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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1250042 times)

Zifnab

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5175 on: February 19, 2011, 10:12:30 am »

There is a problem with the leaves food stockpile submenu.  I'm using Ironhand 3.19a3.

Spoiler (click to show/hide)
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5176 on: February 19, 2011, 10:18:01 am »

Heh, didn't think about that. Well, that stuff has to go somewhere, so I will have to either remove it or keep it in some stockpile. I made them leaves to get rid of them in stone menu and from "urist likes something" option. I am more interested in that black line between watercress seeds and rock nuts. I'll check it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Zifnab

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5177 on: February 19, 2011, 10:23:38 am »

Also, I know its a bug with the base game, but I started a game with a slice taken out of the middle of the map all the way to the HFS pits, no magma, and had all of the caverns collapse upon embark.  The
Spoiler (click to show/hide)
are trapped in a one tile cavern, and almost all of the stone on the map is revealed. 
 
4 of the starting dwarves managed to survive the cavern collapse, so I think I am going to try to keep this going.  No magma, no coal, but I'm hoping to get some trees growing on some mud in a room I flooded with one of the few remaining water sources.  There may not be much at this site, but there is more platinum than I have ever seen before.
 
Here is the gamelog from the embark.  Some of you might get a kick out of it.  It's fairly long though.
 
Spoiler (click to show/hide)
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Zifnab

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5178 on: February 19, 2011, 10:34:53 am »

Heh, didn't think about that. Well, that stuff has to go somewhere, so I will have to either remove it or keep it in some stockpile. I made them leaves to get rid of them in stone menu and from "urist likes something" option. I am more interested in that black line between watercress seeds and rock nuts. I'll check it.

There is also some strange crossover between the plants and wood stockpile.  Some trees are listed as plants, and a lot of crops are listed as wood.
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Flaede

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5179 on: February 19, 2011, 10:50:18 am »

Heh, didn't think about that. Well, that stuff has to go somewhere, so I will have to either remove it or keep it in some stockpile. I made them leaves to get rid of them in stone menu and from "urist likes something" option. I am more interested in that black line between watercress seeds and rock nuts. I'll check it.

There is also some strange crossover between the plants and wood stockpile.  Some trees are listed as plants, and a lot of crops are listed as wood.

Pretty sure that's the same as in vanilla.
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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]

userpay

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5180 on: February 19, 2011, 11:14:23 am »

I'm playing version 18 but I noticed that rather than paralyzing the aspid's sting melts the enemies. That suppose to happen?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5181 on: February 19, 2011, 11:38:30 am »

Yep. The deadly poison is deadly :). It has a very low chance to happen though.

I saw reports of bugged ash glazing here and there (i.e. the glazing of jug happens even WITHOUT ash). Did you see something like that?
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toupz

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5182 on: February 19, 2011, 12:14:53 pm »

Hello, is this mod still good for adventurer mode?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5183 on: February 19, 2011, 12:21:15 pm »

Hello, it has always been :D.
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Sarudak

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5184 on: February 19, 2011, 12:26:50 pm »

What about some kind of reaction involving an extract from a rare plant only found in the lower caverns that you cannot grow? And you use the extract to make a metal like bar from ground up regular stone. Maybe with properties somewhere between copper and iron.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5185 on: February 19, 2011, 12:44:00 pm »

Sounds nice, not sure how valuable it will be from a gameplay value. With my amount of plants it will be a very hard chance to find it.

Also I've noticed that I forgot to tweak stone materials, so you cannot glaze earthenware now at all! On a bright side, it's not needed either. But it's a problem which I will fix in the next patch.
« Last Edit: February 19, 2011, 12:50:42 pm by Deon »
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_DivideByZero_

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5186 on: February 19, 2011, 12:47:27 pm »

Is there a simple way to fix it in the raws?
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Have I now become your enemy by telling you the truth? (Gal 4:16)

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5187 on: February 19, 2011, 12:50:17 pm »

Yep, set stone (MATERIAL_TEMPLATE:STONE_TEMPLATE) and wooden (MATERIAL_TEMPLATE:WOOD_TEMPLATE) absorption to 0 in material_template_default.txt (it's 100 now) and add [REACTION_CLASS:CAN_GLAZE] to stone (MATERIAL_TEMPLATE:STONE_TEMPLATE). It should work in current worlds without regeneration.
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5188 on: February 19, 2011, 02:42:46 pm »

Jesus i cant wait to start a new fortress with all the changes.
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Icee77

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a3 ϟ]
« Reply #5189 on: February 19, 2011, 04:44:21 pm »

Hmmm. I've noticed the new graphics are grimmer and darker. Sad :-\
AW well, I still have the 3.18 version!!
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