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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249500 times)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
« Reply #495 on: April 25, 2010, 04:50:12 am »

Downloaded and love the mod!

Just one thing..Ever since I downloaded and started playing it, my broker skills are now broken.  No one, and I mean, NO ONE, can get above dabbling level in any of the social skills unless they started with a higher level.  Really does a number on my brokers when they try to get a good deal from those hippies.

Edit: Something else I discovered..rabbits are not butcherable?  Nor draltha's, anymore?  Currently testing to see what has happened!

Edit Edit: Cloth, leather, cloth, leather..That's all I've been brought since the first caravan of Elkwhatever elves (who actually brought useful stuff).  Even my own home civilization isn't bringing in jake (though since the liaison decided to commit suicide by running right into a pair of ogres, I can only blame him for that).
Broker etc. skills shouldn't be affected, I mean I haven't modded their rates, that's strange. Can someone else confirm this? This may be another 0.31.03 bug.

I don't see why rabbits are not butcherable, they are a bit smaller groundhogs. And I definitely didn't touch Dralthas. I will check it.

Quote
How do you get the soccer field thing to work
Some buildings like this are "cosmetic", sadly you cannot make "requires 10 dwarves to play" reactions yet :).
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.41 ϟ]
« Reply #496 on: April 25, 2010, 06:27:01 am »

I don't know what was wrong with rabbits, honestly (except for the fact that they were too small).
I've remade them from scratch and now they give all the stuff when butchered.

I guess they gave only skull before, right? What's up with Dralthas? Do they give no meat too? I will check them later, can you tell me your problem?

Anyway, 1.45 is out.
It's save-compatible. Copy /raw/objects to your /save/region**/raw/objects/ to apply the changes to your existing save.

- Rabbits give meat, bones etc. when butchered.
- Rabbits now are common domestic critters.
- Boars can be trained.
- Black lung is much less deadly.
- Some quadruped critters (cat, dog) didn't have joints assigned. I've fixed it.
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ISGC

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #497 on: April 25, 2010, 07:56:41 am »

hey, so, one problem
I have a population of 58, but my noble's screen is some how screwed up.  after a few dwarves died because of a skeletal sand lion (I think my broker was among them) the noble's screen reset to the starting one, except I cannot even replace the current ones.  In fact, one of them is dead.  Now my dwarves are getting "couldn't find someone in charge to cry on" messages , not to mention that I need all those nobles that were cut out.  I'm hesitant to call this a bug, but if you know anything about it, please tell me!
I really like this fort and would like to not have to abandon.
Spoiler (click to show/hide)
« Last Edit: April 25, 2010, 08:10:55 am by ISGC »
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Peasant

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #498 on: April 25, 2010, 08:16:44 am »

Boars! BADASS!

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #499 on: April 25, 2010, 09:15:24 am »

hey, so, one problem
I have a population of 58, but my noble's screen is some how screwed up.  after a few dwarves died because of a skeletal sand lion (I think my broker was among them) the noble's screen reset to the starting one, except I cannot even replace the current ones.  In fact, one of them is dead.  Now my dwarves are getting "couldn't find someone in charge to cry on" messages , not to mention that I need all those nobles that were cut out.  I'm hesitant to call this a bug, but if you know anything about it, please tell me!
I really like this fort and would like to not have to abandon.
Spoiler (click to show/hide)
It's the current versions' bug with disappearing nobles and inability to replace dead ones. Try to go into entity_default.txt in your save folder and increase the avaliable number of each noble which is bugged/disappeared there. I am not sure if it works though.
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Treason

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #500 on: April 25, 2010, 11:28:22 am »

I updated!

Now my game crashes constantly :(
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #501 on: April 25, 2010, 11:32:25 am »

That's really weird. Do you play the old save, or the new game? There may be something about game being unstable with updating saves, I had no problems with it D:.
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Treason

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #502 on: April 25, 2010, 12:19:30 pm »

That's really weird. Do you play the old save, or the new game? There may be something about game being unstable with updating saves, I had no problems with it D:.

I was playing the old game, and it worked just fine until the season turned, whereupon it crashed.

I then eliminated that save, and moved onto playing a new fortress site on the same map, where upon any attempt to embark causes a crash.

