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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246564 times)

TomiTapio

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if only those void masters flying about would leave, they seem determined to just float about above my entrance.
Build a platform to reach them :´) Or try chaining up a puppy for them to blast.

So I know that greaves give better protection than chain leggings, but would iron greaves be better than black steel chain leggings? Anyone got any info on this?
The only way to know is to run many arena tests. Versus many kinds of weapons of many materials. Iron cuts iron, BS cuts BS and iron. Greaves and other stiff armors supposedly protect better from blunt. Like 6*6*6 tests and then analyze which team won.
Just wear both if want great armor. Or dig adamantine. Mind you the weight (materialsize 6, same as mail shirt) of the greaves slows your military down a little. So ironclad dorf of high agility might be totally superior (first strike disarm) to redsteel-clad average-speed dorf.


Edit: haha, THREE of my initial seven are morons! Domple digger and domple leather/stonecrafter... Well they'll be seeing some military action.
And our war giantrat bit digger-domple's leg nerve off!
« Last Edit: May 12, 2011, 03:13:13 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

vhappylurker

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Having a small issue with flux in my current game. Basically, I'm getting stone that's called "-FLUX STONE-", so far the only flux stone I've found in two game years, which appears to be unusable in making steel. I had a crucible built, had both plenty of charcoal, pig iron, and iron bars, but was still not able to do anything. I've also had something called "-SPECIAL STONE-" showing up in all my modded forts. I've got both this mod and the LFR one modded in, if that might make a difference. (Though LFR only adds on more civs and equipment, not any changes to stone raws that I can find...) I haven't done any other mods to my stone raws, so I'm not sure what's going on.
How did you get this "stone"? Those are leaf types and only used for the "Stones" menu under Z.

 Didn't have time to do caps last night, but I've got some from my current fort to illustrate. I've got no idea how I got them. All I know is that they showed up in my current forts like so:

Cap One: Flux Stone header (All of them are switchable from Economic to Non-economic, btw.)
Spoiler (click to show/hide)

Which seems normal, since the ores and everything else appear to be working fine.

Cap Two: Stockpile lists them as this:
Spoiler (click to show/hide)

Cap Three: And this is how they're showing up in view. I'm thinking that might be obsidian, but it's not showing up. Another stone,  ilmenite if I'm recalling it right, is showing up just fine in both the list and in-game.
Spoiler (click to show/hide)

I've also checked the errorlog and didn't see anything related to rock layers or some such being messed up, so I'm just completely puzzled now. It's really not a pressing matter, since I'm able to make steel using the pig iron-worked iron method. Just thought I'd mention this because it's a bit weird.

Edit: Also, I forgot to add that I am able to build with both the -FLUX STONE- and -SPECIAL STONE-. It's just using them in reactions that I'm having troubles with. Haven't run across any other stone in either list besides the ilmenite.
« Last Edit: May 12, 2011, 05:39:18 pm by vhappylurker »
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Selenite

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Did you modify the raws in any way?
I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.
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vhappylurker

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Did you modify the raws in any way?
I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.

The only major changes was adding the Legends of Forgotten Realms mod and some modding in the ethics to allow my dwarfs to fully utilize the corpse of invaders (both as trade goods and an alternative foodstock). There were some additional inorganic raws from the LFR pack, but I'm not 100% certain if that's the problem or not since everything else is fine.

Selenite

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Did you modify the raws in any way?
I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.

The only major changes was adding the Legends of Forgotten Realms mod and some modding in the ethics to allow my dwarfs to fully utilize the corpse of invaders (both as trade goods and an alternative foodstock). There were some additional inorganic raws from the LFR pack, but I'm not 100% certain if that's the problem or not since everything else is fine.

Yeah, something isn't right with your raws. I know..because I have a bunch of different mods in mine, and everytime something is amiss, those stupid -FLUX STONE- and whatnot appear. Not sure which ones exactly, but its one of them. You'll just have to double check your raws if it doesn't say in errorlog. Or if you have an errorlog, post it.
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Rumrusher

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Well finally going to test what happens when you get a bunch of dwarves in the caverns and have no access to the surface by traveling through the caverns in adventure mode with every one from the site as a companion and bring them to the embark zone.
I'll drop a save for those wanting to play with this through or set up a nice community game. this is version 3.25c and not 3.25d
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vhappylurker

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Did you modify the raws in any way?
I get those "-FLUX STONE-" "-SPECIAL STONE-" and such whenever something isn't right with my raws.

