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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247506 times)

NRN_R_Sumo1

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1830 on: June 23, 2010, 06:46:06 pm »

Thank you, I will fix it.
I just didn't want it in stone crafts.
its a sacrifice I think most of us are happy with taking Deon :)
Good news is that this means all the other stones which were missing could be easily fixed.

also I have a Minor suggestion of something that could be added, Fire on Demand by Warlord255, it's still kinda rough but I think it makes a nice addition to my own game and I'm sure that this very useful and flavour adding mod will make a great addition to any fortress.
http://www.bay12forums.com/smf/index.php?topic=58806.0
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Hippoman

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1831 on: June 23, 2010, 07:48:41 pm »

Why can't I plant moonberry seeds ANYwhere?
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JusticeRings

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1832 on: June 23, 2010, 08:11:13 pm »

they have to be planted in a good biome. They are rare.
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Knight Otu

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1833 on: June 24, 2010, 05:39:24 am »

Er, quite perhaps! Could you please point me in the right direction as to where I can find more info on SIZE tag affecting damage? I feel my knowledge here is lacking.
There are a number of topics on weapon comparison in the Dwarf Mode forum. Anyway, a greater size means a greater weight, which in turn is used in the damage calculations (which is why adamantine now makes horrible hammers).
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jayseesee

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1834 on: June 24, 2010, 05:45:21 am »

Thank you, I will fix it.
I just didn't want it in stone crafts.

No real reason to fix it.  I was being lazy by not wanting to manage a quantum stockpile for the stuff =P
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I'd do that, but I don't think dwarves have words for "fair" or "logical".

Normandy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1835 on: June 24, 2010, 12:18:35 pm »

Has anyone noticed this? When I do training in the anatomical theater, even though cloth/thread is properly preserved, it gets "stuck" inside the building, and no dwarves will use it for a job until I dump it out of the building and reclaim it. Is this a bug with 31.08 in general? Or something dealing with the reaction?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1836 on: June 24, 2010, 12:32:55 pm »

They were dragging it back to stockpiles in .06, I didn't try .08 yet.
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Hippoman

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1837 on: June 24, 2010, 01:35:44 pm »

Has anyone noticed this? When I do training in the anatomical theater, even though cloth/thread is properly preserved, it gets "stuck" inside the building, and no dwarves will use it for a job until I dump it out of the building and reclaim it. Is this a bug with 31.08 in general? Or something dealing with the reaction?

I was wondering why that was.
It's really annoying.
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afoninv

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1838 on: June 24, 2010, 02:01:44 pm »

Hmm, my Anatomical Theater works OK, dwarves drag cloth / thread back to stockpile after medic has finished his practice...
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1839 on: June 24, 2010, 03:50:10 pm »

Then it's probably some pathing bug. Are you sure there's no empty hauling job in the list? Can you check it again?
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NRN_R_Sumo1

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1840 on: June 24, 2010, 03:52:39 pm »

simple work around, just keep a small storage area next to the trainers.
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Hippoman

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1841 on: June 24, 2010, 03:58:06 pm »

simple work around, just keep a small storage area next to the trainers.

Cept when it doesn't work around and you have 15 dwarves all not doing anything when there are about 40 spaces right next to the anatomical theatre just ready to have shit placed on it.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
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NRN_R_Sumo1

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1842 on: June 24, 2010, 04:08:33 pm »

simple work around, just keep a small storage area next to the trainers.

Cept when it doesn't work around and you have 15 dwarves all not doing anything when there are about 40 spaces right next to the anatomical theatre just ready to have shit placed on it.

Strange, never had that problem before.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1843 on: June 24, 2010, 04:26:22 pm »

Hey Deon, I'm merging my tweaks, which are inside Gen2.5, into 2.81.

I have unicorns at 750 speed and dragon raptors much larger. (Fought a D-R with an adventurer, was too easy)

2.81's fleshball is missing the lines
[FREQUENCY:10]
[BIOME:SUBTERRANEAN_WATER]
[LARGE_ROAMING]
[UNDERGROUND_DEPTH:3:3]

I have cheetahs in groups of 1-3, sometimes get mom and two young or a two-brother hunting pair.
My gazelle at 780 speed, slightly below cheetah speed :)
cougar and dire wolf at 750 speed
groundhog at [SPEED:970]

I love the forest spiders. Fun for adventurers and forts alike.

giant eagle, less population, added [CURIOUSBEAST_EATER]
your eagles at 50kg, mine are smaller and hunt in rockydesert too
crow,   [TRAPAVOID]  [CURIOUSBEAST_EATER] for being clever

Should we add [FLEEQUICK] to more critters?

Deep crow, [BIOME:ANY_LAND], really? not in the caves?
No Beholder pets in my worlds.
swamp troll gets [CURIOUSBEAST_EATER]
My cats are 830 speed.
donkey gets [BIOME:GRASSLAND_TEMPERATE] [BIOME:SAVANNA_TEMPERATE]
turkeys got    [SPEED:790][FLIER][FLEEQUICK]
   [BIOME:GRASSLAND_TEMPERATE]
   [BIOME:SAVANNA_TEMPERATE]
   [BIOME:ANY_TEMPERATE_FOREST]
rabbits got [SPEED:800][FLEEQUICK]
maybe should remove ferret leather and bones, lesser than rabbits'.
Skunks got [CURIOUSBEAST_EATER]

Phew, got the merge done, hope some of this gets into the next Genesis ver.
My current fort in on two biomes, calm forest and evil shrubland, never know if gonna get ogres, harpies, ducks or bunnies :)
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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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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 2.81 ϟ] -> 0.31.08
« Reply #1844 on: June 24, 2010, 04:44:02 pm »

Quote
[2.81's fleshball is missing the lines
[FREQUENCY:10]
[BIOME:SUBTERRANEAN_WATER]
[LARGE_ROAMING]
[UNDERGROUND_DEPTH:3:3]
It's intentional.

Quote
Deep crow, [BIOME:ANY_LAND], really? not in the caves?
It's a megabeast, all megabeasts live in caves. Cave is not a biome, it's a site.

Also I like beholder pets :). They make cool companions for mage-like dwarves.
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