job manager works just fine.

Thank you for the language! I may patch up a release tonight :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6652 on: April 20, 2011, 10:23:00 am »

God bless text editors with "Search and Replace in All Files", eh?
What text editor would this be?

Tangentially, I love you guys! I have discovered more dead useful and indeed invaluable programs in, what, two or three weeks of haunting this thread again, than I did before in... years. :P WinMerge (♥), Dropbox, now hopefully a text editor that is nicer than Notepad... ;)
Notepad? That's like the most lame editor ever, it can't even edit multiple files :).

Get Notepad++, it can work with many files at once. Thus if you want something changed, select all raws' .txt files -> open witn notepad++ -> search and replace in all opened files. I can't imagine how long would it take to make it in notepad.exe, one file at a time.


I will also try to make an ASCII version tonight. No promises, I am a bit sleepy so I may go to bed, but it's very soon.

P.S. I am greatly nerfing the "curse of the grand cross" illithid breath attack. It was an instakill and it was frustrating since you couldn't do anything about that.
« Last Edit: April 20, 2011, 11:08:46 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sirdrake

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6653 on: April 20, 2011, 03:17:16 pm »

P.S. I am greatly nerfing the "curse of the grand cross" illithid breath attack. It was an instakill and it was frustrating since you couldn't do anything about that.

you been watching plumps lp haven't u  ;D
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6654 on: April 20, 2011, 03:26:08 pm »

You could guess by dozens of comments :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deadbeard

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6655 on: April 20, 2011, 03:57:39 pm »

Huzzah for ascii!

This really looks amazing, Deon. I can't wait until I can play it with delicious ascii tiles.
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SEX AND HAPPINESS NOW REPORTING CORRECTLY!

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6656 on: April 20, 2011, 06:01:06 pm »

Oh my sweet ascii!

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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

utuki

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6657 on: April 20, 2011, 06:44:11 pm »

Found a bug: alchemy into moon silver outputs sun gold
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6658 on: April 20, 2011, 06:50:01 pm »

Oops, yeah, I was hurrying and forgot to change the product when copy-pasting. Thanks. This fix should be important :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6659 on: April 20, 2011, 08:12:58 pm »

Moon silver reaction already fixed in my "daily patches" :´)
Thanks to observant Genesis players.

Hey, I have a "crafting materials" cabinet in my home, mostly cardboard, some plastics, metals, twine, in case need some "blocks of support". No bones though (but I could have gathered bones from dead outdoor Hares.)

Maybe I'll switch to ascii version for some time, make lots of creatures easily (no gfx tile making).
« Last Edit: April 20, 2011, 08:19:53 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
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