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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228975 times)

Deon

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Is anyone else having trouble with press cakes?  I think in vanilla they can be cooked but they don't seem to do anything here.
I will check it although I am not sure what is the problem. Do you mean those which come from honeycomb pressing? I have the same raws for honey/wax as in vanilla.

P.S. Looking at raws, the press cakes should be from wax. The wax is not cookable. How could you cook a wax? :)
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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RaidSoft

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Random suffocations? That's paralysis toxins stopping their breathing. (Curse of the grand cross, every possible symptom at 1000%. Deon said he'd reduce it.)
Oops, I forgot about that, thanks for reminding me.

Any idea when that will happen? Kind of hesitant at starting a fortress when I know that this might happen to me and I know it would frustrate the hell out of me :P
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Deon

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You can change it yourself any moment if you are afraid of it :). Just replace all 1000 numbers with 10 or 50 in their "grand cross" syndrome. Right now I make new creatures which I need for Shadowrun mod, and once I'm done with them I will add them to genesis too (zebras, beavers, hyenas, armadillos etc.).
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RaidSoft

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hmm, how would that change work with a current fortress? Or would that require a new game to make a difference?
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Deon

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http://www.pastebin.ca/2054163

So you need to replace the contents of creature_illithid.txt in /raw/objects/ for all the new worlds to be okay.

To fix a running world, change the same file in /data/save/region1/raw/objects/ (provided your save is region1, otherwise make it in any region you need).
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RaidSoft

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I knew about having to change the savegame's raws :) Though what I was wondering about was like with the trample fix where it didn't affect any current creatures, I assume it's the same with this change that only new creatures with that will be affected by the change and any old ones would retain the old values until they die/despawn?

Tnx btw ;D
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Deon

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Yeah, those on the map COULD have the old toxin (while I highly doubt it), but all the new invasions will be fixed.
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TomiTapio

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I'll do some
Quote
add a few more minerals?
Nice article http://www.uwgb.edu/DutchS/Petrology/IdentifyRxMin.htm

these sound nice: celestite, epidote (green), corundum, sphene, biotite (black), zeolite,

metamorphic: cordierite, jadeite, greenstone, amphibolite
sedimentary: arkose, breccia, marl, argillite, lapilli
igneous: scoria, pumice, syenite
now, probably takes a while, looking up how rare/layerlike they are,
and roll a new fort...
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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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I saw that post and I will include them in the next release. If you have suggestions on their allocation, it's awesome.
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Vorthon

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What about Azurite? (IIRC, it's found with Malachite most of the time.)
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TomiTapio

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working on the new minerals...
oooh aaah http://www.graniteland.com/stone/type/migmatite
"This type of partially melted metamorphic rock, with its pretty swirling texture"
migmatite gets value 3 from me. Looking forward to Migmatite Statues

(looks up azurite) hmm, by weathering, thus small cluster. Okay. value 3 also.


Phew, done for this session, medium-hard work! (1h45m)
result at http://dl.dropbox.com/u/8967397/DF%20add%20minerals.txt
I should do Ironhand testing later today... now frozen pizza into oven.
« Last Edit: May 05, 2011, 10:23:47 am 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

Bouchart

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Is anyone else having trouble with press cakes?  I think in vanilla they can be cooked but they don't seem to do anything here.
I will check it although I am not sure what is the problem. Do you mean those which come from honeycomb pressing? I have the same raws for honey/wax as in vanilla.

P.S. Looking at raws, the press cakes should be from wax. The wax is not cookable. How could you cook a wax? :)

I thought in Vanilla that a rock nut press cake could be cooked.  Maybe I'm mistaken.
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Deon

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The only difference I have is that in vanilla rock nuts are edible raw and in Genesis they are only edible cooked (I don't want dwarves to eat all your seeds). Are you sure you can't cook the paste/press cake? I will check it for the next release.
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Jeoshua

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Wax IS edible, tho, so you know.  Ever had Wax-Lip Candy before? And Honeycomb is edible raw.  Good for ya, too.
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I like fortresses because they are still underground.

Deon

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Wax IS edible, tho, so you know.  Ever had Wax-Lip Candy before?
I didn't have wax-lip candies, but I can definitely add wax candy making into genesis :).

And yeah, honeycombs are tasty.
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