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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1232574 times)

FluidDynamite

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Of course if you don't want to bother with it, you will still be able to "mince" reagents in common meals which will be just salads.

Aww, no more yak cow guts swirlcakes? :P Expanded kitchen sounds very interesting, lots of fun can be had just looking at the crazy concoctions the dwarves manage to cook up. I think my silliest meal was one made out of four different types of minced eyeballs, had to micromanage the stockpiles pretty carefully to get that.
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TomiTapio

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Aww, I've got 5-6 new plants on my todo list :) two fantasy non-rotting nuts and the rest chinese cuisine.
Edit: and before coffee, there was an alcoholici drink made from coffee beans.
Most boring meal I've seen: carrot seeds x4.

Added giant owl and giant chipmunk today, they'll be seen in my next sub-release.
« Last Edit: July 03, 2011, 11:22:46 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

Sirdrake

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is it possible for there to be a 0.01% chance for birth of a certain caste because if there is i would think some kind of super dwarf mybe using the NATURAL_SKILL tags to start with like legendary+5 skills all around.

kind of like a god caste, always been a thing that interested me in DF is the gods shame you cant have speacial dwarfs come to your fort
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TomiTapio

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Enough changes have accumulated, a new sub-release comes. With animals. Nevermind that Toady's next version has 2-5 dozen new creatures, that might still be a month away.
For everybody: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_ASCII_READYTOPLAY_NoWere_NoFlay_July4.zip
For Ironhand tiles: http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_NoWere_NoFlay_July4.zip

Recent changes:
Spoiler (click to show/hide)

is it possible for there to be a 0.01% chance for birth of a certain caste because if there is i would think some kind of super dwarf mybe using the NATURAL_SKILL tags to start with like legendary+5 skills all around. kind of like a god caste, always been a thing that interested me in DF is the gods shame you cant have speacial dwarfs come to your fort
It is possible, but they will probably appear more often than one in 10 000, no matter what high popratio numbers one puts. I won't put a invincible demigod/DBZ caste into my worlds. And would it really matter if you got one ultradwarf in 50 forts.
« Last Edit: July 04, 2011, 04:16:04 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

Seraphyx

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Hello everyone, I have a question about the Altars, display case, and anatomical theater. I don't understand how altars work, I had two dwarves with the alchemy labor enabled (which is the only thing it said on the genesis wiki I believe) but when I want to sacrifice a weapon, it would just appear in red, and clicking on it just tells me the regent and what I may get (same with nature altar). I'm not sure if I'm supposed to do anything else, I couldn't find any more information about this.

Display case, it asks for a glass box? I had quite a bit of glass, all kinds, but I didn't see where to make the glass box.

I couldn't get my doctor to use the anatomical theater at all, he wasn't busy and had all labors enabled. I also had all of the required items it said it needs to perform those tasks. Do I have to put it in a hospital zone or something?

Amazing mod and thanks to anyone in advance for any help with this.
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TomiTapio

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Hello everyone, I have a question about the Altars, display case, and anatomical theater. I don't understand how altars work, I had two dwarves with the alchemy labor enabled (which is the only thing it said on the genesis wiki I believe) but when I want to sacrifice a weapon, it would just appear in red, and clicking on it just tells me the regent and what I may get (same with nature altar). I'm not sure if I'm supposed to do anything else, I couldn't find any more information about this.

Display case, it asks for a glass box? I had quite a bit of glass, all kinds, but I didn't see where to make the glass box.

I couldn't get my doctor to use the anatomical theater at all, he wasn't busy and had all labors enabled. I also had all of the required items it said it needs to perform those tasks. Do I have to put it in a hospital zone or something?
Cheers mate. Maybe all your weapons are in use by the militia? Or the weapons stockpile is too far. One can cheat by sacrificing 100 wood or bone crossbows. I'd recommend a stockpile of low-quality weapons near the altar and trading depot.
"- if a reaction is red (unavailable) in the workshop but you know you have the materials for it, maybe the materials are too far away and you need to make stockpiles near the workshop. Or try adding the job in the job manager queue (j-m-q). Might happen more often with soap maker and alchemy workshop." from my http://df-genesis.wikidot.com/tips-and-advice

For the display case, one clear glass box is needed, from the glassmaker's workshop. ash -> potash -> pearlash required to make that clear glass. http://df.magmawiki.com/index.php/DF2010:Glass_industry

Anatomical requires a piece cloth so the reaction has an input and output(the same cloth), so skill gain happens. We just assume everyone has extra cloth laying around. No need for anatomical theatre to be inside a hospital.
« Last Edit: July 05, 2011, 02:03:42 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

Seraphyx

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Hmm.. thanks I will try putting a stockpile of weapons closer to the Altar.

