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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247824 times)

NRN_R_Sumo1

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1710 on: June 17, 2010, 03:30:26 am »

it is entirely possible however to build them yourself, but it would require some clever work of collapsing tiles and premade fires dropped into place.
all hooked to a pressure plate.

most likely not a situation that would be worth the effort, but its possible. (but modding them in as instant exploder traps is entirely impossible)
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Medicine Man

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1711 on: June 17, 2010, 07:42:28 am »

Hey Deon is it worth downloading the newest genesis?or are you going to realese a newer one soon?
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Rumrusher

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1712 on: June 17, 2010, 08:03:03 am »

so how do you add in your own race into this mod?
because I'm working on setting up a runesmith fort with hopefully "breeding bronze" and so far I can't seem to get them gen in.
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afoninv

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1713 on: June 17, 2010, 11:13:31 am »

Hi Deon,

A quick note about your modded vermin. It does not rot away and has name inconsistencies (at least, in the Stocks screen):

Spoiler (click to show/hide)

(I don't know why some positions are not forbidden when un-Tab-bed and forbidden when expanded)

Some remains with name inconsistencies (e.g. 'umber hulk', 'remains ' and 'sturgeon' when un-Tab-bed) eventually rotted away, some others ('stingray', cap hopper, cave firefly, lizard) did not.

Tested on .31.06, Genesis 2.51, for two seasons (incl. season changes) and continuing.

***

One more thing. Dismantling stone beds does not work for me - no such reaction at Furniture workshop. I have unforbidden stone beds at furniture stockpile, no burrows (so I presume it's not a pathing issue).
And one more - 'Furniture Workshop' turned into 'Custom Workshop' some time after after construction. Besides name change, workshop tiles became the same as Mason's Workshop tiles.
And one more =) small incorrection in manual - it says it takes a boulder to create a bed. But in game it also takes a piece of cloth. (Maybe that's because of this second component it is impossible to dismantle stone bed?)
« Last Edit: June 17, 2010, 12:51:34 pm by afoninv »
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Z1000000m

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1714 on: June 17, 2010, 01:00:55 pm »


One more thing. Dismantling stone beds does not work for me - no such reaction at Furniture workshop. I have unforbidden stone beds at furniture stockpile, no burrows (so I presume it's not a pathing issue).
And one more - 'Furniture Workshop' turned into 'Custom Workshop' some time after after construction. Besides name change, workshop tiles became the same as Mason's Workshop tiles.
And one more =) small incorrection in manual - it says it takes a boulder to create a bed. But in game it also takes a piece of cloth. (Maybe that's because of this second component it is impossible to dismantle stone bed?)

furniture workshop is broken, at least for me
the custom workshop ususally occurs after a load, and i have to say, max 2 years after i start experiencing that bug, the game gets to a point where it crashes very, very often
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1715 on: June 17, 2010, 01:10:09 pm »

Nah, the custom workshop never happens if you have an initial save set on. it only happens if you build some custom buildings between your game start and your first save.

I will look into the furniture workshop. Do you mean it produces no logs from dismantling?

Quote
afoninv
Why are there two different lines for cave firefly remains? Looks like some DF bug for me :(.
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afoninv

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1716 on: June 17, 2010, 04:05:49 pm »

Quote
afoninv
Why are there two different lines for cave firefly remains? Looks like some DF bug for me :(.
That one is simple: cave firefly has 2 castes, for male and female specimen. Not a bug.

As for standard, non-modded vermin remains, it seems they have no obvious bugs in rotting routine nor in representation in Stocks menu. I make a wild guess that's something wrong with the modded vermin.
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Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1717 on: June 17, 2010, 04:14:01 pm »

That one is simple: cave firefly has 2 castes, for male and female specimen. Not a bug.

Fireflies are so a bug!
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Lord Shonus

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1718 on: June 17, 2010, 11:21:24 pm »

Two more display workshops. They currently look identical to the display case. One takes a weapon rack and any weapon, while the other takes an armor stand and any bodywear. Thought deon might be interested.

Spoiler (click to show/hide)

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derekiv

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1719 on: June 18, 2010, 07:52:36 am »

Add me to the list who play. I plan to try and make the first DF2010 Flarechannel. See you guys in 6 months.
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tHe_silent_H

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1720 on: June 18, 2010, 08:06:40 am »

I have an (stolen)idea, new ways to create booze. I saw this in the Gustatory Science Mod. They had an animal called the boozebelly goat, of which the cheese from it could be made into alcohol, i wonder what other products you could make brewable(extracts, cheese, meat/bones/other by-products, silk even). Could produce some interesting results.
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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1721 on: June 18, 2010, 11:49:26 am »

I have an (stolen)idea, new ways to create booze. I saw this in the Gustatory Science Mod. They had an animal called the boozebelly goat, of which the cheese from it could be made into alcohol, i wonder what other products you could make brewable(extracts, cheese, meat/bones/other by-products, silk even). Could produce some interesting results.

Does that cheese-booze get stockpiled under "Animal Drinks"?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1722 on: June 18, 2010, 01:55:12 pm »

The problem is that whenever the cheese is stored into a barrel, you can no longer work with it. And you can't get it out easily. Thus I didn't use such a feature yet.
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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1723 on: June 18, 2010, 02:27:19 pm »

I have an (stolen)idea, new ways to create booze. I saw this in the Gustatory Science Mod. They had an animal called the boozebelly goat, of which the cheese from it could be made into alcohol, i wonder what other products you could make brewable(extracts, cheese, meat/bones/other by-products, silk even). Could produce some interesting results.
Drink is a plant tag (maybe creature tag, I haven't tested that) rather  than a generic material tag, so most of those things would have to be turned into plants first by reactions, like I do with dew spider thread.
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jaked122

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.6 ϟ] - tricks and treats
« Reply #1724 on: June 18, 2010, 06:27:50 pm »

I was bored with plain df, so I copied in your jade dwarves, how do I know if a specific dwarf is a jade dwarf?
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