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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1250080 times)

Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5790 on: March 26, 2011, 05:02:53 pm »

Deon, I've had a lot of problems on my embark with coal since .19 and later versions. It just seems like you have a ton of native gold or galena but not enough coke to smelt it. You can of course use magma but some people like to stay near the ground and use coal/coke.
So I have a suggestion: Anthracite. (http://en.wikipedia.org/wiki/Anthracite) also called black coal or dark coal has a higher carbon content than lignite and but. coal according to the wiki so it could be a coal that gives you four coke innstead of 2/3.
EDIT: It also appears in metamorphic layers wich is IIRC the layer with lots of gems and very few usueful minerals?
« Last Edit: March 26, 2011, 05:13:06 pm by Dutchling »
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5791 on: March 26, 2011, 08:53:33 pm »

Deon, I've had a lot of problems on my embark with coal since .19 and later versions. It just seems like you have a ton of native gold or galena but not enough coke to smelt it. You can of course use
The vanilla DF ore system has changed: you get one shallow and one deep metal ore per biome. No longer 5-10 ores on one's embark. I get frickin' sphalerite 80% of the time. Once in 15 forts I think I've seen iron ore. Maybe 2 in 15 I've hit upon coal.

Try to have 3 biomes on your embark for more metal variety. If you put the "mineral scarcity" or such worldgen param to it minimum, you get lots of The Same Ore in your map.
And dig three mining shafts down to -20 to explore, and if you like the metals you find, don't abandon this exploratory embark.
« Last Edit: March 26, 2011, 08:57:41 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

Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5792 on: March 26, 2011, 09:08:54 pm »

Hey Tomi, any chance of another quick and dirty update for .23 until Deon is able to put out an official release?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5793 on: March 26, 2011, 10:33:57 pm »

(commands daylight savings time to 7 devices...)
My .22 raws should work fine for a few days, as .23 was just quick bugfixes.
Hmm it's rather quick though... zip and upload to my Dropbox and copy the public link from there. It's not perfect but it's what I used today.
Here: http://dl.dropbox.com/u/8967397/Gen23_Ironhand_March26_interim_raws.zip
with Giant Rat toned down a little. And sphalerite's frequency reduced. Maybe I should remove pig milk.

Also you might want to try out my http://dl.dropbox.com/u/8967397/announcements.txt init where some combat events appear in the main fort mode log, for fun.
« Last Edit: March 26, 2011, 10:39:52 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

Morwaul

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5794 on: March 26, 2011, 11:39:29 pm »

Thanks Tomi!  I really appreciate it.  I want to start a new fort but I want to be able to use it for the new version.  I'm never sure when an update is going to make me generate a new world.

Does anyone know, if I created a world in .21 will I need to do a new one for .23 or can I use the same save?
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meowmix

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5795 on: March 27, 2011, 12:48:29 am »

is the download link for the new version up?
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WraithLord24

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5796 on: March 27, 2011, 02:12:40 am »

I dont think deon's finished updating it yet so no.
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pdennjosh123

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5797 on: March 27, 2011, 03:29:32 am »

You know this could be interesting... In adventure mode you could eventually make your way to be a ruler of a civilization, and in turn you kind of turn it into fortress mode but in a more linear sense.... I dont know if you could do that already, but that would be something to shoot for in the long run when your playing adventure mode  :D
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Angel Of Death

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5798 on: March 27, 2011, 03:34:33 am »

You know this could be interesting... In adventure mode you could eventually make your way to be a ruler of a civilization, and in turn you kind of turn it into fortress mode but in a more linear sense.... I dont know if you could do that already, but that would be something to shoot for in the long run when your playing adventure mode  :D
You can't.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5799 on: March 27, 2011, 07:09:42 am »

Thanks Tomi!  I really appreciate it.  I want to start a new fort but I want to be able to use it for the new version.  I'm never sure when an update is going to make me generate a new world.

Does anyone know, if I created a world in .21 will I need to do a new one for .23 or can I use the same save?
Yes, you will need a new world.

I dont think deon's finished updating it yet so no.
Yep, I only updated it to .23 yesterday, I still need to change a lot of stuff.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5800 on: March 27, 2011, 08:26:23 am »

03/27/2011 Released Dwarf Fortress 0.31.24

Ouch. What is going on :/.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5801 on: March 27, 2011, 08:52:57 am »

Looks like Toady thought the healthcare was all perfect now, but it was not so. So two hospital bugfixes, STAT!

Just checked the raw changes between vanilla .23 and .24, nothing important major. Toady gave dragons a claw attack (we had already), renamed guineafowl offspring, different workshop shortcut key in clay crafts & glaze, tweak to rodent men's bite. And corrected bad NECK duplicatename in
[BODY:NECK_SPINE]
   [BP:NECK_SPINE:neck's spine:STP][CON_CAT:NECK][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]  [DEFAULT_RELSIZE:100]
may avoid one type of crash with that duplicate name removal.
« Last Edit: March 27, 2011, 10:05:14 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

Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5802 on: March 27, 2011, 09:06:11 am »

Quote
different workshop shortcut key in clay crafts & glaze
I already had it tweaked, and rodent men are ratmen in our case, so it should be fine :).

Also another bug: it looks like giraffes have no hooves (in vanilla; in Genesis they do).
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Kogut

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5803 on: March 27, 2011, 09:27:16 am »

Is it reported on mantis?
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« Reply #5804 on: March 27, 2011, 10:05:21 am »

Edit: rolled world, embarked, Instant Crash! Repeatable, too. Filed a bugreport http://www.bay12games.com/dwarves/mantisbt/view.php?id=4357
and save at http://dffd.wimbli.com/file.php?id=4048   anyone want to try if crash on their machine, and comment about result on Mantis?

Also, two other worlds has same on-embark crash. My raws are De Bom.
Searched for the new neck_spine and only vanilla giraffe has it. Copied to my.

Todo tweak: capybaras should be benign and non-interrupting. They're large rodent-bunnies that eat water plants.
Todo: "cave fish skin" should not be a leather.
Todo: marmot, crow and pigeon leather away. Duck and goose leather armor? No. I guess all bird leathers (except ostrich and emu) should be removed.
Hooray found third thing on current map: cobaltite! (previous were coal and gold.)

Tomi, I dl'd Ironhands .23 version and copied your raws over the top of it.  It did not crash on embark
Did you try DF .24 vanilla and the save I put to DFFD?
« Last Edit: March 27, 2011, 11:36:29 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
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