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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1247728 times)

TomiTapio

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6735 on: April 23, 2011, 04:03:32 am »

but I really, really want to learn, and you're all fine brilliant modding folk :) I haven't found any pointers to modding... well, anything, except for the list of creature tokens on the wiki which doesn't go into much detail—but I might just not be looking in the right places, and I make new discoveries all the time (like that article I found yesterday that actually explained the advanced worldgen parameters!)
[edit] Also, is SKILL_RATE redundant? I notice that a lot of critters who used to have it don't anymore, just NATURAL_SKILL. Can creatures lacking SKILL_RATE still level those skills?

Oh, if you want chillzaxking, try setting dwarves to double/quadruple speed (450, 225) and build a megaproject http://df.magmawiki.com/index.php/DF2010:Megaprojects

Yes, Toady fixed the "can_learn (Hi! I'm a carpenter bear!) required for animal to actually get NATURAL_SKILL working". Maybe he fixed it because I messaged him about it.

http://df.magmawiki.com/index.php/DF2010:Modding_guide
Topic: --GUIDE-- Shaostoul's Modding Guide --your chance--  http://www.bay12forums.com/smf/index.php?topic=55259.0
Topic: [FOR MODDERS] Raw values from EXE  http://www.bay12forums.com/smf/index.php?topic=52902.0



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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

asfghn

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6736 on: April 23, 2011, 04:07:17 am »

Maybe he fixed it because I messaged him about it.
TomiTapio: Gettin' Stuff Done since ~2010

http://df.magmawiki.com/index.php/DF2010:Modding_guide
Topic: --GUIDE-- Shaostoul's Modding Guide --your chance--  http://www.bay12forums.com/smf/index.php?topic=55259.0
Topic: [FOR MODDERS] Raw values from EXE  http://www.bay12forums.com/smf/index.php?topic=52902.0
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GENESIS: HARDCORE.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.25c ϟ] - animal sounds plus a fix
« Reply #6737 on: April 23, 2011, 04:42:27 am »

Maybe he fixed it because I messaged him about it.
TomiTapio: Gettin' Stuff Done since ~2010
Actually we're here from 2008-2009 :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Deon

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I should've done it long time ago.

3.25d
* fixed GRASSTRAMPLE for domestic animals
* fixed moon silver creation reaction
* orcish language is almost finished

The orcish language file is almost finished (some of you have sent me the words without T_WORD so I have to copy-paste them one-at-a-time). Also I'm tweaking my Critters to have less deadly bites, right now they are small like cats but they bite hands off.

If you use the latest Tomi's updates (Ironhand or ASCII), this update is not needed.
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Dutchling

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You might want to edit the thread title and name of the download links Deon, great update!
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rainekage

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Genesis-users: We are obsessed with tvtropes and XKCD.
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TheIcelandicManiac

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Sorry for not writing a wall of text about this but how do i change Coarsed iron Bars into usable warfare metals?
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rainekage

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Sorry for not writing a wall of text about this but how do i change Coarsed iron Bars into usable warfare metals?

Genesis-users: We love textwalls.

Okay, I'm done.  To answer your question, you need to harden them at the finishing forge. That will create iron, which is useful for all sorts of death-dealings.

As for steel... I'm not sure what Deon decided when it came to ironworks.  I think right now you have to harden the coarse iron, then turn the finished product into steel at a crucible (with flux and fuel), or at a finishing forge, after smelting some iron into pig iron (so 1 iron+1 pig iron). 

It used to be that steel was made directly from coarse iron.  I'd first make some coarse, then check the finishing forge or crucible (depending on what method you use) and if it's red (and you have every other ingredient) then harden the iron and that should fix it.

Blast furnace doesn't need hardening, but you need multiple iron bars, flux, and fuel at the same time, so it's not useful for beginning forts.
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Deon

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Check the manual which comes with the mod, it has all the reactions listed.
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rainekage

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Check the manual which comes with the mod, it has all the reactions listed.

Deon, I haven't downloaded D (still using C), but the reaction chart is unchanged.  Since I have no iron-giving ore on my embark, I haven't gotten to check - Did you decide to keep hardening as an extra step in creating steel (except for blast furnace), or did you revert it to the original?
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Deon

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Yeah, I forgot to change the text in the manual, you need "coarse iron" ore, so basically it works now.

As for bars, those are still iron, I don't want to fix it because I want you to be able to smelt iron weapons/armor of enemies and turn it into steel if you need it.
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Dutchling

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Ehh, Deon.
My 'digging implements' are morning stars... >.>

Is this intended?

EDIT: Using the latest (.d) Phoebus version btw
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Deon

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MY digging implements are picks... How did you achieve that?
Spoiler (click to show/hide)
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Dutchling

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Well, I modded my dwarves to use the orc language and set my zlevels beneath the surface to 5 or so... weird :P

EDIT: I tried it again and morning stars were still my new picks but I saw in the RAWS that they and the picks were normal so I tried to embark again (I didn't use them the 1st time because I was trying and above ground fort).
I was unable to dig with them... (and my civ still has no pick)
« Last Edit: April 23, 2011, 09:26:25 am by Dutchling »
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Deon

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Does your errorlog have anything?

Copy-paste your dwarven entity text. Did you by chance remove the [DIGGER:*] line?
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