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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1232675 times)

Deon

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Re: Genesis Mod [ 3.25i ] - fix, new trees, stonecutter expansion,
« Reply #7860 on: September 05, 2011, 10:42:04 pm »

Yeah, I know that, I will work on it. And I planned to make caste-specific positions, but there's not too much to do for functional variety.
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Mechanixm

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What can I do to help the races that hate me, hate each other?

It makes my dwarves sigh when they look out a window and see armies from four different species, and two forgotten beasts, just hanging outside the front gate drinking tea.

Mechanixm

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I just went and checked out version "i".  I'm glad to see that some of my suggestions have made it in there.   :)

In regards to rocktip arrows and bolts though:

[NAME:craft rocktip arrows (50)]
[BUILDING:GRINDER:CUSTOM_A]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

With the product line like that, they won't be put in to ammo stockpiles.  You'll have to manually use Dump Zones to get your bolts and arrows to where they needs to go. And even when dumped and reclaimed, my dwarves just walk by this stuff on their way to bone and metal bolts.

But, if you change GET_MATERIAL_FROM_REAGENT:A to GET_MATERIAL_FROM_REAGENT:B, then they will be stockpiled correctly.

I'm not sure if that will effect their damage output though.  But, my dwarves to tend to favor this stuff over bone bolts.

Also, [NAME:craft rocktip arrows (50)]...shouldn't this produce 50 arrows, not 25?  :)
   



peskyninja

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My DwarfTheRapist does not show any castes only "undefined" ???
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Deon

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My DwarfTheRapist does not show any castes only "undefined" ???
Are you sure they are set up in the config file properly?

I just went and checked out version "i".  I'm glad to see that some of my suggestions have made it in there.   :)

In regards to rocktip arrows and bolts though:

[NAME:craft rocktip arrows (50)]
[BUILDING:GRINDER:CUSTOM_A]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

With the product line like that, they won't be put in to ammo stockpiles.  You'll have to manually use Dump Zones to get your bolts and arrows to where they needs to go. And even when dumped and reclaimed, my dwarves just walk by this stuff on their way to bone and metal bolts.

But, if you change GET_MATERIAL_FROM_REAGENT:A to GET_MATERIAL_FROM_REAGENT:B, then they will be stockpiled correctly.

I'm not sure if that will effect their damage output though.  But, my dwarves to tend to favor this stuff over bone bolts.

Also, [NAME:craft rocktip arrows (50)]...shouldn't this produce 50 arrows, not 25?  :)
   




Read it again. You suggest to make them out of... wood? What's the point then?
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Mechanixm

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My DwarfTheRapist does not show any castes only "undefined" ???
Are you sure they are set up in the config file properly?

I just went and checked out version "i".  I'm glad to see that some of my suggestions have made it in there.   :)

In regards to rocktip arrows and bolts though:

[NAME:craft rocktip arrows (50)]
[BUILDING:GRINDER:CUSTOM_A]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[REAGENT:B:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:25:AMMO:ITEM_AMMO_ARROWS_ROCKTIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

With the product line like that, they won't be put in to ammo stockpiles.  You'll have to manually use Dump Zones to get your bolts and arrows to where they needs to go. And even when dumped and reclaimed, my dwarves just walk by this stuff on their way to bone and metal bolts.

But, if you change GET_MATERIAL_FROM_REAGENT:A to GET_MATERIAL_FROM_REAGENT:B, then they will be stockpiled correctly.

I'm not sure if that will effect their damage output though.  But, my dwarves to tend to favor this stuff over bone bolts.

Also, [NAME:craft rocktip arrows (50)]...shouldn't this produce 50 arrows, not 25?  :)
   


Read it again. You suggest to make them out of... wood? What's the point then?

What about producing 25, and not 50 like the NAME says?

peskyninja

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Quote
Are you sure they are set up in the config file properly?
it's on the same directory as TheRapist is.[/s]

EDIT:Deon,the Stonecutter workshop should do what?Mine does nothing.
« Last Edit: September 06, 2011, 02:56:55 pm by peskyninja »
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Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Deon

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MY BAD!

Open reaction_stonecutter.txt and replace [OBJECT_REACTION] with [OBJECT:REACTION].
« Last Edit: September 06, 2011, 07:53:02 pm by Deon »
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Rumrusher

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I was playing a bronze colossus and was jump by a seamonser, elf a balor_monk and 2 raptors. The catch is I was ambushed by a bandit gang on my first bandit encounter.
I can't see my self playing any other game now, unless it's a roguelike that likes to throw megabeasts into a band of rogues for fun.
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DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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peskyninja

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MY BAD!

Open reaction_stonecutter.txt and replace [OBJECT_REACTION] with [OBJECT:REACTION].
I suppose I'll need to regen my world?
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Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Xen0n

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Sorry to ask a simple question, but what are the differences between "TomiTapio's current version," and any of the the other available versions?  I couldn't seem to find any info in the first post or Genesis wiki...  I see 3.25dTT in the link for "TomiTapio's current version," does this mean it is the same as the default Genesis 3.25d?

The other versions in the first post have links with descriptions which seem clear enough.

Also, would it be possible to play "TomiTapio's current version" in ASCII?

Thanks in advance!
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Rumrusher

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Oh I'm working on a race of infected Keepers called the Sroi so far I got a simple rough sketch out and just need to figure out how to code in the special feature to have them convert other keepers into one of them.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Deon

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Sorry to ask a simple question, but what are the differences between "TomiTapio's current version," and any of the the other available versions?  I couldn't seem to find any info in the first post or Genesis wiki...  I see 3.25dTT in the link for "TomiTapio's current version," does this mean it is the same as the default Genesis 3.25d?

The other versions in the first post have links with descriptions which seem clear enough.

Also, would it be possible to play "TomiTapio's current version" in ASCII?

Thanks in advance!
The latest ASCII build includes his changes, so get 3.25i.
Other versions have his own changes (incorporated in "i" now) in a readme file in the download.

MY BAD!

Open reaction_stonecutter.txt and replace [OBJECT_REACTION] with [OBJECT:REACTION].
I suppose I'll need to regen my world?
Yes. :(

Oh I'm working on a race of infected Keepers called the Sroi so far I got a simple rough sketch out and just need to figure out how to code in the special feature to have them convert other keepers into one of them.
Heh, I can't wait for the real infections/interactions to be included :P.
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Xen0n

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The latest ASCII build includes his changes, so get 3.25i.
Other versions have his own changes (incorporated in "i" now) in a readme file in the download.

Ah, thank you muchly.  :)
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Deon

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Welp, still busy with exam preparations (heh, if only :P), but I guess the next update should be not only about diversifying cavern layers, but also a night creature update.

The randomly generated night creatures are fun, but repititive (they lack unique flavor), so I think I will make some really unique ones.
Current ideas:
1) Cursed blacksmith. A creature in a furnacer's mask with a hammer/thongs melted in its body. The converted spouses will be "constructs", with weapons and armors embedded in their body.
2) Plague carrier. A creature with deadly syndromes. Converted spouses: diseased bodies, with various bodyparts missing and a VERY bad stench :P.
3) Mad doctor. With scalpels and bonesaws grafted into his body. Converted spouses: flesh golems/abominations.


I also plan to make less nasty bogeymen. Less dodgy but bigger. Evil trees, ghostly dogs, evil gnomes etc. If you want to see a specific night creature, please suggest.
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