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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1228019 times)

Ma55Murd3r

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i think i found a bit of a bug... Have over 500 food and yet my dwarves continue to starve idk what to do
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Broseph Stalin

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i think i found a bit of a bug... Have over 500 food and yet my dwarves continue to starve idk what to do

Burrows, subterranean trees, locked doors, removed staircases this happens alot and it's generally one of those four things.

TomiTapio

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Cook that meat and tallow into meals. Dorfs don't eat raw meat (tastes bad with beer and is much less nutritious).
j-m-q-meal is the jobs manager mnemonic for that.
Anyone used yet my "rock salt boulder into kitchen salt" at the stonecutter workshop?

Also, unforbid tantrum-thrown food barrels (d-b-c [claim, in rectangle]), might have a 100 pizzas in one barrel.
« Last Edit: July 13, 2012, 11:40:47 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

Ma55Murd3r

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ive dont all that prepared meals and other food items have seperate stockpiles yet they still refuse to eat
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Tirion

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Nice additions. One more thing wouldn't hurt: adding a healing rate to cartilage. Because I find it unlikely that noses and ears should never ever heal.
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TomiTapio

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Nice additions. One more thing wouldn't hurt: adding a healing rate to cartilage. Because I find it unlikely that noses and ears should never ever heal.
Hoof, horn, cartilage got [HEALING_RATE:2500] now. Shell got healing rate many months ago. Your livestock will be grateful.
 
Next OldGenesis release maybe in 2 weeks. [currently playing & editing Phoebus folder; would take 1-3 hours to sync changes to the other two tilesets.]

Anyone got ideas what the gods give when you A) sacrifice toys made of metal and B) sacrifice trumpets.
Also, do we want a workshop that requires toys or instruments or cauldrons+pots to construct?


Edit: tuning Cobaltite, because it is so annoyingly common in my embarks... "all cobalt gear" is too tempting/common compared to hammered irom and copper...
Spoiler (click to show/hide)
.11c changelog so far:
Spoiler (click to show/hide)
« Last Edit: July 16, 2012, 05:10:34 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

GrizzlyAdamz

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Anyone know where I can find a new list of relative metal values? Just tried testing to determine some properties of white and black bronze, but it's slow-going and the results aren't definitive, (might be human error).
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TomiTapio

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Anyone know where I can find a new list of relative metal values? Just tried testing to determine some properties of white and black bronze, but it's slow-going and the results aren't definitive, (might be human error).
That is a F.A.Q. :´)
See http://df-genesis.wikidot.com/metals unless Deon has put the Genesis 4 (alpha stage) stuff there already. Oh, some of the wiki's images seem to have expired on whatever hosting service.

And the white bronze, CuNi, is currently having the same numbers as black bronze. IRL white bronze's specialty is resisting sea water corrosion.
Spoiler (click to show/hide)

my OldGenesis .11c changelog so far:
Spoiler (click to show/hide)
« Last Edit: July 18, 2012, 09:46:37 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

GrizzlyAdamz

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I saw that it (white bronze) wasn't listed in the wiki, and that it (the wiki) was labeled as outdated. Figured if there's one new mat, there might be others.

Ah, I'd settled on it being identical to black, thank you for confirming it  :)
Carry on.
« Last Edit: July 18, 2012, 11:23:10 am by GrizzlyAdamz »
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Wiro

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Somewhat confused by the posts here. Is there a version of Genesis available that is up to date with the latest DF release?
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greycat

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According to Tomi's signature, the latest is http://dl.dropbox.com/u/8967397/OldGenesis_3411b_ASCII.zip which appears to be for DF version 0.34.11.  Or the analogous download if you use one of the tilesets.

If you're not on Windows, then you probably need to copy over the platform-specific executable programs/libaries from a DF release, into the Genesis directory.
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GrizzlyAdamz

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Hmm, might just have to take a look at  sir tomi's work.
Has he (have you) done much with adventure mode?

Messing with reactions, I'm unsure as to why master deon had the 'decorate' section he did- 4 commands without mat restrictions would've been much better imo.
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Check this shit out- (it changes)
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TomiTapio

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Hmm, might just have to take a look at  sir tomi's work.
Has he (have you) done much with adventure mode?
Nope, very little adventurer reaction changes. I did add "kitchen dagger" and "kitchen axe" so you might find half-decent weapons in monster lairs' kitchen tools.

I added adventuremode-soundmessages to humanoids, so you HEAR the bandit camp spitting and shouting. (people can help me with that section; would like all animals to have sounds.)
Spoiler (click to show/hide)

Oh and the three-part brain changes alter combat balance. And got pain & bleeding tuning, so N crossbow bolts into Y sized animal should cause fainting.
Genesis crossbows have inbuilt bayonets; go stab some wild boars! Oak and other furniture hardwoods stab better than pine,fir,birch etc.
I like adding new trees and minerals from the real world!


My OldGenesis Changelog so far:
Spoiler (click to show/hide)

ps. if you search Twitter with "#DwarfFortress" you should find my tweets there.
« Last Edit: July 22, 2012, 07:13:48 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

GrizzlyAdamz

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Hmm, well then I might just see about tacking wanderers friend and blacksmith's friend onto your version. What would you say the smelting ingredients are for new alloys like red steel and white bronze?
« Last Edit: July 23, 2012, 11:53:35 am by GrizzlyAdamz »
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Check this shit out- (it changes)
Profile->Modify Profile->Look and Layout->Current Theme: Default [Change]->Darkling (it's good for your eyes and looks better)

Tirion

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Even non-warfare metals can be made into bolts and arrows, do I remember correctly? A great way to turn nickel, zinc and lead into fort-saving deadly hail of bolts instead of shitty furniture.
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."
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