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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1249558 times)

Jeoshua

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5580 on: March 09, 2011, 04:47:32 pm »

That's the thing tho.  The Caste system that Deon is using is based off what DF uses for gender.
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Qinetix

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5581 on: March 10, 2011, 07:23:37 am »

... Wait why Giths are females :<?
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Isa

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5582 on: March 10, 2011, 12:06:16 pm »

I don't know if this a bug or not, but I haven't encountered even ONE undead. I have created about 11 worlds and each one hasn't any undead. Why does this happen?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5583 on: March 10, 2011, 02:32:36 pm »

... Wait why Giths are females :<?
Female is the default gender IRL. And for Flayer civ, they breed better the more female castes they have, so they don't die out in history.
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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

BakkieSloot

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5584 on: March 10, 2011, 03:37:59 pm »

So.. If I wanna play Genesis.21, my best shot is using the Genesis.19a4 and overwrite 'Dwarf Fortress.exe'?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5585 on: March 10, 2011, 03:58:56 pm »

I'll work on it tonight, I promise :). I was a bit carried away with my studies and then learning Aurora and playing some Shores of Hazeron, Prospector and Caves of Qud. I rarely play, so it was a nice experience for me :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Lamphare

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5586 on: March 10, 2011, 04:07:03 pm »

So.. If I wanna play Genesis.21, my best shot is using the Genesis.19a4 and overwrite 'Dwarf Fortress.exe'?

update the entries with [VERMINHUNTER] to newer version tags.
adding [PET_VALUE_DIVISOR] to bees, [STOCKPILE_GLOB_PRESSED] to bee wax, [FOOD_STORAGE_CONTAINER] for mead reaction, [DO_NOT_CLEAN_GLOB] to fat, [NO_STONE_STOCKPILE] to inorganic_other entries(preventing you mansion from making sandy loam mugs)
port panda variants in,
hum...yep that's the major ones.
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KarolineDianne

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5587 on: March 10, 2011, 04:15:19 pm »

I've noticed something with the adventurer reactions.

For some reason I cannot tan scaly hides. I remember that being available in the wanderer mod, but for some reason the scale reaction is not here. Did you remove it, or were the wanderer reactions not updated?

I just killed an alligator with my outsider, and I can't make scale armor. I am rather sad. :<
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vhappylurker

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5588 on: March 10, 2011, 06:16:35 pm »

Given my impatience, I did a little copy-pastaing and put the plant raws in the 31.21 graphic pack I have. Right now, testing shows the plants are working okay though I'm a bit wary of trying just straight up copying over anything else.

Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5589 on: March 11, 2011, 02:54:52 am »

Deon, does the latest version stop male deers from having over 100 limbs?
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myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5590 on: March 11, 2011, 04:06:23 am »

I've noticed something with the adventurer reactions.

For some reason I cannot tan scaly hides. I remember that being available in the wanderer mod, but for some reason the scale reaction is not here. Did you remove it, or were the wanderer reactions not updated?

I just killed an alligator with my outsider, and I can't make scale armor. I am rather sad. :<

I modded that into .18. If deon wants, I can send the modded files to him, and he can incorporate it.
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BakkieSloot

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5591 on: March 11, 2011, 11:04:39 am »

Thanks Lamphare. But I can wait a few days now that Deon is on the job. Can't wait to start again tho, read somewhere in this thread how to remove the castes. Those fire shooting one always mess up my plans.  >:(
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Lamphare

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5592 on: March 11, 2011, 12:04:25 pm »

Thanks Lamphare. But I can wait a few days now that Deon is on the job. Can't wait to start again tho, read somewhere in this thread how to remove the castes. Those fire shooting one always mess up my plans.  >:(

lol i've been waiting too
20/21 has some nice changes, i reckon Deon would not just port the old stuff in simply.
then i went finishing playing dragon age 2.
and now i finished  :P
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KarolineDianne

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5593 on: March 11, 2011, 01:06:17 pm »

I've noticed something with the adventurer reactions.

For some reason I cannot tan scaly hides. I remember that being available in the wanderer mod, but for some reason the scale reaction is not here. Did you remove it, or were the wanderer reactions not updated?

I just killed an alligator with my outsider, and I can't make scale armor. I am rather sad. :<

I modded that into .18. If deon wants, I can send the modded files to him, and he can incorporate it.

I just changed the material_template entries for scales and added [MATERIAL_REACTION_PRODUCT:SCALE_MAT:LOCAL_CREATURE_MAT:TANNED_SCALE], added a 'TANNED_SCALE_TEMPLATE' by copying the creature variation changes from Wanderer's Friend to a duplicate LEATHER_TEMPLATE, and added a 'tan scaly hide' reaction for adventurer mode.

Hopefully that'll work. If it does, that would be a very simple solution.
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myrkul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5594 on: March 11, 2011, 02:36:57 pm »

I just changed the material_template entries for scales and added [MATERIAL_REACTION_PRODUCT:SCALE_MAT:LOCAL_CREATURE_MAT:TANNED_SCALE], added a 'TANNED_SCALE_TEMPLATE' by copying the creature variation changes from Wanderer's Friend to a duplicate LEATHER_TEMPLATE, and added a 'tan scaly hide' reaction for adventurer mode.

Hopefully that'll work. If it does, that would be a very simple solution.

The way the creatures are built, they have to have the leather in the body template... At least that's how it worked for me. I *think* that's what you've done here (Night shift ... i should be asleep now). If you start getting fish and alligator boxes, instead of bags, you've run up against the same problem as I did. Of course, I wanted everybody to be able to make scale stuff, not just the adventures, so my approach might have been different. Or maybe I made a mountain out of a molehill. It's been know to happen.
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