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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1248312 times)

Patchouli

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
« Reply #6510 on: April 16, 2011, 02:59:35 am »

The only letters remaining are C-D S-T.

The thing is those letters alone make up 750+ words, or 1/3rd of all the words.

I'll do T right now.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
« Reply #6511 on: April 16, 2011, 03:35:24 am »

The only letters remaining are C-D S-T.

The thing is those letters alone make up 750+ words, or 1/3rd of all the words.

I'll do T right now.
Thank you! :)

Is rock crystal supposed to be super-common now? It occurs in clusters!
I wanted to use crystal glass in the upcoming alchemy reactions, so I've made it more common.

I'm in a bit of a mess with my fortress, simply put:

Is there a way to make sure your dwarves only wear quivers containing ammunition that matches their weapon?

I was wondering why, for the past two fortress years, my marksdwarves have all been beating things to death with their crossbows.

I found out that, lo and behold, their quivers are full of arrows, rather than bolts, and I have to manually go through and try and fix it all.
Never put bow- and crossbowdwarves in the same squad. They can't distinguish which ammo to use from the assigned list.

Hey Deon, Question here: When my shearer shears my mammoths they produce mammoth hair, not wool, is this normal? i haven't tried to make anything w/ the hair yet, but it just seems weird.
-Thanks

Oops, I've made a mistake there.

Open creature_genesis_mammal_large.txt, find mammoth and after:
Code: [Select]
[BODY_DETAIL_PLAN:TOUGHSTANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:IVORY:TOUGHTOOTH_TEMPLATE]
[STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]


add the following:
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

Thanks for finding it :). You can change it without regenerating a new world.
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Dwarf13

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
« Reply #6512 on: April 16, 2011, 04:49:28 am »

Thanks for another the update Deon, quick question - i cant find Obstacle Coarse - is it gone?  :o
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
« Reply #6513 on: April 16, 2011, 04:57:06 am »

It's called "obstacle course" and it is still there.

P.S. Craaaap. [BUILDING:PHILOSOPHER_GARDEN] is written like "BUILDING:PHILOSOPHER_GARDEN]"  so it replaces it.

I will fix it in a moment, sorry guys!

For your own fix: open building_genesis and add an opening bracket before the philosopher's garden.
« Last Edit: April 16, 2011, 05:02:23 am by Deon »
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ]
« Reply #6514 on: April 16, 2011, 05:08:20 am »

- 3.25c
* obstacle course is fixed
* vocalizations for domestic and some wild animals
* mammoth wool is fixed


Vocalizations for animals are far from being finished, right now I went through domestic, large temperate, large tundra and large tropical only.
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6515 on: April 16, 2011, 05:22:01 am »

You should really release things in massive updates and have beta versions for the rapid updates. Instead of regenning a new world every week we could play our fortress or choose to have a quick fort with the beta and help you tweak everything until its all good then have a new release.

Its really hard to start a fort when you know there could be a new version out the next day that fixes some massive bug or adds a totally badass new feature.
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Dutchling

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6516 on: April 16, 2011, 06:10:22 am »

''vocalizations for animals''

what does that mean? Do animals make in-game sounds now or what?
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Kogut

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6517 on: April 16, 2011, 06:14:01 am »

Only in adv mode.
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TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25b ϟ] - alchemy and fixes
« Reply #6518 on: April 16, 2011, 06:40:14 am »

Is rock crystal supposed to be super-common now? It occurs in clusters!
I think not. (reduces amount of blue crystals) (WinMerges latest Genesis) (puts them back as clusters)
(gets sidetracked and alters minerals with the help of wikipedia)
http://en.wikipedia.org/wiki/Cryolite  translucent, therefore damn fine furniture and statues. Value 3 I put.
http://en.wikipedia.org/wiki/Jet_%28lignite%29  very fine, value 2.

(boosts the Balor as mentioned earlier)
Hey, scriptorium and soapmaker are still the same key "shift+S", right?
I can't find the vocalizations in the animals.
I see orc language file in there.

(having mat_breath and firebreath and such announcements on, outpost minds spam gamelog LOADS.)

Here you go Dwarf13:
http://dl.dropbox.com/u/8967397/Genesis_3.25c_Ironhand_Tomis_incl_Bonfires.zip
I haven't yet been ablo to embark with my expensive Faedogs, I should look into it more.
« Last Edit: April 16, 2011, 08:15:11 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

Dwarf13

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6519 on: April 16, 2011, 07:37:19 am »

TomiTapio, can we please have your raws for the current version? :)
Thanks a lot, off we go into a brave new TomiTapio's world! :D
« Last Edit: April 16, 2011, 08:39:42 am by Dwarf13 »
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KaneAndTheHumanRace

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6520 on: April 16, 2011, 10:26:01 am »

Ever since I started playing Genesis, I noticed that it seems when I add tasks to rock grinder of "create rocktip bolts," I end up with half bolts and half arrows.  I tried figuring out how to correct this myself, but it's beyond me.  Is there a way to fix this?

Also, dwarves don't seem to be stockpiling rocktip bolts/arrows in ammo stockpiles in the latest version.  Well, 3.25b - I just noticed c is available now.  At any rate, is this normal?  They used to get stockpiled.  Thanks guys for any assistance.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6521 on: April 16, 2011, 01:04:13 pm »

Ever since I started playing Genesis, I noticed that it seems when I add tasks to rock grinder of "create rocktip bolts," I end up with half bolts and half arrows.  I tried figuring out how to correct this myself, but it's beyond me.  Is there a way to fix this?

Also, dwarves don't seem to be stockpiling rocktip bolts/arrows in ammo stockpiles in the latest version.  Well, 3.25b - I just noticed c is available now.  At any rate, is this normal?  They used to get stockpiled.  Thanks guys for any assistance.
You can only get bolts from the bolts reaction and arrows from the arrows reaction.

Also make sure the "rocktip arrows" or bolts are enabled in stockpile menu.

''vocalizations for animals''

what does that mean? Do animals make in-game sounds now or what?
When you walk around in adv. mode cows will moo around you, deers will bell and bears will roar. It's just a start, I will add vocalization to most animals with time. And yeah, it's for adventure mode only (and it will be great with Soundsense :P; imagine entering a human town and hearing barking, moo, bleating and cackling from all around you).

You hear a loud roar.


You should really release things in massive updates and have beta versions for the rapid updates. Instead of regenning a new world every week we could play our fortress or choose to have a quick fort with the beta and help you tweak everything until its all good then have a new release.

Its really hard to start a fort when you know there could be a new version out the next day that fixes some massive bug or adds a totally badass new feature.
What's a point to wait for a week when I already know how to fix a bug? You still can wait as much as you want and update later at any time.
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Setharnas

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6522 on: April 16, 2011, 01:16:20 pm »

To be fair, I had the same problem with rocktip arrows/bolts in 24b - selected bolts manually (both share the same hotkey, 'a') and had both types in the 't' menu screen later. IIRC, it was even more arrows than bolts. Could DF have choked on the shared hotkey?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6523 on: April 16, 2011, 01:20:37 pm »

Oops, they have the same hotkey... Probably it's the reason, sorry guys :).
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Setharnas

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6524 on: April 16, 2011, 01:24:31 pm »

Yay, another update incoming! :D
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