I'm still not understanding the glass box. I'm pretty sure I had extra clear glass laying around, but where do
I actually 'make' the glass box? I don't recall seeing any options to build anything in the glass furnace.
I'll recheck to make sure when I get a new fort started up.

And about the cloth, yeah I think I should have had plenty of extra cloth as I usually buy several bins of
cloth and leather whenever the caravans stop by so I'm not sure why he didn't want to do anything. I'll
try again soon once I get into a new fortress.

---

Got the anatomical theater working after I put a cloth bin next to it.
« Last Edit: July 05, 2011, 12:10:22 pm by Seraphyx »
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Nirek

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Mithril, Moon_silver, and CuNi (white bronze) don't show up in the warfare metals list, or anywhere else in the stone list
Marble, and Black marble are 'usable' ie green in the flux stone list unlike all of the other flux stones
Feldspar is also green and usable in the special stone section.
Gypsum and Satinspar shows up in the other stone list, should probably be in special stone? (no idea about this one, just seemed odd to be the only other stone with a purpose)
Frozen toxis spores shows up in the other stones list
Pentlandite shows up in the other stones list, rather than ores.
Thanks for investigating, man!
Indeed Mithril, Moon Silver and White Bronze do not have ores. Mithril is magicked from aluminum.
pink and pure marbles are rare, so they should go to furniture use, not steelmaking reaction in my opinion (they appear inside marble layers). Black marble is NOT a flux stone in my opinion, too much bitumin-impurity.
Feldspars (orthoclase, microcline and ten others) (let's say Feldspar represents those ten) are low-quality for furniture and statues, ofcourse they should be usable. Right, Feldspar is a tin-glaze component.
Yeah I'll move pentlandite, black marble and f-t-spores around. Well the spores is stone, so I guess it automatically appears in stone list no matter what file it is in.
I was looking at it more from a gameplay standpoint that stood out as 'odd' ie these are not like the others etc.
(I'm actually learning alot in my quest to build a complete genesis dfjobs.xml for dwarf foreman, hehe)

Are the warfare metals still ranked the same as they are on the wiki? (also where would white bronze fit there)
One other question, what's the differences in the various helmets? Masked helmets I think were added to be the best/safest, yes?

and one final random question, don't suppose you know of there's any manager jobs outside of the ones on workshops and furnaces?

Edit: whoops forgot to link new djobs
http://dl.dropbox.com/u/33793962/Genesis_dfjobs_xml_v0_5.zip Carpenter and Mason fully implemented, some misc other useful ones (kitchen/still, few others)
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TomiTapio

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Are the warfare metals still ranked the same as they are on the wiki? (also where would white bronze fit there)
One other question, what's the differences in the various helmets? Masked helmets I think were added to be the best/safest, yes?

and one final random question, don't suppose you know of there's any manager jobs outside of the ones on workshops and furnaces?
For the time being, white bronze has the same numbers as black bronze. They say it's hard to work with white bronze, very stiff. Perhaps someone could help us with the numbers, CuNi 75:25 is decently documented on the web.

I put the masked helmet to cover 100% of head and all the other helmets 85%. Kettle hat the worst, 60%.
A leather masked helm should be handy to have when wildcats are clawing at your face.
Spoiler (click to show/hide)
No, can't think of any queueable jobs that aren't in workshops. There's cleaning.. planting.. store in bin.. well isn't a workshop? Lever possibly isn't a workshop.
« Last Edit: July 06, 2011, 02:30:40 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

Torgan

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I'm still not understanding the glass box. I'm pretty sure I had extra clear glass laying around, but where do
I actually 'make' the glass box? I don't recall seeing any options to build anything in the glass furnace.
I'll recheck to make sure when I get a new fort started up.
It should be at the glass furnace, a box is just the name for a glass chest/coffer.

