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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246363 times)

D_E

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4185 on: December 13, 2010, 11:57:13 am »

Add [CANOPENDOORS] to the werewolf entry in creatures_genesis, I think.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

ViiK

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4186 on: December 13, 2010, 12:15:38 pm »

These are normal simple buildings - four walls and entrance, I don't see any icon that would represent a door.
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Spaghetti

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4187 on: December 13, 2010, 04:16:56 pm »

how come there are towns on the map in the tundra areas but when i go there nothings there?
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D_E

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4188 on: December 13, 2010, 06:24:05 pm »

That's a bug in Dwarf Fortress itself, I believe.  Towns don't work right on tundras.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Davichococat

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4189 on: December 13, 2010, 07:59:11 pm »

Yeah, I never play with Nord's because of their towns in the ice.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4190 on: December 14, 2010, 03:30:24 am »

[ITEM_FOOD:ITEM_FOOD_PIZZA]
[NAME:pizza]
[LEVEL:6]
Delicious. Put in item_food.txt.
I recently removed pizza, ragout, escalopes, ravioli, balls, alphabet soup, composite soup, complex salad. All the ones with foreign names; trying to have a fantasy world.
Have cake, pie, sauce pie, slabcake, swirlcake, slices instead.
The maximum level is 4. (2 easy, 3 fine, 4 lavish).

I temporarily put Nords to start only in [START_BIOME:FOREST_TAIGA] [START_BIOME:FOREST_TEMPERATE]
« Last Edit: December 14, 2010, 03:38:04 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

vaaern

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4191 on: December 14, 2010, 01:51:09 pm »

question: Can you cut down trees with the axe you make? :) In adventure mode that is!
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4192 on: December 14, 2010, 03:21:30 pm »

question: Can you cut down trees with the axe you make? :) In adventure mode that is!
Nope. Nor can you gather plants you see. There's a Genesis reaction to gather plants from thin air. Guess there was also wood from thin air reaction.
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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

vaaern

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4193 on: December 14, 2010, 03:26:38 pm »

mm, damn. That's one feature I really really would like to see in dwarf fortress (not only genesis mod), as well as digging small places for you to be safe, that would be awesome!
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BigD145

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4194 on: December 14, 2010, 05:14:28 pm »

question: Can you cut down trees with the axe you make? :) In adventure mode that is!

Toady will get there eventually.
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Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4195 on: December 14, 2010, 06:20:59 pm »

question: Can you cut down trees with the axe you make? :) In adventure mode that is!

Toady will get there eventually.

In the forseeable future, even. I am not amazing enough to find the devlog quote, but he has talked before about when in his timeline he'll start working on those exact features.
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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]

NaziBad

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4196 on: December 14, 2010, 07:36:42 pm »

So, I've been romping and stomping and killing any elf I find in adventure mode, but I'm disappointed about something. That something being that I have found NO children to kill and feast upon as I romp and stomp. I do oh so love children, their soft and supple gluteus maximus makes for a delicious, tender roast. Do elves give birth to adults? Do other species have children present in their civilizations? I guess I could make do with a human roast.

And, how good is cobalt as a weapon or armor? Is it better for edge or bluntness?
« Last Edit: December 14, 2010, 07:57:42 pm by NaziBad »
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"Better is one's own law of works, swadharma, though in itself faulty than an alien law well wrought out; death in one's own law of being is better, perilous is it to follow an alien law." - Bhagavad Gita

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4198 on: December 15, 2010, 06:30:11 am »

My fort died, of two water pools becoming non-drinkable...

fort's mayor-log:
Spoiler (click to show/hide)

My FPS data goes into http://df.magmawiki.com/index.php/DF2010:System_requirements/Archived_reports

Elf children? Sylvans do have    [BABY:1] [CHILD:12], as do the other races. Maybe they keep their children well-hidden due to all the babysnatcher civs.
« Last Edit: December 15, 2010, 01:19:21 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

Ladde

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18 ϟ] - long worldgen again!
« Reply #4199 on: December 16, 2010, 04:40:24 am »

On the DF wikia it says:
"Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out."

How can I see where the impassable section is on all the magma buildings? Without building them :/
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