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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1246735 times)

Deon

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Thank you very much, TomiTapio! I was totally separated from my modding for some time due to my university work/job/some side projects. I would love to make a comeback as soon as possible.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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TomiTapio

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Thank you very much, TomiTapio! I was totally separated from my modding for some time due to my university work/job/some side projects. I would love to make a comeback as soon as possible.
For starters you can link to my sub-release on the first post :) Some people only check that page I guess.
And mention the sweet, wikipedia-known minerals and trees I added :)


Edit: 22:21 start updating Genesis to .07
manually copy-pasting fish teeth changes, because vanilla creatures are in different filenames in Genesis..
giving a speed definition to DEER (Toady changed appearance 'd' to 'D')
speed to ocelot, sloth... impala... Toady sure does want all animals to be same speed as average man.
23:10 Okay that's changes done to Ironhand, now to test a little, then WinMerge changes to Phoebus & ascii.
« Last Edit: March 30, 2012, 03:10:48 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

TomiTapio

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Yo hellhounds, here's the latest .07 vanilla changes incorporated into Genesis.
(You'll get my settings files, incl more fun with fort mode combat announcements. Baby/child cap pretty tight. And my medium region settings, 4200 embark points.)

ASCII: http://dl.dropbox.com/u/8967397/Genesis_3407_ASCII.zip
Phoebus: http://dl.dropbox.com/u/8967397/Genesis_3407_Phoebus.zip
Ironhand: http://dl.dropbox.com/u/8967397/Genesis_3407_Ironhand.zip


Do tell if some fish/insect/vermin/mineral graphics look incorrect.
Fixed several animals' movement speeds, like sloth, pangolin, deer, reindeer, impala, ocelot, hare.

Notes from my older sub-releases:
Most civs have towns and soundmessages. You'll hear war cries at bandit camps.
Added White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
Try rock mauls and rock spears, at the stonecutter's.
Try 100 rock pots instead of barrels.
- More tree species and three classes of wood: regular (value 1 birch, fir, cork oak etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.) So one can manage which logs go to furniture and which to fuel. Tip: designate with mouse which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.
- New minerals based on Real Life (fluorspar, biotite(dark iron mica), migmatite, hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice, augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone] )
« Last Edit: March 30, 2012, 04:30:46 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

Kogut

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Downloading this for tweaked announcements.
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Shadowscales

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You might want to turn the "free item that will get you killed if you hold onto it" spells into new DF interactions!
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Isher

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Yo hellhounds, here's the latest .07 vanilla changes incorporated into Genesis.

TomiTapio, you my only friend.
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Seraphyx

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Thank you for adding a Phoebus tileset, tried to play with ironhand before but just couldn't get used to it.
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TomiTapio

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You might want to turn the "free item that will get you killed if you hold onto it" spells into new DF interactions!
Adventurer spells that cast a curse/regional interaction on you? Hmm, worth a thinking session. I haven't looked much into the new interactions.
Relevant magmawiki page: http://dwarffortresswiki.org/index.php/DF2012:Interaction_token
Maybe could have can_do_interaction on some select castes. But we have sleep cloud breath attack already, right?

Could make a super-cat that instead of one-target [INTERACTION:CLEANING] superlicks ten targets clean.
Or a mischievous quickling that runs around fondling people, with [INTERACTION:BP_BUMP].
The fourth vanilla-given interaction is [INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT] which is squirt ink, get-hidden-if-in-water. Can make a phoenix bird that puffs out a cloud of hot material.

Edit: hmm, "if good area, then creature X's attack gives you syndrome Y..." that kind of stuff. "savage area, region hits you with syndrome X, weekly."

ps. burn your enemies using a bushfire/grassfire started with the BONFIRE workshop. (Bonfire Mod by Warlord255 is included in Genesis)
« Last Edit: March 31, 2012, 07:33:21 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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I seem to encounter a LOT of crashes in worldgen in the wasteland mod. Is the new version stable for modding for you, Tomi? It may be because of the "total conversion" nature of the mod.
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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Adventurer spells that cast a curse/regional interaction on you? Hmm, worth a thinking session. I haven't looked much into the new interactions.

You can simply include this one: www.bay12forums.com/smf/index.php?topic=100709
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

TomiTapio

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I seem to encounter a LOT of crashes in worldgen in the wasteland mod. Is the new version stable for modding for you, Tomi? It may be because of the "total conversion" nature of the mod.
Hmm, wasteland mod's thread's first page gives me links to DF 0.31.18 Wasteland. Oh, right, you weren't asking me to test Wasteland mod. How's the farming over there?

This Genesis is super stable in world gen! Don't think have had any crashes in .05 .06 .07, in world gen or in fort mode.

Should I putter around so that there's an "expansion pack" to Genesis based on your Witcher potions & spells?
« Last Edit: March 31, 2012, 07:38:46 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

SomethingCreative

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Do you guys accept contributions?

I added some new stuff to adventure mode crafting, specifically:

sew cloth skirt
sew cloth thong
sew cloth loincloth
sew leather loincloth
sew cloth cap
sew cloth backpack
sew cloth pouch
sew leather pouch
repair pouch

All tested and working. I'll post it if you want any of it.
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Meph

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@deon: About the worldgen crashes: I would bet on custom mega- and semimegabeasts that do not have spheres and lairs assigned. To do an easy test, just remove all megabeasts and run the worldgen.

[BIOME:ANY_LAND] and [SEMIMEGABEAST] also leads to crashes at worldgen since 34. Adding lairs to those and specifiyng the biomes helps.

Do not ask me how or what, or why, I am just as clueless on that as everyone else.
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Deon

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Wait, I have them... Do they cause crashes without spheres? FFFFFFFFFFFFFFFFF, and I spent like 2 days testing different creatures if they are the cause of a crash, but I did not try semi-/megabeasts yet :).
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TomiTapio

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Do you guys accept contributions?
I added some new stuff to adventure mode crafting, specifically:
Yeah, I guess we do.
At least a dozen creatures from people have been incorporated into Genesis. But Deon has the final say on this as it is his mod.

Edit: added a snow monkey (Japanese macaque). Will be in my next sub-release. Also a swamp cat.
Edit2: added silver birch (value 1, symbol of Finland) and yellow birch (value 2, americans use for floor & cabinets), rowan (the one with lots of bitter red berries, value 2(tool use))
Added white willow, goat willow(in dry unlike other willows), sallow (grey willow).
Edit3: a few new toys...
Edit4: many giant beasts from pet to pet_exotic, now that the taming issue has been resolved and DM removed.
« Last Edit: April 02, 2012, 12:16:41 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
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