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Author Topic: MixMod for 31.25 v0.9  (Read 47084 times)

Ultimuh

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Re: MixMod for 31.16 v0.7
« Reply #105 on: October 08, 2010, 05:23:02 pm »

I have noticed there is no graphic tileset in this one.. Will there be support for one or several at some time?
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Sdonourg

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Re: MixMod for 31.16 v0.7
« Reply #106 on: October 08, 2010, 06:43:05 pm »

I don't even know how playable is MixMod with tileset. In earlier versions there was just a mix of all tilesets of all the mods, but I thought it didn't worked. I can include it again in next release.
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Jordrake

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Re: MixMod for 31.16 v0.7
« Reply #107 on: October 09, 2010, 03:09:05 pm »

If you wanna make stuff really insane, throw in S.L.A.D.E (See my sig). It has hashish.
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Sphalerite

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Re: MixMod for 31.16 v0.7
« Reply #108 on: October 09, 2010, 03:35:08 pm »

I have tried running my Uplift Engine script on a MixMod install.  It creates about 500 new civilizations.  This was quite useful for testing my script - there were some things I hadn't thought of that were creating a lot of errors in the output when run with MixMod.  I have it to the point where it make a nearly error-free output now, but when I try to create anything over a very small region, Dwarf Fortress crashes during world gen.  I'm not sure if this is something specific that's wrong or just Dwarf Fortress running out of memory or something due to too much stuff in the world.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Sdonourg

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Re: MixMod for 31.16 v0.7
« Reply #109 on: October 09, 2010, 06:38:27 pm »

but when I try to create anything over a very small region, Dwarf Fortress crashes during world gen.

I'm playing in a 257x257 world with 300 civs and there were no crashes.
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Sdonourg

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Re: MixMod for 31.16 v0.7
« Reply #110 on: November 11, 2010, 11:39:46 pm »

Updated MixMod to 31.17 at cost of some things from Genesis (including caste stuff). Sorry, if somebody likes it so much, I'll try to implement it back later. And it crashes very often.
« Last Edit: November 12, 2010, 12:38:24 am by Sdonourg »
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Ieb

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Re: MixMod for 31.17 v0.8
« Reply #111 on: November 12, 2010, 01:48:39 am »

I would figure the crash is because of the large amount of entities that can be placed. Something wrong in one of them. Because I have been working on a mod with like 30 civ's, and noticed that there's something that's causing the game to crash at random points during worldgen, I am pretty sure if there's any cause for the crash it's because of my DK mod.

No other reason for that conclusion except it was done by me, and I'm apparently a shitty modder.
Maybe I'll figure out why the other mod crashes and I can confirm if it's my mod in this mix that's doing stupid things. A possible cause that I can think of would be all the castes for the mod. They have caused issues already with the "unknown materials" so yeah.
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Sdonourg

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Re: MixMod for 31.17 v0.8
« Reply #112 on: November 12, 2010, 05:04:24 am »

Okay, I you\ll find something, tell me ;). I better now mix unbugged mods for 31.17.
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Zifnab

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Re: MixMod for 31.17 v0.8
« Reply #113 on: November 13, 2010, 01:32:05 pm »

I can reclaim non-player sites using this mod with at least the automaton civ if not more.  Doesn't work every time, but if I generate enough worlds I find more sites that I can reclaim.
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DerUbermensch

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Re: MixMod for 31.17 v0.8
« Reply #114 on: November 13, 2010, 04:12:11 pm »

I've noticed there's been another issue for me. I've been genning my world multiple times, but I never get Dwarven civilizations, even with maximum civilizations.

Possible bug?
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Zifnab

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Re: MixMod for 31.17 v0.8
« Reply #115 on: November 13, 2010, 09:42:20 pm »

I've been getting dwarven civs, they just tend to die off quickly.  But I've upped the civ count to around 100.
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Zaerosz

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Re: MixMod for 31.17 v0.8
« Reply #116 on: November 26, 2010, 05:26:27 pm »

Can I request my mod for this once I get the next release out?
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Sdonourg

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Re: MixMod for 31.17 v0.8
« Reply #117 on: November 26, 2010, 07:12:48 pm »

Of course you can, but next release will be a bit later, when there will be many bugless 31.18 mods.
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blackmagechill

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Re: MixMod for 31.17 v0.8
« Reply #118 on: December 11, 2010, 02:51:02 pm »

This mod is the best mod. If you want pain, soul shattering, mindmelting, what the hell how do they even pain, play. If losing is fun, this mod is pure euphoria.
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OmnipotentGrue

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Re: MixMod for 31.17 v0.8
« Reply #119 on: December 12, 2010, 06:24:03 am »

This mod is the best mod. If you want pain, soul shattering, mindmelting, what the hell how do they even pain, play. If losing is fun, this mod is pure euphoria.

Agreed.
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