You need to have the materials to make clear glass, if you've already made it into a clear glass gem you can't use that to make something else, that's a finished item in itself.  It can only be cut (if rough) then used to encrust an item via the jeweler's workshop.  Unless Genesis has extra reactions using them of course, it's hard to keep track :P
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Nirek

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Found some more oddities, and one typo thus far (about halfway thru the workshops, at least recording the reactions, not actual foreman part yet)

Typo in read stonecrafting tomes (reaction:library_study_stonecraft) 'read stoinecrafting tomes'
moon silver and sun gold are missing the 'ice axe' weapon
silver and sterling silver can be made into bow/crossbow bolts, but none of the other precious metals can, only warfare

probably intended, but coarse iron can be made into anvils.

Not a bug, but something that might want to be looked at: at the kiln is glaze clay/stone jug, and glaze clay/stone jug (ash) but the (ash) does not show up in the menu they look exactly alike in DF, glaze statue, large pot and crafts aren't really readable either, but they're atleast different.

make lay pewter bars (use bars) exists, but (use ore) does not

you can craft clear, green, crystal glass grates but only clear, green beds. (edit: You can also make glass grates at the glass furnace, as well as the furniture workshop)
« Last Edit: July 07, 2011, 02:06:39 am by Nirek »
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TomiTapio

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moon silver and sun gold are missing the 'ice axe' weapon
silver and sterling silver can be made into bow/crossbow bolts, but none of the other precious metals can, only warfare
probably intended, but coarse iron can be made into anvils.
Right, ice axe uses mining skill for combat. It's the Nords' pick. I suppose it is dwarfy to have picks made of elite moon silver (which is almost as edged as red steel).
Silver bolts vs. werecreatures, classic. And silver IRL is used for kitchen stuff and dinner knives, it's better in combat than gold. I guess I'll re-enable zinc nickel tin bolts.
Yup, helps to make coarse iron anvils sometimes, especially when first and only anvil is either in smith's forge or finishing forge. The anvils are also a reasonable trade good, not too heavy.

Not a bug, but something that might want to be looked at: at the kiln is glaze clay/stone jug, and glaze clay/stone jug (ash) but the (ash) does not show up in the menu they look exactly alike in DF, glaze statue, large pot and crafts aren't really readable either, but they're atleast different.

make lay pewter bars (use bars) exists, but (use ore) does not
you can craft clear, green, crystal glass grates but only clear, green beds. (edit: You can also make glass grates at the glass furnace, as well as the furniture workshop)
too long text for the interface, right. Guess people aren't glazing many wooden jugs in the kiln. I'll reword to "ash-glaze X".
Those reactions I'll leave for Deon to ponder, he's really good at reactions.

Next patch's changelog so far:
Spoiler (click to show/hide)

Wait what, pots are in the raws, editable!
[ITEM_TOOL:ITEM_TOOL_LARGE_POT]
[NAME:pot:pots]
[ADJECTIVE:large] --Think I'll delete this for a while
[VALUE:10]
[HARD_MAT]
[TOOL_USE:FOOD_STORAGE]
[TILE:232]
[SIZE:5000] --jug is 300
[MATERIAL_SIZE:1]
[CONTAINER_CAPACITY:60000] --jug is 10 000. does this mean that hardcoded barrels are 60 liters??
« Last Edit: July 07, 2011, 02:58:57 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

Nirek

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Has anyone gotten their dwarves to make a Human fortress game? 300 toys and counting and.. nothing, got at least a dozen of every other toy that they're allowed in the entity file, but no human fortress :(

Edit: Just after I wrote this, I had a dwarf caravan from the mountainhome.. come with a black bronze human fortress game..still none made by my dwarves though, I am making them out of rocks, wouldn't figure that would matter.

Edit2: I also just noticed wooden toys aren't visible on the craftdwarf menu, though it can be assigned via manager
« Last Edit: July 07, 2011, 08:43:02 am by Nirek »
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Ladde

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Would it be possible to add descriptions on seeds on which are above and underground seeds? That would make it alot easier, if it isn't to much hassel.
And if I can do it myself, please tell.
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TheIcelandicManiac

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Question kind sirs: What are Domple Dwarfs?
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