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Author Topic: Dorf Space: Version 2.1.1! Now open for suggestions!  (Read 45729 times)

Necro910

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #165 on: September 07, 2011, 03:28:51 pm »

I am not sure where it is now, I have a lot of computers :P. It was for 40d. It was mostly about castes-creatures, so a troll and a gnome could give a birth to a human. And evil race was elves who were lightning fast and had awesome magical weapons. I liked it though :P.
oh. Also, what is cataclysm?

Jimlad11

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #166 on: September 08, 2011, 04:52:00 am »

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« Last Edit: March 13, 2018, 01:53:04 pm by Jimlad11 »
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Deon

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #167 on: September 08, 2011, 07:15:02 am »

I know that I will do it eventually, I just have so many projects. And this goddamn grade school, and 3 jobs... Priorities!
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Necro910

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #168 on: September 09, 2011, 02:46:12 pm »

It's a zombie/apocalypse/survival roguelike. Has some pretty awesome stuff :)

Bay12 Thread
Sounds like DF adventure mode, stuffed inside my head, then censored.

And yes, I am aware that there is drugs, guns, and a whole lotta killin'. That's why I said censored. I'LL TAKE IT ANYWAYS!

I know that I will do it eventually, I just have so many projects. And this goddamn grade school, and 3 jobs... Priorities!
I understand. Many people have lives. Like foot fetishes.

hemmingjay

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #169 on: September 30, 2011, 10:46:17 am »

Just wanted to drop a note to say I am loving this mod. Kudos sir!
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GreatWyrmGold

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #170 on: October 08, 2011, 11:17:31 am »

I got a crash when using the site finder to locate a site with clay, a river, and no aquifer. No changes to your mod, at that time; I think I'll try making some common-looking soil into a clay and see if that changes anything.

EDIT: Nope, didn't help. Man, is this geology barren.

EDIT2: Also crashed after choosing an embark site.
« Last Edit: October 08, 2011, 11:32:58 am by GreatWyrmGold »
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Necro910

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #171 on: October 08, 2011, 04:30:16 pm »

I got a crash when using the site finder to locate a site with clay, a river, and no aquifer. No changes to your mod, at that time; I think I'll try making some common-looking soil into a clay and see if that changes anything.

EDIT: Nope, didn't help. Man, is this geology barren.

EDIT2: Also crashed after choosing an embark site.
It's real buggy because it hates what I've done. I got rid of many core things such as real trees, and normal rock layers. I replaced all rock layers with generic stone, so the game is not liking it. Just keep trying to embark, and it will eventually work. Embark in a place with no trees, that seems to help.

stabbymcstabstab

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #172 on: October 08, 2011, 06:34:38 pm »

Why not add trees? Just remove the woodcutting job and axes from the miners and add [FREQUENCY:0] so caravans won't bring them and then that should fix a lot and keep them useless or you can have the wood evaporate when cut down.
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Necro910

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #173 on: October 08, 2011, 07:08:25 pm »

Why not add trees? Just remove the woodcutting job and axes from the miners and add [FREQUENCY:0] so caravans won't bring them and then that should fix a lot and keep them useless or you can have the wood evaporate when cut down.
But then you'll have evaporwagons and other problems.  :P

stabbymcstabstab

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #174 on: October 08, 2011, 09:02:45 pm »

True but I rather have evaporwagons then a crashed game any day.
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GreatWyrmGold

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #175 on: October 08, 2011, 10:08:24 pm »

Why not have "dead trees" or something?
And why did you take out the advanced geology of DF? That's one of my favorite parts!
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Necro910

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #176 on: October 08, 2011, 11:35:14 pm »

Why not have "dead trees" or something?
And why did you take out the advanced geology of DF? That's one of my favorite parts!
I have trees that are made of leaves (Basically impassable ferns), but I'm not sure.

The advanced geology isn't the focus. Dead Space doesn't go into the geologic makeup of other planets, so it would not be accurate anyways. You'll still have all the same metals and such, just you won't have dwarven epilepsy.

GreatWyrmGold

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #177 on: October 09, 2011, 09:58:46 am »

Why not have "dead trees" or something?
And why did you take out the advanced geology of DF? That's one of my favorite parts!
I have trees that are made of leaves (Basically impassable ferns), but I'm not sure.

The advanced geology isn't the focus. Dead Space doesn't go into the geologic makeup of other planets, so it would not be accurate anyways. You'll still have all the same metals and such, just you won't have dwarven epilepsy.
I'd still like the game not to crash. Couldn't you just remove the woodcutter profession?
And if basic geology is also causing crashes, why don't you just add a few more random stones ("Blue stone," "Tan stone," "Red stone," etc; maybe "Shiny stone" or "Marble" or something valuable?). Also, who says that a different planet is going to follow different physical laws insofar as geology goes? Maybe sedimentary, but unless Aegis VII is REALLY weird, it should probably have similar geology to Earth.
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Necro910

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #178 on: October 09, 2011, 12:36:23 pm »

Why not have "dead trees" or something?
And why did you take out the advanced geology of DF? That's one of my favorite parts!
I have trees that are made of leaves (Basically impassable ferns), but I'm not sure.

The advanced geology isn't the focus. Dead Space doesn't go into the geologic makeup of other planets, so it would not be accurate anyways. You'll still have all the same metals and such, just you won't have dwarven epilepsy.
I'd still like the game not to crash. Couldn't you just remove the woodcutter profession?
And if basic geology is also causing crashes, why don't you just add a few more random stones ("Blue stone," "Tan stone," "Red stone," etc; maybe "Shiny stone" or "Marble" or something valuable?). Also, who says that a different planet is going to follow different physical laws insofar as geology goes? Maybe sedimentary, but unless Aegis VII is REALLY weird, it should probably have similar geology to Earth.
I don't know what is causing the crashing. My error log isn't reporting anything.

I don't know why the same stone layer is going to crash the game, it'd still house all the same minerals  :-\

stabbymcstabstab

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Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« Reply #179 on: October 09, 2011, 02:05:55 pm »

In fact why remove the stone types any way there the same on all the planets just in differnt amounts and with mabye differnt densities if its high gravity.
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