The only major changes was adding the Legends of Forgotten Realms mod and some modding in the ethics to allow my dwarfs to fully utilize the corpse of invaders (both as trade goods and an alternative foodstock). There were some additional inorganic raws from the LFR pack, but I'm not 100% certain if that's the problem or not since everything else is fine.

Yeah, something isn't right with your raws. I know..because I have a bunch of different mods in mine, and everytime something is amiss, those stupid -FLUX STONE- and whatnot appear. Not sure which ones exactly, but its one of them. You'll just have to double check your raws if it doesn't say in errorlog. Or if you have an errorlog, post it.

Here's the errorlog. I did notice it shows mithril as being duplicated, but I'm not sure if that's were the problem is or not.

Spoiler (click to show/hide)

SirAaronIII

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That's probably it, then. Even a small duplicate (one entry) can throw off everything. You gotta stick with the groove, man.
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

TomiTapio

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Minerals progress... hunted down densities / specific gravities for my additions,
and split hornfels into (common darkmica) "hornfels" and yellow-white "lime hornfels", both value 3 because pretty and durable and no disturbances in the stripy layers.

Yeah, nothing in the errorlog is the way to go. And even then, a funnymaterials ghost-like creature can crash the worldgen if set to large_predator.
« Last Edit: May 13, 2011, 05:09:43 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

soyweiser

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Thanks for the innate swimmer info. I put it on the wiki.

What do these workshops do:
- Anatomical Theatre
- Chess Table
- Display Case
- Gaming Table
- Gateball Field
- Training Crutch
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TomiTapio

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(quickly does "find in all files" through the raws)
Anatomical, train wound dressing, train suturing, train bone setting, train surgery.
Chess table is decorative. Does not train military tactics skill.
Case, decorative, build it out of nice artifact for happy citizens.
Gamingtable, decorative.
Gateball field, decorative (but did train (rock-)throwing skill in the past)
T.C., train crutchwalking.

But Deon's CHM helpfile is more up to date than the wiki. It's a bad wiki when only a select few can edit. But then again, no vandalism there.


Edit: Further reduced occurrence of gems, and boosted all value 2 gems (similar to marble and other flux stones) to value 4.
Put some quartzite veins in common layer rocks to spice them up. (googled "veins in phyllite" for example)
I also have encountered a bug, I tried to render cat fat, and I got: needs unrotten FAT RENDER_MAT-producing glob.
Totally not a bug. It's just a report of "not enough materials for the job."
The fat just rotted or was in a hauling state right before the auto-generated job tried to use it.
« Last Edit: May 13, 2011, 06:15:04 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

soyweiser

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Well you can just make an account for the wiki. I'll search for that help file. (The help file included with the program? Documentation? Who does that nowadays ;) ).

I also have encountered a bug, I tried to render cat fat, and I got: needs unrotten FAT RENDER_MAT-producing glob.

I have the same problem with the Kiln, it needs FIRED_MAT and CAN_GLAZE GLAZE. I understand that there is some problem in the raws. But I only downloaded the 3.25d IRONHAND version and did no modding of my own.

More: BREAD_MAT, CANDY_MAT, TAN_MAT. (odd, tanning a hide did work earlier...). OR did I make a mistake and does it all work properly and do I currently lack the correct stuff? Or right I see you edited your post above! Thanks!
« Last Edit: May 13, 2011, 06:40:58 am by soyweiser »
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Torgan

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I'm using the same version as you and all those things are working fine for me.  FIRED MAT and CAN GLAZE will require lumps of clay (gathered using a kiln and a designated clay zone or from a trader) and a glazing material (bar of ash, cassiterite, feldspar, probably more) respectively.

Bread needs you to have flour from a quern/millstone, candy needs you to have sugar from the same.
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TomiTapio

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Got a minor inspiration. Two more fae-animals; perhaps swift war goat, perhaps has troll genes in it, gores with horns, and swift house-lizard, claws, minor poison bite. Swift meaning "outruns horses and greyhounds and cheetahs". But they must be expensive so can't easily embark with one, and feel joy when a migrant brings a "fantastic guard goat".

A middle material FAIRWOOD (value 2) between basic wood and GOODWOOD (value 3). Making spreadsheet... which will be user docs. Now to decide/research what trees IRL are "acceptable" furniture quality but not "excellent".

Edit: added Cherry, Walnut, Hickory, Teak and Beech trees...
http://thewellcard.com/DT-Wood/painting-tips-and-techniques/
http://www.engineeringtoolbox.com/wood-density-d_40.html
« Last Edit: May 13, 2011, 11:14:30 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

soyweiser

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Why is the obstacle course shaped like a swastika?
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