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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228716 times)

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2610 on: August 21, 2010, 01:31:14 pm »

By the way, since I found masonry to be stupid hard to train up unless you are willing to waste a ton of time building blocks or furniture which is even MORE clutter, I added the following reaction to reaction_training

[REACTION:LIBRARY_STUDY_MASONRY]
   [NAME:read fortress blueprints]
   [BUILDING:LIBRARY:CUSTOM_A]
   [SKILL:MASONRY]


Im not sure if there is a way to control the gain of XP gained from reactions like this, or from others. I know it may gain a bit fast [haven't tried it yet] but this is a far more elegant solution than building blocks nonstop which only serves to drive me insane.

Edit:

Also decided to add in mechanics

[REACTION:LIBRARY_STUDY_MECHANICS]
   [NAME:read 'popular dwarf mechanics']
   [BUILDING:LIBRARY:CUSTOM_H]
   [SKILL:MECHANICS]   
« Last Edit: August 21, 2010, 02:31:35 pm by omglazers »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2611 on: August 21, 2010, 03:32:20 pm »

By the way, since I found masonry to be stupid hard to train up unless you are willing to waste a ton of time building blocks or furniture which is even MORE clutter, I added the following reaction to reaction_training.
Also decided to add in mechanics

One way to keep the peasants happy busy is to make loads of blocks (instead of dumping stones), then building floors nearby, to make the place look nicer and to get rid of the stones.
I see no need to train the mechanics skill, except to get better quality mechanisms for weapon traps.
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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

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2612 on: August 21, 2010, 07:26:12 pm »

[I see no need to train the mechanics skill, except to get better quality mechanisms for weapon traps.

This matters a lot! If you use a lot of weapon traps rather than cage ones, like I do.

Also, traps and mechanical stuff is built faster.

As for making blocks, I know everyone says that but sometimes I just want to assign a dwarf to learn nothing but how to be a mason, and building blocks is a tedious and slow process, especially if they end up using a bunch of stone I didn't intend for them to use.
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Tarran

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2613 on: August 21, 2010, 08:50:01 pm »

Deon, I just caught a mistake in the PICKED_TILE of Quarry bushes: The picked tile is ("), which leads to it being completely blank (at least, in the ASCII version). I'm 100% sure that that's the problem, since when I changed it to "34" it wasn't blank anymore.

EDIT: Apparently, the problem still persists for unharvested quarry bush shrubs (but the change in tiles fixed the harvested ones). I'll see if I can figure out the problem.

EDIT2: Found out why, SHRUB_TILE and DEAD_SHRUB_TILE also use the broken (") as their tiles.
« Last Edit: August 21, 2010, 10:02:10 pm by Tarran »
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2614 on: August 21, 2010, 11:18:05 pm »

Heh, it feels like Genesis is practically a community mod at this point :P

Its nice to feel like a part of something as ambitious as this is
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2615 on: August 22, 2010, 01:34:39 am »

I will add both reactions. Library becomes one of the most important buildings now, hehe.

And I don't always like to build tons of blocks or mechanisms. Blocks in the end make a lot of clutter (although less than stone so it's a bit better), but the main problem is mechanisms, because they take furniture piles and flood the space.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2616 on: August 22, 2010, 06:56:29 am »

Heh, it feels like Genesis is practically a community mod at this point :P
Its nice to feel like a part of something as ambitious as this is

It's the best mod around, having the spirit of the vanilla, but more races, plants, and creatures.

I'm having a "private branch" of Genesis, where the races are slightly different and just yesterday
enabled silver ammo, brass armor, nickel "silver" and billon ammo, sterling silver armor and weapons (they may be decorative, but a great help versus wildlife).
And made gold appear in small clusters, not veins. Little things like that. And added Demon Cat based on Forest Cat, but different. Disabled mittens and socks from my dwarf civs, for less clutter.

I've set higher requirements for non-dwarf caravan arrival, in current fort got orc & sylvan & duskie caravans as late as year 3 spring. (got fame for the outpost by slaying a Balor; its lowerbody flew off too easily.)
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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

LizardKing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2617 on: August 22, 2010, 11:27:13 am »

I had a Salamander and a Lizardfolk Witch stumble into some cage traps I left out in the open, and thought rather than killing them I'd see if I could let them wander tame around my fortress. Rather then editing the raws I just used runesmith to make them tame and not an invader. While they're both happilycontently wandering around the meeting hall, the salamander appears to be thirsty and not drinking anything. The witch is fine. There's tons of booze and a little pool nearby set as a water source. Any idea why the silly bugger isn't drinking?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2618 on: August 22, 2010, 11:55:21 am »

Add NO_DRINK to it, non-entity creatures cannot drink in fortress mode yet.
« Last Edit: August 22, 2010, 12:08:59 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

LizardKing

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2619 on: August 22, 2010, 12:10:21 pm »

Add NO_DRINK to it, non-entity creatures cannot drink in fortress mode yet.

Ah I see. I already did that, but at least I know why now =]
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Morrigi

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2620 on: August 22, 2010, 03:34:26 pm »

I just downloaded this mod and tested some stuff in the arena. My lost adventurers and the human they were fighting melted, and I keep getting messages that skin is being chipped, shattered, and generally acting like it's rigid half the time. What can I do to fix this?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2621 on: August 22, 2010, 03:52:33 pm »

Some sieges at Muscletombs...
and wildlife:

(problem: lowerbody and cheek are protected by clothes, but testicles are not.)

Spoiler (click to show/hide)
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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

oolon1

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2622 on: August 22, 2010, 05:08:43 pm »

Why on earth is marble pink?  This is going to completely ruin my plans for a white fortress.  If I change the color, will it take, or do I need to do worldgen again?

p.s. The mod is great so far except for the ridiculous amount of seeds in the default embark and pink marble.  Keep up the good work.

Edit:  Sorry, the walls are fine.  The door is pink and blue.  My mistake.
« Last Edit: August 22, 2010, 05:15:21 pm by oolon1 »
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omglazers

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2623 on: August 22, 2010, 05:39:05 pm »

Why on earth is marble pink?

Edit:  Sorry, the walls are fine.  The door is pink and blue.  My mistake.

Yes; this actually made me  :'( a little bit on one fort.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.03 ϟ] - ents
« Reply #2624 on: August 22, 2010, 06:23:04 pm »

Why on earth is marble pink?  This is going to completely ruin my plans for a white fortress.  If I change the color, will it take, or do I need to do worldgen again?
Edit:  Sorry, the walls are fine.  The door is pink and blue.  My mistake.

Marble has in inorganic_stone_layer.txt
[INORGANIC:MARBLE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:marble][DISPLAY_COLOR:7:5:0][TILE:137][REACTION_CLASS:FLUX]

that 7:5:0 is the color, 7 foreground, 5 background, 0 brightness modifier.
http://df.magmawiki.com/index.php/DF2010:Color  says 7 is light grey and 5 is magenta. 7:7:1 would be white on white shiny marble.
(I still have the previous 7:6:0)

No need to re-roll a world for colour or which-tile changes.
« Last Edit: August 22, 2010, 08:50:00 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
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