It's very likely there was some sort of screw up during the update of my old game.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #503 on: April 25, 2010, 12:20:56 pm »

I haven't changed any biome-related things so it's weird that you get crashes during embark.

Just to make sure, are you ok with a new world? There may be some error on your end in the raws.
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Treason

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #504 on: April 25, 2010, 12:56:44 pm »

Oddly enough, I can't seem to gen a new world with custom settings under the latest version, it will just hang and refuse to respond.  Generating one through the standard Toady settings from the main menu works, but once again while attempting to embark the game crashes.

This is after a complete deletion of the game and re-installation of the standard game and transferring the modification into it.
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Treason

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #505 on: April 25, 2010, 01:25:39 pm »

Looking over the error log, there seems to be an issue with what was done to the raw/objects/creatures_domestic.text

Specifically, the whole thing reads as a problem with dogs.

Here's the log:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_domestic.txt"
DOG:Body Token Recognized But Could Not Connect: QUADRUPED_JOINTS
DOG:Body Token Recognized But Could Not Connect: TAIL
DOG:Body Token Recognized But Could Not Connect: 2EYES
DOG:Body Token Recognized But Could Not Connect: 2EARS
DOG:Body Token Recognized But Could Not Connect: NOSE
DOG:Body Token Recognized But Could Not Connect: 2LUNGS
DOG:Body Token Recognized But Could Not Connect: HEART
DOG:Body Token Recognized But Could Not Connect: GUTS
DOG:Body Token Recognized But Could Not Connect: ORGANS
DOG:Body Token Recognized But Could Not Connect: THROAT
DOG:Body Token Recognized But Could Not Connect: NECK
DOG:Body Token Recognized But Could Not Connect: SPINE
DOG:Body Token Recognized But Could Not Connect: BRAIN
DOG:Body Token Recognized But Could Not Connect: SKULL
DOG:Body Token Recognized But Could Not Connect: 4TOES_FQ
DOG:Body Token Recognized But Could Not Connect: 4TOES_RQ
DOG:Body Token Recognized But Could Not Connect: MOUTH
DOG:Body Token Recognized But Could Not Connect: GENERIC_TEETH_WITH_LARGE_EYE_TEETH
DOG:Body Token Recognized But Could Not Connect: RIBCAGE
DOG:Tissue layer not added because no BP found: BY_CATEGORY:TOE:NAIL
DOG:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
DOG:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (ECRU,1) Was Not Used
DOG Color Mod Ending With (TAUPE_SANDY,1) Was Not Used
DOG Color Mod Ending With (IRIS_EYE_TURQUOISE,1) Was Not Used

Subsequently removing dogs from my starting profile allows me to embark, but as soon as one shows up from immigrants or caravans, it crashes again.
« Last Edit: April 25, 2010, 01:27:39 pm by Treason »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.45 ϟ] - fix (save compatible)
« Reply #506 on: April 25, 2010, 01:31:07 pm »

IT IS MY FAULT! Sorry. You will be ok with the save you tried to update and other things as long as you add a body to dogs. I really forgot to add body to those, probably because I was hurrying. I will upload 1.46 in a moment.

If you want to do it by yourself, open creature_domestic, find [BODY:QUADRUPED_JOINTS:***] and replace it with [BODY:QUADRUPED:QUADRUPED_JOINTS:***].

That's the silly error I've got for modding without sleep :(. Sorry.

P.S. The fix is uploaded. You will need only creature_domestic.txt though to make your problems to go away. And you can continue with that save you were playing on 1.41.
« Last Edit: April 25, 2010, 01:33:58 pm by Deon »
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Meanmelter

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Does this have Accelerator running with it? Because my screen is flashing like mad and I cant do anything In the military screen.
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Deon

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No, if it flashes then your PARTIAL_PRINT settings are wrong, go there and set them as you wish.

Also LOOK!





Grab it here:
http://dffd.wimbli.com/file.php?id=2229

Now I have to update it for Genesis mod races too.
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Shadowkire

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 1.46 ϟ] - now with stonesense
« Reply #509 on: April 25, 2010, 04:26:47 pm »

I did the fix for the dog but the game still crashes on embark and error log says it is because of the dog

[edit]
I downloaded the latest version of genesis just in case my being an idiot was the issue and it still crashes on embark because of the dog
« Last Edit: April 25, 2010, 04:35:28 pm by Shadowkire »
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